Variable |
Default |
Description |
Functional Area |
g_thawTime |
3.0 |
The amount of time, in seconds, a player must stand next to a teammate to thaw him. Fractional values (e.g. 2.5) are fine. |
Gameplay |
g_autoThawTime |
120 |
The amount of time, in seconds, it takes for a player to thaw automatically. Whole numbers only. |
Gameplay |
g_friendlyAutoThawTime |
120 |
The amount of time, in seconds, it takes for a player to thaw automatically if he was frozen by a teammate. Whole numbers only. |
Gameplay |
g_hardcore |
0 |
Set this to "1" to enable a hardcore suicide policy. Cratering and drowning players will freeze, and corpsicles in lava/slime/voids/death fog will take g_llamaPenalty seconds to thaw. |
Gameplay |
g_llamaPenalty |
3.0 |
Set this to the number of seconds it takes to thaw in lava/slime/voids/death fog. Fractional values (like 2.5) are fine. |
Gameplay |
g_noDamageTime |
0.0 |
The amount of time, in seconds, that a player cannot be damaged after he spawns in. This is primarily intended for instagib play. Fractional values are fine. |
Gameplay |
g_noAttackTime |
0.0 |
The amount of time, in seconds, that a player cannot fire his weapon after he spawns in. This is meant to be used with g_noDamageTime. Fractional values are fine. |
Gameplay |
g_noFreezeTime |
2.0 |
The amount of time, in seconds, that a player cannot be frozen after he spawns in. Fractional values are fine. |
Gameplay |
g_startArmor |
0 |
Set this to the amount of armor you want players to start with. |
Gameplay |
dmflags |
0 |
A binary mask to set certain game options. Add up the numbers belonging to the features you wish to enable and set dmflags to that value.
Value |
Feature |
8 |
No falling damage |
16 |
Fixed field-of-view: Players' cg_fov settings will be locked at 90. |
32 |
No footsteps |
64 |
No item reset: When a team wins a round all the living players will not have their health and weapon ammo reset. |
128 |
No team reset: When a team wins a round, their players will not be automatically thawed. |
256 |
Weapon stay: Weapons will not disappear when picked up. |
512 |
No playerclip: Players can move through so-called "clip brushes", invisible volumes which are used to close certain areas off. |
1024 |
Nightmare mode: All weapons do mega damage with 200 starting ammo. This is mostly used to set up instagib Freeze Tag servers. Note that with weaponlimit set to 2048, the Gauntlet will not do mega damage. |
2048 |
No self damage: Splash damage weapons will not hurt the player who fires them. |
|
For example, if you wanted a "nightmare mode" server with no falling damage, you would set dmflags to 1032 (8 + 1024).
|
Gameplay |
wpflags |
1 |
A binary mask to set which weapons players will spawn with.
Value |
Weapon |
1 |
Machinegun |
2 |
Shotgun |
4 |
Grenade Launcher |
8 |
Rocket Launcher |
16 |
Lightning Gun |
32 |
Railgun |
64 |
Plasmagun |
128 |
BFG10K |
|
For example, if you wanted players to spawn with a machinegun, shotgun, and railgun, you would set wpflags to 35 (1 + 2 + 32).
|
Gameplay |
weaponlimit |
0 |
A binary mask to remove weapons and the ammo from a map. It uses the same values as wpflags. For example, if you wanted to remove the BFG from every map, you would set weaponlimit to 128. |
Gameplay |
g_grapple |
0 |
Set this to "1" to enable the grappling hook. |
Gameplay |
g_grappleSpeed |
1800 |
Determines how fast the grappling hook flies. |
Gameplay |
g_grapplePullSpeed |
1200 |
Determines how fast the grapple pulls players along. |
Gameplay |
g_reloadFactor |
1.0 |
A number usually between 0 and 1 that is multiplied against the reload time. 0 is no reload time, 1 is normal. Settings below 0.5 are not recommended, as reload times will quickly start to become framerate-dependent for some weapons. (For example, if it is set to 0.5, the lightning gun will not fire as quickly for players whose framerates are below 40.) You can get around this by using pmove_fixed.
