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The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and "/set variables" depending on who you speak with.
 
 
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.
 
 
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}
 
 
{|{{Prettytable}}
 
{|{{Prettytable}}
 
|-
 
|-
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|{{Hl3}}|'''Description'''
 
|{{Hl3}}|'''Description'''
 
|-
 
|-
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)
+
| _agilityAdVel || 2.25 || Multiplies _tankSpeed (for short bursts) for tanks holding Agility flag
 
|-
 
|-
| _agilityTimeWindow || 1 || The amount of time (in seconds) that the tank will have the speed specified by _agilityAdVel
+
| _agilityTimeWindow || 1 || Specifies how long the tank will have the speed specified by _agilityAdVel
 
|-
 
|-
| _agilityVelDelta || 0.3 || How fast the agility accelerates the player to _agilityAdVel.
+
| _agilityVelDelta || 0.3 ||  
 
|-
 
|-
| _ambientLight || none ||
+
| _angleTolerance || 0.05 || ? src/bzflag/Player.cxx: if (fabsf(state.azimuth - predictedAzimuth) > angleTolerance)
 
|-
 
|-
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading
+
| _angularAd || 1.5 || Multiplies how fast tanks can turn while holding the Quick Turn flag
 
|-
 
|-
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag
+
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?
|-
+
| _avenueSize || 2*_boxBase || The amount of space to leave between boxes on randomly generated maps.
+
 
|-
 
|-
 
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games
 
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games
 
|-
 
|-
| _boxBase || 30 || The smallest amount of Width and Depth a randomly generated box may have.
+
| _boxBase || 30 || Width and Depth of boxes on a random map?
 
|-
 
|-
| _boxHeight || 6*_muzzleHeight || Size of radar box around tanks, as they move in Z. {up and down)
+
| _boxHeight ||6*_muzzleHeight || Height of boxes on a random map?
 
|-
 
|-
| _burrowDepth || -1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!
+
| _burrowDepth || 1.32 || How far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill tank!
 
|-
 
|-
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.
+
| _burrowSpeedAd || .8 || Multiplies _tankSpeed for tanks holding the Burrow Flag.
 
|-
 
|-
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.
+
| _burrowAngularAd || .55 || Multiplies how fast tanks can turn while holding the Burrow flag.
 
|-
 
|-
 
| _coldetDepth || 6 ||
 
| _coldetDepth || 6 ||
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|-
 
|-
 
| _countdownResumeTime || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). ''Available in 2.1 and later''
 
| _countdownResumeTime || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). ''Available in 2.1 and later''
|-
 
| _countdownResumeDelay || 5 || Legacy name for _countdownResumeTime, was renamed in 2.1 and later.
 
 
|-
 
|-
 
| _cullDepth || 6 ||
 
| _cullDepth || 6 ||
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| _cullOccluders || 0 ||
 
| _cullOccluders || 0 ||
 
|-
 
|-
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option.
+
| _disableBots || none || Does not allow autopilot or bots on the server, equivalent to the old -probitbots command line option.
|-
+
| _disableSpeedChecks || 0 || Allows disabling/enabling the speed kicks.
+
|-
+
| _disableHeightChecks || 0 || Allows disabling/enabling the "too high" check.
+
 
|-
 
|-
 
| _drawCelestial || 1 || Draw the stars, sun, and moon.
 
| _drawCelestial || 1 || Draw the stars, sun, and moon.
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|-
 
|-
 
| _drawGround || 1 || Draw the ground plane.
 
| _drawGround || 1 || Draw the ground plane.
|-
 
| _drawGroundLights || 1 || If set to 0, lights on the ground (such as the light from bullets) will not be drawn.
 
 
|-
 
|-
 
| _drawMountains || 1 || Draw the mountains.
 
| _drawMountains || 1 || Draw the mountains.
 
|-
 
|-
 
| _drawSky || 1 || Draw the sky pyramid.
 
| _drawSky || 1 || Draw the sky pyramid.
|-
 
| _enableDistanceCheck || 0 || Distance checking tries to verify if a player moved too far between updates (as in, cheating).
 
|-
 
| _endShotDetection || 5 || This setting controls how many "end shot" messages can be sent without corresponding deaths (or other reasons, such as a shield drop).
 
 
|-
 
|-
 
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then "respawn". Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.
 
