Archive for the Reactance Unlagged Category

Reactance 1.3 Beta 7 Released

Mostly a maintenance release to address a bug in the off-hand grapple. Thanks [CL2] R@ancid Me@t (CL2 Clan Site) for pointing it out. And thank you Evolution (from Quake-Revolution for pointing out it was likely a prediction issue (damn you Q3!)

What happened to 1.3b6 you ask? Well, it actually never happened. It wound up fixing the bug in offhand-grapple, but was no where near the real solution :-/ (they all can’t be gems folks…) So, it was sh!t canned in 1.3b7 was born.

Here’s a snippet from the ReadMe :

2/28/2008  -Monkk: Fixed broken off-hand grapple. Thanks Evolution for
                 aid in locating the problem and R@ncid Me@t of CL2 for
                 finding it (bastard :P sorry it took so long to fix...). While I
                 was in there I added 2 grapple related cvars (server
                 controlled): mod_grappleDistance and mod_grappleSpeed.
3/2/2008    -Monkk: Completely redid the offhand grapple to not force
                 the sound on the weapon itself, but instead on the hook
                 that is being fired. When one is attached to the wall with
                 the offhand grapple, the grapple continues to make the
                 sound. You will also notice the sound originates from the
                 hook missile. This is due to having no weapon actually firing
                 it. The normal q3 grappling hook weapon gun acts the same
                 as it always has. Also added cvar for
                 mod_ambientWeaponSound which will disable the sounds of
                 the RG, LG, and BFG

http://www.reactanceunlagged.com to grab it =]

Regards!

Easy Access to Reactance Q3 Dev Server

Well, as promised, I added the DNS entry for the dev server. The IP address and ports are still the (72.5.249.52:27960) but you can now get at it at the easier to remember:

q3.reactanceunlagged.com:27960

Reactance 1.3 Beta 5 Released

And like magic, 1.3b5 is out the door! Connect to the dev server (72.5.249.52:27960) or download it here(ReactanceUnlagged1.3b5.zip) and extract it to your Quake III Arena game directory.

Enjoy, and as always report bugs , questions or feature requests to http://www.reactanceunlagged.com forums.

Regards!


Monkk
monkk@monkk.com

State of the union, in Monkk’s eyes

Well, needed to take a break, life can get rough and there ya have it. However, QUAD and myself have sunk or teeth back into the code-base. Actually, we’ve put out two releases since the last Official release in, well, whenever that was. At any rate the current version is 1.3 Beta 4 and is on the dev server (oh yes, it’s a new one Yeah! (on escaped turkey (awwww)) the ip address, default Q3 port: 72.5.249.52:27960 (will soon be able to reach with q3.reactanceunlagged.com but I’ll update here when that occurs.)

You could also download this zip and extract it to your quake3 directory: ReactanceUnlagged1.3b4.zip

As far as what’s new, well the biggest change is QUAD’s Help System UI, and it’s counterparts for console based help as well. Documents all of the Reactance mod CVARS and Commands, as well as a nice filtering and display sysstem if viewed in the UI. There have also been enhancements to maplist to make it more bandwidth friendly for those who run servers with MANY maps. Now supports DOS style * and ? wild card symbols.

We are now including all 3 VM’s in the pak0.pk3 of our releases. What this means is, if you connect to a server running the mod, and allow downloading, it will automatically create a new directory for you and download the pak0.pk3. And now you can run your very own server with our dev builds. Our new mantra is smaller, more frequent updates. This last one was 2 weeks and is was quite large in scope, but so worth it.