This setting is probably most useful in instagib mode. Here is a list of reload times for the various weapons:
Weapon |
Reload Time |
Gauntlet |
0.4 (2/5) seconds |
Machinegun |
0.1 (1/10) seconds |
Shotgun |
1 second |
Grenade Launcher |
0.8 (8/10) seconds |
Rocket Launcher |
0.8 (8/10) seconds |
Lightning Gun |
0.05 (1/20) seconds |
Railgun |
1.5 (1 1/2) seconds |
Plasmagun |
0.1 (1/10) seconds |
BFG10K |
0.2 (1/5) seconds |
|
For example, if you wanted the railgun to reload every second, you would set g_reloadFactor to 0.666.
|
Gameplay |
g_railJumpKnock |
0 |
Determines the strength of the knockback of the Railgun. This only affects the player that fired the shot. Setting this to 100 will give a knockback equal to that of the Rocket Launcher. |
Gameplay |
g_pogoJumps |
0 |
This setting is halfway between a joke and...okay, it's actually kind of a joke. Set it to "1" if you want "pogo jumps" enabled. If a player crash lands and has had the jump key held for 1/2 second or more, he will do a "pogo jump": his velocity will be reflected off of the surface he landed on. It's actually very useful, and anyone alive in the 70's will love the sound it makes. |
Gameplay |
g_delagHitscan |
1 |
Setting this to "0" will disable full lag compensation. Unlagged 2.0's correction for Quake 3's built-in 50ms lag will still be in effect, however. (This is the same correction that CPMA and OSP use.) |
Lag Compensation |
g_smoothClients |
1 |
The implementation of this has changed. Previously, having g_smoothClients set to "1" would simply prepare for extrapolation on clients that set cg_smoothClients to "1". Having g_smoothClients enabled on the server and cg_smoothClients enabled on the client was supposed to smooth out other players who would otherwise skip around because of a laggy connection. (It didn't work.)
g_smoothClients now extrapolates player positions on the server, making cg_smoothClients unnecessary and reducing network bandwidth requirements somewhat. The only downside is a nearly unappreciable amount of CPU usage. For the sake of your clients who would actually like to hit a player who would otherwise be skipping around, please leave this enabled unless you are really strapped for CPU power.
|
Lag Compensation |
g_lightningDamage |
8 |
With the lightning gun being so easy to use with lag compensation turned on, there has been a big debate over whether or not it's too powerful. People who say it is contend that the damage amount was assigned after the networking was in place; therefore the weapon had to be overpowered to make it useful. People who say it isn't say that the people on the receiving end simply aren't used to having the shaft pointed at them so much by people who can use it, and haven't had a chance to learn to dodge it properly.
I lean toward the latter, which is why the default on this setting is the damage the lightning gun does normally. However, if you have a problem with its overuse on your server, you might try setting it to 7 after removing it from wpflags.
