Difference between revisions of "Server Variables"

From BZFlagWiki
Jump to: navigation, search
(Fixed and clarified wrong revert)
(Reworded many of the defenitions to complete statements, rather than fragments)
Line 5: Line 5:
 
|{{Hl3}}|'''Description'''
 
|{{Hl3}}|'''Description'''
 
|-
 
|-
| _agilityAdVel || 2.25 || Multiplies _tankSpeed (for short bursts) for tanks holding Agility flag
+
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)
 
|-
 
|-
| _agilityTimeWindow || 1 || Specifies how long 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 ||  
 
|-
 
|-
| _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 the 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 || Space to leave between objects in random maps?
Line 23: Line 23:
 
| _boxHeight ||6*_muzzleHeight || Height of boxes on a random map?
 
| _boxHeight ||6*_muzzleHeight || Height of boxes on a random map?
 
|-
 
|-
| _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!
+
| _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 || Multiplies _tankSpeed for tanks holding the Burrow Flag.
+
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.
 
|-
 
|-
| _burrowAngularAd || .55 || Multiplies how fast tanks can turn while holding the Burrow flag.
+
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.
 
|-
 
|-
 
| _coldetDepth || 6 ||
 
| _coldetDepth || 6 ||
Line 43: Line 43:
 
| _cullOccluders || 0 ||
 
| _cullOccluders || 0 ||
 
|-
 
|-
| _disableBots || none || Does not allow autopilot or bots on the server, equivalent to the old -probitbots 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 -probitbots command line option.  
 
|-
 
|-
 
| _drawCelestial || 1 || Draw the stars, sun, and moon.
 
| _drawCelestial || 1 || Draw the stars, sun, and moon.
Line 57: Line 57:
 
| _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 when spawning or dropped.
+
| _flagAltitude || 11 || The height that the flag flies up dropped and the height that a flag spawns at.
 
|-
 
|-
| _flagEffectTime || 0.64 || How long the flag effect time is.
+
| _flagEffectTime || 0.64 || The amount of time the flag effect lasts.
 
|-
 
|-
| _flagHeight || 10 || Height of the flag (not its pole).
+
| _flagHeight || 10 || The height of the flag (not its pole).
 
|-
 
|-
| _flagPoleWidth || 0.025 || Diameter of the flag pole.
+
| _flagPoleWidth || 0.025 || The 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 || How close tanks must be to pick up a flag.
+
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.
 
|-
 
|-
 
| _fogMode || none || Valid values: linear, exp, or exp2.
 
| _fogMode || none || Valid values: linear, exp, or exp2.
Line 77: Line 77:
 
| _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" || RGB or black, red, blue, etc... (alpha is ignored).
+
| _fogColor || "0.25 0.25 0.25" || RGB or black, red, blue (alpha is ignored).
 
|-
 
|-
 
| _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  || 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!
+
| _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 || How far guided missiles will go. Specified as a multiplier to _shotRange.
+
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.
 
|-
 
|-
 
| _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)
Line 99: Line 99:
 
| _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.
 
|-
 
|-
| _jumpVelocity || 19 || How fast a tank moves vertically while jumping.
+
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.
 
|-
 
|-
| _laserAdVel || 1000 || How fast a laser travels.
+
| _laserAdVel || 1000 || The speed at which a laser travels.
 
|-
 
|-
| _laserAdRate || 0.5 || Firing rate for a laser. This is a factor of _rFireAdRate ???
+
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.
 
|-
 
|-
| _laserAdLife || 0.1 || How long a laser remains after being fired (measured in seconds).
+
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.
 
|-
 
|-
 
| _latitude || 37.5 ||  The latitude at which the world exists. This effects the timezone.
 
| _latitude || 37.5 ||  The latitude at which the world exists. This effects the timezone.
Line 111: Line 111:
 
| _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 relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.
+
| _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.
 
|-
 
|-
 
| _longitude || 122 || The longitude at which the world exists. This effects the timezone.
 
