WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 5 LADDERLOG_WRITE_GAME_TIME 1 LADDERLOG_GAME_TIME_INTERVAL 1 LADDERLOG_WRITE_NEXT_ROUND 1 LADDERLOG_WRITE_ONLINE_PLAYER 1 LADDERLOG_WRITE_ROUND_COMMENCING 1 LADDERLOG_WRITE_ROUND_WINNER 1 ACCESS_LEVEL_ADMIN 7 # Minimal access level for /admin command. ACCESS_LEVEL_CHAT 20 # Minimal access level for chatting. ACCESS_LEVEL_CHAT_TIMEOUT 60 # Time in seconds between public announcements that someone wants to chat, but can't. Set to 0 to disable the public warnings. ACCESS_LEVEL_HIDE_OF -1 # Minimal access level to be able to hide it's own user account information. ACCESS_LEVEL_HIDE_TO 20 # Minimal access level to see everyone's user account information. ACCESS_LEVEL_IPS 2 # Minimal access level you need for seeing IPs of other players in the /players command. ACCESS_LEVEL_LIST_ADMINS 2 # Access level required to be able to use the "/admins" command. ACCESS_LEVEL_LIST_ADMINS_SEE_EVERYONE 2 # Users with this access level or better will be able to list any configured admin, regardless of ADMIN_LIST_MIN_ACCESS_LEVEL.CYCLE_MIN ACCESS_LEVEL_NVER 2 # Minimal access level you need for seeing Network versions/strings from other players in /players. ACCESS_LEVEL_OP 7 # Minimal access level for /op and /deop co-admin management commands commands. ACCESS_LEVEL_OP_MAX 2 # Maximal access level directly attainable by /op commands. ACCESS_LEVEL_PLAY 20 # Minimal access level for playing ACCESS_LEVEL_PLAY_SLIDERS 4 # The access level required to play will only slide up if at least this many players of a higher level are online. ACCESS_LEVEL_PLAY_SLIDING 20 # Sliding minimal access level for playing; if enough players of a higher access level than given by ACCESS_LEVEL_PLAY are online, their level will be the minimal level for play; however, it will never be higher than ACCESS_LEVEL_PLAY_SLIDING. ACCESS_LEVEL_RTFM 2 # Minimal access level for /teach or /rtfm command. ACCESS_LEVEL_SHOUT 20 ACCESS_LEVEL_SHUFFLE_UP 15 # Minimal access level for shuffling up ACCESS_LEVEL_SPY_CONSOLE 20 # Minimal access level you need for seeing console input from other (in-game) admins. ACCESS_LEVEL_SPY_MSG 0 # Minimal access level you need for seeing /msg messages directed to others. ACCESS_LEVEL_SPY_TEAM 0 # Minimal access level you need for seeing /team messages as a spectator. ACCESS_LEVEL_TEAM 7 # Minimal access level for /lock, /unlock, /invite and /uninvite team management. ACCESS_LEVEL_VOTE_KICK -1 # Minimal access level required to issue kick votes. ACCESS_LEVEL_VOTE_SUSPEND -1 # Minimal access level required to issue suspend votes. ACCESS_LEVEL SILENCE 7 ACCESS_LEVEL START_NEW_MATCH 7 ACCESS_LEVEL TEAM_NAME_1 7 ACCESS_LEVEL TEAM_NAME_2 7 ACCESS_LEVEL VOICE 7 ALLOW_CONTROL_DURING_CHAT 0 # If set to 1, this allows a player to issue cycle and camera control commands during chat (losing the chatbot and the yellow chat pyramid). ALLOW_ENEMIES_SAME_CLIENT 0 # If set to 1, this allows two players that play on the same client to fight for points with each other. ALLOW_ENEMIES_SAME_IP 1 # If set to 1, this allows two players that apparently come from the same machine to fight for points with each other. ALLOW_IMPOSTERS 0 # If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed. ALLOW_IMPOSTORS 0 # If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed. ALLOW_TEAM_CHANGE 1 # If set to 1, all players can change teams. If set to 0, players can only change teams if they've been specifically allowed to by ALLOW_TEAM_CHANGE_PLAYER ALLOW_TEAM_CHANGE_PLAYER # Allow a specific player to change teams even if ALLOW_TEAM_CHANGE is disabled ALLOW_TEAM_NAME_COLOR 1 # Allow a team to be named after a color ALLOW_TEAM_NAME_PLAYER 0 # Allow a team to be named after the leading player ALLOW_VOTING 0 # If set to 1, voting will be allowed for players. ALLOW_VOTING_SPECTATOR 0 # If set to 1, voting will be allowed for spectators. BUG_COLOR_OVERFLOW 0 CAMERA_FORBID_CUSTOM 0 # Forbids the use of the custom camera on all clients CAMERA_FORBID_CUSTOM_GLANCE 0 # Forbids use of special glance camera settings CAMERA_FORBID_FOLLOW 0 # Forbids the use of the fixed external camera on all clients CAMERA_FORBID_FREE 0 # Forbids the use of the free camera on all clients CAMERA_FORBID_IN 0 # Forbids the use of the internal camera on all clients CAMERA_FORBID_SMART 0 # Forbids the use of the internal camera on all clients CHATTER_REMOVE_TIME 600 SP_SCORE_WIN 10 # What you get for winning a round in single player mode SCORE_DEATHZONE -1 # What you get for hitting the Death Zone SCORE_DIE 0 # What you get for dying SCORE_HOLE 0 # What you get for making a hole for your teammates SCORE_KILL 2 # What you get for killing someone SCORE_SUICIDE 0 # What you get for stupidly dying SCORE_SURVIVE 0 # What you get for surviving SCORE_WIN 10 # What you get for winning a round FORTRESS_HELD_SCORE 0 # Score you get for holding your fortress. FORTRESS_CONQUERED_SCORE 0 # UNDOCUMENTED LIMIT_SCORE 100000 # End the match when a player reaches this score SP_LIMIT_SCORE 100000 # End the match when a player reaches this score in single player mode SP_LIMIT_TIME 30 # End the match after this number of minutes in single player mode SP_LIMIT_ROUNDS 14 # End the match after this number of rounds in single player mode LIMIT_ROUNDS 14 # End the match after this number of rounds LIMIT_TIME 21600 # End the match after this number of minutes ARENA_AXES 4 # In how many directions a cycle can turn 4 is the default, 6 is hexatron ARENA_AXES_OVERRIDE 3 # Block out older clients when ARENA_AXES differs from its default? AUTO_AIS 0 # Automatically spawn AI players? AUTO_IQ 0 # Automatically adjust AI IQ? AUTO_TEAM 1 # Flag indicating whether players should be put into teams automatically. AUTO_TEAM_SPEC_SPAM 0 # If set to 0, spectators won't be announced when joining or leaving, provided AUTO_TEAM is set to 0. BACKWARD_COMPATIBILITY 1000 # Maximum number of old protocol versions to support. CYCLE_ACCEL 20 # Wall acceleration factor CYCLE_ACCEL_ENEMY 1 # Multiplicator to CYCLE_ACCEL for your enemies' walls CYCLE_ACCEL_ENEMY_OVERRIDE 3 # Block out older clients when CYCLE_ACCEL_ENEMY differs from its default? CYCLE_ACCEL_OFFSET 2 # Minimum numeric wall distance, must be positive CYCLE_ACCEL_RIM 0 # Multiplicator to CYCLE_ACCEL for the rim walls CYCLE_ACCEL_RIM_OVERRIDE 3 # Block out older clients when CYCLE_ACCEL_RIM differs from its default? CYCLE_ACCEL_SELF 1 # Multiplicator to CYCLE_ACCEL for your own wall CYCLE_ACCEL_SELF_OVERRIDE 3 # Block out older clients when CYCLE_ACCEL_SELF differs from its default? CYCLE_ACCEL_SLINGSHOT 