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Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.
 
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.}}
+
{{InfoBox|Note|Some of these, such as _worldSize, may require a rejoin before they take effect.  It is recommended to apply these in the map file (if they apply specifically to the map, such as _worldSize and _tankSpeed), through the server configuration file, or from the command line.  This ensures that all players that join will have the proper gameplay experience.}}
 
{|{{Prettytable}}
 
{|{{Prettytable}}
 
|-
 
|-
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| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)
 
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)
 
|-
 
|-
| _agilityTimeWindow || 1 || The amount of time (in seconds) that the tank will have the speed specified by _agilityAdVel
+
| _agilityTimeWindow || 1 || The amount of time (in seconds)that 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 || 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
 
| _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
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| _angularAd || 1.5 || Multiplies _tankAngVel to determine 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 || The amount of space to leave between boxes on randomly generated maps.
+
| _avenueSize || 2*_boxBase || Space to leave between objects in random 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 || 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 tank!
 
|-
 
|-
 
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.
 
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.
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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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|-
 
|-
 
| _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 || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots 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 up dropped and the height that a flag spawns at.
 
|-
 
|-
| _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 || The amount of time the flag effect lasts.
 
|-
 
|-
 
| _flagHeight || 10 || The height of the flag (not its pole).
 
| _flagHeight || 10 || The height of the flag (not its pole).
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|-
 
|-
 
| _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 (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  || 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 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.
 
| _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.
 
 
|-
 
|-
 
| _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)
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| _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 [[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.
 
|-
 
|-
| _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.
 
|-
 
| _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.
 
| _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 || The length of each laser shot. Laser's aren't exactly "infinite" as their description states, they go on for as long as this variable states.
 
|-
 
|-
 
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.
 
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.
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| _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 always respawn no matter how many flag grabs they have left if it is 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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| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun's bullets.
 
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun's bullets.
 
|-
 
|-
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.
+
| _mGunAdRate || 10 || The amount of time required for the machine gun to reload.
 
|-
 
|-
 
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.
 
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.
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| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.
 
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.
 
|-
 
|-
| _noShadows || 0 || Enables or disables shadows. A value of 0 allows, 1 disallows.
+
| _noShadows || 0 || Enables of disables shadows. A value of 0 allows, 1 disallows.
 
|-
 
|-
 
| _noSmallPackets || 0 ||
 
| _noSmallPackets || 0 ||
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| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.
 
| _pauseDropTime || 15 || The amount of time (in seconds) that 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 || Base size of pyramids generated by the default random map generator.
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|-
 
|-
 
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.
 
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.
|-
 
| _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.
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| _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. 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.
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| _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 || The amount of time (in seconds) that a thief shot lasts.
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| _thiefAdShotVel || 8 || The speed of thief.
 
| _thiefAdShotVel || 8 || The 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 a tank carrying the thief flag.
 
|-
 
|-
 
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.
 
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.
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| _trackFade || 3 || The amount of time (in seconds) before track marks fade.
 
| _trackFade || 3 || The amount of time (in seconds) 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
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| _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 for currently connected players. 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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