526 lines
31 KiB
INI
526 lines
31 KiB
INI
|
|
//======================================================================//
|
||
|
|
// Default Map Settings Configuration File //
|
||
|
|
// VERSION: Sven Co-op v5.0 //
|
||
|
|
// //
|
||
|
|
// You can use this file as a basis for settings in your own map. Make //
|
||
|
|
// a copy of this file and name it the same as your map's BSP file, and //
|
||
|
|
// put it along side in the 'maps' folder. //
|
||
|
|
// //
|
||
|
|
// IMPORTANT: DO NOT REMOVE THIS FILE! //
|
||
|
|
//======================================================================//
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
//=========================================================
|
||
|
|
// PLAYER START SPAWN SETTINGS
|
||
|
|
//=========================================================
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// The amount of health and armor (HEV battery) players spawn with, and //
|
||
|
|
// the limits on what they can hold. If a player's health/armor is more //
|
||
|
|
// than the maximum allowed, it will trickle/decay down to the limit. //
|
||
|
|
// //
|
||
|
|
// Default: 100 (health, maxhealth, and maxarmor), 0 (armor) //
|
||
|
|
//======================================================================//
|
||
|
|
starthealth 100
|
||
|
|
startarmor 0
|
||
|
|
maxhealth 100
|
||
|
|
maxarmor 100
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Specify all: items, weapons, and ammo that players start with, here. //
|
||
|
|
// E.g. To have a player spawn with an Uzi, add: weapon_uzi //
|
||
|
|
// //
|
||
|
|
// When supplying ammo, a number amount must be placed at the end. //
|
||
|
|
// E.g. 'ammo_9mm 1' will supply 1 clip of ammo to the spawning player. //
|
||
|
|
// //
|
||
|
|
// Can also use: 'item_longjump', 'nosuit', 'nomedkit' //
|
||
|
|
// (Nosuit and nomedkit are not recommended.) //
|
||
|
|
// //
|
||
|
|
// This equipment will only be provided as is if your own map's config //
|
||
|
|
// specifies NO equipment at all. //
|
||
|
|
//======================================================================//
|
||
|
|
weapon_crowbar
|
||
|
|
weapon_glock
|
||
|
|
ammo_9mm 2
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Number of units to raise player spawn point positions. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
plrstart_zoffset 0
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
//=========================================================
|
||
|
|
// SERVER SETTINGS
|
||
|
|
//=========================================================
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = NPCs will be unable to see or detect enemies UNLESS a player //
|
||
|
|
// is near their location. (This is how Half-Life normally works) //
|
||
|
|
// //
|
||
|
|
// 1 = NPCs will always attempt to scan for enemies. They will also //
|
||
|
|
// engage in combat even if there are no players on the server. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
sv_ai_enemy_detection_mode 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// When the player looks at a player in the game: //
|
||
|
|
// 0 = No information about the player is displayed. //
|
||
|
|
// 1 = Information is displayed. //
|
||
|
|
// 2 = Information is displayed only for our team/allies. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_allowplayerinfo 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// When the player looks at a monster in the game: //
|
||
|
|
// 0 = No information about the monster is displayed. //
|
||
|
|
// 1 = No information about neutral/enemy monsters are displayed. //
|
||
|
|
// 2 = Information is displayed only for our team/allies. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_allowmonsterinfo 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Disable player weapon use while held by a barnacle tongue: //
|
||
|
|
// 0 = Allow weapons //
|
||
|
|
// 1 = Disallow weapons //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_barnacle_paralyze 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Specifies how many seconds players must wait before they can respawn.//
|
||
|
|
// //
|
||
|
|
// Default: 5 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_respawndelay 5
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Set to 0 if there's only one spawnpoint available on the level. //
|
||
|
|
// If your map has multiple spawn points they will be handled more //
|
||
|
|
// efficiently with this setting enabled. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_multiplespawn 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Map time limit, in minutes. //
|
||
|
|
// 0 = time limit is disabled. //
|
||
|
|
// //
|
||
|
|
// Default: 90 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_timelimit 90
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = frag limit is disabled. (Recommended) //
|
||
|
|
// Above 0 = specifies number of frags a player must get to end the map.//
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_fraglimit 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Players can not use their flash light. //
|
||
|
|
// 1 = Players can use their flash light. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_flashlight 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = HEV suit power (armor) disabled and hidden from the HUD. //
|
||
|
|
// 1 = HEV suit power (armor) enabled. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_suitpower 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 1 = Players receive 'realistic' falling damage. The faster a //
|
||
|
|
// player falls, the more damage he/she will take on impact. //
|
||
|
|
// 0 = Players will only take a maximum of 10 damage per fall. //
|
||
|
|
// -1 = Players will never receive falling damage. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_falldamage 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 1 = Weapons will stay on the ground after they're picked up, //
|
||
|
|
// so that other players may also pick them up. //
|
||
|
|
// //
|
||
|
|
// 0 = Players will have to wait until the weapon respawns, //