1 # Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between its own wall and another wall CYCLE_ACCEL_SLINGSHOT_OVERRIDE 3 # Block out older clients when CYCLE_ACCEL_SLINGSHOT differs from its default? CYCLE_ACCEL_TEAM 1 # Multiplicator to CYCLE_ACCEL for your temmates' walls CYCLE_ACCEL_TEAM_OVERRIDE 3 # Block out older clients when CYCLE_ACCEL_TEAM differs from its default? CYCLE_ACCEL_TUNNEL 1 # Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between two walls not created by it CYCLE_ACCEL_TUNNEL_OVERRIDE 3 # Block out older clients if CYCLE_ACCEL_TUNNEL differs from its default? CYCLE_AVOID_OLDCLIENT_BAD_SYNC 0 # If set to 1, old clients will not get sync messages in situations that are known to confuse them CYCLE_BLINK_FREQUENCY 10 # Frequency in Hz an invulnerable cycle blinks with. CYCLE_BOOSTFACTOR_ENEMY 1 # Factor your speed is multiplied with when breaking from an enemy wall CYCLE_BOOSTFACTOR_ENEMY_OVERRIDE 3 # Block out older clients if CYCLE_BOOSTFACTOR_ENEMY differs from its default? CYCLE_BOOSTFACTOR_RIM 1 # Factor your speed is multiplied with when breaking from the rim wall CYCLE_BOOSTFACTOR_RIM_OVERRIDE 3 # Block out older clients if CYCLE_BOOSTFACTOR_RIM differs from its default? CYCLE_BOOSTFACTOR_SELF 1 # Factor your speed is multiplied with when breaking from your own wall CYCLE_BOOSTFACTOR_SELF_OVERRIDE 3 # Block out older clients if CYCLE_BOOSTFACTOR_SELF differs from its default? CYCLE_BOOSTFACTOR_TEAM 1 # Factor your speed is multiplied with when breaking from a teammate's wall CYCLE_BOOSTFACTOR_TEAM_OVERRIDE 3 # Block out older clients if CYCLE_BOOSTFACTOR_TEAM differs from its default? CYCLE_BOOST_ENEMY 0 # Speed boost when breaking from an enemy wall CYCLE_BOOST_ENEMY_OVERRIDE 3 # Block out older clients if CYCLE_BOOST_ENEMY differs from its default? CYCLE_BOOST_RIM 0 # Speed boost when breaking from the rim wall CYCLE_BOOST_RIM_OVERRIDE 3 # Block out older clients if CYCLE_BOOST_RIM differs from its default? CYCLE_BOOST_SELF 0 # Speed boost when breaking from your own wall CYCLE_BOOST_SELF_OVERRIDE 3 # Block out older clients if CYCLE_BOOST_SELF differs from its default? CYCLE_BOOST_TEAM 0 # Speed boost when breaking from a teammate's wall CYCLE_BOOST_TEAM_OVERRIDE 3 # Block out older clients if CYCLE_BOOST_TEAM differs from its default? CYCLE_BRAKE 30 # Brake intensity CYCLE_BRAKE_DEPLETE 1 # Rate at which the brake reservoir depletes when you are braking CYCLE_BRAKE_DEPLETE_OVERRIDE 3 # Block out older clients when CYCLE_BRAKE_DEPLETE differs from its default? CYCLE_BRAKE_REFILL 0.1 # Rate at which the brake reservoir refills when you are not braking CYCLE_BRAKE_REFILL_OVERRIDE 3 # Block out older clients when CYCLE_BRAKE_REFILL differs from its default? CYCLE_DELAY 0.1 # Minimum time between turns (must be greater than 0) CYCLE_DELAY_BONUS 0.95 # Extra fudge factor to CYCLE_DELAY applied on the dedicated server only. CYCLE_DELAY_DOUBLEBIND_BONUS 1 # Factor CYCLE_DELAY is multiplied with for consecutive turns in the same direction CYCLE_DELAY_DOUBLEBIND_BONUS_OVERRIDE 3 # Block out older clients if CYCLE_DELAY_DOUBLEBIND_BONUS differs from its default? CYCLE_DELAY_TIMEBASED 1 # Turn delays will be based on the time since the last turn if this is 1 (default) and the distance if this is 