Anyway, here is a screenie from the upcoming release of 1.3 Beta 5 and it’s notes.txt from the pak:

Teh H3lp System

===========================================================
Reactance IU - Mod Devolopment - Notes
Development Team :
Vision: John “QUADFather” Mora
Programming: John “Monkk” Minadeo, John “QUADFather” Mora,
John “Evolution” Murhpy, William -Spike- KimererGraphics: Dwel13r
===========================================================
11/22/05 -quad Started MOD11/24/2005 -quad Unlagged code Version 2.01 merged.11/24/2005 -quad Instagib Railgun only, Unlimited ammo, Railgun reload
time (CVAR), Non team spawn items removed, drop items when
fragged items removed, Fall Damage off (CVAR).12/04/2005 -monkk: 1.1 Insta style rail jumping(CVAR) (KnockBack static
reload)12/05/2005 -monkk: 1.2 Insta style rail jumping(CVAR) (KnockBack with
fast reload (CVAR))01/01/06 -quad Auto/Manual flag return (team with 1 person has auto return).01/10/06 -monkk: Set inactive client to be moved to spec instead of
booted (CVAR)01/23/06 added speedometer(CVAR)01/29/06 -Quad added crosshair colors - and repaired the
shader for crosshairs (gfx.shaders) added it to shaders\
folder to the pk301/29/06 -Monkk and Quad added silent respawning01/30/06 -monkk: Flag sacrifice code completed (can’t return flag by
killing self, falling into void or lava etc.)02/01/06 -quad: Added choice of displaying Frags per minute or frags in tab
scoreboard02/02/06 -quad: Added a Hud scoreboard showing top three scoreres
(frags) above the lower right scoreboard02/07/06 -monkk: Added Mod Game Stats scoreboard at end of game, added
Individual weapon accuracy end of game scoreboard, added
ability to end Capturelimit games in a tie, color string
fixes on player hold flag times (Monkk)02/12/06 -monkk: Fixed intermittent vanishing flag on player_die,
fixed divide by zero error concerning shots fired, added
Force Rail Trail colors for teams and enemies (see CVAR
notes)02/13/06 -monkk: Added default colors for team and enemy team rail
trail colors02/17/06 -monkk: sac bugs, flag in non CTF games, team held time, color
stripped names after mod stats, moved stats to print after
intermission starts, sac in water, confused LKG, clamped sacs
to 2 then return flag02/26/06 -monkk: Confused LKG, Flag does not sacrifice in Lava in
q3wc3, Names are color stripped after the weapon accuracy
stat board is enabled, Team Flag hold times on WTF maps03/03/06 -monkk: Fixed confucked LKG, Fixed disappearing flag in
CPMCTF5 and other “Fog of Death” voids03/16/06 -monkk: Added logging compatible with VSP. To parse use:
“php vsp.php -l q3a-osp LOG_FILE_PATH_HERE”
(simple example…), Added mod_showFlagHoldTimes to turn
off printing of the player or team flag held time (just for
you, Evo baby!), Added Team Counts on TAB/Intermission/player
death. The background reflects the team that needs more
players, yellow if the team counts are even. (For you Killer)3/17/06 Reactance:IU 1.0 Beta released!!

3/28/06 -monkk: added score values cvars for various events in the game:
capture flag bonus, team capture flag bonus, return flag bonus,
pickup enemy flag bonus, frag flag carrier bonus, frag attacker
near carrier bonus, defend flag bonus, return your flag for a cap
to occur bonus, frag the flag carrier shortly before a flag cap
bonus. Also added a client side command to allow the gauntlet to
be in the nextweapon cyclce (normally you can’t scroll to the
gauntletwith the mouse wheel or however you set up your
weaponnext / weaponprev binds. suggested by Evoluted

3/30/06 -monkk: fixed damage being reduced when attacker has handicap on,
phone jack icon does not show during stealth spawn (while player is
invisible.) Thanks -Spike- and Moopy!

4/1/06 -monkk: fixed late spawning items sneaking into the game (QUAD
damage on carnagearena1b) Thanks Moopy!