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then "respawn". Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.
 
|-
 
|-
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.
+
| _flagAltitude || 11 || The height that the flag flies when spawning or dropped.
 
|-
 
|-
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect and how quickly the tank spawns from miniature to full size.
+
| _flagEffectTime || 0.64 || How long the flag effect time is.
 
|-
 
|-
| _flagHeight || 10 || The height of the flag (not its pole).
+
| _flagHeight || 10 || Height of the flag (not its pole).
 
|-
 
|-
| _flagPoleWidth || 0.025 || The diameter of the flag pole.
+
| _flagPoleWidth || 0.025 || Diameter of the flag pole.
 
|-
 
|-
 
| _flagPoleSize || 0.8 || The height of the flag pole.
 
| _flagPoleSize || 0.8 || The height of the flag pole.
 
|-
 
|-
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.
+
| _flagRadius || 2.5 || How close tanks must be to pick up a flag.
 
|-
 
|-
 
| _fogMode || none || Valid values: linear, exp, or exp2.
 
| _fogMode || none || Valid values: linear, exp, or exp2.
 
|-
 
|-
 
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.
 
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.
|-
 
| _fogNoSky || 0 || 1 will turn off fog drawing on the sky. The default is fog everywhere.
 
 
|-
 
|-
 
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.
 
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.
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| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.
 
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.
 
|-
 
|-
| _fogColor || "0.25 0.25 0.25" || "RED,GREEN,BLUE" values between 0.0 and 1.0 and/or basic colors such as blue, teal, black, pink, gray3, red4, etc.
+
| _fogColor || "0.25 0.25 0.25" || RGB or black, red, blue, etc... (alpha is ignored).
|-
+
| _forbidHunting || 0 || If turned on (1), prevents players from hunting others.
+
|-
+
| _forbidIdentify || 0 || If turned on (1), prevents players from identifying others on the world map.
+
|-
+
| _forbidMarkers || 0 || If turned on (1), removes the large flag markers that appear to indicate where your team flag(s) is.
+
 
|-
 
|-
 
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.
 
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.
 
|-
 
|-
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!
+
| _gmActivationTime || 0.5  || How long (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it to low could cause its owner to run into its own GM and be blown up!
|-
+
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.
+
 
|-
 
|-
| _gmSize || 1.5 || The size (in WU) of the GM missile shown for players with good graphics settings.
+
| _gmAdLife || 0.95 || How far guided missiles will go. Specified as a multiplier to _shotRange.
 
|-
 
|-
 
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)
 
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)
 
|-
 
|-
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.
+
| _gravity || 9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in Meters/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.
 
|-
 
|-
| _handicapScoreDiff || 50 || How much of a score difference from the average of all player's scores there must be for a player to get a handicap
+
| _handicapScoreDiff || 50 || How much of a score difference (from the leader?) there must be for a player to get a handicap
 
|-
 
|-
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed * _handicapVelAd) velocity than the normal _tankSpeed value.
+
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed + _handicapVelAd) velocity than the normal _tankSpeed value.<br>''**Note: These could be factors rather than additions''
 
|-
 
|-
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd * _handicapAngAd) turning ability than the normal _angularAd value.
+
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd + _handicapAngAd) turning ability than the normal _angularAd. <br>''**Note: These could be factors rather than additions''
 
|-
 
|-
| _handicapShotAd || 1.75 || Player with handicap will receive this much more (_shotSpeed * _handicapShotAd) bullet speed than the normal _shotSpeed value.
+
| _handicapShotAd || 1.75 || ''**Note: These could be factors rather than additions''
|-
+
| _hideFlagsOnRadar || 0 || No flags will appear on the radar.
+
|-
+
| _hideTeamFlagsOnRadar || 0 || No team flags will appear on the radar.
+
 
|-
 
|-
 
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag's type.
 
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag's type.
 
|-
 
|-
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the "-a" option.
+
| _jumpVelocity || 19 || How fast a tank moves vertically while jumping.
|-
+
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the "-a" option.
+
|-
+
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.
+
 
|-
 
|-
| _laserAdVel || 1000 || The length of each laser shot. Lasers aren't exactly "infinite" as their description states, they go on for as long as this variable states.
+
| _laserAdVel || 1000 || How fast a laser travels.
 
|-
 
|-
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.
+
| _laserAdRate || 0.5 || Firing rate for a laser. This is a factor of _rFireAdRate ???
 
|-
 
|-
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.
+
| _laserAdLife || 0.1 || How long a laser remains after being fired (measured in seconds).
 
|-
 
|-
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.
+
| _latitude || 37.5 ||  The latitude at which the world exists. This effects the timezone.
 
|-
 
|-
 
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. ''Available starting in version 2.1''
 
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. ''Available starting in version 2.1''
 
|-
 
|-
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.
+
| _lockOnAngle || 0.15 || Angle in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.
 
|-
 
|-
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.
+
| _longitude || 122 || The longitude at which the world exists. This effects the timezone.
 
|-
 
|-
| _lRAdRate || 0.5 ||
+
| _lRAdRate ||0.5 ||
 
|-
 
|-
 
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.
 