| _longitude || 122 || The longitude at which the world exists. This effects the timezone.
Line 119: Line 119:
 
| _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. 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.
+
| _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.
Line 131: Line 131:
 
| _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 || Speed of the machine gun's bullets.
+
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun's bullets.
 
|-
 
|-
| _mGunAdRate || 10 || How fast the machine gun reloads.
+
| _mGunAdRate || 10 || The amount of time required for the machine gun to reload.
 
|-
 
|-
| _mGunAdLife || 1.5 || How far machine gun bullets go.
+
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance 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).
Line 141: Line 141:
 
| _muzzleHeight || 1.57 || See _muzzleFront.
 
| _muzzleHeight || 1.57 || See _muzzleFront.
 
|-
 
|-
| _noClimb || 1 || Disallow climing sloped surfaces
+
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.
 
|-
 
|-
| _noShadows || 0 || Disable shadows.
+
| _noShadows || 0 || Enables of disables shadows. A value of 0 allows, 1 disallows.
 
|-
 
|-
 
| _noSmallPackets || 0 ||
 
| _noSmallPackets || 0 ||
 
|-
 
|-
| _notRespondingTime || 5 || How long the server should wait before saying one is not responding.
+
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.
 
|-
 
|-
| _obeseFactor || 2.5 || How big a tank gets (multiplier of normal size) when it gets the Obese flag.
+
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.
 
|-
 
|-
| _pauseDropTime || 15 || How many seconds 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 ||  
Line 163: 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 || How many drops of rain in the space defined by _rainSpread.
+
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.
 
|-
 
|-
| _rainEndZ || none || Height above the ground where rain should stop falling.
+
| _rainEndZ || none || The height above the ground where rain should stop falling.
 
|-
 
|-
| _rainMaxPuddleTime || none || How long a rain puddle should exist before disappearing.
+
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.
 
|-
 
|-
| _rainPuddleSpeed || none || How fast puddles should spread out.
+
| _rainPuddleSpeed || none || The speed at which puddles should spread out.
 
|-
 
|-
 
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.
 
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.
Line 177: Line 177:
 
| _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 || Radius from center of map where rain will fall.
+
| _rainSpread || none || The radius from center of map where rain will fall.
 
|-
 
|-
| _rainSpeed || none || How fast the rain falls.
+
| _rainSpeed || none || The speed at which 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 185: 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 || Height above ground that rain should fall from.
+
| _rainStartZ || none || The height above ground that rain should fall from.
 
|-
 
|-
| _rainTexture || none || Name of texture in data directory.<br>''Works with _rainTypes of frog, particle, bubble, snow, fatrain''
+
| _rainTexture || none || The name of the 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 193: 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 || Delay before clients can rejoin.
+
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.
 
|-
 
|-
 
| _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 || The velocity of the rapid fire bullets.
+
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.
 
|-
 
|-
| _rFireAdRate || 2 || Reload time of the rapid fire bullets.
+
| _rFireAdRate || 2 || The reload time (in seconds) for 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 || How long a shield flag floats in the air (after you drop it) before coming down again.
+
| _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.
 
|-
 
|-
| _shockAdLife || 0.2 || How long a shockwave lasts.
+
| _shockAdLife || 0.2 || The amount of time (in seconds) that 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 219: Line 219:
 
| _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. Oddly, 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.
Line 237: 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 || How tall the tank is.
+
| _tankHeight || 2.05 || The height of the tank.
 
|-
 
|-
| _tankLength || 6 || The depth of the tank.
+
| _tankLength || 6 || The length of the tank.
 
|-
 
|-
 
| _tankRadius || 0.72 * _tankLength || The radius of the tank.
 
| _tankRadius || 0.72 * _tankLength || The radius of the tank.
Line 257: Line 257:
 
| _teleportWidth || 1.12 || See _teleportHeight.
 
| _teleportWidth || 1.12 || See _teleportHeight.
 
|-
 
|-
| _thiefAdLife || 0.05 || How long a thief shot lasts.
+
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.
 
|-
 
|-
| _thiefAdRate || 12 || How fast speed reloads.
+
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief "shot" reloads.
 