4/2/06 -monkk: added scoring themes, currently support vanilla Q3, and
“Only Captures Matter” (OCM is zero points for everything though
your team still counts the captures to win. All hit/shots/accuracy
still are displayed in the console and in log files for stats
(Mwuahahahaha!). Locked the points CVARS so they can only be changed by
setting mod_scoringTheme. Updates to the scoring take place on map
change. Added cvars for points you get when you :
kill a teammate, kill yourself, and kill an enemy. These cvars are also
protected. Also changed the flag sacrifice announce sound to something
less grating. Fixed g_unlaggedversion to 2.01 (which it has been all
along)
4/8/06 -monkk:impressive on 3 hits in a row, spawn-protected player
can’t pick up flags, make scoringTheme changeable on map_restart not
just on map change
4/9/06 -monkk: insta_protection (mod_protection and mod_protectionTime)
removed mod_stealthSpawn, replaced with mod_protection with support for
both stealthspawn (you can be killed but appear silently and invisi) or
battlesuit (you can’t be killed, but appear with glow and normal spawn
effects). Both are controlled by mod_protectionTime for their duration.
set mod_protection to 0=off,1=StealthSpawn,2=Battlesuit.
4/10/06 -monkk: randomize teams (randomized by hits per minute at end of
match), made bots not just stand around with their thumbs in their
asses in non-ctf maps, added most of the cvars for tab auto-completion
in the console
4/12/06 -monkk: end of game screen shot (client side cvar) - for moop,
added player name to sacData structure to completely de-couple any
checking of players after the flag has been dropped by a dying player
(possible fix for crashing server @ jujus)
4/25/06 -monkk: added a 1.75 second delay to auto-end-of-gamescreenshots
as well as fixed a problem with it interupting other console commans
during execution. Clamped the mod_scoringTheme to keep bad values out.
modified flag touch code to stop logging extraneous item pickup lines,
as well as stop the flag from looking like it was picked up and then
re-appearing after the server game dis-allows the touch. General
tune-ups and optimizations to mod functions for efficiency and
performance. Most of these were server side but the cgame was also
touched. Added the UI VM to the distribution for dependancy reasons.
Changed the console background image for fun, the final graphics are
not currently ready. Renamed the ReactanceServer.cfg and
ReactanceClient.cfg in the pak0.pk3 to ReactanceServer.cfg.RENAME_ME
and ReactanceClient.cfg.RENAME_ME respectively to avoid confusion
for new server admins using it as a base
4/26/06 -monkk: fixed an unlag issue in the railgun fire code. RJ feels more
“solid” and fixes a lot of the hit/miss inaccuracies -Spike-, Dwel13r,
and Evolution were seeing. Thanks guys!
4/28/06 -Dwel13r: provided real console replacement graphics for the mod.
(THANKS Dwel13r!!!!!!!)
-monkk: fixed bots being kicked on passworded servers (player bots
not the cheat kind ;-) )
5/6/06 -monkk: added mod_instaWeapon, mod_enableHook, mod_instaGauntlet,
and mod_instaGib (still in development) grappling hook can be on or off,
mod_instaGauntlet allows the server admin to allow or not allow the
gauntlet in InstaGib play. turning InstaGib off enables all weapons and
turns off 1 hit, 1 Kill functionality. It’s working, however re-enabling
item spawning isn’t complete yet so best to not turn it off because
there is no ammo to pick up. Will be disabled until item spawning is
complete.
5/7/06 -monkk: added offhand grappling hook (bind a key to +weapon12).
mod_enableHook 0 (default)=off/1=offhand grapple/2=grappling hook
weapon. Added options for randomize teams (see mod_randomizeTeams below)
6/1/06 -monkk: added mod stats and weapon accuracy stats on demand during
the game. (same as those enabled by mod_enableModStats and
mod_enableWeaponDisplay. execute the following commands from the console
preceeded by a backslash: \gmodstats or \gweapstats or better yet, bind
them to some keys. These are server computed values so your client asks
the server for them, and as the response is pretty big, the requests
can only be issued every 2.5 seconds to avoid players getting kicked
because of command overflow.
6/2/06 -monkk: added the weapon reload cvars: mod_lightningCycle,
mod_shotgunCycle, mod_machinegunCycle, mod_grenadeCycle,
mod_rocketReloadCycle, mod_plasmaReloadCycle, mod_bfgReloadCycle
7/12/06 -monkk: mod stats and weapon accuracies added for spectators, as
long as they have fired a weapon.
7/21/06 -monkk: got the mod_instaGib 0 working, powerups dropping on death,
added cvar for randomSpawn patterns (was always, now it defaults to on
and it can be turned off to allow normal q3 spawn patterns.
7/26/06 -monkk: added ^8 (orange) and ^9 (grey) to name colors, these do not