|
Lag Compensation |
ref_password |
"none" |
Set it if you trust a few players to have referee acess. Those players can use the ref command to authenticate as referee using this password. If set to "none," players cannot authenticate as a referee. |
Referee |
g_refAutologin |
0 |
Set this to "1" if you'd like referees to be able to login automatically by setting ref_login. |
Referee |
g_startFrozen |
0 |
Set this to "1" if you want players who join the game after it has started to join frozen. It is only meaningful if g_doWarmup is "1". |
Competition |
g_doSuddenDeath |
1 |
Set this to "0" if you want matches to be able to end in a draw. |
Competition |
g_doTimeouts |
0 |
Set this to "1" if you want teams to be able to call timeouts. |
Competition |
g_maxTimeout |
120 |
The initial duration of a team timeout, in seconds. |
Competition |
g_numTimeouts |
3 |
The maximum number of timeouts a team can call in a game. |
Competition |
g_doReady |
0 |
Set to "1" if you want players to have to ready up (by issuing a "/ready" command). This setting is only meaningful if g_doWarmup is "1". |
Competition |
g_readyPercent |
50 |
The percentage of players needed to be ready to start the game. This setting is only meaningful if g_doReady is "1". |
Competition |
g_doTeamLocks |
0 |
Set to "1" if you want teams lockable. If players lock their team, nobody can join until they unlock it. |
Competition |
g_forceNoFloat |
0 |
This is the amount of time players are allowed to free-float as frozen spectators before they are forced to follow a teammate. A setting of "0" will let players free-float indefinitely. |
Competition |
g_allowFollowEnemy |
1 |
With this set to "1," when another an enemy rails a corpsicle or hits one with the gauntlet, the player whose corpsicle it is will spectate the enemy player. Set this to "0" if you'd rather not have that happen. |
Competition |
g_allowThirdPerson |
1 |
Set to "0" if you don't want players to be able to play in third-person mode. Third-person is safe enough for public servers in UFreeze since the third-person angle and range are locked down, but probably not good for a competition game. |
Competition |
disable_item_<item> |
0 |
Set this to "1" to remove specific items from the game. Replace <item> with the full name of the item. For example, setting disable_item_quad to "1" will remove the Quad Damage from the game. See the file items.txt for a list of items, and ft-hook-rail.cfg for more examples. |
General |
vote_* variables |
1 |
Disable specific voting options by setting these values to 0. Here is the whole list of names:
vote_capturelimit |
vote_timelimit |
vote_warmup |
vote_friendlyfire |
vote_gametype |
vote_grapple |
vote_lagcomp |
vote_kick |
vote_remove |
vote_putblue |
vote_putred |
vote_map |
vote_restart |
vote_nextmap |
vote_railjump |
vote_opinion |
vote_config |
|
|
Of all these vote control variables, only vote_config's default value is "0", because it requires some configuration first.
All of the configuration files a player may vote on are in the directory votecfgs, inside the ufreeze directory. Five files are supplied as examples: casual.cfg, competition.cfg, instagib.cfg, 3bots.cfg, and nobots.cfg. The last two shouldn't need any changes, but if you want players to vote in new game types, you MUST make your votable configs match your server's config. The reason is that the configs are simply executed as if you had done an "exec votecfgs/casual.cfg" (for instance) at the server's command line, and will overwrite any settings they please. If you make them match, it won't matter.
At the end of each game type votable config is the command hard_restart. This is like map_restart, except that it forces the server to reload the map - in case items were disabled or enabled.
|
General |
g_noVoiceChatSounds |
0 |
Set this to "1" if you run a server and some players abuse the voice chat sounds. No one will any longer hear the voice chat sounds. |
General |
g_floodProtect |
1 |
sv_floodProtect is over-generalized and badly-implemented. It is disabled in UFreeze. Use g_floodProtect instead. |
General |
bot_chatfrag |
1 |
Set this to "0" if you want the bots to never target a player who is chatting. Be aware that a bot will keep attacking a player who begins chatting after the bot targets him. Also, if a player is not chatting for even a split second while the bot is watching, the bot will attack. (Best keep your consoles down, you know?) |
General |
bot_grapplemonkey |
2.0 |
Use this to change how often the bots will use the grapple if it's enabled. "0.0" means never, and "100.0" is the highest meaningful value. |
General |
ammo_* variables |
various |
Use these to change the amount of ammo players start with for each gun. The gun must be given to the player upon spawning using wpflags first. Here is a list of the variables and their default values:
Variable |
Default |
Variable |
Default |
ammo_mg |
100 |
ammo_sg |
10 |
ammo_gl |
5 |
ammo_rl |
5 |
ammo_lg |
60 |
ammo_rg |
10 |
ammo_pg |
30 |
ammo_bfg |
15 |
|
Note that in nightmare mode (dmflags 1024), these values do nothing since players spawn in with 200 ammo for each weapon.
|
General |