Difference between revisions of "Cspree"

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*>Molgrum
(New page: Chilling Spree CVARS: Server wide: info_hostname "foppa.dk #1" // will set hostname to foppa.dh #1 CSPREE // Hostname will be set to reflect location of server info_city "Copenhagen" ...)
 
*>Mushi
Line 1: Line 1:
Chilling Spree CVARS:
+
Chilling Spree is a new server modification (released as beta in 1st January 2017) developed by [[Molgrum]]. It is supposed to be an alternative for the [[KTX]] mod that dominates QuakeWorld servers since its inception.
  
Server wide:
+
=Features=
 +
* XXXX gamemodes, of which YYY never seen on QuakeWorld
 +
'''MOLGRUM''' add stuff
  
info_hostname "foppa.dk #1" // will set hostname to foppa.dh #1 CSPREE
+
=Game modes=
 +
;HeadHunters
 +
: get the most heads you can!
 +
;King of the hill
 +
: be the last one surviving the ffa match
 +
: AND dominate! :P (note for molgrum:check the format)
 +
;Domination
 +
: capture points and secure areas
 +
;Rover
 +
: forgot about this
 +
;Duel Arena
 +
: Round based duel. winner stays
 +
'''MOLGRUM''' add the remaining
 +
And of course the normal game modes, like duel, 2on2, 4on4 and CTF.
  
// Hostname will be set to reflect location of server
+
=Requirements and how to use=
 
+
'''Client requirements''': EzQuake 3.0 or FTE
info_city "Copenhagen"
+
A client just has to find a CPREE server and connect. everything needed will be automatically downloaded for you. Alternatively, you can download this .pk3 '''MOLGRUM''' and place it on your /qw folder.
 
 
info_state ""
 
 
 
info_country "Denmark"
 
 
 
allowedmodes "" // string separated by spaces of modes allowed, can be a mix of:  
 
 
 
allowbots 0 // integer 0 or 1 for false and true
 
 
 
game_lockrules 0 // lockrules makes setting rules in the menu disabled
 
 
 
game_mode "duel" // default mode for the server
 
 
 
game_loadout 0 // default loadout, AXE + SG default
 
 
 
game_clientlimit 12 // number of players allowed
 
 
 
game_botskill 0 // bot skill, can be set to higher numbers than 1
 
 
 
game_record 1 // record mvd of matches
 
 
 
game_itemtimers 1 // timers on items to display when they respawn, probably does nothing as of now
 
 
 
maprotation "" // maps to be rotated, if null enable map voting
 
 
 
armor_accumulate 0 // quake live plagiarism
 
 
 
armor1_absorb 0.30 // GA absorbtion rate
 
 
 
armor1_amount 100 // GA amount
 
 
 
armor2_aborb 0.60 // YA absorbtion rate
 
 
 
armor2_amount 150 // YA amount
 
 
 
armor3_absorb 0.8 // YA absorbtion rate
 
 
 
armor3_amount 200 // RA amount
 
 
 
axe_new 0 // some new axe functionality to make it easier to hit
 
 
 
axe_damage 20 // axe damage per hit
 
 
 
axe_push 1.0 // factor for pushback
 
  
axe_push_frozen 3.0 // factor for pushback on frozen players
+
Server Requirements: '''MOLGRUM'''
  
axe_reload 0.5 // axe reload time in seconds
 
  
bullet_damage 3.0 // damage per bullet with shotguns
 
  
bullet_push 1.0 // pushback for bullets
 
  
bullet_spread 1 // new shotgun spread, leave at 1 for now
+
=Development stage and technical aspects=
 +
'''MOLGRUM'''
 +
==Current status==
 +
'''MOLGRUM'''
 +
==How to contribute==
 +
'''MOLGRUM'''
  
entities_rotatefix 1 // rotate entities that have angles set
 
 
prewar_countdown 10 // countdown from ready to game start
 
 
forcestart_countdown 30 // time that players can ready up before getting kicked
 
 
game_gibthreshhold -40 // Health to be gibbed, except head hunters where every kill is a gib
 
 
game_cpmajump 0 // try it with airstep
 
 
game_fairpacks 0 // ktpro stuff, 2 drops current weapon only when firing it
 
 
game_fastlifts 0 // ???
 
 
game_fastswitch 1 / ???
 
