Documentation - Variables - Gameplay

The rules of a match: health, damage, spawning, items, teams and scoring.

Team balance

Variable / Command Description Arguments / Fields
teambalance determines the method of team balancing; style is a player ranking (see balancestyle);
0 = off, 1 = by number then style, 2 = by style then number,
3 = by number, using swap requests, 4 = same as 3, and reassign players if necessary,
5 = same as 4, but by style, then number, 6 = by style during waiting, revert to 4 otherwise
-
teambalancestyle determines the method of sorting for team balancing;
0 = top of list, 1 = time played, 2 = points, 3 = frags, 4 = scoretime, 5 = kdratio, 6 = combined kdratio, 7 = average scoreboard position
value
teambalancehighest determines if team balancing moves the highest players in the balance sort value
teambalanceduel allow reassignments in duel bool
teambalanceplaying min players before reassignments occur number
teambalanceamt max-min offset for players per team before reassignments occur value
teambalancewait how long before reassignment can happen again ms
teambalancedelay how long before reassignments start ms
teambalanceswap allow swap requests if unable to change team bool
teambalancelock level at which one can override swap rank
teampersist when a player leaves and rejoins the game, automatically put them on the same team they had before;
0 = off, 1 = only attempt, 2 = forced
value

Gameplay settings

Variable / Command Description Arguments / Fields
instaresizeamt each kill adds this much size in insta-resize value
regendelay time in milliseconds after being damage before normal regeneration resumes milliseconds
regentime regenerate health this often milliseconds
regenhealth amount of health regeneration gives value
regendecay if over maxhealth, decay this amount each regen value
kamikaze determines the level of kamikaze events;
0 = never, 1 = holding grenade, 2 = have grenade, 3 = always
value
itemspawntime time in milliseconds before items (re)spawn milliseconds
itemspawndelay time in milliseconds after map start items first spawn milliseconds
itemspawnstyle determines the timing of item spawning at map start;
0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both
value
timelimit time in minutes before round ends, for modes without an explicit timelimit;
0 = off
time
timelimitbomber time in minutes before a bomber-ball match ends;
0 = off
time
timelimitbomberhold time in minutes before a hold bomber-ball match ends;
0 = off
time
timelimitcapture time in minutes before a capture-the-flag match ends;
0 = off
time
timelimitdefend time in minutes before a defend-and-control match ends;
0 = off
time
timelimitdefendking time in minutes before a king defend-and-control match ends;
0 = off
time
timelimitduel time in minutes before a duel match ends;
0 = off
time
timelimitgladiator time in minutes before a gladiator deathmatch ends;
0 = off
time
timelimitspeedrun time in minutes before a speedrun match ends;
0 = off
time
timelimitspeedrungauntlet time in minutes before a gauntlet speedrun match ends;
0 = off
time
timelimitsurvivor time in minutes before a survivor deathmatch ends;
0 = off
time
overtimeallow if scores are equal, go into overtime value
overtimelimit maximum time overtime may last, 0 = forever minutes
intermlimit time intermission lasts before the vote menu comes up, 0 = skip milliseconds
votelimit time in milliseconds intermission voting lasts milliseconds
damageself determines if the player can damage themselves;
0 = off, 1 = either hurt self or use damageteam rules
value
damageselfscale determines how much self-damage is dealt;
0 = off, anything else = scale for damage
value
damageteamscale determines how much team damage is dealt;
0 = off, anything else = scale for damage
value
enemyspawntime determine length of time before enemies respawn milliseconds
enemyspawndelay determine length of time after map start enemies first spawn milliseconds