0. Intermediate values and values out of these bounds are supported as well. CYCLE_DELAY_TIMEBASED_OVERRIDE 3 # Block out older clients when CYCLE_DELAY_TIMEBASED differs from its default? CYCLE_DIST_WALL_SHRINK 0 # Distance multiplier in wall length calculation. All values are legal. See settings.cfg for full docs. CYCLE_DIST_WALL_SHRINK_OFFSET 0 # Distance offset in wall length calculation. See settings.cfg for full docs. CYCLE_DIST_WALL_SHRINK_OFFSET_OVERRIDE 3 # UNDOCUMENTED CYCLE_DIST_WALL_SHRINK_OVERRIDE 3 # UNDOCUMENTED CYCLE_FAIR_ANTILAG 1 # If set to 1, this deactivates the anti lag-sliding code when old clients are connected CYCLE_FIRST_SPAWN_PROTECTION 0 # Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round. CYCLE_FIRST_SPAWN_PROTECTION_OVERRIDE 3 # UNDOCUMENTED CYCLE_INVULNERABLE_TIME 0 # Time in seconds a cycle is invulnerable after a respawn. CYCLE_INVULNERABLE_TIME_OVERRIDE 3 # UNDOCUMENTED CYCLE_MAX_REFCOUNT 30000 # Maximum allowed reference count on cycles before they self destruct. This setting is to protect against performance related DOS attacks. CYCLE_MIN_WALLDROP_INTERVAL 0.05 # UNDOCUMENTED CYCLE_PACKETLOSS_TOLERANCE 0 # Cycle death is prevented as long as the player's failure to turn can be explained by the loss of this many network packets. Enabling this allows cheating. CYCLE_PACKETMISS_TOLERANCE 3 # UNDOCUMENTED CYCLE_PING_RUBBER 3 # Additional niceness for high ping players CYCLE_RUBBER 5 # Niceness factor to allow you drive really close to a wall CYCLE_RUBBER_DELAY 0 # During this fraction of the cycle delay time after each turn, rubber efficiency will be multiplied with CYCLE_RUBBER_DELAY_BONUS. CYCLE_RUBBER_DELAY_BONUS 0.5 # Factor for CYCLE_RUBBER_DELAY rubber efficiency. CYCLE_RUBBER_DELAY_BONUS_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_DELAY_BONUS differs from its default? CYCLE_RUBBER_DELAY_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_DELAY differs from its default? CYCLE_RUBBER_LEGACY 0 # Revert to old, framerate dependant and old-clients-ripping, rubber code if old clients are present. Old means <= 0.2.7.0 here. CYCLE_RUBBER_MALUS_TIME 5 # UNDOCUMENTED CYCLE_RUBBER_MALUS_TURN 0 # UNDOCUMENTED CYCLE_RUBBER_MALUS_TURN_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MALUS_TURN differs from its default? CYCLE_RUBBER_MINADJUST 0.05 # When adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance) CYCLE_RUBBER_MINADJUST_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MINADJUST differs from its default? CYCLE_RUBBER_MINDISTANCE 0.001 # The minimal distance rubber code keeps you from the wall in front of you CYCLE_RUBBER_MINDISTANCE_GAP 0 # If > 0, CYCLE_RUBBER_MINDISTANCE effectively is never taken to be bigger than this value times the size of any detected gaps the cylce can squeeze through. For "Open" gameplay. CYCLE_RUBBER_MINDISTANCE_GAP_OVERRIDE 3 # Block out older clients if CYCLE_RUBBER_MINDISTANCE_GAP differs from its default? CYCLE_RUBBER_MINDISTANCE_GAP_SIDE 0.5 # Gap detection only sees gaps that the cycle may reach in no less than this many seconds. CYCLE_RUBBER_MINDISTANCE_LEGACY 1 # Extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected CYCLE_RUBBER_MINDISTANCE_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MINDISTANCE differs from its