Deathmatch: Difference between revisions
(Added the "Effects in GoldSrc" section. Not sure if the time is 20 seconds exactly as I measured it using the timer on my phone.) |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{Orphan|date=January 2024}} | {{Orphan|date=January 2024}} | ||
{{stub}} | |||
{{this is a|console variable|name=deathmatch|engine=GoldSrc|engine1=Source}} It is a leftover from {{Quake|2}} used to tell the server whether the current session is in multiplayer or not. {{elaborate}} | {{this is a|console variable|name=deathmatch|engine=GoldSrc|engine1=Source}} It is a leftover from {{Quake|2}} used to tell the server whether the current session is in multiplayer or not. {{elaborate}} | ||
Line 5: | Line 6: | ||
For the game mode, see [[Deathmatch Map Design Theory]]. | For the game mode, see [[Deathmatch Map Design Theory]]. | ||
==Effects in GoldSrc== | == Effects in GoldSrc == | ||
Enabling the <code>deathmatch</code> console variable is essential for the proper functionality of {{ent| | Enabling the <code>deathmatch</code> console variable is essential for the proper functionality of {{ent|Info_player_deathmatch|eng=goldsrc}} as otherwise, players will spawn at a random {{ent|info_player_start|eng=goldsrc}} or at the map's origin <code>(0,0,0)</code>. | ||
This command also allows weapons and ammunition to respawn, with every <code>weapon_</code> and <code>ammo_</code> entity taking 20 seconds to respawn. When creating a deathmatch map, it should also be taken into account that standing at a respawn point of an item still allows it to spawn and be repeatedly picked up, this means that players should be encouraged to keep moving around instead of sticking in one spot. | This command also allows weapons and ammunition to respawn, with every <code>weapon_</code> and <code>ammo_</code> entity taking 20 seconds to respawn. When creating a deathmatch map, it should also be taken into account that standing at a respawn point of an item still allows it to spawn and be repeatedly picked up, this means that players should be encouraged to keep moving around instead of sticking in one spot. | ||
Revision as of 17:05, 1 February 2025

You can help by

January 2024
deathmatch
is a console variable available in all GoldSrc and
Source games. It is a leftover from
Quake used to tell the server whether the current session is in multiplayer or not. [Elaborate?]
For the game mode, see Deathmatch Map Design Theory.
Effects in GoldSrc
Enabling the deathmatch
console variable is essential for the proper functionality of Info_player_deathmatch as otherwise, players will spawn at a random info_player_start or at the map's origin (0,0,0)
.
This command also allows weapons and ammunition to respawn, with every weapon_
and ammo_
entity taking 20 seconds to respawn. When creating a deathmatch map, it should also be taken into account that standing at a respawn point of an item still allows it to spawn and be repeatedly picked up, this means that players should be encouraged to keep moving around instead of sticking in one spot.