enemyspawnstyle determines enemy spawning style, 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both value
playerscale defines the size of players value
botscale defines the size of bots value
captureresetdelay time in milliseconds before a dropped flag automatically resets milliseconds
healthscalehard multiplier of spawn health with the hard mutator value
maxhealth spawnhealth * maxhealth defines the maximum amount of health that can be reached (e.g. standing next to a friendly goal) value
maxhealthvampire spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire value
minresizescale defines the smallest scaled size a player can become in a match with the resize mutator enabled value
maxresizescale defines the largest scaled size a player can become in a match with the resize mutator enabled value
checkpointspawn determines if you will respawn at checkpoints after material deaths value
duelmaxqueued number of players that can be queued for duel. 0 = any number of players -
survivormaxqueued number of players that can be queued for survivor. 0 = any number of players -
followaiming determines aim direction when following a player [aim in thirdperson] [aim in first person]
spectvfirstperson determines aim direction of spectv;
0 = aim in direction followed player is facing, 1 = aim in direction determined by spectv when dead, 2 = always aim in direction
value
spectvthirdperson determines aim direction of spectv;
0 = aim in direction followed player is facing, 1 = aim in direction determined by spectv when dead, 2 = always aim in direction
value
previousmaps list of previously played maps -
maphistory remember this many maps that can’t be voted again if votelock is set value
intermmode determines camera style in intermission;
0 = float, 1 = tv
value
coopbalance in coop, number of bots on each enemy team for each human player value
serverclients maximum number of allowed clients value
serverdesc server description text
servermotd server message of the day text
serveropen determines which master modes the server allows;
0 = all, with privilege claims auto-approved, 1 = open only, with privilege claims auto-approved,
2 = open, veto or locked, with privilege claims auto-approved (for public coop-editing), 3 = open or veto, privilege only by moderator or above
value
autoadmin determines if authorities claim status by default value
aihostnum multiply number of bots hosted by this much for the bot hosting decision value
aihostping multiply host ping by this much for the bot hosting decision value
aihostshift require this difference before shifting bot hosts value
airefreshdelay delay imposed before the AI manager reorganises their setup milliseconds
modelockfilter determines the modes which are allowed to be used as dictated by modelock,
convenient to set using a sum of bit shifted mode (<< 1 $G_*) vars,
example: (| (<< 1$G_EDITING) (<< 1$G_DEATHMATCH))
-
mutslockfilter determines the mutators which are allowed to be used as dictated by modelock,
convenient to set using a sum of $G_M_* vars
-
gamespeed percentage of default gameplay speed value
gamepaused pauses the game, automatically unset by server value
botskillmin minimum randomly assigned AI skill level value
botskillmax maximum randomly assigned AI skill level value
coopskillmin minimum randomly assigned AI skill level in coop value
coopskillmax maximum randomly assigned AI skill level in coop value
enemyskillmin minimum randomly assigned skill level for neutral actors in onslaught value
enemyskillmax maximum randomly assigned skill level for neutral actors in onslaught value
botlimit maximum number of bots allowed, regardless of any other variable/setting value
botbalance determines bot balancing method;
-1 = always use numplayers, 0 = don’t balance, 1 or more = fill to at least this many players
value

<actor> is one of: player, bot, turret, grunt, drone, roller, hazard, janitor.