work in chat’s, thats done by the engine not the VMs. :-( Also fixed
black so you don’t need to ^^0 to use it anymore. Added dark grey
background to ui name setter so you can see black. Added Orange and grey
to the rail color picker ui (Effects color under player settings), and
added those rail colors to color1, color2 and mod_forceTeamRailColors,
and mod_forceEnemyRailColors. check those mod_force* cvar settings for
color number values.
7/27/06 -Monkk: map rotation will now occur when no players are on the
server, or if only bots are present.
7/29/06 -Monkk: changed callvoting for g_gametype to not break map rotation.
also mad a few changes so it would compile under TeamArena. We do not
use this now but may open it up as a sub-project in the future.
7/31/06 -QUAD, Monkk: added Say, SayTeam, and Tell message spamming limiting
(new cvars: mod_sayLimit, mod_sayteamLimit, mod_tellLimit. 0 disables it
8/1/06 -Zero: fast weapon switching cvar (mod_fastWeaponSwitch) like CPMA.
-Monkk: fixed the cvar change message reporting with g_instaGib CVAR
8/2/06 -Monkk: fixed original rail color usage for /color1 and /color2.
colors are: 0=White, 1=blue, 2=green, 3=cyan, 4=red, 5=magenta, 6=yellow
7=White,8=orange,9=grey. Yes white is duplicated… No good color to
add… These values work with color1, color2, mod_forceTeamRailColors,
and mod_forceEnemyRailColors. Fixed a bug in not dropping powerups in
certain gametypes (all but TeamDM per vanilla q3). added lastmap (like
the opposite of nextmap) can be callvoted. Moves you to the last map
in the map rotation you played. Don’t set it in your config, the game
tracks it for you. It does require nextmap to be used in conjunction. In
cases of no nextmap, lastmap will be set to map_restart.
8/3/06 -Monkk: changed default cvar value for mod_forceRotate and
mod_instaGauntlet to 0 (zero).
8/4/06 -Monkk: can disable any callvote-able setting by setting the string
disable_VOTE-STRING-GOES-HERE 1 for example:
\set disable_g_gametype 1
8/12/06 -Monkk: added accuracy sound and text announcement for 4 hits in a
row in instagib, 3 for non-instagib
8/12/06 -Monkk: fixed mod_forceRotation to not rotate when timelimit is set
to 0 (zero), fixed modvotes list
8/19/06 -Monkk: added multi-toned hit sounds. cvar: mod_hitTones, 0=normal
q3 style, 1=tone is based on targets health, 2=tone is based on the
amount of damage towards target (2 is proMode-ish and would be the
fairer setting. Server side controlled.
8/20/06 -Zero: Removed mod_randomSpawn in favor of spawnStyle and added 8 more
spawn types.
–Zero: Modified ForceModel so it forces the model you have instead of
Sarge.
9/9/06 -Zero: Added pwnage.wav to FFA and Tourney gametypes
9/10/06 -Monkk: added initial pass at client side mod stats, currently
does not support the accuracy stats, or a pretty display. To turn it
on, mod_enableModStats needs to be set to 1 and a new cvar has been
added : mod_drawModStats (see below for syntax). Changed active player
time to keep track of total play time so you keep your time between
team switches (includes moving to spectator and back). Mod stats now
also persist across team changes and in the spectator state. Eventually
this will all be integrated into a Mod Scoreboard that works like the
normal scoreboard (holding down tab key) and includes accuracies.
Brought in QUAD’s initial pass at adding the ownage sound effect at end
of game if the point spread is vast enough to warrant it. This should be
difficult to achieve. Still needs tweaking for gametypes. Zero is
handling. Also increased the volume of the end game sound so you know
the game is over :-) Nice!
9/10/06 -Zero: Added new falling damage plain
–Zero: Factored quad dmage to railjumping when railjumping is enabled with
mod_instagib 0
9/11/06 -Monkk:fixed colored name in mod stats display, fixed erroneous flag-hold
times when not holding a flag in mod_instagib 0
9/17/06 -Monkk:added the accuracy client side scores initial rough pass. the
server needs to have mod_enableWeaponDisplay on and to enable it on the
client, mod_drawWeaponStats (see cvar documentation below). Also added
2 cvar’s to turn off the say and say_team chat beeps: mod_sayBeep,
and mod_sayTeamBeep. 0 is off, anything else is on. Defaults to on
(added at OldSkooLP!nkF’s request 6006servers.com)
9/25/06 -Monkk: finished first pass at client side stat scoreboard. Bind a
key to “+stats” and it works just like the scoreboard and tab. The
server needs to have the stats enabled, and the client needs to enable
the draw cvars (see note of 9/10/06). I also removed the 2 client
commands \gmodstats and \gweapstats and the end of game console printing
as you can see them in game. Still need to make sure it overrides the
scoreboard at the end of the game :-)
-Quad: added a “pro” style shotgun spread. set mod_proStyle = 1
to enable it.