 
game_nailrecoil 0 // air recoil from nailguns making certain jumps possible
 
 
game_newwalk 0 // animation stuff, aesthetics
 
 
game_visiblepacks 0 // weapons contained in pack visible
 
 
game_exittele 0 // exits are transformed to teleports to start on level
 
 
grenade_aim_new 0 // set to 1 when experimenting with minpitch/maxpitch 89
 
 
grenade_aim_norandom 1 // grenades non-random fire origin
 
 
grenade_damage 120 // gl damage
 
 
grenade_push 1.0 // gl pushback
 
 
grenade_reload 0,6 // gl reload time
 
 
grenade_velocity 600 // grenade velocity
 
 
laser_damage 15 // laser trap damage
 
 
laser_push 1,0 // laser pushback
 
 
lightning_damage 30 // lg damage per cell, might lower this with antilag 1
 
 
lightning_push 1.0 // pushback from lg
 
 
lightning_reload 0.2 // reload per cell
 
 
respawn_ammo 30 // seconds between ammo respawns
 
 
respawn_armor 20 // armor respawn time
 
 
respawn_health 20 // health respawn time
 
 
respawn_mega 20 // respawn times for mega
 
 
respawn_pent 300 // pentagram respawn, on dm5 could be set to 60
 
 
respawn_ring 300 // ring respawn, on dm6 could be set to 60
 
 
respawn_suit 60 // unused in deathmatch
 
 
respawn_quad 60 // quad respawn, one minute
 
 
respawn_weapon_dmm1 30 // respawn for weapons in dmm1, seconds
 
 
respawn_weapon_dmm2 5 // respan for weapons in dmm2, seconds
 
 
rocket_damage 110 // rl damage
 
 
rocket_push 1.0 // rl pushback
 
 
rocket_reload 0.8 // rl reload time in seconds
 
 
rocket_velocity 1000 // rocket velocity
 
 
coilgun_reload 0.7 // reload for coilgun
 
 
shotgun_reload 0.5 // boomstick reload
 
 
shotgun_spread 0.005 // boomstick spread
 
 
shotgun2_reload 0.7 // buckshot reload
 
 
shotgun2_spread 0.015 // buckshot spread
 
 
spawn_drop 0 // drop deathmatch spawns to be adjacent to floor
 
 
spawn_mode 1 // fair spawns or competitive, fair spawns gives more breathing room by not allowing too many spawns on the same spot
 
 
spawn_telefrag 1 // telefrag mercilessl
 
 
spike_damage 9 // ng damage
 
 
spike_push 1.0 // ng pushback
 
 
spike_velocity 1000 // emulate fastnails by setting to 2000
 
 
spike2_damage 18 // sng damage
 
 
spike2_push 1.0 // sng pushback
 
 
spike2_velocity 1000 // emulate fastnails by setting to 2000
 
 
teleport_angles 0 // experimental stuff, leave at 0
 
 
teleport_entities 0 // teleport rockets and stuff too
 
 
teleport_velocity 0 // preserve player velocity through teleports
 
 
runtests 0 // QA stuff to test the mod, leave at 0
 
 
rail 0 // railgun enabled
 
 
rail_damage 110 // railgun damage
 
 
rail_push 1.0 // railgun pushback
 
 
rail_reload 0.8 // railgun reload in seconds
 
 
dmm5_shells 30 // dmm5 ammo caps
 
 
dmm5_nails 70 // dmm5 ammo caps
 
 
dmm5_rockets 20 // dmm5 ammo caps
 
 
dmm5_cells 50 // dmm5 ammo caps
 
 
Game mode CVARS:
 
 
game_rounds 5 // number of rounds for this mode
 
 
minplayers 0 // minimum number of players for this game mode
 
 
maxplayers 12 // maximum number of players for this game mode
 
 
minteamsize 0 // minimum number of players in each team for game to start
 
 
maxteamsize 4 // maximum number of players in each team for game to start
 
 
hook_enabled 0 // CTF hook, only enabled in CTF but can be bypassed
 
 
game_selfdamage 1 // how much damage is dealt to the attacker when hurting yourself
 