Variable / Command Description Arguments / Fields
<actor>abilities allowed actions for <actor>s. move jump crouch melee primary secondary pushable affinity regen kamikaze living damage ammo float
<actor>collide determines which targets can be attacked players bots enemies
<actor>teamdamage determines which targets can take team damage players bots enemies ghosts
<actor>health spawn health value
<actor>scale actor model scale, also scales movement speed accordingly value
<actor>speed base movement speed value
<actor>impulsespeed parkour and boost speed value
<actor>impulse allowed impulse types (bitwise OR) jump boost dash slide launch melee kick grab wallrun vault pound pusher
<actor>damage multiplier of damage dealt value
<actor>coastscale multiplier of the world coast, 0 disables coasting drag value
<actor>weight base weight, affects how quickly the actor falls value
<actor>buoyancy base buoyancy, affects how the actor floats in liquid value
<actor>speedextra base movement speed added in single weapon modes value
<actor>impulsespeedextra parkour and boost speed added in single weapon modes value
<actor>weightextra weight added in single weapon modes value
<actor>buoyancyextra buoyancy added in single weapon modes value
<actor>speedprize movement speed multiplier while carrying a prize value
<actor>sprinttime time spent running before the actor starts sprinting milliseconds
<actor>airtolerance time after leaving the ground that the actor is still treated as on the floor milliseconds
<actor>liquidboost upward velocity given when surfacing from liquid value
<actor>evadedelay time an actor waits after evading before it can evade again when hit, 0 = never evade milliseconds
<actor>evadespeed speed of the sideways burst an actor makes when it evades value
<actor>lockdelay time an actor warns its target with a beam and a rising tone before it opens fire, 0 = fire without warning milliseconds
<actor>lockreset time an actor can hold fire after its last shot before it has to warn its target again milliseconds
<actor>spotdelay time before an actor can spot the same player again milliseconds
<actor>spotradius distance within which the enemies of an actor that spots a player go after them, 0 = never spot value
<actor>fuse time a kamikaze actor counts down after reaching its target before it explodes, 0 = explode at once milliseconds
<actor>fuseflashbright brightness added to an armed kamikaze actor’s glow at the height of each flash value
<actor>fuseflashtime how long each flash of an armed kamikaze actor lasts milliseconds
<actor>fusepulsefast time between an armed kamikaze actor’s flashes and beeps as its fuse runs out milliseconds
<actor>fusepulseslow time between an armed kamikaze actor’s flashes and beeps when its fuse starts milliseconds
<actor>hurtstop time an AI actor stops moving after being hurt, 0 = never milliseconds
<actor>maxcarry maximum number of weapons carried value
<actor>weapondeploy weapon selected on spawn and used by AI when deploying, -1 = none value
<actor>spawndelayedit time in milliseconds before respawn in edit mode milliseconds
<actor>aiavoidteam AI avoids waypoints in front of friendly actors whose aim is within this dot product, 0 = off value
<actor>aifloatheight height above its target spot that a floating AI flies at distance
<actor>aifloatduck distance a floating AI drops to get past an obstruction distance
<actor>aipitchangle pitch above which AI jumps, or below which it crouches, to reach a target degrees
<actor>aiyawscale multiplier of the AI’s yaw turning speed value
<actor>aipitchscale multiplier of the AI’s pitch turning speed value
<actor>aihackchance one in this many chance of a qualifying hit hacking an enemy actor, 0 = off value
<actor>aihackweap weapon that can hack an enemy actor value
<actor>aihacktype firing actions of aihackweap that can hack an enemy actor (bitwise OR) primary secondary primary-flak secondary-flak
<actor>vname generic name for system messages string
<actor>spawngrenades spawn with grenades;
0 = never, 1 = all but instagib/speedrun, 2 = always
value
<actor>spawnmines spawn with mines;
0 = never, 1 = all but instagib/speedrun, 2 = always
value
<actor>weaponspawn weapon players spawn with, defaults to pistol (1) value
<actor>weaponinsta weapon players spawn with in instagib, defaults to rifle (8) value
<actor>weaponspeedrun weapon players spawn with in speedrun, defaults to claw (0) value
<actor>weapongladiator weapon players spawn with in gladiator, defaults to claw (0) value
<actor>weaponkaboom weapon players spawn with in kaboom, defaults to grenades (11) value
<actor>weaponmedieval weapon players spawn with in medieval, defaults to sword (2) value
<actor>spawndelay time in milliseconds before respawn in most modes millisecond