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.
 
|-
 
|-
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an 'unsafe' zone.
+
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. Note that on server startup, flags will get a random # of grabs already assigned to them, and flags will respawn no matter how many flag grabs they have left if they are over an 'unsafe' zone.
 
|-
 
|-
 
| _maxLOD || 32767 || The max level of detail to allow.
 
| _maxLOD || 32767 || The max level of detail to allow.
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| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.
 
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.
 
|-
 
|-
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun's bullets.
+
| _mGunAdVel || 1/_mGunAdRate || Speed of the machine gun's bullets.
 
|-
 
|-
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.
+
| _mGunAdRate || 10 || How fast the machine gun reloads.
 
|-
 
|-
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.
+
| _mGunAdLife || 1.5 || How far machine gun bullets go.
 
|-
 
|-
 
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).
 
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).
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| _muzzleHeight || 1.57 || See _muzzleFront.
 
| _muzzleHeight || 1.57 || See _muzzleFront.
 
|-
 
|-
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.
+
| _noClimb || 1 || Disallow climing sloped surfaces
 
|-
 
|-
| _noShadows || 0 || Enables or disables shadows. A value of 0 allows, 1 disallows.
+
| _noShadows || 0 || Disable shadows.
 
|-
 
|-
 
| _noSmallPackets || 0 ||
 
| _noSmallPackets || 0 ||
 
|-
 
|-
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.
+
| _notRespondingTime || 5 || How long the server should wait before saying one is not responding.
 
|-
 
|-
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.
+
| _obeseFactor || 2.5 || How big a tank gets (multiplier of normal size) when it gets the Obese flag.
 
|-
 
|-
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.
+
| _pauseDropTime || 15 || How many seconds a tank needs to be paused before its flag is dropped automatically.
 
|-
 
|-
| _positionTolerance || 0.09 || If a tank has moved more than this amount in position, send a new update to all tank players.
+
| _positionTolerance || 0.09 ||  
 
|-
 
|-
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.
+
| _pyrBase || 4 * _tankHeight || Has to do with random generation of maps?
 
|-
 
|-
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.
+
| _pyrHeight ||5*_tankHeight || See _pyrBase
 
|-
 
|-
 
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).
 
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).
Line 200: Line 163:
 
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.
 
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.
 
|-
 
|-
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.
+
| _rainDensity || none || How many drops of rain in the space defined by _rainSpread.
 
|-
 
|-
| _rainEndZ || none || The height above the ground where rain should stop falling.
+
| _rainEndZ || none || Height above the ground where rain should stop falling.
 
|-
 
|-
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.
+
| _rainMaxPuddleTime || none || How long a rain puddle should exist before disappearing.
 
|-
 
|-
| _rainPuddleSpeed || none || The speed at which puddles should spread out.
+
| _rainPuddleSpeed || none || How fast puddles should spread out.
 
|-
 
|-
 
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.
 
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.
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| _rainRoofs || 1 || '''0''' rain falls through everything<br>'''1''' rain hits buildings, but puddles are only on the ground<br>'''2''' rain hits buildings, and creates puddles on them
 
| _rainRoofs || 1 || '''0''' rain falls through everything<br>'''1''' rain hits buildings, but puddles are only on the ground<br>'''2''' rain hits buildings, and creates puddles on them
 
|-
 
|-
| _rainSpread || none || The radius from center of map where rain will fall.
+
| _rainSpread || none || Radius from center of map where rain will fall.
 
|-
 
|-
| _rainSpeed || none || The speed at which the rain falls.
+
| _rainSpeed || none || How fast the rain falls.
 
|-
 
|-
 
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop's speed
 
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop's speed
Line 222: Line 185:
 
| _rainSpins || none || '''0''' Rain does not spin as it falls<br>'''1''' Rain spins as it falls.
 
| _rainSpins || none || '''0''' Rain does not spin as it falls<br>'''1''' Rain spins as it falls.
 
|-
 
|-
| _rainStartZ || none || The height above ground that rain should fall from.
+
| _rainStartZ || none || Height above ground that rain should fall from.
 
|-
 
|-
| _rainTexture || none || The name of the texture in data directory.<br>''Works with _rainTypes of frog, particle, bubble, snow, fatrain''
+
| _rainTexture || none || Name of texture in data directory.<br>''Works with _rainTypes of frog, particle, bubble, snow, fatrain''
 
|-
 
|-
 
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.
 