11/11/06 -Monkk: fixed bug in Sacrifice Announce that could cause the server
to crash if players with long names sacrificed flag. Also fixed
mod_randomizeTeams. Will not rotate bots, just human players
11/20/06 -Monkk: fixed Mod Stats and Weapon Accuracy from being displayed
instead of traditional scoreboard when dead… (oops, my bad ;-) )
12/8/06 -Monkk: removed mod_instaWeapon from being shared cvar, was
erroneously implemented as shared cvar. Added to auto-completion list
4/26/07 -Monkk: optimized time spent in unlagged time shift during railgun traces
4/29/07 -Monkk: added mod_delagRj which will delag the RailJumping. The default is
off as it’s experimental. Pings of > 120 should see some benefit. It may
or may not contribute to the “shoot thru” anomoly that some people see.
Testing at lower pings (under 50) show no difference with it on or off,
the rail_fire code is currently optimized to run with it off. Turning it
on shouldn’t make a difference… “SHOULDN’T” i say… :/
5/13/2007 -Monkk: added mod_flagSacrifice (0=off/1=on defaults off) for enabling
/disabling flag sacrifice.
5/20/2007 -Monkk: added maplist command. “\maplist” lists all maps that match:
maps/*.bsp, when used with a parameter: “\maplist tourney”, lists
all maps that contain the string tourney. Pattern matching is not
supported. Should support > 413 maps depending on the size
of there names. the internal buffer is 5120 chars for all mapnames
including their extensions. This is a somewhat expensive operation
as are the new related commands, memory wise in comparison to the
majority of the internal buffer sizes, but, on a modern server…
this should not be an issue. And you can always, use less maps…
Also added “\callvote mapnum” to vote to a particular map by
number. also added “\mapnum” server console command (use rcon on
remote servers).
9/23/2007 -Monkk: added mod_ambient cvar to shut off ambient sounds. Defined to
be target_speaker ents with the looping attribute set. Also Added first
pass at quickmodes (Essentially a “managed” cvar batch setter. Managed
in that it reverts values back when a quickmode is changed. Two
commands: \qmlist which shows a list of quickmodes and
\qmset QUICKMODENAME where QUICKMODENAME is one of the quickmodes listed
by \qmlist. Experimental, use at your own risk.
9/24/2007 -Monkk: fixed issue with untellible server message when callvote with no
parameter was used
9/25/2007 -Monkk: synced all the cvars in the mod with the list below
9/30/2007 -Monkk: retooled the help system, simpler format, easier parsing. added
“help” command (help alone will return a list of help topics, or
“help ” will get you the specific help. Also retooled quickmodes.
when you set a quick mode, any cvar changed by the quickmode will be noted
and saved prior to changing. When a new quickmode is ran, or qmrevert is
used, the previous quickmode’s settings will be reverted prior to running
the new quickmode. added the following commands: qmset, qmlist, qmrevert
qmset runs a quickmode, qmrevert unruns the last quickmode, qmlist will
provide a list of quickmodes on the server. At some point the help
system will be both client and server supported (currently the server
provides the help for the client which is wasteful but proved convenient
to proof of concept the help system initially. I expect this to change
but not sure when.
10/06/2007 -Monkk: created a cfgparser framework for easier working with data files
now supports cpma style configs where used. Also retooled the helpsystem
to use the new framework. It is still all serverside as of this time.
Slight changes to the help display text is all that is noticeable to the
end user, this was all done for easier programming in the future. Also
added DOS style wildcards for maplist. To get the current behavior, use
\maplist *MAP_STRING* where MAP_STRING is the partial text of a map name
to find.
10/07/2007 -Monkk: moved the cfg parser and help data system into QShared. Also had
to move trap_FS_* calls to there as well. Unfortunately, CGAME does not
support trap_FS_GetFileList so us developers need to be carefully calling
it. It will currently give you a helpful error message and crash Q3.
10/10/2007 -Monkk: cg loading of help list because it has no access to
trap_FS_GetFileList() support from the engine. In anticipation of the
cgame handling of the help system. Also added helpdata structure to UI
VM for the graphical help system / cvar editor under current dev.
10/11/2007 -Monkk finished the cgame help implementation, looks just like server
only without the server trip. converted server help to be exactly that,
it can be called from rcon or the actual ded server console. Will be
retooling Maplist to go on client connect and protect against DOS due
to maplist spamming.
10/15/2007 -Quad: initial pass at UI help system (Help button from the main menu
upon loading the mod. release 1.3b4

