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Editing Server Variables
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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 | + | | _agilityVelDelta || 0.3 || |
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|- | |- | ||
| _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 || | + | | _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 || | + | | _boxBase || 30 || Width and Depth of boxes on a random map? |
|- | |- | ||
− | | _boxHeight || 6*_muzzleHeight || | + | | _boxHeight || 6*_muzzleHeight || Height of boxes on a random map? |
|- | |- | ||
− | | _burrowDepth || | + | | _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! |
|- | |- | ||
| _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'' | ||
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| _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. | ||
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| _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. | ||
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| _drawMountains || 1 || Draw the mountains. | | _drawMountains || 1 || Draw the mountains. | ||
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| _drawSky || 1 || Draw the sky pyramid. | | _drawSky || 1 || Draw the sky pyramid. | ||
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| _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. | ||
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| _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 when dropped and the height that a flag spawns at. | ||
|- | |- | ||
− | | _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect | + | | _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect. |
|- | |- | ||
| _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. | ||
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| _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" || | + | | _fogColor || "0.25 0.25 0.25" || RGB or black, red, blue (alpha is ignored). |
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| _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. | ||
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| _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. | ||
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|- | |- | ||
| _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 | + | | _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 || 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 || 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'' |
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− | | _handicapShotAd || 1.75 || | + | | _handicapShotAd || 1.75 || ''**Note: These could be factors rather than additions'' |
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| _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. | ||
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| _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. | + | | _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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| _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 || | + | | _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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| _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 | + | | _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime. |
|- | |- | ||
− | | _shotSpeed || 100 || Speed of shots | + | | _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. | ||
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| _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 || | + | | _targetingAngle || 0.3|| Something to do with GM... |
|- | |- | ||
− | | _teleportBreadth || 4.48 || | + | | _teleportBreadth || 4.48|| Random maps? |
|- | |- | ||
− | | _teleportHeight || 10.08 || | + | | _teleportHeight || 10.08 || See _teleportBreadth. |
|- | |- | ||
− | | _teleportTime || 1 || | + | | _teleportTime || 1 || |
|- | |- | ||
− | | _teleportWidth || 1.12 || | + | | _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 || | + | | _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 || | + | | _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]] |