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 |