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Variables

Andreas Nilsson

Variables in GMAPN

If you want to change any of these tweaks, prefix it in a config file like this:
set g_setting value

armor1_absorb
Default: 0.3
Green armor absorb percentage.

armor1_amount
Default: 100
Armor value that this gives.

armor2_absorb
Default: 0.6
Yellow armor absorb percentage.

armor2_amount
Default: 150
Armor value that this gives.

armor3_absorb
Default: 0.8
Red armor absorb percentage.

armor3_amount
Default: 200
Armor value that this gives.

axe_damage
Default: 20
Axe damage can be set to something crazy like 50.

axe_push
Default: 1.0
Knockback velocity can be tweaked here.

axe_reload
Default: 0.5
Time in seconds.

bullet_damage
Default: 3.0
Damage per shell bullet, applies to both SG and SSG.

bullet_push
Default: 1.0
Knockback per shell bullet, applies to both SG and SSG.

bullet_spread
Default: 1
Trace each pellet, makes shotguns hit several targets at once.

entities_rotatefix
Default: 1
Needs documentation.

game_cpmajump
Default: 0
Enables CPMA style double jumping, use with sv_airstep enabled.

game_exittele
Default: 0
Level exits teleports players to single player start position.

game_fairpacks
Default: 0
0 = Drop current weapon
1 = Kombat Teams fairpacks, drops last fired weapon
2 = Drop current weapon only if firing

game_fastlifts
Default: 0
Needs documentation.

game_nailrecoil
Default: 0
Applies pushback velocity to the weapon holder when firing a nailgun.

game_newwalk
Default: 0
Needs documentation.

game_record
Default: 1
Set to 0 if you don't want the server to record demos.

game_selfdamage
Default: 1
Needs documentation.

game_visiblepacks
Default: 0
Show a weapon model instead of backpack.

grenade_aim_new
Default: 0
Id Software had this one in mind but commented it out. Useful when setting sv_maxpitch and sv_minpitch.

grenade_aim_norandom
Default: 1
Fire grenades accurately where the crosshair is instead of applying random sideways values.

grenade_damage
Default: 120
Damage on hit. Splash will reduce this with a factor of distance.

grenade_push
Default: 1.0
Pushback velocity factor.

grenade_reload
Default: 0.6
Reload time in seconds.

grenade_velocity
Default: 600
Needs documentation.

info_hostname
Default: "Unnamed GMAPN Server"
Set to things like "Pizza Place port #3". Affects serverinfo and in-game menu.

info_city
Default: ""
Optional info to set. Affects serverinfo and in-game menu.

info_state
Default: ""
Optional, especially for non-US residents. Affects serverinfo and in-game menu.

info_country
Default: ""
Optional but nice to set. Affects serverinfo and in-game menu.

lightning_damage
Default: 30
Damage per cell, could be lowered to 25 for example.

lightning_push
Default: 1.0
Knockback velocity factor, could be set to 1.2 if lightning_damage is 25 for preserving default pushback velocity.

lightning_reload
Default: 0.2
Reload time in seconds.

respawn_ammo
Default: 30
Time in seconds.

respawn_armor
Default: 20
Time in seconds.

respawn_health
Default: 20
Time in seconds.

respawn_mega
Default: 20
When playing maps with more than one megahealth (dm2, dm3, etc), each megahealth respawns not after 20 seconds when the player's health is 100 or less, instead it respawns 20 seconds after it has depleted on that player. This basically means that if you take two megahealths they will individually tick down your health and respawn when either of them has ticked down completely.
To be compared with Id Software's code that respawns them both 20 seconds after your health has reached 100 or less.

respawn_pent
Default: 300
Five minutes. Could be set to 60 seconds on dm5 2on2 for example.

respawn_quad
Default: 60
One minute.

respawn_ring
Default: 300
Five minutes. Like pent it could be lowered to 60 seconds on dm6 2on2.

respawn_suit
Default: 60
Nobody will tweak this unless it gives more advantages than not being hurt by slime.

respawn_weapon_dmm1
Default: 30
Time in seconds, deathmatch mode 1.

respawn_weapon_dmm2
Default: 5
Deathmatch mode 2 has been changed to fit 2on2 more, could introduce more weapon control strategies.

rocket_damage
Default: 110
Original Quake randomizes this to 100-120, default is therefore a compromised constant value.

rocket_push
Default: 1.0
Knockback velocity factor.

rocket_reload
Default: 0.8
Time in seconds.

rocket_velocity
Default: 1000
Could be tweaked to make rockets slower or, if you're crazy, faster.

shotgun_reload
Default: 0.5
Boomstick reload time in seconds.

shotgun_spread
Default: 0.005
Needs documentation.

shotgun2_reload
Default: 0.7
Buckshot reload time in seconds.

shotgun2_spread
Default: 0.015
Needs documentation.

spawn_drop
Default: 0
Set to 1 to drop spawns to the floor. (does this also affect teleporters?)

spawn_mode
Default: 0
0 = Default QW spawns with a randomizer
1 = Spawn the furthest from enemies
2 = Players select where they spawn themselves
3 = Spawn randomly with less variance, prevents spawning at the same place too many times

spawn_telefrag
Default: 1
0 = Wait a few seconds before spawning on an occupied spot
1 = Telefrag players if they stand on the spawn spot

spike_damage
Default: 9
Nailgun damage.

spike_push
Default: 1.0
Nailgun knockback velocity factor.

spike_velocity
Default: 1000
Set to 2000 to imitate Kombat Teams fastnails.

spike2_damage
Default: 18
Super nailgun damage.

spike2_push
Default: 1.0
Super nailgun knockback velocity factor.

spike2_velocity
Default: 1000
Set to 2000 to imitate Kombat Teams fastnails.

teleport_angles
Default: 0
0 = Normal teleporter functionality
1 = Preserve pitch value after entering teleporters
2 = Experimental feature to set player viewing position based on how he/she entered the teleporter

teleport_entities
Default: 0
Teleport all entities. Zero value is normal QW behaviour.

teleport_velocity
Default: 0
Preserve player velocity when entering teleporters. Normal behaviour sets a constant speed.


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