Difference between revisions of "Server Variables"

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Line 257: Line 257:
| _teleportWidth || 1.12 || See _teleportHeight.
| _teleportWidth || 1.12 || See _teleportHeight.
| _thiefAdLife || 0.05 || How long a thief show lasts.
| _thiefAdLife || 0.05 || How long a thief shot lasts.
| _thiefAdRate || 12 || How fast speed reloads.
| _thiefAdRate || 12 || How fast speed reloads.

Revision as of 00:02, 14 April 2007

Name Default Description
_agilityAdVel 2.25 Multiplies _tankSpeed (for short bursts) for tanks holding Agility flag
_agilityTimeWindow 1 Specifies how long the tank will have the speed specified by _agilityAdVel
_agilityVelDelta 0.3
_angleTolerance 0.05  ? src/bzflag/Player.cxx: if (fabsf(state.azimuth - predictedAzimuth) > angleTolerance)
_angularAd 1.5 Multiplies 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 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.
_burrowAngularAd .55 Multiplies 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 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 when spawning or dropped.
_flagEffectTime 0.64 How long the flag effect time is.
_flagHeight 10 Height of the flag (not its pole).
_flagPoleWidth 0.025 Diameter 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.
_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, etc... (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 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 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)
_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 How fast a tank moves vertically while jumping.
_laserAdVel 1000 How fast a laser travels.
_laserAdRate 0.5 Firing rate for a laser. This is a factor of _rFireAdRate ???
_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 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 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 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.
_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 Speed of the machine gun's bullets.
_mGunAdRate 10 How fast the machine gun reloads.
_mGunAdLife 1.5 How far 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 Disallow climing sloped surfaces
_noShadows 0 Disable shadows.
_noSmallPackets 0
_notRespondingTime 5 How long the server should wait before saying one is not responding.
_obeseFactor 2.5 How big a tank gets (multiplier of normal size) when it gets the Obese flag.
_pauseDropTime 15 How many seconds 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 How many drops of rain in the space defined by _rainSpread.
_rainEndZ none Height above the ground where rain should stop falling.
_rainMaxPuddleTime none How long a rain puddle should exist before disappearing.
_rainPuddleSpeed none How fast 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 Radius from center of map where rain will fall.
_rainSpeed none How fast 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 Height above ground that rain should fall from.
_rainTexture none Name of 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 Delay before clients can rejoin.
_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.
_rFireAdRate 2 Reload time of the rapid fire bullets.
_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.
_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.
_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. Oddly, 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 How tall the tank is.
_tankLength 6 The depth 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 How long a thief shot lasts.
_thiefAdRate 12 How fast speed reloads.
_thiefAdShotVel 8 Speed of thief.
_thiefTinyFactor 0.5 Multiplied by the normal tank size to shrink thief.
_thiefVelAd 1.67 How fast thief goes.
_thiefDropTime reloadTime * 0.5
_tinyFactor 0.4 How tiny the tiny flag gets a tank.
_trackFade 3 How long 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 for tanks holding 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 How many jumps wings 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.