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Current CVARS :
++++++++++++++++
CVAR Name Default Description
value
—————————————————————————-
mod_takeEndSS 0 Take a screenshot of scoreboard at the end of the game/
0=off/any non-Zero integer turns it on. 200 KB a screenshot
may not want to always keep this on ;-) CVAR resets to off
between start-ups of quake3 so you need to manually turn it
on when you want it running. It will stay on once set until
you quit from quake3. Note: putting it in your config will
turn it on every time you run the mod, you have been WARNED!!

mod_railJumping 0 ( turns on railjumping )

mod_hitTones 0 (adds multi-toned hit sounds when a target is hit.) 0=normal
q3, 1=based on target’s health at time of hit, 2=based on
damage inflicted to target. 2=more proMode-ish, and more
“fair”

mod_railjumpBehavior 1 ( 0 = static KnockBack railgun reload cycle
(ie:1.1Insta), 1 = dynamic KnockBack railgun
reload cycle(ie:1.2Insta) )

mod_allowInvisiWallJump 1 ( turns on and off invisiwall rail jumping )

mod_railjumpReloadCycle 500 ( quick railgun reload cycle time during
KnockBack, used with mod_railjumpBehavior 1 )

mod_selfKBDistance 100 ( distance from wall to activate KnockBack and
railgun reload cycle(if activated) )

mod_selfKnockback 100 ( distance you get Knocked Back )

mod_fallDamage 0 ( turns off fall damage )

mod_opponentKnockback 0 ( amount of target knockback when hit )

g_inactivity 0 (sets time in seconds before inactive client
is moved to spec(0 = off) )

mod_proStyle 0 ( in development ) Currently only enable the “pro” style
shotgun spread pattern.

mod_sacAnnounce 1-7 : 0 off (no announce sound or text)
1 small text (like a chat message)
2 big text (centered in the HUD)
3 small text & big text (both text modes: 1 & 2)
4 sound only
5 sound and small text
6 sound and big text
7 small text and big text and sound (everything)

mod_drawSpeedometer “0 0 635 200 .5″ Show a spedometer
[show(speed)] [show(maxspeed)] [x(position)]
[y(position)] [alpha(translucency)]

mod_drawModStats “0″ Show the client side mod stats.
0=off/1=on with background/2=on with no background and text
translucency .mod_drawWeapStats and mod_drawModStats must both
be set to 1 to display the background.

mod_drawWeapStats “0″ Show the client side mod stats.
0=off/1=on with background/2=on with no background and text.
translucency. mod_drawWeapStats and mod_drawModStats must both
be set to 1 to display the background.

