From 35e11fa0bbca7b5a7013bfd88b5672c741ff015f Mon Sep 17 00:00:00 2001 From: steven baker Date: Mon, 22 Jun 2026 06:19:56 -0400 Subject: [PATCH] svencoop_addon default_map_settings.cfg overrides svencoop folder one --- svencoop_addon/default_map_settings.cfg | 526 ++++++++++++++++++++++++ 1 file changed, 526 insertions(+) create mode 100644 svencoop_addon/default_map_settings.cfg diff --git a/svencoop_addon/default_map_settings.cfg b/svencoop_addon/default_map_settings.cfg new file mode 100644 index 0000000..f4c3cb5 --- /dev/null +++ b/svencoop_addon/default_map_settings.cfg @@ -0,0 +1,526 @@ +//======================================================================// +// 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 0 + +//======================================================================// +// 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 75 + +//======================================================================// +// 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 +map_script ClassicModeDeluxe/ClassicModeDeluxe \ No newline at end of file