Cspree
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"
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
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
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
headhunters_maxheads 5 // number of heads you can carry
freezetag_thawtime 3 // thawing time in ftag
freezetag_thawinplace 0 // dunno
domination_capturetime 5 // time in seconds to capture a domination area
domination_pointinterval 5 // ???
domination_cap 15 // frags awarded for capturing an area
domination_capassist 10 // frags awarded for assisting a capture
domination_defense 10 // frags awarded for defending an area
Map CVARS:
noweapon "gl" // DMM4 disabled weapons, end has "gl lg"
DMM CVARS:
powerups_enabled 1 // enable powerups or disable, also a map cvar
overtime 3 // overtime for this DMM
noitems 0 // Stacked limited can set this to 1 to disable item pickups