mod_sayBeep 1 Enable the chat sound when normal chats are recieved

mod_sayTeamBeep 1 Enable the chat sound when team chats are recieved

mod_speedResetTime 0 (the amount of time that u can be standing
still before the max speed is reset
(in seconds), 0 is disabled)

mod_crosshairColor 7 (sets the color of the crosshair to a static
color; cg_crosshairHealth must be 0 for this
to take effect; Colors: 0 - black, 1 - red,
2 - green, 3 - yellow, 4 - blue, 5 - cyan,
6 - magenta, 7 - white)

mod_fragRateScoreboard 0 (set to 1 to see Frags per Minute instead of
Frag count under score in tab scoreboard)

mod_drawHudScore 0 (set to 1 and see the top three players scores
(frags) above the Hud scores on lower right)

mod_allowTie 0 any non-zero integer will result in
capturelimit games being able to end in a tie
at the timelimit

mod_enableModStats 1 zero for off. Displays stats and end of game
in console

mod_enableWeaponDisplay 0 and non-zero integer will turn it on. Displays
individual weapon accuracies at end of game

mod_forceTeamRailColor -2 Forces the rail trail color of all team mates
to be the same color specified: (-2 = off,
-1 = default rail colors (Red team is Red,
Blue team is Blue), otherwise a range of
integers between 0 and 6. These numbers
correspond to the color1 and color2 settings
the rail guns effect uses color1 is set in
the UI by choosing rail color. the values
correspond to the following values:
0 : White
1 : blue
2 : green
3 : cyan
4 : red
5 : magenta
6 : yellow
7 : white
8 : orange
9 : grey
No effect in Free For All or while a Spectator

mod_forceEnemyRailColor -2 Forces the rail trail color of all enemies
to be the same color specified: (-2 = off,
-1 = default rail colors (Red team is Red,
Blue team is Blue), otherwise a range of
integers between 0 and 6. These numbers
correspond to the color1 and color2 settings
the rail guns effect uses color1 is set in
the UI by choosing rail color. the values
correspond to the following values:
0 : White
1 : blue
2 : green
3 : cyan
4 : red
5 : magenta
6 : yellow
7 : white
8 : orange
9 : grey
No effect in Free For All or while a Spectator

mod_gauntletInWepCycle 0 Allows the gauntlet to be in the weaponnext /
weaponprev

mod_showFlagHoldTimes 1 Enables printing of the time the player and
the player’s team (in the event of a flag capture) has
held the flag. Any non-zero integer will result in
turning the printing on.

mod_protection 0 SpawnProtection: 0=off/1=StealthSpawn/2=Battlesuit
StealthSpawn: Spawn invisible, can be killed, no spawn visual
or auditory effects. Battlesuit: Spawn visible with Battlesuit
glow, can’t be killed (by players, world and telefrags can
kill you), normal visible and auditory spawn effects.
neither protection mode allows you to fire. It’s intended use
is lower mod_protectionTime

mod_protectionTime 325 Number of milliseconds for the spawn protection
provided by mod_protection stays in effect. Admins, tweak at
will

mod_randomizeTeams 0 Reorganize the teams after matches end.(map_Restart
will not re-organize the teams). Sorts by Hits per Minute (as
seen in the mod scoredboard) Valid setting values are:
1: sort by Hits
2: sort by Scores (will sort by hits if mod_scoringTheme is 1
(Only Captures Matter))
3: sort by Hits Per Minute [not a good randomizer, recommend
not use]
4: sort by Accuracy [not a good randomizer, recommend not use]

mod_spawnStyle 0 0 = random pattern
1 = random pattern + speed
2 = random pattern + speed/health
3 = random pattern + speed/health + enemy
4 = random pattern + enemy
5 = vQ3 pattern
6 = vQ3 pattern + speed
7 = vQ3 pattern + speed/health
8 = vQ3 pattern + speed/health + enemy
9 = vQ3 pattern + enemy

mod_enableHook 0 0=off/1=Offhand hook (bind a key to +button12),
2=Grappling Hook Gun weapon (no offhand grapple, bind a key to
“weapon 10″). Requires map_Restart

mod_instaGauntlet 1 0=off/1=on. Enables gauntlet in InstaGib mode
(gauntlet always present in non-InstaGib) Requires map_Restart

mod_instaGib 0 0=off/1=on. Enables 1 hit/1 kill functionality, as
well as limit game weapons to the mod_instaWeapon value and
removes all but CTF Flags from the game. Turning this off should
work, however as of this writing (5/7/06) the item spawning
isn’t re-enabled so you will only have the machine gun and no
amunition to pick up. It is NOT recommended to turn off at this
time. (You have been warned but feel free to try devmap and give
all) Requires map_Restart.

