redeclipse-conf

configuration and runit scripts for RedEclipse 1.6 (template)
git clone git://deadbeef.fr/redeclipse-conf.git
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specifics.cfg (6460B)


      1 // sv_instaweapon 8 // weapon players spawn with in instagib, defaults to rifle (8)
      2 // sv_trialweapon 0 // weapon players spawn with in trial, defaults to melee only (0)
      3 // sv_instadelay 3000 // time in milliseconds before players can respawn in instagib mutated modes
      4 // sv_trialdelay 500 // time in milliseconds before players can respawn in trial mode
      5 // sv_trialdelayex 3000 // time in milliseconds before defenders can respawn in gauntlet trial mode
      6 // sv_duelprotect 5000 // time in milliseconds after spawning players cannot be damaged in duel/survivor matches
      7 // sv_instaprotect 3000 // time in milliseconds after spawning players cannot be damaged in instagib matches
      8 // sv_maxhealthvampire 3.0 // spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire
      9 // sv_capturebuffing 9 // scenarios in which a player gets health and damage bonuses for capture the flag (bitmask):
     10 //      1 - standing near own flag at its base
     11 //      2 - standing near own loose flag (always on during defend mutator)
     12 //      4 - holding own flag
     13 //      8 - standing near teammate who is holding own flag
     14 //     16 - holding enemy flag
     15 //     32 - standing near teammate who is holding enemy flag
     16 // sv_captureregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
     17 // sv_captureregendelay 1000 // regen this often when buffed
     18 // sv_captureregenextra 2 // add this to regen when buffed
     19 // sv_capturebuffdelay 3000 // buffed when guarding, and for this long after
     20 // sv_capturebuffdamage 1.25 // multiply outgoing damage by this much when buffed
     21 // sv_capturebuffshield 1.25 // divide incoming damage by this much when buffed
     22 // sv_defendbuffing 1 // scenarios in which a player gets health and damage bonuses for defend and control (bitmask):
     23 //      1 - standing near a controlled, undisturbed area
     24 //      2 - standing near a neutral area your team is in the process of securing
     25 //      4 - standing near a controlled area, even if other teams are nearby
     26 // sv_defendregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
     27 // sv_defendregendelay 1000 // regen this often when buffed
     28 // sv_defendregenextra 2 // add this to regen when buffed
     29 // sv_defendbuffdelay 1000 // buffed when guarding, and for this long after
     30 // sv_defendbuffdamage 1.25 // multiply outgoing damage by this much when buffed
     31 // sv_defendbuffshield 1.25 // divide incoming damage by this much when buffed
     32 // sv_bomberbuffing 1 // scenarios in which a player gets health and damage bonuses for bomber ball (bitmask):
     33 //      1 - standing near own base
     34 //      2 - holding the bomb
     35 //      4 - holding the bomb (defending team only, attack mutator only, and only if bomberattackreset is 0)
     36 // sv_bomberregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
     37 // sv_bomberregendelay 1000 // regen this often when buffed
     38 // sv_bomberregenextra 2 // add this to regen when buffed
     39 // sv_bomberbuffdelay 1000 // buffed when guarding, and for this long after
     40 // sv_bomberbuffdamage 1.25 // multiply outgoing damage by this much when buffed
     41 // sv_bomberbuffshield 1.25 // divide incoming damage by this much when buffed
     42 //
     43 // sv_duelcooloff 5000 // time in milliseconds before next round in duel/survivor
     44 // sv_duelclear 1 // determines if items are reset at the end of each round
     45 // sv_duelreset 1 // determines if winner of a duel round is forced to respawn (if 0, they can roam freely during the intermission between rounds)
     46 // sv_duelcycle 2 // determines if winner of a duel round can be forced back into the respawn queue along with the loser: 0 = no, 1 = FFA only, 2 = team games only, 3 = both
     47 // sv_duelcycles 2 // number of consecutive wins needed by the same player before duelcycle applies
     48 // sv_capturelimit 0 // number of captures required to end the round (and win) in ctf (0 = no limit)
     49 // sv_captureresetdelay 30000 // time in milliseconds before a dropped flag automatically resets
     50 // sv_capturedefenddelay 15000 // time in milliseconds before a dropped flag automatically resets with the defend mutator
     51 // sv_captureprotectdelay 15000 // time in milliseconds required to hold onto an enemy flag with the protect mutator in order to score
     52 // sv_capturepickupdelay 2500 // minimum time in milliseconds after picking up own flag that it can be returned to base
     53 // sv_captureresetpenalty 3500 // time in milliseconds that a team is not allowed to score or pick up their own flag after it resets
     54 // sv_captureteampenalty 7500 // same as captureresetpenalty, but applies when the flag was last held by a member of its own team
     55 // sv_capturecarryspeed 0.9 // multiplier of movement speed for a player who is holding any flag
     56 // sv_defendlimit 0 // number of points required to end the round (and win) in defend and control (0 = no limit)
     57 // sv_defendpoints 1 // number of points given for controlling an area in defend and control
     58 // sv_defendinterval 50 // time in milliseconds between "ticks" for a player near a control area
     59 // sv_defendoccupy 100 // number of "ticks" needed to secure or overthrow an area
     60 // sv_defendking 100 // number of "ticks" needed to secure in king of the hill
     61 // sv_defendhold 100 // number of "ticks" a control area needs to be undisturbed in order to score
     62 // sv_bomberlimit 0 // number of points required to end the round (and win) in bomber ball (0 = no limit)
     63 // sv_bomberholdlimit 0 // number of points required to end the round (and win) in hold bomber ball (0 = no limit)
     64 // sv_bomberbasketonly 1 // determines if touchdowns are disallowed with the basket mutator
     65 // sv_bomberbasketmindist 48 // if touchdowns are disallowed, also disallow throws from closer than this (8 units = 1 meter)
     66 // sv_bomberattackreset 1 // if 1, defenders in attack bomber ball cannot hold the bomb, and it will reset immediately if they pick it up
     67 // sv_bomberresetdelay 15000 // time in milliseconds before a loose bomb resets
     68 // sv_bomberpickupdelay 5000 // time in milliseconds before a loose bomb can be picked up by the same player who dropped it
     69 // sv_bombercarrytime 15000 // fuse length of the bomb in milliseconds
     70 // sv_bomberholdtime 15000 // fuse length of the bomb in milliseconds for hold bomber ball
     71 // sv_bomberholdinterval 1000 // time in milliseconds between each point in hold bomber ball
     72 // sv_bomberholdpenalty 10 // points lost for holding onto the bomb so long that the fuse runs out
     73 // sv_bombercarryspeed 0.9 // multiplier of movement speed for a player who is holding the bomb