|
||
|
|
// if someone gets the weapon before they do. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_weaponstay 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 1 = Monsters will NOT gib from explosions. //
|
||
|
|
// 0 = Explosions can gib monsters. //
|
||
|
|
// //
|
||
|
|
// Added for the madwhack physics. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_noblastgibs 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 1 = Players can use the Banana Bomb. //
|
||
|
|
// 0 = Players can not. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_banana 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Setting this to 1 will prevent players from jumping high into the //
|
||
|
|
// air via secondary gauss fire. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_disablegaussjump 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Players can not grapple onto monsters. //
|
||
|
|
// Only headcrab-sized monsters are pulled to the player. //
|
||
|
|
// //
|
||
|
|
// 1 = The grapple works the same as it does in Opposing Force. //
|
||
|
|
// It pulls the player to all monsters (except headcrabs and below) //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_grapple_mode 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Players can grapple onto other players. //
|
||
|
|
// 1 = Players can not grapple onto other players. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_disable_player_rappel 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = New autoclimb feature to aid with player towers, //
|
||
|
|
// getting around blocking players, and assisting player movement. //
|
||
|
|
// Hold the Jump key to climb onto ledges/players. //
|
||
|
|
// 1 = Players are not assisted with climbing. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_disable_autoclimb 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Player weapon damage will be adjusted according to the //
|
||
|
|
// mp_pcbalancing_factorlist CVar. (see below) //
|
||
|
|
// 1 = Players do normal damage at all times. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_disable_pcbalancing 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Allows you to specify what damage multiplier to apply to damage //
|
||
|
|
// inflicted on monsters based on the amount of players currently on //
|
||
|
|
// the map. For example, "1.0;1.5;1.2;1.0;0.8" would give a multiplier //
|
||
|
|
// of 1.0 for one player, 1.5 for two players, 1.2 for three, 1.0 for //
|
||
|
|
// four and 0.8 for five or more players. //
|
||
|
|
// //
|
||
|
|
// If this CVar is empty (""), a default of "1.0;1.8;1.4;1.2;1.1;1.0" //
|
||
|
|
// will be used. //
|
||
|
|
// //
|
||
|
|
// Default: "" //
|
||
|
|
//======================================================================//
|
||
|
|
mp_pcbalancing_factorlist ""
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Medkit will provide points to the player when they heal or //
|
||
|
|
// revive another player/ally. Variable for healing, 5 for revive. //
|
||
|
|
// 1 = No points provided to players for healing and reviving. //
|
||
|
|
// //
|
||
|
|
// This does not effect wrench repairing. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_disable_medkit_points 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Players can pickup a second Uzi to use Dual Uzis //
|
||
|
|
// 1 = Players can not pickup a second Uzi to use Dual Uzis. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_no_akimbo_uzis 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function. //
|
||
|
|
// 1 = Alt fire attaches/removes silencer. Needs compatible v_ model! //
|
||
|
|
// (With same bodygroups/animations as hunger/v_hunger9mmhandgun.mdl) //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_9mmhandgun 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function. //
|
||
|
|
// 1 = No scope/zoom. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_357 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function. //
|
||
|
|
// 1 = No laser sight. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_eagle 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function. //
|
||
|
|
// 1 = No scope/zoom. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_mp5 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function (auto-fire) //
|
||
|
|
// 1 = Double-barrelled mode (alt-fire fires two barrels as in HL1). //
|
||
|
|
// Requires a v_ model that supports double-barrelled fire! //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_shotgun 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function //
|
||
|
|
// 1 = No exploding crossbow bolts. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_crossbow 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function //
|
||
|
|
// 1 = No laser guidance system //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_rpg 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Normal weapon function //
|
||
|
|
// 1 = Enables tertiary fire //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
weaponmode_displacer 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Players will not be able to drop their weapons. //
|
||
|
|
// 1 = Players will be able to drop their weapons. //
|
||
|
|
// //
|
||
|
|
// This setting is useful if you have a class based map, and you prefer //
|
||
|
|
// that players not swap weapons with other players. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_dropweapons 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = NPCs will not drop their weapon on death. //
|
||
|
|
// 1 = NPCs will drop their weapon on death. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
npc_dropweapons 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Nothing can damage friendly monsters. //
|
||
|
|
// 1 = Friendly monsters can take damage from anything. //
|
||
|
|
// 2 = Friendly monsters can take damage from anything but players. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_npckill 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Once the spawn delay has ended, players choose when to respawn. //
|
||
|
|