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.
Line 230: Line 193:
 
| _rainType || none || Adjusts all _rain* and _use* variables automatically<br>Valid Options : '''frog''', '''particle''', '''rain''', '''bubble''', '''snow''', '''fatrain'''
 
| _rainType || none || Adjusts all _rain* and _use* variables automatically<br>Valid Options : '''frog''', '''particle''', '''rain''', '''bubble''', '''snow''', '''fatrain'''
 
|-
 
|-
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.
+
| _rejoinTime || _explodeTime || Delay before clients can rejoin.
|-
+
| _rejumpTime || 0.01 || From version 3.0. Time a tank has to wait before he can jump again after landing. Any value higher than 0 will make it difficult to jump away from sloped faces like pyramids.
+
 
|-
 
|-
 
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.
 
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.
 
|-
 
|-
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.
+
| _rFireAdVel || 1.5 || The velocity of the rapid fire bullets.
 
|-
 
|-
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.
+
| _rFireAdRate || 2 || Reload time of the rapid fire bullets.
 
|-
 
|-
 
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.
 
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.
 
|-
 
|-
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.
+
| _shieldFlight || 2.7 || How long a shield flag floats in the air (after you drop it) before coming down again.
 
|-
 
|-
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.
+
| _shockAdLife || 0.2 || How long a shockwave lasts.
 
|-
 
|-
 
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.
 
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.
Line 252: Line 213:
 
| _shotRadius || 0.5 || For collision detection.
 
| _shotRadius || 0.5 || For collision detection.
 
|-
 
|-
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime <small>(run <code>/reset _reloadTime</code> after setting _shotRange to avoid this)</small>.
+
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.
 
|-
 
|-
| _shotSpeed || 100 || Speed of shots. If you're experiencing issues after changing the value of this variable (e.g. players not shooting or shots not killing), you should call <code>/reset _reloadTime</code>.
+
| _shotSpeed || 100 || Speed of shots.
 
|-
 
|-
| _shotTailLength || 4 ||
+
| _shotTailLength || 4 ||  
 
|-
 
|-
| _shotsKeepVerticalVelocity || 0 || If '''0''', shots always move straight in relation to the ground. If '''1''', shots are affected vertically by the tank's speed, and can fly up and down. Lasers are also affected.  
+
| _shotsKeepVerticalVelocity || 0 || If '''0''', shots always move straight in relation to the ground. If '''1''', shots are affected vertically by the tank's speed, and can fly up and down. Oddly, lasers are also affected.  
 
|-
 
|-
 
| _skyColor || white || Sets the sky to a specific color.
 
| _skyColor || white || Sets the sky to a specific color.
|-
 
| _spawnMaxCompTime || 0.01 || This controls the maximum amount of time to attempt finding a safe spawn location. If this time is exceeded, the tank will just get dropped in from maximum height. The time should be in seconds, so the default is to only wait for 10ms.
 
|-
 
| _spawnSafeRadMod || 20 || How far away players are forced to spawn from enemy tanks.
 
|-
 
|_spawnSafeSRMod || 20 || How far away players are forced to spawn from tanks with Steamroller.
 
|-
 
|_spawnSafeSWMod || 1.5 || How far away players are forced to spawn from tanks with Shockwave.
 
|-
 
| _speedChecksLogOnly || 0 || If set to 1, someone moving too fast will not get kicked - it will just log it to the stdout.
 
 
|-
 
|-
 
| _srRadiusMult || 2 || Radius of steamroller effect.
 
| _srRadiusMult || 2 || Radius of steamroller effect.
Line 286: Line 237:
 
| _tankExplosionSize || 3.5 * _tankLength || How large the tank's explosion is.
 
| _tankExplosionSize || 3.5 * _tankLength || How large the tank's explosion is.
 