<actor>spawndelayinstascale time multiplier before respawn in instagib mutated modes value
<actor>spawndelaycapture time in milliseconds before respawn in capture mode milliseconds
<actor>spawndelaybomber time in milliseconds before respawn in bomber mode milliseconds
<actor>spawndelaydefend time in milliseconds before respawn in defend mode milliseconds
<actor>spawndelayspeedrun time in milliseconds before respawn in speedrun mode milliseconds
<actor>spawndelaygauntlet time in milliseconds before respawn in gauntlet mode milliseconds
botoffset increases or decreases the amount of bots starting from the numplayers value of the current map value
mapcomplete enables map completion for a given command or alias;
this enables tab-completion for the first argument of an already existing command or alias,
the completion uses files that ends with ‘mpz’ in the ‘maps’ folders of the game’s homedir, and its data dir(s)
command
enemybalance number of enemies spawned at each actor spawn point value
radialscale multiply explosion radius by this much value
radiallimited multiply explosion radius by this much in single weapon modes (eg. instagib) value
damagescale multiply all damage by this much value
kickpushscale multiply kick pushes from weapons by this much value
kickpushcrouch multiply kick pushes from weapons by this much when crouching value
kickpushsway multiply kick push effect on hud gun sway by this much value
kickpushzoom multiply kick pushes from weapons by this much when zoomed value
lasthitdelay time in milliseconds before a hit no longer is counted as a last hit value
multikilldelay time in milliseconds multiple kills in a row must occur value
spreecount number of consecutive frags for each spree level value
dominatecount number of frags on a single player without revenge before it is considered domination value
numplayers number of players the map is designed for, 0 = determine from number of spawns value
maxplayers maximum number of players for the map, 0 = numplayers*3 value
healthscale multiplier of spawn health value
vampirescale multiplier of damage dealt that is returned to the attacker as health with the vampire mutator value
noweapburn enables burn residual effects, 0 = off bool
noweapbleed enables bleed residual effects, 0 = off bool
noweapshock enables shock residual effects, 0 = off bool
noweapcorrode enables corrode residual effects, 0 = off bool
shocktwitchvel velocity of the random twitching of ragdolls caused by shock residuals value
survivorprotect time in milliseconds after spawning players cannot be damaged in survivor matches milliseconds
radardisabled forces the radar off bool
radardistlimit forces the radar to this distance at most, 0 = off distance
balancemaps determines if map team balancing is used;
-1 = map default, 0 = off, 1 = capture/defend/bomber only, 2 = also with team spawns, 3 = forced
value
balancereset reset players when balancing them;
0 = off, 1 = only when necessary, 2 = always
value
balancedelay delay before mapbalance switches teams milliseconds
balancenospawn prevent respawning while waiting to balance bool
balanceduke enables map balancing in duel and survivor bool
fraglimit number of frags required to end the match in classic, 0 = off value
timelimitspeedrunlapped time in minutes before a lapped speedrun match ends;
0 = off
time
spreeprize prize given for each killing spree level;
-1 = random, 0 = none, 1 = grenade, 2 = mine, 3 = rocket, 4 = minigun, 5 = jetsaw, 6 = eclipse
value
spreemaxprize prize given for reaching the highest killing spree level;
-1 = random, 0 = none, 1 = grenade, 2 = mine, 3 = rocket, 4 = minigun, 5 = jetsaw, 6 = eclipse
value
spreebreakprize prize given for ending an opponent’s killing spree;
-1 = random, 0 = none, 1 = grenade, 2 = mine, 3 = rocket, 4 = minigun, 5 = jetsaw, 6 = eclipse
value
revengeprize prize given for getting revenge against a dominating player;
-1 = random, 0 = none, 1 = grenade, 2 = mine, 3 = rocket, 4 = minigun, 5 = jetsaw, 6 = eclipse
value
itemannouncespawn announce the spawning of these items value
itemannounceuse announce the use of these items value
itemannouncedrop announce the dropping of these items value
quakedelta amount screen shake decays by over quakefade value
quakefade time screen shake takes to decay by quakedelta milliseconds
quakewobble maximum view roll caused by screen shake value
quakelimit maximum amount of screen shake value
pushscale multiply all hit pushes by this much value
pushlimited multiply all hit pushes by this much in single weapon modes (eg. instagib) value
stunscale multiply all stuns by this much value
stunlimited multiply all stuns by this much in single weapon modes (eg. instagib) value