// 1 = Players are forced to respawn once the spawn delay has ended. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_forcerespawn 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// -2 = No custom global respawn delay. //
|
||
|
|
// //
|
||
|
|
// -1 = Weapons, ammo and items never respawn after being picked up, //
|
||
|
|
// unless they have a custom respawn delay set. //
|
||
|
|
// //
|
||
|
|
// 0 = Weapons, ammo and items instantly respawn. //
|
||
|
|
// //
|
||
|
|
// > 0 = Delayed respawn. Weapons will still respawn immediately, //
|
||
|
|
// unless mp_weaponstay is 0. //
|
||
|
|
// //
|
||
|
|
// Default: -2 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_weapon_respawndelay -2
|
||
|
|
mp_ammo_respawndelay -2
|
||
|
|
mp_item_respawndelay -2
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Sets the dropped weapon fade out delay //
|
||
|
|
// Negative values use default. //
|
||
|
|
// 0 means disappear once it stops moving. //
|
||
|
|
// > 0 causes it to disappear after the set amount of time. //
|
||
|
|
// //
|
||
|
|
// Default: 60 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_weaponfadedelay 60
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Weapon drop rules (players only) //
|
||
|
|
// 0: Don't drop any weapons when the player dies. //
|
||
|
|
// 1: Drop the current weapon. //
|
||
|
|
// 2: Drop all weapons packed into a weapon box. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_weapon_droprules 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Ammo drop rules (players only) //
|
||
|
|
// 0: Don't drop any ammo when the player dies. //
|
||
|
|
// 1: Drop ammo for the current weapon. //
|
||
|
|
// 2: Drop all ammo packed into a weapon box. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_ammo_droprules 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Observer mode is disabled. //
|
||
|
|
// 1 = Observer mode is enabled. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_observer_mode 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Observer mode is active as long as there are no spawnpoints. //
|
||
|
|
// 1 = Observer mode is active until the map respawns players. //
|
||
|
|
// //
|
||
|
|
// Observer mode must be activated for this to take effect. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_observer_cyclic 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Disable the HEV suit voice. (Default) //
|
||
|
|
// 1 = Enable the HEV suit voice. //
|
||
|
|
// //
|
||
|
|
// The HEV suit voice is a throwback from single player. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_hevsuit_voice 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Survival mode is not supported by this map. (Default) //
|
||
|
|
// 1 = Survival mode is supported by this map. //
|
||
|
|
// //
|
||
|
|
// Default: 0 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_survival_supported 0
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Survival mode will not activate until it gets triggered //
|
||
|
|
// via entity or script. //
|
||
|
|
// 1 = Survival mode will try to activate as soon as possible //
|
||
|
|
// (when map change is completed and at least one player joins //
|
||
|
|
// the server.) (Default) //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_survival_starton 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Delay before survival mode gets activated. //
|
||
|
|
// 0 = no delay (no countown will be displayed) //
|
||
|
|
// //
|
||
|
|
// Default: 30 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_survival_startdelay 30
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Specifies the next map for survival series. //
|
||
|
|
// //
|
||
|
|
// Default: "" //
|
||
|
|
//======================================================================//
|
||
|
|
mp_survival_nextmap ""
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// 0 = Disable model selection when a model is forced onto players //
|
||
|
|
// using trigger_changemodel. //
|
||
|
|
// 1 = Enable model selection when a model is forced onto players //
|
||
|
|
// using trigger_changemodel. //
|
||
|
|
// //
|
||
|
|
// When trigger_changemodel is used to change a player's model, //
|
||
|
|
// this setting determines whether or not //
|
||
|
|
// the player can change it back on their own. //
|
||
|
|
// //
|
||
|
|
// Default: 1 //
|
||
|
|
//======================================================================//
|
||
|
|
mp_modelselection 1
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Optional commands overriding the map's worldspawn properties: //
|
||
|
|
// (EXAMPLES ONLY! No need to use these normally). //
|
||
|
|
// //
|
||
|
|
// forcepmodels "gordon;gina;helmet;barney;robo;etcetera" //
|
||
|
|
// Restricts players to the listed player models on this map. //
|
||
|
|
// //
|
||
|
|
// globalmodellist "path/file.txt" //
|
||
|
|
// Sets the globalmodellist file, for replacing models globally. //
|
||
|
|
// Root directory is "/models/MAPNAME/". Use ../ if necessary. //
|
||
|
|
// //
|
||
|
|
// See enclosed file "Global Model Replacement Instructions.txt" for //
|
||
|
|
// details on using global model replacements. //
|
||
|
|
// //
|
||
|
|
// globalsoundlist "path/file.txt" //
|
||
|
|
// Sets the globalsoundlist file, for replacing sounds globally. //
|
||
|
|
// Root directory is "/sounds/MAPNAME/". Use ../ if necessary. //
|
||
|
|
// //
|
||
|
|
// See enclosed file "Global Sound Replacement Instructions.txt" for //
|
||
|
|
// details on using global sound replacements. //
|
||
|
|
//======================================================================//
|
||
|
|
|
||
|
|
//======================================================================//
|
||
|
|
// Physics Settings. //
|
||
|
|
// Note: You probably shouldn't change these settings. //
|
||
|
|
//======================================================================//
|
||
|
|
sv_accelerate 10
|
||
|
|
sv_airaccelerate 10
|
||
|
|
sv_friction 4
|
||
|
|
sv_gravity 800
|
||
|
|
sv_maxspeed 270
|
||
|
|
sv_maxvelocity 4096
|
||
|
|
sv_wateraccelerate 10
|
||
|
|
sv_waterfriction 1
|
||
|
|
sv_zmax 16000
|