 
game_teamdamage 1 // friendly fire
 
 
game_teamdamage_reflect 0 // damage dealt to teamkillers
 
 
ctf_returntime 20 // how long the flag stays when dropped
 
 
ctf_returnscore 0 // points rewarded when returning your own flag
 
 
ctf_grabscore 0 // grab enemy flag frag score
 
 
ctf_capturescore 10 // frags awarded when capturing enemy flag
 
  
 +
==Chilling Spree CVARS==
 +
===Game mode CVARS===
 +
<nowiki>g_game_rounds 5 // number of rounds for this mode
 +
g_minplayers 0 // minimum number of players for this game mode
 +
g_maxplayers 12 // maximum number of players for this game mode
 +
g_minteamsize 0 // minimum number of players in each team for game to start
 +
g_maxteamsize 4 // maximum number of players in each team for game to start
 +
g_hook_enabled 0 // CTF hook, only enabled in CTF but can be bypassed
 +
g_game_selfdamage 1 // how much damage is dealt to the attacker when hurting yourself
 +
g_game_teamdamage 1 // friendly fire
 +
g_game_teamdamage_reflect 0 // damage dealt to teamkillers
 +
g_ctf_returntime 20 // how long the flag stays when dropped
 +
g_ctf_returnscore 0 // points rewarded when returning your own flag
 +
g_ctf_grabscore 0 // grab enemy flag frag score
 +
g_ctf_capturescore 10 // frags awarded when capturing enemy flag
 
headhunters_maxheads 5 // number of heads you can carry
 
headhunters_maxheads 5 // number of heads you can carry
 +
g_g_freezetag_thawtime 3 // thawing time in ftag
 +
g_freezetag_thawinplace 0 // dunno
 +
g_domination_capturetime 5 // time in seconds to capture a domination area
 +
g_domination_pointinterval 5 // ???
 +
g_domination_cap 15 // frags awarded for capturing an area
 +
g_domination_capassist 10 // frags awarded for assisting a capture
 +
g_domination_defense 10 // frags awarded for defending an area</nowiki>
  
freezetag_thawtime 3 // thawing time in ftag
 
  
freezetag_thawinplace 0 // dunno
+
===Map CVARS===
 +
<nowiki>g_noweapon "gl" // DMM4 disabled weapons, end has "gl lg"</nowiki>
  
domination_capturetime 5 // time in seconds to capture a domination area
 
  
domination_pointinterval 5 // ???
+
===DMM CVARS===
 +
<nowiki>g_powerups_enabled 1 // enable powerups or disable, also a map cvar
 +
g_overtime 3 // overtime for this DMM
 +
g_noitems 0 // Stacked limited can set this to 1 to disable item pickups</nowiki>
  
domination_cap 15 // frags awarded for capturing an area
+
===Server side===
 
+
These are for server admins only:
domination_capassist 10 // frags awarded for assisting a capture
+
<nowiki>g_info_hostname "foppa.dk #1" // will set hostname to foppa.dh #1 CSPREE
 
+
// Hostname will be set to reflect location of server
domination_defense 10 // frags awarded for defending an area
+
g_info_city "Copenhagen"
 
+
g_info_state ""
Map CVARS:
+
g_info_country "Denmark"
 
+
g_allowedmodes "" // string separated by spaces of modes allowed, can be a mix of:
noweapon "gl" // DMM4 disabled weapons, end has "gl lg"
+
g_allowbots 0 // integer 0 or 1 for false and true
 
+
g_game_lockrules 0 // lockrules makes setting rules in the menu disabled
DMM CVARS:
+
g_game_mode "duel" // default mode for the server
 
+
g_game_loadout 0 // default loadout, AXE + SG default
powerups_enabled 1 // enable powerups or disable, also a map cvar
+
g_game_clientlimit 12 // number of players allowed
 
+
g_game_botskill 0 // bot skill, can be set to higher numbers than 1
overtime 3 // overtime for this DMM
+
g_game_record 1 // record mvd of matches
 