|-
 
|-
| _thiefAdShotVel || 8 || Speed of thief.
+
| _thiefAdShotVel || 8 || The speed of thief.
 
|-
 
|-
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink thief.
+
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.
 
|-
 
|-
| _thiefVelAd || 1.67 || How fast thief goes.
+
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the 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 ||The amount of time you must wait to fire a shot after stealing a flag.
 
|-
 
|-
| _tinyFactor || 0.4 || How tiny the tiny flag gets a tank.
+
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.
 
|-
 
|-
| _trackFade || 3 || How long before track marks fade.
+
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.
 
|-
 
|-
 
| _updateThrottleRate || 30 ||
 
| _updateThrottleRate || 30 ||
Line 281: 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 for tanks holding the high speed (V) flag
+
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag
 
|-
 
|-
 
| _wallHeight || 3 * _tankHeight|| The outer wall height.
 
| _wallHeight || 3 * _tankHeight|| The outer wall height.
Line 291: 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 || How many jumps wings can do before returning to the ground.
+
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.
 
|-
 
|-
 
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in meters/sec.
 
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in meters/sec.

Revision as of 17:39, 14 April 2007

Name Default Description
_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
_agilityVelDelta 0.3
_angleTolerance 0.05 If a tank has turned more than it was expected to, plus the tolerance, a new update is sent so the other clients are aware of the change in heading
_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?
_baseSize 60 Width and Depth (bases have constant height) of the square bases for CTF games
_boxBase 30 Width and Depth of boxes on a random map?
_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 tank!
_burrowSpeedAd .8 Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.
_burrowAngularAd .55 Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.
_coldetDepth 6
_coldetElements 4
_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
_cullDepth 6
_cullDist fog Far plane culling distance ('fog' uses the fog parameters).
_cullElements 16
_cullOccluders 0
_disableBots none A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -probitbots command line option.
_drawCelestial 1 Draw the stars, sun, and moon.
_drawClouds 1 Draw the clouds.
_drawGround 1 Draw the ground plane.
_drawMountains 1 Draw the mountains.
_drawSky 1 Draw the sky pyramid.
_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 dropped and the height that a flag spawns at.
_flagEffectTime 0.64 The amount of time the flag effect lasts.
_flagHeight 10 The height of the flag (not its pole).
_flagPoleWidth 0.025 The diameter 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.
_fogMode none Valid values: linear, exp, or exp2.
_fogDensity 0.001 Used for exp and exp2 fog modes.
_fogStart 0.5*_worldSize Used for linear fog mode, the distance where fog begins to occlude vision.
_fogEnd _worldSize Used for linear fog mode, the distance where the fog occludes everything.
_fogColor "0.25 0.25 0.25" RGB or black, red, blue (alpha is ignored).
_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 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.
_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 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 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.
**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.
**Note: These could be factors rather than additions
_handicapShotAd 1.75 **Note: These could be factors rather than additions
_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.
_jumpVelocity 19 The speed a tank moves vertically while jumping.
_laserAdVel 1000 The speed at which a laser travels.
_laserAdRate 0.5 Multiplied by _rFireAdRate to determine the firing rate for a laser.
_laserAdLife 0.1 The amount of time (in seconds) that a laser remains after being fired.
_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
_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.
_longitude 122 The longitude at which the world exists. This effects the timezone.
_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.
_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.
_mirror none Options: white, black, red, blue, pink, purple, orange, etc... ("black 0.75" is a good setting, some invalid options such as mirror will give a mirror look)
_momentumLinAcc 1 Momentum flag's effect on going forwards and backwards.
_momentumAngAcc 1 Momentum flag's effect on turning.
_momentumFriction 0 Friction (same as _friction) when holding the Momentum flag.
_mGunAdVel 1/_mGunAdRate The speed of the machine gun's bullets.
