Documentation - Variables - Modes

Settings for each mode, and the aliases that pick a mode and its mutators.

Mode settings

Variable / Command Description Arguments / Fields
duelreset determines if duel/survivor winner should be sent back to respawn for next round value
duelclear determines if items are reset at the end of each round value
duelcooloff cool off period before duel goes to next round milliseconds
duelcycle determines if players are force-cycled after a certain number of wins (0 = off, 1 = non-team games, 2 = team games, 3 = both) value
duelcycles maximum wins in a row before force-cycling (0 = num team/total players) value
pointlimit number of points required to end the round (and win) in deathmatch modes value
capturelimit number of captures required to end the round (and win) in ctf value
capturepoints points added to score for capturing flag value
capturepickuppoints points added to score for picking up enemy flag value
capturethreshold automatically drop the flag if the flag-carrier “warps” more than this distance distance
capturebuffing buff circumstances [near own flag at its base] [near own loose flag] [holding own flag] [near teammate holding own flag] [holding enemy flag] [near teammate holding enemy flag] [near own flag base]
capturebuffdelay buffed when guarding, and for this long after milliseconds
capturebuffarea radius around a flag or carrier in which buffing occurs distance
capturebuffdamage multiply outgoing damage by this much when buffed value
capturebuffshield divide incoming damage by this much when buffed value
captureregenbuff 0 = off, 1 = modify regeneration when buffed value
captureregendelay regen this often when buffed milliseconds
captureregenextra add this to regen when buffed value
defendlimit number of points required to end the match in defend and control, 0 = off value
defendinterval time in milliseconds to add one tick to the secure gauge milliseconds
defendpoints number of points given in dac value
defendoccupy ticks needed to overthrow or secure a control area value
defendking ticks needed to secure in king-of-the-hill value
defendhold ticks an area must remain secured in order to score value
defendflags flags to init and how;
0 = init all (neutral), 1 = init neutral and team only, 2 = init team only, 3 = init all (team + neutral + converted)
value
defendbuffing buff circumstances [when guarding] [when securing] [even when enemies are present]
defendbuffoccupy for defendbuffing&4, an area must be occupied this much (0-1) before buffing value
defendbuffdelay buffed for this long after leaving milliseconds
defendbuffarea radius around a control area in which buffing occurs, 0 = anywhere distance
defendbuffdamage multiply outgoing damage by this much when buffed value
defendbuffshield divide incoming damage by this much when buffed value
defendregenbuff 0 = off, 1 = modify regeneration when buffed value
defendregendelay regen this often when buffed milliseconds
defendregenextra add this to regen when buffed value
bomberlimit finish when score is this or more (non-hold) value
bomberholdlimit finish when score is this or more (hold) value
bomberpoints points added to score for a goal value
bomberthrowinpoints points team gets for scoring with throw-in in basket value
bombertouchdownpoints points team gets for scoring with touchdown in basket value
bomberpenalty points taken from score for throwing the bomb into your own goal value
bomberpickuppoints points added to score for picking up the bomb value
bomberholdpoints points added to score for each interval (hold) value
bomberholdpenalty points subtracted for having the bomb fuse run out (hold) value
bomberthreshold automatically drop the bomb if the bomb-carrier “warps” more than this distance distance
bomberbuffing buff circumstances [when near own base] [when holding bomb] [when holding bomb as the defenders (attack only)]
bomberbuffdelay buffed for this long after leaving milliseconds
bomberbuffarea radius around the home base in which buffing occurs, 0 = anywhere distance
bomberbuffdamage multiply outgoing damage by this much when buffed value
bomberbuffshield divide incoming damage by this much when buffed value
bomberregenbuff 0 = off, 1 = modify regeneration when buffed value
bomberregendelay regen this often when buffed milliseconds
bomberregenextra add this to regen when buffed value
bombercarryspeed movement speed added to the player carrying the bomb value
bombercarrytime time in milliseconds a player can carry the bomber ball before it explodes milliseconds
bomberholdinterval time in milliseconds a player needs to hold the ball in hold bomber-ball to get a point milliseconds
bomberpickupdelay time in milliseconds a player needs to wait to be able to pick up the bomber ball again after dropping it milliseconds
bomberresetdelay time in milliseconds before the bomber ball resets after being dropped milliseconds
bomberspeed speed at which the bomb is thrown value
duelrandom randomise the queue before the first round bool
duelregen allow regeneration in duel bool
dueldelay time a round continues for after it is won milliseconds
duelaffinity determines when players entering an affinity zone can respawn in duel;
0 = off, 1 = next round, 2 = immediately
value
duelovertime only spawn the leaders in free-for-all overtime bool
survivorreset determines if survivor winners should be sent back to respawn for the next round bool
survivorclear determines if items are reset at the end of each round bool