+
g_game_itemtimers 1 // timers on items to display when they respawn, probably does nothing as of now
noitems 0 // Stacked limited can set this to 1 to disable item pickups
+
g_maprotation "" // maps to be rotated, if null enable map voting
 +
g_armor_accumulate 0 // quake live plagiarism
 +
g_armor1_absorb 0.30 // GA absorbtion rate
 +
g_armor1_amount 100 // GA amount
 +
g_armor2_aborb 0.60 // YA absorbtion rate
 +
g_armor2_amount 150 // YA amount
 +
g_armor3_absorb 0.8 // YA absorbtion rate
 +
g_armor3_amount 200 // RA amount
 +
g_axe_new 0 // some new axe functionality to make it easier to hit
 +
g_axe_damage 20 // axe damage per hit
 +
g_axe_push 1.0 // factor for pushback
 +
g_axe_push_frozen 3.0 // factor for pushback on frozen players
 +
g_axe_reload 0.5 // axe reload time in seconds
 +
g_bullet_damage 3.0 // damage per bullet with shotguns
 +
g_bullet_push 1.0 // pushback for bullets
 +
g_bullet_spread 1 // new shotgun spread, leave at 1 for now
 +
g_entities_rotatefix 1 // rotate entities that have angles set
 +
g_prewar_countdown 10 // countdown from ready to game start
 +
g_forcestart_countdown 30 // time that players can ready up before getting kicked
 +
g_game_gibthreshhold -40 // Health to be gibbed, except head hunters where every kill is a gib
 +
g_game_cpmajump 0 // try it with airstep
 +
g_game_fairpacks 0 // ktpro stuff, 2 drops current weapon only when firing it
 +
g_game_fastlifts 0 // ???
 +
g_game_fastswitch 1 / ???
 +
g_game_nailrecoil 0 // air recoil from nailguns making certain jumps possible
 +
g_game_newwalk 0 // animation stuff, aesthetics
 +
g_game_visiblepacks 0 // weapons contained in pack visible
 +
g_game_exittele 0 // exits are transformed to teleports to start on level
 +
g_grenade_aim_new 0 // set to 1 when experimenting with minpitch/maxpitch 89
 +
g_grenade_aim_norandom 1 // grenades non-random fire origin
 +
g_grenade_damage 120 // gl damage
 +
g_grenade_push 1.0 // gl pushback
 +
g_grenade_reload 0,6 // gl reload time
 +
g_grenade_velocity 600 // grenade velocity
 +
g_laser_damage 15 // laser trap damage
 +
g_laser_push 1,0 // laser pushback
 +
g_lightning_damage 30 // lg damage per cell, might lower this with antilag 1
 +
g_lightning_push 1.0 // pushback from lg
 +
g_lightning_reload 0.2 // reload per cell
 +
g_respawn_ammo 30 // seconds between ammo respawns
 +
g_respawn_armor 20 // armor respawn time
 +
g_respawn_health 20 // health respawn time
 +
g_respawn_mega 20 // respawn times for mega
 +
g_respawn_pent 300 // pentagram respawn, on dm5 could be set to 60
 +
g_respawn_ring 300 // ring respawn, on dm6 could be set to 60
 +
g_respawn_suit 60 // unused in deathmatch
 +
g_respawn_quad 60 // quad respawn, one minute
 +
g_respawn_weapon_dmm1 30 // respawn for weapons in dmm1, seconds
 +
g_respawn_weapon_dmm2 5 // respan for weapons in dmm2, seconds
 +
g_rocket_damage 110 // rl damage
 +
g_rocket_push 1.0 // rl pushback
 +
g_rocket_reload 0.8 // rl reload time in seconds
 +
g_rocket_velocity 1000 // rocket velocity
 +
g_coilgun_reload 0.7 // reload for coilgun
 +
g_shotgun_reload 0.5 // boomstick reload
 +
g_shotgun_spread 0.005 // boomstick spread
 +
g_shotgun2_reload 0.7 // buckshot reload
 +
g_shotgun2_spread 0.015 // buckshot spread
 +
g_spawn_drop 0 // drop deathmatch spawns to be adjacent to floor
 +
g_spawn_mode 1 // fair spawns or competitive, fair spawns gives more breathing room by not allowing too many spawns on the same spot
 +
g_spawn_telefrag 1 // telefrag mercilessl
 +
g_spike_damage 9 // ng damage
 +
g_spike_push 1.0 // ng pushback
 +
g_spike_velocity 1000 // emulate fastnails by setting to 2000
 +
g_spike2_damage 18 // sng damage
 +
g_spike2_push 1.0 // sng pushback
 +
g_spike2_velocity 1000 // emulate fastnails by setting to 2000
 +
g_teleport_angles 0 // experimental stuff, leave at 0
 +
g_teleport_entities 0 // teleport rockets and stuff too
 +
g_teleport_velocity 0 // preserve player velocity through teleports
 +
g_runtests 0 // QA stuff to test the mod, leave at 0
 +
g_rail 0 // railgun enabled
 +
g_rail_damage 110 // railgun damage
 +
g_rail_push 1.0 // railgun pushback
 +
g_rail_reload 0.8 // railgun reload in seconds
 +
g_dmm5_shells 30 // dmm5 ammo caps
 +
g_dmm5_nails 70 // dmm5 ammo caps
 +
g_dmm5_rockets 20 // dmm5 ammo caps
 +
g_dmm5_cells 50 // dmm5 ammo caps</nowiki>

Revision as of 12:00, 30 December 2016

Chilling Spree is a new server modification (released as beta in 1st January 2017) developed by Molgrum. It is supposed to be an alternative for the KTX mod that dominates QuakeWorld servers since its inception.