mod_instaWeapon 7 The InstaGib weapon all players get. valid values
are (you can’t set the gauntlet or grappling hook as insta
weapons) :
2 = Machine Gun,
3 = Shotgun,
4 = Grenade Launcher,
5 = Rocket Launcher,
6 = Lightning Gun,
7 = Railgun (Mod Default)
8 = Plasma Gun
9 = BFG

mod_scoringTheme 0 The scoring/points theme you’d like the server to
run. 0 = plain vanilla Quake 3 scoring, 1 =
“Only Captures Matter” (zero points for everything, CTF flag
capture count per team is the only score in the game. (mod
stats and log files still allow for shots/hit/accuracy
displays) The individual points for Vanilla Q3 are listed below
as the default value. The map needs to be changed or restarted
for the changes to go into effect.

mod_railgunCycle 1550 ( railgun reload cycle time )

mod_lightningCycle 50 ( lightning gun reload cycle time )

mod_shotgunCycle 1000 ( shotgun reload cycle time )

mod_machinegunCycle 100 ( machinegun reload cycle time )

mod_grenadeCycle 800 ( grenade launcher reload cycle time )

mod_rocketReloadCycle 800 ( rocket launcher reload cycle time )

mod_plasmaReloadCycle 100 ( plasma gun reload cycle time )

mod_bfgReloadCycle 200 ( bfg reload cycle time )

mod_sayLimit 0 (limits say commands to this number in a 2 second amount of time)

mod_sayteamLimit 0 (limits say_team commands to this number in a 2 second amount of time)

mod_tellLimit 0 (limits tell commands to this number in a 2 second amount of time)

mod_fastWeaponSwitch 0 (0=off/any positive intger = on. Enables fast weapon switching)

mod_flagSacrifice 0 (0=off/1=on Enables flag sacrifice)

mod_suicideDropsFlag 0 (0=off/1=on. If on, suicide will not auto-return the flag)

mod_ambient 1 enable ambient sounds. (0=off/1=on) If turned off, the music track will also
be shut off

mod_enableReady 0 (0=off/1=on. Allows the use of ready in games prior to beginning match.)

mod_muteSpectators 0 (0=off/1=on. Mute the spectators for players in game)

mod_muteTourneySpectators 0 (0=off/1=on. Mute the spectators for tourney games)

mod_protectionFire 0 (0=off/1=on. Allow a spawn-protected player to fire.)

mod_readyGrace 0 (0=infinite/Number of seconds to ready.)

mod_allowVote 1 (0=off/1=on. Allow voting on on Mod CVARs.)

mod_delagRj 0 (0=off/1=on. Allows the railjump to be delagged which can improve the smoothness
of the game for higher pinged players (90 and above))

mod_forceRotation 0 (0=off/1=on. Forces map rotation even if players are not on server.)

mod_lastmap “” Used internally for use when a callvote command is issued with lastmap as the mapname.
Like nextmap only backwards.

//these are all server protected, here for reference
mod_ctfCaptureBonus 5 what you get for capture

mod_ctfTeamBonus 0 what your team gets for capture

mod_ctfRecoveryBonus 1 what you get for recovery

mod_ctfFlagBonus 0 what you get for picking up enemy flag

mod_ctfFragCarrierBonus 2 what you get for fragging enemy flag carrier

mod_ctfFlagDefenseBonus 1 bonus for fraggin someone while either
you or your target are near your flag

mod_ctfCarrierProtectBonus 1 bonus for fraggin someone while either
you or your target are near your flag
carrier

mod_ctfReturnFlagAssistBonus 1 awarded for returning a flag that
causes a capture to happen almost
immediately

mod_ctfFragCarrierAssistBonus 2 award for fragging a flag carrier if a
capture happens almost immediately

mod_ctfCarrierDangerProtectBonus 1 bonus for fraggin someone who has
recently hurt your flag carrier

Regards!


Monkk
monkk@monkk.com

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