|-
 
|-
| _tankHeight || 2.05 || The height of the tank.
+
| _tankHeight || 2.05 || How tall the tank is.
 
|-
 
|-
| _tankLength || 6 || The length of the tank.
+
| _tankLength || 6 || The depth of the tank.
 
|-
 
|-
 
| _tankRadius || 0.72 * _tankLength || The radius of the tank.
 
| _tankRadius || 0.72 * _tankLength || The radius of the tank.
Line 296: Line 247:
 
| _tankWidth || 2.8 || The width of the tank.
 
| _tankWidth || 2.8 || The width of the tank.
 
|-
 
|-
| _targetingAngle || 0.3 || How far in radians the player can be offset in facing a target to still target them. (Identify or Guided Missile Lock On)
+
| _targetingAngle || 0.3|| Something to do with GM...  
 
|-
 
|-
| _teleportBreadth || 4.48 || How much width a randomly generated teleporter has.
+
| _teleportBreadth || 4.48|| Random maps?
 
|-
 
|-
| _teleportHeight || 10.08 || How much height a randomly generated teleporter has.
+
| _teleportHeight || 10.08 || See _teleportBreadth.
 
|-
 
|-
| _teleportTime || 1 || If a teleporting tank exceeds this time, it no longer teleports.
+
| _teleportTime || 1 ||
 
|-
 
|-
| _teleportWidth || 1.12 || How much width a randomly generated teleporter has. Note that this is not to be confused with the "X" size of teleporters. It is the size of a border.
+
| _teleportWidth || 1.12 || See _teleportHeight.
 
|-
 
|-
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.
+
| _thiefAdLife || 0.05 || How long a thief shot lasts.
 
|-
 
|-
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief "shot" reloads.
+
| _thiefAdRate || 12 || How fast speed reloads.
 
|-
 
|-
| _thiefAdShotVel || 8 || The speed of thief.
+
| _thiefAdShotVel || 8 || Speed of thief.
 
|-
 
|-
| _thiefTinyFactor || 0.5 || Multiplied by the normal tank size to shrink a tank carrying the thief flag.
+
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink thief.
 
|-
 
|-
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.
+
| _thiefVelAd || 1.67 || How fast thief goes.
 
|-
 
|-
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.
+
| _thiefDropTime || reloadTime * 0.5 ||
 
|-
 
|-
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.
+
| _tinyFactor || 0.4 || How tiny the tiny flag gets a tank.
 
|-
 
|-
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.
+
| _trackFade || 3 || How long before track marks fade.
 
|-
 
|-
| _updateThrottleRate || 30 || The maximum number of position updates clients will send every second. Higher values mean higher bandwidth consumption and more server processing time.
+
| _updateThrottleRate || 30 ||
 
|-
 
|-
 
| _useLineRain || none || '''0''' Rain is not a vertical line<br>'''1''' Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor
 
| _useLineRain || none || '''0''' Rain is not a vertical line<br>'''1''' Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor
Line 330: Line 281:
 
| _useRainBillboards || none || '''0''' Rain is lines or polygons<br>'''1''' Rain is billboards, textured and look the same from all angles
 
| _useRainBillboards || none || '''0''' Rain is lines or polygons<br>'''1''' Rain is billboards, textured and look the same from all angles
 
|-
 
|-
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag
+
| _velocityAd || 1.5 || Multiplies _tankSpeed for tanks holding the high speed (V) flag
 
|-
 
|-
 
| _wallHeight || 3 * _tankHeight|| The outer wall height.
 
| _wallHeight || 3 * _tankHeight|| The outer wall height.
 
|-
 
|-
| _weapons || 1 || Used with world weapons, '''0''' world weapons will not fire<br>'''1''' world weapons will fire
+
| _weapons || 1 ||
 
|-
 
|-
 
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.
 
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.
Line 340: Line 291:
 
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.
 
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.
 
|-
 
|-
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.
+
| _wingsJumpCount || 1 || How many jumps wings can do before returning to the ground.
 
|-
 
|-
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.
+
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in meters/sec.
 
|-
 
|-
 
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.
 
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.
 
|-
 
|-
| _worldSize || 800 || The size of the world from one end to the other. This would not be the same as the [[World_(object)|World Object]] '''size''' option as that one accepts a size parameter from the center to one end.
+
| _worldSize || 400 || The size of the world, this should not be set during play, as the walls will not move. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.
 
|}
 
|}
  
 
[[Category:Server]]
 
[[Category:Server]]

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