default? CYCLE_RUBBER_MINDISTANCE_PREPARATION 0.2 # Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED. CYCLE_RUBBER_MINDISTANCE_PREPARATION_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MINDISTANCE_PREPARATION differs from its default? CYCLE_RUBBER_MINDISTANCE_RATIO 0.0001 # Additional distance to CYCLE_RUBBER_MINDISTANCE for every length unit of the wall you have in front of you CYCLE_RUBBER_MINDISTANCE_RATIO_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MINDISTANCE_RATIO differs from its default? CYCLE_RUBBER_MINDISTANCE_RESERVOIR 0.005 # Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber) CYCLE_RUBBER_MINDISTANCE_RESERVOIR_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MINDISTANCE_RESERVOIR differs from its default? CYCLE_RUBBER_MINDISTANCE_UNPREPARED 0.005 # Additional distance for unprepared grinds; it gets applied when the cycle's last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION. CYCLE_RUBBER_MINDISTANCE_UNPREPARED_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_MINDISTANCE_UNPREPARED differs from its default? CYCLE_RUBBER_SPEED 40 # Logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value}) CYCLE_RUBBER_SPEED_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_SPEED differs from its default? CYCLE_RUBBER_TIME 10 # Timescale rubber is restored on. CYCLE_RUBBER_TIMEBASED 0 # Rubber usage is based on distance travelled if this is 0 (default) and the time passed if this is 1. Intermediate values and values out of these bounds are supported as well. CYCLE_RUBBER_TIMEBASED_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_TIMEBASED differs from its default? CYCLE_RUBBER_TIME_OVERRIDE 3 # Block out older clients when CYCLE_RUBBER_TIME differs from its default? CYCLE_RUBBER_WALL_SHRINK 1 # With finite length trails, the used rubber is multiplied with this value and the result is subtracted from the wall length. CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 0 # Block out older clients when CYCLE_RUBBER_WALL_SHRINK differs from its default? CYCLE_SMOOTH_MIN_SPEED 0.2 # Minimum speed of smooth correction relative to cycle speed. CYCLE_SMOOTH_THRESHOLD 0.2 # Only syncs that differ from your position by less than this amount (measured in speed) will be handled smoothly, bigger differences will be applied instantly. CYCLE_SMOOTH_TIME 0.3 # Timescale for smoothing options. Increasing this will make interpolation smoother, but less accurate. Decreasing it will make network synchronization jumpy. CYCLE_SOUND_SPEED 30 # Sound speed divisor CYCLE_SPEED 30 # Basic speed of your cycle if you drive straight and not close to walls CYCLE_SPEED_DECAY_ABOVE 0.1 # Rate of cycle speed approaching the value of CYCLE_SPEED from above CYCLE_SPEED_DECAY_ABOVE_OVERRIDE 3 # Block out older clients when CYCLE_SPEED_DECAY_ABOVE differs from its default? CYCLE_SPEED_DECAY_BELOW 5 # Rate of cycle speed approaching the value of CYCLE_SPEED from below CYCLE_SPEED_DECAY_BELOW_OVERRIDE 3 # Block out older clients when CYCLE_SPEED_DECAY_BELOW differs from its default? CYCLE_SPEED_MAX 0 # Maximal speed of your cycle, measured relative to CYCLE_SPEED. A value of 0 means no top speed. CYCLE_SPEED_MAX_OVERRIDE 3 # Block out older clients if CYCLE_SPEED_MAX differs from its default? CYCLE_SPEED_MIN 0.25 # Minimal speed of