velscale multiply all hit velocities by this much value
vellimited multiply all hit velocities by this much in single weapon modes (eg. instagib) value
hitpushscale multiply push from hits by this much value
deadpushscale multiply push from hits that result in a frag by this much value
wavepushscale multiply push from explosion waves by this much value
hitstunscale multiply stun from hits by this much value
deadstunscale multiply stun from hits that result in a frag by this much value
wavestunscale multiply stun from explosion waves by this much value
hitvelscale multiply velocity from hits by this much value
deadvelscale multiply velocity from hits that result in a frag by this much value
wavevelscale multiply velocity from explosion waves by this much value
gladiatorregen allow regeneration in gladiator bool
gladiatorradialscale multiply explosion radius by this much in gladiator value
gladiatorpushscale multiply all push by this much in gladiator value
gladiatorextrapushscale multiply all push by this much times maxhealth/health in gladiator value
gladiatorhitpushscale multiply push from hits by this much in gladiator value
gladiatorextrahitpushscale multiply push from hits by this much times maxhealth/health in gladiator value
gladiatordeadpushscale multiply push from hits that result in a frag by this much in gladiator value
gladiatorextradeadpushscale multiply push from hits that result in a frag by this much times maxhealth/health in gladiator value
gladiatorwavepushscale multiply push from explosion waves by this much in gladiator value
gladiatorextrawavepushscale multiply push from explosion waves by this much times maxhealth/health in gladiator value
gladiatorstunscale multiply all stun by this much in gladiator value
gladiatorextrastunscale multiply all stun by this much times maxhealth/health in gladiator value
gladiatorhitstunscale multiply stun from hits by this much in gladiator value
gladiatorextrahitstunscale multiply stun from hits by this much times maxhealth/health in gladiator value
gladiatordeadstunscale multiply stun from hits that result in a frag by this much in gladiator value
gladiatorextradeadstunscale multiply stun from hits that result in a frag by this much times maxhealth/health in gladiator value
gladiatorwavestunscale multiply stun from explosion waves by this much in gladiator value
gladiatorextrawavestunscale multiply stun from explosion waves by this much times maxhealth/health in gladiator value
gladiatorvelscale multiply all velocity by this much in gladiator value
gladiatorextravelscale multiply all velocity by this much times maxhealth/health in gladiator value
gladiatorhitvelscale multiply velocity from hits by this much in gladiator value
gladiatorextrahitvelscale multiply velocity from hits by this much times maxhealth/health in gladiator value
gladiatordeadvelscale multiply velocity from hits that result in a frag by this much in gladiator value
gladiatorextradeadvelscale multiply velocity from hits that result in a frag by this much times maxhealth/health in gladiator value
gladiatorwavevelscale multiply velocity from explosion waves by this much in gladiator value
gladiatorextrawavevelscale multiply velocity from explosion waves by this much times maxhealth/health in gladiator value
darknessenv brightness of the environment with the dark mutator value
darknessglow brightness of glowing surfaces with the dark mutator value
darknessaura brightness of player auras with the dark mutator value
darknessui brightness of world user interfaces with the dark mutator value
darknesssun brightness of the sun with the dark mutator value
darknesspart brightness of particles with the dark mutator value
darknessflashcolourmin minimum brightness of each channel of the flashlight colour with the dark mutator, 0 = off value
darknessflashcolourmax maximum brightness of each channel of the flashlight colour with the dark mutator, 0 = off value
darknessflashradiusmin minimum flashlight radius with the dark mutator, 0 = off distance
darknessflashradiusmax maximum flashlight radius with the dark mutator, 0 = off distance
darknessflashlevel flashlight brightness with the dark mutator value
darknessflashspot flashlight spot angle with the dark mutator degrees
gibweight weight of giblets (body parts) value
gibbuoyancymin minimum buoyancy of giblets (body parts), randomised up to gibbuoyancymax value
gibbuoyancymax maximum buoyancy of giblets (body parts) value
giblimit maximum number of giblets (body parts) in one burst value
gibpieces maximum number of pieces a player breaks into value
gibchancevanity percentage chance of a player’s vanity items being dropped value
gibchancepieces percentage chance of a player breaking into pieces value
