Perfect Dark Source: CVars: Difference between revisions
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== Teamplay CVars == | == Teamplay CVars == | ||
Deathmatch and teamplay are controlled with two console variables (cvar): ''mp_maxteams'' and ''mp_teamsize''. And a helper cvar ''mp_freeforall''. | Deathmatch and teamplay are controlled with two console variables (cvar): ''mp_maxteams'' and ''mp_teamsize''. And a helper cvar ''mp_freeforall''. | ||
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: Constant blur while dashing. | : Constant blur while dashing. | ||
[[Category:Perfect Dark Source]] | [[Category:Perfect Dark Source]] |
Revision as of 03:01, 31 July 2009
Teamplay CVars
Deathmatch and teamplay are controlled with two console variables (cvar): mp_maxteams and mp_teamsize. And a helper cvar mp_freeforall.
- mp_maxteams
- Defines the number of teams that will be available to players. It can take values from 0 to 4. When 0, the FFA mode will be activated.
- mp_teamsize
- Defines the maximum number of players on a single team, requires a positive integer. When 0, there's no limit to the number of players able to join a team.
- mp_freeforall
- When set to 1, mp_maxteams and mp_teamsize will be set both to 0. And viceversa, if mp_maxteams and mp_teamsize are set both to 0, mp_freeforall will be set to 1. When 1, the player coloring, team selection menu and scoreboard will change to reflect the free-for-all (deathmatch) mode.
- When set to 0, mp_maxteams will be set to 4 and mp_teamsize to 2, creating four teams of two players each.
- mp_team_together
- When set to 0, player and zone spawns belonging to green team (allows any team) will be active.
- When set to 1, the green team will be disabled. Spawning players from the same team together is left to the level designer.
Note:In Hammer, -2 is the number of the green team.
- mp_friendlyfire
- If 1, teammates may hurt each other.
Gametype CVars
- mp_gamemode
- When set, changes the gamemode. Possible values:
- combat
- popacap
- kingofthehill
Note:Depending on the gamemode, the change may be immediate or after a level change.
- mp_koth_capture_time
- How long it takes for a team to become king of a hill.
- mp_koth_score
- How many score points a team earns after taking the hill.
- mp_koth_uptime
- How long to keep a zone active before deactivating it.
- mp_koth_wait
- How long to wait before activating a new zone.
- mp_cappopbonus
- How many score points to award a player that kills the cap.
- mp_caplivetime
- How long in seconds should the cap survive in order to earn points.
- mp_caplivebonus
- How many score points to award a surviving cap.
- mp_cap_wait
- Wait this time before selecting a new cap.
Scoring CVars
- mp_freefrags
- If 1, killing players won't award frag points.
- mp_suicidecounts
- If 0, suicides (kill command, falling, death by own explosion, etc) won't count as negative score.
Others
- crosshair_fademode
- 0 no fade, 1 flicker running, 2 flicker walking.
- current_ambient_time
- What's the current time in-game.
- ambient_time_scale
- A real life second equals to how many in-game?
- mp_fraglimit
- Frags value required to win a game. The game may end before if mp_timelimit is reached or mp_scorelimit.
- Will not work if mp_freefrags is active.
- mp_scorelimit
- Score required to win a game. The game may end before if mp_timelimit is reached or mp_fraglimit.
- mp_timelimit
- Time in minutes before automatic changelevel. 0 equals infinite.
- mp_chattime
- Time to wait before changing the level after mp_timelimit, mp_scorelimit or mp_fraglimit are met.
- mp_nojump
- 1 disables jumping.
- mp_weaponstay
- Weapons don't disappear after being picked up.
- mp_halo
- 1 enables a Halo style health system.
- sv_glasscannon
- If 1, players kill in a single shot. Doesn't affect drown, fall, or time based damage.
- hudradar_display
- 1 displays radar.
- pdark_hud_radar_max_radius
- Radar radius.
- sv_infiniteammo
- If 1, player's will carry 999 ammo of any type.
- sv_noreloads
- If 1, weapons won't use magazines hence no reloads.
- sv_item_respawn_time
- Time in seconds, how long will it take item weaponset to respawn an item.
- sv_kill_at_respawn
- If we can't find a spawn point, kill anyone close to force a respawn.
- sv_realisticreloads
- Player loses ammo on magazine when they do a speed reload. It is off by default not to annoy players.
- sv_startarmor
- Players start with this much armor.
- sv_starthealth
- Players start with this much health.
- sv_weapon_respawn_time
- Time in seconds, how long will it take item weaponset to respawn a weapon.
- move_strafespeedstyle
- Defaults to 1. A value of 0 will allow 1.41% speed diagonal movement (too fast), a value of 1 a lower increased speed, and 2 will set 'realistic' speed.
Client CVars
- cl_ejectbrass
- If 1, weapons will eject bullet shells when firing.
- cl_autoswitchweapon
- Defaults to 1, if 1 the game automatically switches to new, stronger weapons picked up.
- cl_autoswitchonempty
- Defaults to 1, if 1 the game automatically switches to another weapon when the current one is empty.
- pp_draw_timeofday
- Defaults to 0, if 1 the game enables rendering changes and other effects to represent dynamic time of the day in maps.
Beta debugging CVars
- wdmg_***
- Change weapon damage, if you dislike the damage of certain weapon or fire mode, try finding a good value for it using these cvars.
- mp_wdmgratio***
- Divide all weapon damage value (default:1), if set to 2 all damage of all weapon are divided by 2.
- wheadshot_blur_factor
- A factor (multiplier) for headshot blur. Lower to decrease blur.
- wheadshot_kick_factor
- A factor (multiplier) for headshot view kick. Lower to decrease kick.
- blur_explosion_factor
- A factor (multiplier) for explosion blur. Lower to decrease blur.
- wmelee_add_blur
- A constant blur value that gets added with melee attacks.
- blur_restore_rate
- Blur recovered per second. Max blur a player may have is 255.
- wdmg_blur_factor
- A factor (multiplier) for any damage related blur. Lower to decrease blur.
- blurmin_movement
- Constant blur while dashing.