redeclipse-conf

configuration and runit scripts for RedEclipse 1.6 (template)
git clone git://deadbeef.fr/redeclipse-conf.git
Log | Files | Refs | README

commit 05b7e1fdbdf87d2718438835fb0e5446d42207d5
parent e54bfc7a5a195bab12ae92744b8ae5e5c3d5acb8
Author: none <none>
Date:   Sun, 21 Jun 2020 12:47:59 +0000

add generic game settings

Diffstat:
Agame.cfg | 81+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 81 insertions(+), 0 deletions(-)

diff --git a/game.cfg b/game.cfg @@ -0,0 +1,81 @@ +// sv_gamespeed 100 // override gameplay speed +// sv_maxcarry 2 // maximum number of weapons a player can carry, plus pistol, grenades, and mines +// sv_spawnrotate 2 // spawn point rotation; 0 = let client decide, 1 = sequence, 2 = random +// sv_spawnweapon 1 // weapon players spawn with, defaults to pistol (1) +// sv_spawngrenades 0 // spawn with grenades; 0 = never, 1 = all but instagib/time-trial, 2 = always +// sv_spawnmines 0 // spawn with mines; 0 = never, 1 = all but instagib/time-trial, 2 = always +// sv_spawndelay 5000 // time in milliseconds before players can respawn in most modes +// sv_spawnprotect 3000 // time in milliseconds after spawning players cannot be damaged +// sv_spawnhealth 100 // how much health players spawn with +// sv_maxhealth 1.5 // spawnhealth * maxhealth defines the maximum amount of health that can be reached (e.g. standing next to your base in capture the flag) +// sv_regendelay 3000 // time in milliseconds after being damage before normal regeneration resumes +// sv_regentime 1000 // time in milliseconds between regeneration intervals +// sv_regenhealth 5 // amount of health gained per regeneration interval +// sv_itemsallowed 2 // determines if items are present in the level; 0 = never, 1 = all but instagib, 2 = always +// sv_itemspawntime 15000 // time in milliseconds before items (re)spawn after being picked up +// sv_itemspawndelay 1000 // time in milliseconds after map start items first spawn +// sv_itemthreshold 2.0 // if numitems/(players*maxcarry) is less than this, spawn one of this type +// sv_itemspawnstyle 1 // determines the timing of item spawning at map start; 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both +// sv_kamikaze 1 // determines the level of kamikaze events; 0 = never, 1 = wielding grenade, 2 = have grenade in inventory, 3 = always +// sv_timelimit 10 // time in minutes before round ends; 0 = off +// sv_overtimeallow 1 // determines if an overtime period should be played at the end of a tied game +// sv_overtimelimit 5 // maximum time in minutes before overtime ends; 0 = no time limit; overtime also ends immediately if the tie is ever broken +// sv_intermlimit 15000 // time in milliseconds intermission lasts +// sv_damageself 1 // determines if the player can damage themselves +// sv_damageteam 1 // determines if the player can damage team members; 0 = off (and forces damageself off as well), 1 = non-bots damage team, 2 = all players damage team +// sv_teambalance 1 // determines the method of team balancing; 0 = off, 1 = by number then rank, 2 = by rank then number +// sv_pointlimit 0 // number of points required to end the round (and win) in deathmatch (0 = no limit) +// sv_gravityscale 1.0 // multiply gravity by this much +// sv_liquidspeedscale 1.0 // multiply liquidspeed by this much +// sv_liquidcoastscale 1.0 // multiply liquidcoast by this much +// sv_floorcoastscale 1.0 // multiply floorcoast by this much +// sv_aircoastscale 1.0 // multiply aircoast by this much +// sv_slidecoastscale 1.0 // multiply slidecoast by this much +// sv_movespeed 125.0 // baseline movement speed +// sv_movecrawl 0.6 // multiplier of speed when crawling +// sv_moverun 1.3 // multiplier of speed when running +// sv_movestraight 1.2 // multiplier of speed when only moving forward +// sv_movestrafe 1.0 // multiplier of speed when strafing +// sv_moveinair 0.9 // multiplier of speed when in-air +// sv_movestepup 0.95 // multiplier of speed when going up a slope or stairs +// sv_movestepdown 1.15 // multiplier of speed when going down a slope or stairs +// sv_jumpspeed 110.0 // extra velocity to add when jumping +// sv_impulsespeed 90.0 // extra velocity to add when impulsing +// sv_impulselimit 0.0 // maximum impulse speed +// sv_impulseboost 1.0 // multiplier of impulse when just boosting +// sv_impulsedash 1.3 // multiplier of impulse when dashing +// sv_impulsejump 1.1 // multiplier of impulse when jumping +// sv_impulsemelee 0.75 // multiplier of impulse when using melee +// sv_impulseparkour 1.0 // multiplier of impulse when doing other parkour +// sv_impulseallowed 15 // determines which impulse actions are allowed (bitwise OR); 0 = off, 1 = dash, 2 = boost, 4 = pacing, 8 = parkour +// sv_impulsestyle 1 // impulse style; 0 = off, 1 = touch and count, 2 = count only, 3 = freestyle +// sv_impulsecount 6 // number of impulse actions per air transit +// sv_impulsedelay 250 // minimum time between boosts +// sv_impulseslide 1000 // time before powerslides end +// sv_impulseskate 1000 // length of time a run along a wall can last +// sv_impulsemeter 30000 // amount of fuel in the impulse meter +// sv_impulsecost 5000 // fuel cost to use impulse moves +// sv_impulseregen 5.0 // impulse regen multiplier +// sv_impulseregencrouch 2.5 // additional impulse regen modifier when crouching +// sv_impulseregenpacing 0.75 // additional impulse regen modifier when pacing +// sv_impulseregenmove 1.0 // additional impulse regen modifier when moving +// sv_impulseregeninair 0.75 // additional impulse regen modifier when in air +// sv_impulseregenslide 0.0 // additional impulse regen modifier when sliding +// sv_stillspread 0.0 // multiply projectile spread by this much when standing still +// sv_movespread 1.0 // multiply projectile spread by this much when moving +// sv_inairspread 2.0 // multiply projectile spread by this much when jumping/in-air +// sv_impulsespread 1.0 // multiply projectile spread by this much when impulsing/pacing +// sv_radialscale 1.0 // multiply explosion radius by this amount +// sv_radiallimited 0.75 // multiply explosion radius by this amount in limited situations (eg. instagib) +// sv_damagescale 1.0 // scale damage by this amount +// sv_hitpushscale 1.0 // scale hit pushes by this amount +// sv_hitstunscale 1.0 // multiply "stun target on hit" by this amount +// sv_deadpushscale 2.0 // scale hit pushes by this amount when it results in a frag +// sv_wavepushscale 1.0 // scale of the hitpush force used in a wavepush +// sv_kickpushscale 1.0 // multiply kick pushes from weapons by this much +// sv_kickpushcrouch 0.0 // multiply kick pushes from weapons by this much when crouching +// sv_kickpushsway 0.0125 // multiply kick push effect on hud gun sway by this much +// sv_kickpushzoom 0.125 // multiply kick pushes from weapons by this much when zoomed +// sv_multikilldelay 5000 // time in milliseconds multiple kills in a row must occur +// sv_spreecount 5 // number of consecutive frags for each spree level +// sv_dominatecount 5 // number of frags on a single player without revenge before it is considered domination