gibchancecollects percentage chance of collected items being dropped value
gibdamage number of giblets is damage divided by health times this value
gibheadless number of giblets is damage divided by health times this for decapitations value
gibobliterated number of giblets is damage divided by health times this for obliterations value
vanityelasticity coefficient of restitution for dropped vanity items hitting surfaces value
vanityrelativity factor by which player velocity is transferred to dropped vanity items value
vanityliquidcoast speed at which dropped vanity items coast through liquids value
vanityweight weight of dropped vanity items value
vanitybuoyancy buoyancy of dropped vanity items value
debriselasticity coefficient of restitution for debris hitting surfaces value
debrisliquidcoast speed at which debris coasts through liquids value
debrisweight weight of debris value
debrisbuoyancy buoyancy of debris value
ejectfade time ejected shell casings last, plus a random amount up to this milliseconds
ejectelasticity coefficient of restitution for ejected shell casings hitting surfaces value
ejectrelativity factor by which player velocity is transferred to ejected shell casings value
ejectliquidcoast speed at which ejected shell casings coast through liquids value
ejectweight weight of ejected shell casings value
ejectbuoyancy buoyancy of ejected shell casings value
itemcollide collision properties of dropped items (bitwise OR) COLLIDE_TRACE COLLIDE_SCAN COLLIDE_LENGTH COLLIDE_PROJ COLLIDE_OWNER IMPACT_GEOM IMPACT_PLAYER IMPACT_SHOTS BOUNCE_GEOM BOUNCE_PLAYER BOUNCE_SHOTS DRILL_GEOM DRILL_PLAYER DRILL_SHOTS STICK_GEOM STICK_PLAYER
itemextinguish determines when dropped items are extinguished (bitwise OR) water death-material destroy
iteminteracts map entities dropped items interact with (bitwise OR) teleports pushers
itemfadetime time dropped items take to fade milliseconds
itemelasticity coefficient of restitution for dropped items hitting surfaces value
itemrelativity factor by which player velocity is transferred to dropped items value
itemliquidcoast speed at which dropped items coast through liquids value
itemweight weight of dropped items value
itembuoyancy buoyancy of dropped items value
itemspeeddelta rate at which dropped items turn towards their target value
itemspeedmin minimum speed of dropped items value
itemspeedmax maximum speed of dropped items, 0 = no limit value
itemrepulsion distance within which dropped items push each other apart, 0 = off distance
itemrepelspeed speed at which dropped items push each other apart value
itemrepeldelay time after being dropped before items push each other apart milliseconds
itemdropminspeed minimum speed of dropped items value
itemdropspreadxy horizontal angle between items dropped at the same time degrees
itemdropspreadz vertical angle between items dropped at the same time degrees
aihunttime how long bots chase or escort in objective modes before re-evaluating milliseconds
aiweightpull multiplier of waypoint pull when bots weigh routes value
aiweightdrag divisor of waypoint drag when bots weigh routes, 0 = ignore drag value
botbalancescale multiply the bot balance by this much value
botbalanceduel bot balancing method in duel;
-1 = always use numplayers, 0 = don’t balance, 1 or more = fill to at least this many players
value
botbalancesurvivor bot balancing method in survivor;
-1 = always use numplayers, 0 = don’t balance, 1 or more = fill to at least this many players
value
botskillfrags adjust bot skill by this much for each frag they have value
botskilldeaths adjust bot skill by this much for each death they have value
coopskillfrags adjust bot skill by this much for each frag they have in coop value
coopskilldeaths adjust bot skill by this much for each death they have in coop value
botmalenames list of names for male bots list
botfemalenames list of names for female bots list
botmalevanities list of vanity items for male bots list
botfemalevanities list of vanity items for female bots list
botmalemixers list of mixers for male bots list
botfemalemixers list of mixers for female bots list
botcolourseed random bot properties determined by colour as a seed (bitwise OR) skill name model loadout
botrandomcase bots randomise the case of the first letter of their name if rnd(botrandomcase) > 0 value
enemylimit maximum number of enemies value
prizegrenade relative chance of a random prize being a grenade value
prizemine relative chance of a random prize being a mine value
prizerocket relative chance of a random prize being a rocket value
prizeminigun relative chance of a random prize being a minigun value
prizejetsaw relative chance of a random prize being a jetsaw value
prizeeclipse relative chance of a random prize being an eclipse value