_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.
_muzzleFront _tankRadius + 0.1 Location of muzzle of tank (affects bullets and player camera location).
_muzzleHeight 1.57 See _muzzleFront.
_noClimb 1 Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.
_noShadows 0 Enables of disables shadows. A value of 0 allows, 1 disallows.
_noSmallPackets 0
_notRespondingTime 5 The amount of time (in seconds) the server should wait before reporting a tank as not responding.
_obeseFactor 2.5 Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.
_pauseDropTime 15 The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.
_positionTolerance 0.09
_pyrBase 4 * _tankHeight Has to do with random generation of maps?
_pyrHeight 5*_tankHeight See _pyrBase
_radarLimit _worldSize The maximum area that the radar can see (when not rotated).
_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.
_rainEndZ none The height above the ground where rain should stop falling.
_rainMaxPuddleTime none The amount of time (in seconds) a rain puddle should exist before disappearing.
_rainPuddleSpeed none The speed at which puddles should spread out.
_rainPuddleColor none Color of rain puddles. none means no puddle.
_rainPuddleTexture none Texture of puddles. Best to leave default.
_rainRoofs 1 0 rain falls through everything
1 rain hits buildings, but puddles are only on the ground
2 rain hits buildings, and creates puddles on them
_rainSpread none The radius from center of map where rain will fall.
_rainSpeed none The speed at which the rain falls.
_rainSpeedMod none Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop's speed
_rainSpins none 0 Rain does not spin as it falls
1 Rain spins as it falls.
_rainStartZ none The height above ground that rain should fall from.
_rainTexture none The name of the texture in data directory.
Works with _rainTypes of frog, particle, bubble, snow, fatrain
_rainTopColor none When _rainType = rain, sets color of the top of raindrops.
_rainType none Adjusts all _rain* and _use* variables automatically
Valid Options : frog, particle, rain, bubble, snow, fatrain
_rejoinTime _explodeTime The number of seconds before clients can rejoin a game, after they leave.
_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.
_rFireAdRate 2 The reload time (in seconds) for rapid fire bullets.
_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.
_shockAdLife 0.2 The amount of time (in seconds) that a shockwave lasts.
_shockInRadius _tankLength The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.
_shockOutRadius 60 The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.
_shotRadius 0.5 For collision detection.
_shotRange 350 Range of shots, note that they can be cut short by _reloadTime.
_shotSpeed 100 Speed of shots.
_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.
_skyColor white Sets the sky to a specific color.
_srRadiusMult 2 Radius of steamroller effect.
_squishFactor 1 How much tanks squish when landing.
_squishTime 1 How much squishy time you get after falling to the ground.
_syncTime 1 Whether or not to sync the players time with the servers'.
_syncLocation 0 Whether or not to sync the location time with the servers'.
_tankAngVel 0.785398 How fast the tank can turn.
_tankExplosionSize 3.5 * _tankLength How large the tank's explosion is.
_tankHeight 2.05 The height of the tank.
_tankLength 6 The length of the tank.
_tankRadius 0.72 * _tankLength The radius of the tank.
_tankSpeed 25 The speed of the tank
_tankWidth 2.8 The width of the tank.
_targetingAngle 0.3 Something to do with GM...
_teleportBreadth 4.48 Random maps?
_teleportHeight 10.08 See _teleportBreadth.
_teleportTime 1
_teleportWidth 1.12 See _teleportHeight.
_thiefAdLife 0.05 The amount of time (in seconds) that a thief shot lasts.
_thiefAdRate 12 The amount of time (in seconds) that the Thief "shot" reloads.
_thiefAdShotVel 8 The speed of thief.
_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.
_thiefDropTime reloadTime * 0.5 The amount of time you must wait to fire a shot after stealing a flag.
_tinyFactor 0.4 Multiplied by the normal tank size to shrink a tank carrying the tiny flag.
_trackFade 3 The amount of time (in seconds) before track marks fade.
_updateThrottleRate 30
_useLineRain none 0 Rain is not a vertical line
1 Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor
_useRainPuddles none 0 Rain does not create puddles
1 Rain creates puddles
_useRainBillboards none 0 Rain is lines or polygons
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
_wallHeight 3 * _tankHeight The outer wall height.
_weapons 1
_wideAngleAng 1.745329 The viewing angle when a tank has the Wide Angle bad 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.
_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.
_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.