your cycle, measured relative to CYCLE_SPEED CYCLE_SPEED_MIN_OVERRIDE 3 # Block out older clients when CYCLE_SPEED_MIN differs from its default? CYCLE_START_SPEED 20 # Initial cycle speed CYCLE_SYNC_FF 10 # Speed of simulation of the extrapolating sync; decrease for lower CPU load, but higher effective ping CYCLE_SYNC_FF_STEPS 1 # Number of extrapolation simulation timesteps each real timestep; increase for better accuracy CYCLE_SYNC_INTERVAL_ENEMY 1 # Time in seconds between server-client updates of enemy cycles CYCLE_SYNC_INTERVAL_SELF 0.1 # Time in seconds between server-client updates of enemy cycles owned by the client itself CYCLE_TIME_TOLERANCE 0.1 # Maximum time difference of execution of turns on server and client (for clients that send timing information) CYCLE_TIME_TOLERANCE_OVERRIDE 3 # Block out older clients when CYCLE_TIME_TOLERANCE differs from its default? CYCLE_TURN_MEMORY 3 # Number of pending turns a cycle will memorize exactly CYCLE_TURN_SPEED_FACTOR 0.95 # Factor the speed of a lightcycle is multiplied with when turning CYCLE_TURN_SPEED_FACTOR_OVERRIDE 3 # Block out older clients when CYCLE_TURN_SPEED_FACTOR differs from its default? CYCLE_WALL_NEAR 6 # Maximum accelerating wall distance CYCLE_WALL_TIME 0 # Time in seconds a cycle does not make a wall after a respawn. CYCLE_WALL_TIME_OVERRIDE 3 # UNDOCUMENTED CYCLE_WIDTH 0 # The width of the cycle collision object. It can only squeeze through tunnels wider than that without taking harm. CYCLE_WIDTH_OVERRIDE 3 # Block out older clients if CYCLE_WIDTH differs from its default? CYCLE_WIDTH_RUBBER_MAX 1 # If the cycle_width conditions are massively violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall. CYCLE_WIDTH_RUBBER_MAX_OVERRIDE 3 # Block out older clients if CYCLE_WIDTH_RUBBER_MAX differs from its default? CYCLE_WIDTH_RUBBER_MIN 1 # If the cycle_width conditions are barely violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall. CYCLE_WIDTH_RUBBER_MIN_OVERRIDE 3 # Block out older clients if CYCLE_WIDTH_RUBBER_MIN differs from its default? CYCLE_WIDTH_SIDE 0 # Minimum distance of a cycle to a wall on either side before it takes harm. CYCLE_WIDTH_SIDE_OVERRIDE 3 # Block out older clients if CYCLE_WIDTH_SIDE differs from its default? DEFAULT_SHOUT_SPECTATOR 0 DOUBLEBIND_TIME -10 # Time in seconds during which no two different keyboard events can trigger the same action DOUBLEBIND_TIME_OVERRIDE 3 # Block out older clients when DOUBLEBIND_TIME differs from its default? ENABLE_CHAT 1 # If set to 0, all chat will be surpressed (if reset on the server, messages from logged in players and private/team messages are still shown) ENEMY_CHATBOT_PENALTY 30 # Penalty in seconds if the victim is in chatbot state and the enemy influence is just the chatbot evading a wall ENEMY_CURRENTTIME_INFLUENCE 0.5 # If set to 1, not the build time of the encountered wall, but the current time enters the comparison of enemy influences. Arbitrary blending values are allowed. ENEMY_DEAD_PENALTY 5 # Penalty on the effective time in seconds if the enemy influence detection comes from a dead player ENEMY_SUICIDE_TIMEOUT 10 # If no enemy influence can be found for the last this many seconds, a player's death counts as a suicide. ENEMY_TEAMMATE_PENALTY 9.5 # Penalty on the effective time