<mode> is one of: duel, survivor, gladiator, capture, defend, defendking, bomber, bomberhold, speedrun, speedrunlapped, speedrungauntlet.

Variable / Command Description Arguments / Fields
overtimeallow<mode> if scores are equal in <mode>, go into overtime value
overtimelimit<mode> maximum time overtime may last in <mode>, 0 = forever minutes

<team> is one of: neutral, alpha, omega, enemy, environment.

Variable / Command Description Arguments / Fields
team<team>name display name of the <team> team string
team<team>colour colour of the <team> team colour
obitspawn death message for spawning inside solid matter string
obitspectator death message for switching to spectator while alive string
obitdrowned death message for drowning string
obitmelted death message for dying in lava string
obitchoked death message for dying in volumetric fog material string
obitdeathmat death message for entering death material string
obithurtmat death message for dying in hurt material string
obitlost death message for falling out of the map string
obitwrongcp death message for hitting the wrong checkpoint in speedrun string
obitburn death message for being burned to death by another player string
obitburnself death message for burning to death by one’s own hand string
obitbleed death message for bleeding to death from another player string
obitbleedself death message for bleeding to death by one’s own hand string
obitshock death message for being shocked to death by another player string
obitshockself death message for shocking oneself to death string
obitcorrode death message for being corroded to death by another player string
obitcorrodeself death message for corroding oneself to death string
obitobliterated death message for being obliterated (gibbed) string
obitheadless death message for being decapitated string
obitsuicide death message for suicides that match no other obituary string
obitkilled death message for kills that match no other obituary string
obitsplat death message for touching a lethal map model string
obitsquish death message for being crushed by moving geometry string
obitjanitor death message for being disposed of as trash by a janitor string

Gameplay values

Variable / Command Description Arguments / Fields
autospecdelay time a player may remain dead before autospectate moves them to spectators milliseconds
bomberlockondelay determines the amount of time needed to hold throw button to achieve assisted pass to another team member milliseconds
capturecarryspeed movement speed added to players carrying a flag value
capturepickupdelay time a player needs to wait to be able to pick up a flag again after losing it milliseconds
fragbonus determines the amount of points a player gets for each frag value
enemybonus determines the amount of points a player gets for frags against neutral enemies in onslaught value
lasthitbonus determines the amount of points a player gets for last hits in gladiator value
headshotpoints determines the amount of bonus points a player gets when a frag is caused by a headshot value
multikillpoints determines the amount of bonus points a player gets for a double, triple, or multi kill value
multikillbonus determines if multikillpoints should be multiplied by 2, 3, or 4 as appropriate value
spreepoints determines the amount of points a player gets for achieving each level of killing spree for the first time value
spreebreaker determines the amount of points a player gets for ending an opponent’s killing spree value
dominatepoints determines the amount of points a player gets when he achieves domination on another player value
revengepoints determines the amount of points a player gets when he gets revenge against a dominating player value
firstbloodpoints determines the amount of points a player gets when he makes the first kill of a match value
assistkilldelay determines the time in milliseconds after a registered hit in which that player’s death awards an assist value
mapbalance determines if teams switch sides on asymmetrical maps at half time;
0 = off, 1 = capture/defend/bomber only, 2 = also with team spawns, 3 = forced
value
teamkillban automatically ban player when warned this many times for teamkill value
teamkillkick automatically kick player when warned this many times for teamkill value
teamkillpenalty subtract this*fragbonus from the players points when teamkilling value
teamkillrestore restore the team score as if the teamkiller was never there if the point loss of the team was greater than this value
teamkilltime time threshold in which teamkills are counted minutes
teamkillwarn the limit of teamkills after which the player receives a warning value