survivorregen allow regeneration in survivor bool
survivordelay time a round continues for after it is won milliseconds
survivorcooloff cool off period before survivor goes to next round milliseconds
survivoraffinity players entering an affinity zone can spawn immediately in survivor bool
survivorovertime only spawn the leaders in free-for-all overtime bool
speedrunlimit number of laps required to end the match, 0 = off value
speedrungauntletwinner declare the winner when the final team exceeds the best score bool
speedruncheckpointstrict if checkpoints are linked, only allow the next linked checkpoint bool
captureresetfloor reset tossed flags to their last position on the floor;
0 = off, 1 = team tossing their own flag, 2 = any flag
value
captureresetstore carry over time already spent dropped when a flag is dropped again, in these capture modes (bitwise OR) quick defend protect normal
capturedefenddelay time before a dropped flag resets in defend capture-the-flag milliseconds
captureprotectdelay time a flag must be held to capture it in protect capture-the-flag milliseconds
captureretakedelay time after capturing before the same player can take the same flag again milliseconds
capturedropheight height above the feet at which flags are dropped distance
capturecollide collision properties of dropped flags (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
captureextinguish determines when dropped flags are extinguished (bitwise OR) water death-material destroy
captureinteracts map entities dropped flags interact with (bitwise OR) teleports pushers
capturerelativity factor by which player velocity is transferred to dropped flags value
captureelasticity coefficient of restitution for dropped flags hitting surfaces value
captureliquidcoast speed at which dropped flags coast through liquids value
captureweight weight of dropped flags value
capturebuoyancy buoyancy of dropped flags value
capturespeedmin minimum speed of dropped flags value
capturespeedmax maximum speed of dropped flags, 0 = no limit value
capturerepulsion distance within which dropped flags push each other apart, 0 = off distance
capturerepelspeed speed at which dropped flags push each other apart value
capturerepeldelay time after being dropped before flags push each other apart milliseconds
capturecarryspeedeach movement speed added to players for each flag they carry value
capturecarryimpulsespeed impulse speed added to players carrying a flag value
capturecarryimpulsespeedeach impulse speed added to players for each flag they carry value
capturecarryweight weight added to players carrying a flag value
capturecarryweighteach weight added to players for each flag they carry value
capturecarrybuoyancy buoyancy added to players carrying a flag value
capturecarrybuoyancyeach buoyancy added to players for each flag they carry value
bomberbasketonly prohibit touchdowns in basket bomber-ball bool
bomberassaultreset defenders reset the bomb rather than carry it in attack bomber-ball bool
bomberassaultwinner declare the winner when the final team exceeds the best score in attack bomber-ball bool
bomberbasketmindist prohibit baskets from closer than this distance, 0 = off distance
bomberwait delay before the bomb spawns milliseconds
bomberdropheight height above the feet at which the bomb is dropped distance
bomberholdtime time a player can carry the bomb in hold bomber-ball before it explodes, 0 = forever milliseconds
bomberspeeddelta rate at which a passed bomb turns towards its target value
bomberspeedmin minimum speed of the bomb value
bomberspeedmax maximum speed of the bomb, 0 = no limit value
bombercollide collision properties of the bomb (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
bomberextinguish determines when the bomb is extinguished (bitwise OR) water death-material destroy
bomberinteracts map entities the bomb interacts with (bitwise OR) teleports pushers
bomberrelativity factor by which player velocity is transferred to the bomb value
bomberelasticity coefficient of restitution for the bomb hitting surfaces value
bomberliquidcoast speed at which the bomb coasts through liquids value
bomberweight weight of the bomb value
bomberbuoyancy buoyancy of the bomb value
bombercarryimpulsespeed impulse speed added to the player carrying the bomb value
bombercarryweight weight added to the player carrying the bomb value
bombercarrybuoyancy buoyancy added to the player carrying the bomb value
janitorlimit maximum number of janitors value
janitorprize prize janitors give;
-1 = random, 0 = none, 1 = grenade, 2 = mine, 3 = rocket, 4 = minigun, 5 = jetsaw, 6 = eclipse
value
janitorghost janitors are ghosts until their prize is ready bool
janitorready amount of junk a janitor must collect before it has a prize value
janitorcollect amount of junk a janitor collects before dumping it value
janitorbalance number of janitors is the current balance times this value
janitorjunktime fraction of their lifetime after which shell casings and vanities become junk value
janitorjunkitems fraction of their lifetime after which dropped items become junk value
janitorjunkdebris fraction of their lifetime after which giblets and debris become junk value
janitorjunkmessy scale all junk delays by this much in messy modes value
janitorsuckdist distance within which janitors suck up junk distance
janitorsuckspeed speed at which janitors suck up junk value
janitorreject distance at which janitors reject junk distance
janitorvanities list of vanity items for janitors list

