Challenge ProMode Arena: Server Settings ---------------------------------------- Date: 21 Feb 05 Recommended dedicated server command-line: quake3 +set dedicated 2 +set fs_game cpma +set vm_game 2 +exec <config> mode_start <string> Specify the game type to start the server with. * 1v1 - Duel / "Classic" Deathmatch FFA - Free For All TDM - Team Deathmatch CTF - Capture The Flag CA - Clan Arena FTAG - FreezeTag (European rules) CTFS - Capture Strike Or a custom mode: see docs/Modes.txt for details. mode_idletime <minutes> how long before idle servers reset to default mode+map (default: 10) server_gameplay <CPM|PMC|CQ3|VQ3> Sets the level (speed and strategic depth) of gameplay to use. * CPM - Challenge ProMode II (Modern CPM, 2004+) PMC - ProMode Classic (2000-2003) CQ3 - Challenge Quake3 VQ3 - Vanilla Quake3 (OSP) server_maxpacketsmin <value> Specifies minimum client cl_maxpackets setting (Default = 30, 0 = no lower limit on client cl_maxpackets). server_maxpacketsmax <value> Specifies maximum client cl_maxpackets setting (Default = 125, 0 = no upper limit on client cl_maxpackets). server_motdfile <filename> Defines an external file from which to read MOTD message to display to a client. This file will override any server_motdX variable setting (defined below). (Default = "none" - No MOTD file defined). server_motdX <string> (X = 1 through 8) Sets the server MOTD. Each var is used to display a line in the MOTD. The message is terminated when the first NULL ("") line is encountered. server_optimiseBW <0|1> Force the optimiseBW algorithm on for all clients, which greatly reduces the amount of unnecessary data sent out. Regrettably, this also makes you unable to see players through portals, thanks to a bug in the Q3 engine. Regardless, this really should NEVER be set to 0 except when on LAN - the difference is just staggering. 0 - Waste huge amounts of bandwidth for no good reason. * 1 - Don't. :) server_timenudgemin <value> Specifies minimum client cl_timenudge setting (Default = 0, no lower limit on client cl_timenudge). server_timenudgemax <value> Specifies maximum client cl_timenudge setting (Default = 0, no upper limit on client cl_timenudge). server_ratemin <value> Specifies minimum client rate setting (Default = 0, no lower limit on client rate). server_record <value> 1 - record demos 2 - take screenshots 4 - add server name to demo/screenshot filenames 8 - add server time when game starts to filenames server_availmodes <string> Restrict the server to a subset of supported game types (Default: "" - all modes available) server_chatfloodprotect <value> Controls max # of msgs per second (Default = 0) e.g. server_chatfloodprotect 2 means you can talk every 500ms ref_password <string> Sets the password for in-game "referee" (admin) access. Setting this password to "none" disables the referee feature (default = "none"). ======================== GENERAL Q3 OPTIONS ======================== bot_autoload <string> Specifies names of bots to add after the server has loaded. Bot names are delimited by spaces. This variable allows the server admin to automatically load bots on map start as if the admin issued "addbot" commands. ANY name can be used for the bots. bot_checktime <value> Specifies the number of seconds between bots joining/leaving a server based on bot_minplayers setting (default = 10). g_inactivity <seconds> Specifies how long a player can idle before being kicked from the server. A value of "0" disables this feature (default = 0). g_log <logfilename> Specifies the name of the file to save all in-game information. Setting this to "" disables logging (default = "games.log"). It's worth pointing out that logfiles can get very large, and for public servers there's really not much point in using them. Anything truly important will be written to the admin log instead, which is a separate file. ============================== MATCH-RELATED PARAMETERS ============================== match_mutespecs <0|1> Enables/disables spectator chat being displayed to active players in the game when a match is in progress (default = 0). match_readypercent <percentage from 1-100> Specifies the percentage of in-game players who must be "ready" to start a match. This can also be used to get a match going on an otherwise long "warmup" period (default = 51). match_maxsuicides <value> players who /kill more than this many times will be auto-banned stops them screwing up TDM games and forcing draws in DA (default = 0). match_WinDelayDA (in milliseconds, default 2000) controls how long after the kill a winner is actually declared so if you rail someone but then their rocket takes you out, the round is ruled a draw match_winDelayCA (in milliseconds, default 4000) same as match_WinDelayDA, but for Clan Arena games ============== TEAMPLAY ============== team_allcaptain <0|1> 0 - Traditional captaincy assignments (1 per team). * 1 - All players on a team have the ability to invite spectators or to call a time-out. There is still a single "true" captain. g_teamAutoJoin <0|1> * 0 - Places connecting players in spectator mode once they have fully connected to the game. 1 - Automatically places a player on the team with the lowest number of players (or score if equal player counts) after fully connecting to the game. g_teamForceBalance <0|1> * 0 - Allows players to join any team, regardless of player counts. 1 - Forces players to join the team that has fewer players and if equal, then the team with the lower score. ============ VOTING ============ g_allowVote <0|1> 0 - Disables all client voting on the server. * 1 - Allows clients to vote on server settings. vote_limit <value> Maximum # of votes allowed during a map for a non-referee (default = 5). vote_percent <1-100> Specifies the percentage of accepting clients needed for a vote to pass. Note that a player who does not vote is assumed to be opposed to the change. This saves players being forced to break off actual play simply to "defend" against an unwanted vote. vote_allow_<setting> All but a few votes have a corresponding vote_allow_<setting> cvar, which enables fine control of players' ability to call votes. Note that a referee may change ANY votable setting, regardless of its vote_allow control, so you should use vote_allow_referee 0 as well if you choose to disable any votes. 0 - Disables a particular vote item. * 1 - Allows clients to vote on the item. allcaptain <0|1> See team_allcaptain. armor <0-200> Specify amount of armor to give players on spawn. armorsystem <0-3> Allows different ProMode armor systems to be used. 0 - Standard (S:5 GA:50 YA:100 RA:150) 1 - Obsolete (S:5 GA:50 YA:100 RA:200) 2 - Quake1-ish (S:2 GA:100 YA:150 RA:200) 3 - Quake2-ish (S:2 GA:25 YA:50 RA:100) dropitems <0-3> Ability to drop weapons/ammo/flags 0 - None 1 - Weapons and ammo 2 - Flags 3 - All fallingdamage <0|1> Enables/disables falling damage (duh) fastrail <0|1> *ProMode only* Changes the rail switch time flood <value> Sets maximum number of chat messages per client per second Clients can use this vote to loosen or disable (0) flood control, usually in teamplay games where free communication is crucial. footsteps <0|1> *CQ3 only* Enables/disables footstep sounds hook <0|1|2> Sets hook availability and type 0 - Disabled 1 - Offhand (the "newbie" grapple, or "crutch") 2 - Onhand (the "skill" grapple) instagib <0|1> Enables/disables Instagib gameplay items +/-<item> Enables/disables items (weapons, powerups, etc) MG Machine Gun SG Shotgun GL Grenade Launcher RL Rocket Launcher LG Lightning Gun RG Railgun PG Plasma Gun BFG Big Effin Gun AMMO Ammunition 5H Health Sphere 25H Yellow Health 50H Gold Health MH Megahealth 5A Armor Shard GA Green Armor YA Yellow Armor RA Red Armor QUAD Quad Damage SUIT Battle Suit HASTE Haste INVIS Invisibility REGEN Regeneration FLIGHT Flight MEDKIT Medkit TELE Personal Tele Grouped items: HEALTH All Health ARMOR All Armor RUNES All Powerups ITEMS All Holdables ALL Everything kick <player_id> Forces a player to disconnect from the server map <mapid|mapname|mapc> Changes to a new map and/or itemset maxdamage <value> Sets the maximum damage shots can do to "friendly" players (yourself and your teammates) 0 = no limit: use selfdamage and teamdamage to disable completely maxpackets_max / maxpackets_min <value> Both controlled by vote_allow_maxpackets See server_maxpacketsmin / server_maxpacketsmax mode <mode_name> Loads a standard server configuration. Normally used to change game types. Note that there is no vote_allow_mode cvar: server_availmodes is used instead to give admins more control mutespecs <0|1> See match_mutespecs overtime <0|1|2> Sets overtime behaviour 0 - Sudden Death (first score decides) 1 - Timed Periods (2 or 5 minutes each) 2 - No Overtime (matches can end in a tie) pmove <0|1> See pmove_fixed poweruprespawn <30-120> Sets power respawn delay in seconds promode <0|1> See server_promode prosound &...
Nashael