in seconds if the enemy influence detection is from a teammate EXPLOSION_RADIUS .75 # Blast radius of the cycle explosions FILTER_COLOR_NAMES 1 FINISH_TYPE 2 # What happens when the last human is dead? FORTRESS_CONQUERED_KILL_MIN 0 # UNDOCUMENTED FORTRESS_CONQUERED_KILL_RATIO 0 # UNDOCUMENTED FORTRESS_CONQUERED_WIN 0 # UNDOCUMENTED FORTRESS_CONQUEST_DECAY_RATE 0.1 # Rate a fortress zone "recovers" from being conquered FORTRESS_CONQUEST_RATE 0.3 # Rate a fortress zone gets conquered with for each enemy in it FORTRESS_CONQUEST_TIMEOUT 0 # time without enemy contact that makes a fortress zone collapse harmlessly FORTRESS_DEFEND_RATE 0.2 # Rate a fortress zone "recovers" for each defending player FORTRESS_MAX_PER_TEAM 0 # UNDOCUMENTED FORTRESS_SURVIVE_WIN 1 # UNDOCUMENTED GAME_TYPE 1 # Type of game played. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs. GLOBAL_ID 1 # If set to 1, Global IDs (Armathentication) will be enabled on this server. IDLE_KICK_TIME 21600 # Time in seconds after which an inactive player is kicked IDLE_REMOVE_TIME 600 # Time in seconds after which an inactive player is removed from the game LAST_CHAT_BREAK_TIME -3 MAP_FILE Z-Man/fortress/for_old_clients-0.1.0.aamap.xml(http://resource.armagetronad.net/resource/Z-Man/fortress/for_old_clients-0.1.0.aamap.xml) # File that contains the map used for playing MAP_FILE_OVERRIDE 0 # Block out older clients when MAP_FILE differs from its default? MAX_CLIENTS 32 # Maximum number of network clients to accept MAX_CLIENTS_SAME_IP_HARD 8 # Maximum number of network clients to accept from the same IP; more logins will be ignored MAX_CLIENTS_SAME_IP_SOFT 4 # Maximum number of network clients to accept from the same IP; more logins will get kicked when the server is full MAX_PLAYERS_SAME_IP 4 # maximum number of players from the same IP (note that each client can legally host up to four players) NETWORK_AUTOBAN_FACTOR 100 NETWORK_AUTOBAN_MAX_KPH 300 NETWORK_AUTOBAN_OFFSET -.05 PLAYER_CHAT_WAIT_FRACTION 0.05. PLAYER_CHAT_WAIT_MAX 5 PLAYER_CHAT_WAIT_TEAMLEADER 0 REAL_CYCLE_SPEED_FACTOR 1 # The currently active cycle speed multiplier. Leave it alone! Change speed_factor instead. SIZE_FACTOR 0 # Arena size modifier SPAM_PROTECTION 2 SPAM_PROTECTION_CHAT .33 SPAM_PROTECTION_REPEAT 2 SPAWN_POINT_GROUP_SIZE 0 # UNDOCUMENTED SPAWN_WINGMEN_BACK 2.2 # Determines how much each wingman is placed backwards in a team. SPAWN_WINGMEN_SIDE 2.75 # Determines how much each wingman is placed sidewards in a team. SPEED_FACTOR 0 # Speed modifier for the cycles SP_AUTO_AIS 0 # Automatically spawn AI players in single player mode? SP_AUTO_IQ 0 # Automatically adjust AI IQ in single player mode? SP_EXPLOSION_RADIUS .75 # Blast radius of the cycle explosions in single player mode SP_FINISH_TYPE 1 # What happens when the last human is dead in single player mode? SP_GAME_TYPE 1 # Type of game played in single player mode. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs. SP_MIN_PLAYERS 2 # Minimum number of players in single player mode SP_NUM_AIS 0 # Number of AI players in single player mode SP_SIZE_FACTOR 0 # Arena size modifier SP_SPEED_FACTOR 0 # Speed modifier for the cycles SP_TEAMS_MAX 2 # Maximum number of teams in single player mode SP_TEAMS_MIN 2 # Minimum number of teams in single player mode SP_TEAM_BALANCE_ON_QUIT 0 # Balance teams on player quit in single player mode? SP_TEAM_BALANCE_WITH_AIS 1 # Balance teams with AI players in single player mode? SP_TEAM_MAX_IMBALANCE 1 # Maximum allowed team imbalance in single player mode SP_TEAM_MAX_PLAYERS 8 # Maximum number of players per team in single player mode SP_TEAM_MIN_PLAYERS 1 # Minimum number of players per team in single player mode SP_WALLS_LENGTH 400 # Length of the cycle walls in meters; negative values will make the walls infinite. SP_WALLS_STAY_UP_DELAY 8 # Number of seconds the walls stay up after a player died; negative values will keep them up forever. SP_WIN_ZONE_MIN_LAST_DEATH 120 # Minimum number of seconds since the last death before the instant win zone is activated in single player mode SP_WIN_ZONE_MIN_ROUND_TIME 120 # Minimum number of seconds the round has to be going on before the instant win zone is activated in single player mode TALK_TO_MASTER 1 TEAMS_MAX 2 # Maximum number of teams TEAMS_MIN 2 # Minimum number of teams TEAM_BALANCE_ON_QUIT 0 # Balance teams on player quit? TEAM_BALANCE_WITH_AIS 0 # Balance teams with AI players? TEAM_BLUE_1 15 # blue portion of team 1's color TEAM_BLUE_2 4 # blue portion of team 2's color TEAM_ELIMINATION_MODE 0 # Defines the way ArmagetronAd should eliminate teams when there's more teams than TEAMS_MAX: Set to 0 it will try to keep as many players as possible, kicking teams that have the lowest score if teams are balanced; Set to 1 it will try to keep the best team colors (Team blue, then Team gold, then Team red, etc); Set to 2 it will kick out the teams that have the lowest score, regardless of balance. TEAM_GREEN_1 8 # green portion of team 1's color TEAM_GREEN_2 15 # green portion of team 2's color TEAM_MAX_IMBALANCE 6 # Maximum allowed team imbalance TEAM_MAX_PLAYERS 6 # Maximum number of players per team TEAM_MIN_PLAYERS 1 # Minimum number of players per team TEAM_NAME_1 "Blue Spruce" # name of team 1 TEAM_NAME_2 "Gold Vandals" # name of team 2 TEAM_RED_1 4 # red portion of team 1's color TEAM_RED_2 15 # red portion of team 2's color VOTING_BIAS 3 VOTING_DECAY 10 VOTING_PRIVACY -2 VOTING_START_DECAY 60 VOTING_TIMEOUT 150 VOTING_TIMEOUT_PER_VOTER 15 WAIT_FOR_EXTERNAL_SCRIPT 1 # Let the server wait for an external script between two rounds until the script switches this setting back to 0. WALLS_LENGTH 400 # Length of the cycle walls in meters; negative values will make the walls infinite. WALLS_STAY_UP_DELAY 8 # Number of seconds the walls stay up after a player died; negative values will keep them up forever. WIN_ZONE_DEATHS 1 # A value of 1 turns it into a death zone. WIN_ZONE_EXPANSION 4 # Expansion speed of the instant win zone WIN_ZONE_INITIAL_SIZE 40 # Initial size of the instant win zone WIN_ZONE_MIN_LAST_DEATH 120 # Minimum number of seconds since the last death before the instant win zone is activated WIN_ZONE_MIN_ROUND_TIME 120 # Minimum number of seconds the round has to be going on before the instant win zone is activated WIN_ZONE_RANDOMNESS 0 # Randomness factor of the initial win zone position. 0 fixes it at the arena center, 1 spreads the zone all over it. #sty setting LADDER_HIGHSCORE_OUTPUT 0 ZOMBIE_ZONE_SPEED 12 PREFIX_SPAM_ENABLE 0 SPAM_MAXLEN 120 SHOT_THRESH 2 SELF_DESTRUCT 0 ZOMBIE_ZONE 0