Mode aliases

Variable / Command Description Arguments / Fields
map requests a map change to a given map, with no change of mode or mutators;
depending on privileges, this will force or vote for the map change
map
gamemode returns the current game mode; 0 = demo, 1 = edit, 2 = dm, 3 = ctf, 4 = dac, 5 = bb, 6 = speedrun -
mode sets the mode and mutator values for the next map change request;
mode sets the mode type,
muts sets the mutators according to a bitwise sum of mutator values,
conveniently set using $G_\U* vars and sums of $G_M_* vars,
example: mode $G_DEATHMATCH (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
mode muts
start requests a map change to a given map with a specific mode and mutators;
depending on privileges, this will force or vote for the map change,
mode sets the mode type,
muts sets the mutators according to a bitwise sum of mutator values,
conveniently set using $G_\U* vars and sums of $G_M_* vars,
example: start bath $G_DEATHMATCH (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map mode muts
edit starts editing on a random map. specifying a file name will create a new map file on a blank map canvas map
demo starts playback of a given demo demo
deathmatch requests a map change to deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values, conveniently set using a sum of $G_M_* vars,
example: deathmatch bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
ffa requests a map change to free-for-all deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values, conveniently set using a sum of $G_M_* vars,
example: ffa bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
fdm requests a map change to free-for-all deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values, conveniently set using a sum of $G_M_* vars,
example: ffa bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
dm requests a map change to deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values, conveniently set using a sum of $G_M_* vars,
example: dm bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
teamdm requests a map change to team deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: teamdm bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
tdm requests a map change to team deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: tdm bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
coop requests a map change to coop deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: coop bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
cdm requests a map change to coop deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: cdm bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
instagib requests a map change to instagib deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: instagib bath (| (<< 1 $G_M_DUEL) (<< 1 $G_M_MEDIEVAL))
map [muts]
insta requests a map change to instagib deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: insta bath (| (<< 1 $G_M_DUEL) (<< 1 $G_M_MEDIEVAL))
map [muts]
medieval requests a map change to medieval deathmatch on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: medieval bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_DUEL))
map [muts]
kaboom requests a map change to kaboom deathmatch on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: kaboom bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_DUEL))
map [muts]
duel requests a map change to duel deathmatch on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: duel bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
survivor requests a map change to survivor deathmatch on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: survivor bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
lms requests a map change to survivor deathmatch (last man standing) on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: lms bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
classic requests a map change to classic deathmatch on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: classic bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_DUEL))
map [muts]
capture requests a map change to capture-the-flag on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: capture bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
ctf requests a map change to capture-the-flag on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: ctf bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
quickcapture requests a map change to quick capture-the-flag on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: quickcapture bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
defendcapture requests a map change to defend capture-the-flag on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: defendcapture bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
protectcapture requests a map change to protect capture-the-flag on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: protectcapture bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
defend requests a map change to defend-and-control on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: defend bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
dac requests a map change to defend-and-control on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: dac bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
dnc requests a map change to defend-and-control on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: dac bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
quickdefend requests a map change to quick defend-and-control on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: quickdefend bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
kingdefend requests a map change to king defend-and-control on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: kingdefend bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
koth requests a map change to king defend-and-control (king of the hill) on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: koth bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
bomber requests a map change to bomber-ball on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: bomber futuresport (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
bb requests a map change to bomber-ball on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: bb futuresport (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
holdbomber requests a map change to hold bomber-ball on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: holdbomber bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
basketbomber requests a map change to basket bomber-ball on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: basketbomber bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
attackbomber requests a map change to attack bomber-ball on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: attackbomber bath (| (<< 1 $G_M_INSTAGIB) (<< 1 $G_M_MEDIEVAL))
map [muts]
speedrun requests a map change to speedrun on a given map;
[muts] optionally adds extra mutators according to bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: speedrun purge (| (<< 1 $G_M_DUEL) (<< 1 $G_M_MEDIEVAL))
map [muts]
speedrunlapped requests a map change to lapped speedrun on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: speedrunlapped purge (| (<< 1 $G_M_FFA) (<< 1 $G_M_DUEL))
map [muts]
trial requests a map change to timed speedrun on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: trial purge (| (<< 1 $G_M_FFA) (<< 1 $G_M_DUEL))
map [muts]
endurancespeedrun requests a map change to endurance speedrun on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: endurancespeedrun purge (| (<< 1 $G_M_FFA) (<< 1 $G_M_DUEL))
map [muts]
gauntletspeedrun requests a map change to gauntlet speedrun on a given map;
[muts] optionally adds extra mutators according to a bitwise mutator values,
conveniently set using a sum of $G_M_* vars,
example: gauntletspeedrun purge (| (<< 1 $G_M_FFA) (<< 1 $G_M_DUEL))
map [muts]