Features

  • XXXX gamemodes, of which YYY never seen on QuakeWorld

MOLGRUM add stuff

Game modes

HeadHunters
get the most heads you can!
King of the hill
be the last one surviving the ffa match
AND dominate! :P (note for molgrum:check the format)
Domination
capture points and secure areas
Rover
forgot about this
Duel Arena
Round based duel. winner stays

MOLGRUM add the remaining And of course the normal game modes, like duel, 2on2, 4on4 and CTF.

Requirements and how to use

Client requirements: EzQuake 3.0 or FTE A client just has to find a CPREE server and connect. everything needed will be automatically downloaded for you. Alternatively, you can download this .pk3 MOLGRUM and place it on your /qw folder.

Server Requirements: MOLGRUM



Development stage and technical aspects

MOLGRUM

Current status

MOLGRUM

How to contribute

MOLGRUM


Chilling Spree CVARS

Game mode CVARS

g_game_rounds 5 // number of rounds for this mode
g_minplayers 0 // minimum number of players for this game mode
g_maxplayers 12 // maximum number of players for this game mode
g_minteamsize 0 // minimum number of players in each team for game to start
g_maxteamsize 4 // maximum number of players in each team for game to start
g_hook_enabled 0 // CTF hook, only enabled in CTF but can be bypassed
g_game_selfdamage 1 // how much damage is dealt to the attacker when hurting yourself
g_game_teamdamage 1 // friendly fire
g_game_teamdamage_reflect 0 // damage dealt to teamkillers
g_ctf_returntime 20 // how long the flag stays when dropped
g_ctf_returnscore 0 // points rewarded when returning your own flag
g_ctf_grabscore 0 // grab enemy flag frag score
g_ctf_capturescore 10 // frags awarded when capturing enemy flag
headhunters_maxheads 5 // number of heads you can carry
g_g_freezetag_thawtime 3 // thawing time in ftag
g_freezetag_thawinplace 0 // dunno
g_domination_capturetime 5 // time in seconds to capture a domination area
g_domination_pointinterval 5 // ???
g_domination_cap 15 // frags awarded for capturing an area
g_domination_capassist 10 // frags awarded for assisting a capture
g_domination_defense 10 // frags awarded for defending an area


Map CVARS

g_noweapon "gl" // DMM4 disabled weapons, end has "gl lg"


DMM CVARS

g_powerups_enabled 1 // enable powerups or disable, also a map cvar
g_overtime 3 // overtime for this DMM
g_noitems 0 // Stacked limited can set this to 1 to disable item pickups

Server side

These are for server admins only:

g_info_hostname "foppa.dk #1" // will set hostname to foppa.dh #1 CSPREE
// Hostname will be set to reflect location of server
g_info_city "Copenhagen"
g_info_state ""
g_info_country "Denmark"
g_allowedmodes "" // string separated by spaces of modes allowed, can be a mix of: 
g_allowbots 0 // integer 0 or 1 for false and true
g_game_lockrules 0 // lockrules makes setting rules in the menu disabled
g_game_mode "duel" // default mode for the server
g_game_loadout 0 // default loadout, AXE + SG default
g_game_clientlimit 12 // number of players allowed
g_game_botskill 0 // bot skill, can be set to higher numbers than 1
g_game_record 1 // record mvd of matches
g_game_itemtimers 1 // timers on items to display when they respawn, probably does nothing as of now
g_maprotation "" // maps to be rotated, if null enable map voting
g_armor_accumulate 0 // quake live plagiarism
g_armor1_absorb 0.30 // GA absorbtion rate
g_armor1_amount 100 // GA amount
g_armor2_aborb 0.60 // YA absorbtion rate
g_armor2_amount 150 // YA amount
g_armor3_absorb 0.8 // YA absorbtion rate
g_armor3_amount 200 // RA amount
g_axe_new 0 // some new axe functionality to make it easier to hit
g_axe_damage 20 // axe damage per hit
g_axe_push 1.0 // factor for pushback
g_axe_push_frozen 3.0 // factor for pushback on frozen players
g_axe_reload 0.5 // axe reload time in seconds
g_bullet_damage 3.0 // damage per bullet with shotguns
g_bullet_push 1.0 // pushback for bullets
g_bullet_spread 1 // new shotgun spread, leave at 1 for now
g_entities_rotatefix 1 // rotate entities that have angles set
g_prewar_countdown 10 // countdown from ready to game start
g_forcestart_countdown 30 // time that players can ready up before getting kicked
g_game_gibthreshhold -40 // Health to be gibbed, except head hunters where every kill is a gib
g_game_cpmajump 0 // try it with airstep
g_game_fairpacks 0 // ktpro stuff, 2 drops current weapon only when firing it
g_game_fastlifts 0 // ???
g_game_fastswitch 1 / ???
g_game_nailrecoil 0 // air recoil from nailguns making certain jumps possible
g_game_newwalk 0 // animation stuff, aesthetics
g_game_visiblepacks 0 // weapons contained in pack visible
g_game_exittele 0 // exits are transformed to teleports to start on level
g_grenade_aim_new 0 // set to 1 when experimenting with minpitch/maxpitch 89
g_grenade_aim_norandom 1 // grenades non-random fire origin
g_grenade_damage 120 // gl damage
g_grenade_push 1.0 // gl pushback
g_grenade_reload 0,6 // gl reload time
g_grenade_velocity 600 // grenade velocity
g_laser_damage 15 // laser trap damage
g_laser_push 1,0 // laser pushback
g_lightning_damage 30 // lg damage per cell, might lower this with antilag 1
g_lightning_push 1.0 // pushback from lg
g_lightning_reload 0.2 // reload per cell
g_respawn_ammo 30 // seconds between ammo respawns
g_respawn_armor 20 // armor respawn time
g_respawn_health 20 // health respawn time
g_respawn_mega 20 // respawn times for mega
g_respawn_pent 300 // pentagram respawn, on dm5 could be set to 60
g_respawn_ring 300 // ring respawn, on dm6 could be set to 60
g_respawn_suit 60 // unused in deathmatch
g_respawn_quad 60 // quad respawn, one minute
g_respawn_weapon_dmm1 30 // respawn for weapons in dmm1, seconds
g_respawn_weapon_dmm2 5 // respan for weapons in dmm2, seconds
g_rocket_damage 110 // rl damage
g_rocket_push 1.0 // rl pushback
g_rocket_reload 0.8 // rl reload time in seconds
g_rocket_velocity 1000 // rocket velocity
g_coilgun_reload 0.7 // reload for coilgun
g_shotgun_reload 0.5 // boomstick reload
g_shotgun_spread 0.005 // boomstick spread
g_shotgun2_reload 0.7 // buckshot reload
g_shotgun2_spread 0.015 // buckshot spread
g_spawn_drop 0 // drop deathmatch spawns to be adjacent to floor
g_spawn_mode 1 // fair spawns or competitive, fair spawns gives more breathing room by not allowing too many spawns on the same spot
g_spawn_telefrag 1 // telefrag mercilessl
g_spike_damage 9 // ng damage
g_spike_push 1.0 // ng pushback
g_spike_velocity 1000 // emulate fastnails by setting to 2000
g_spike2_damage 18 // sng damage
g_spike2_push 1.0 // sng pushback
g_spike2_velocity 1000 // emulate fastnails by setting to 2000
g_teleport_angles 0 // experimental stuff, leave at 0
g_teleport_entities 0 // teleport rockets and stuff too
g_teleport_velocity 0 // preserve player velocity through teleports
g_runtests 0 // QA stuff to test the mod, leave at 0
g_rail 0 // railgun enabled
g_rail_damage 110 // railgun damage
g_rail_push 1.0 // railgun pushback
g_rail_reload 0.8 // railgun reload in seconds
g_dmm5_shells 30 // dmm5 ammo caps
g_dmm5_nails 70 // dmm5 ammo caps
g_dmm5_rockets 20 // dmm5 ammo caps
g_dmm5_cells 50 // dmm5 ammo caps