<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to Variables</title><link>https://sourceforge.net/p/gmapn/wiki/Variables/</link><description>Recent changes to Variables</description><atom:link href="https://sourceforge.net/p/gmapn/wiki/Variables/feed" rel="self"/><language>en</language><lastBuildDate>Thu, 21 Jan 2016 20:05:50 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/gmapn/wiki/Variables/feed" rel="self" type="application/rss+xml"/><item><title>Variables modified by Andreas Nilsson</title><link>https://sourceforge.net/p/gmapn/wiki/Variables/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v2
+++ v3
@@ -117,6 +117,22 @@
 **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*
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Andreas Nilsson</dc:creator><pubDate>Thu, 21 Jan 2016 20:05:50 -0000</pubDate><guid>https://sourceforge.net06142ae616f7d0fdfd76b4ccfe28431fb62571c0</guid></item><item><title>Variables modified by Andreas Nilsson</title><link>https://sourceforge.net/p/gmapn/wiki/Variables/</link><description>&lt;div class="markdown_content"&gt;&lt;pre&gt;--- v1
+++ v2
@@ -6,7 +6,7 @@

 **armor1_absorb**
 *Default: 0.3*
-Green armor absord percentage.
+Green armor absorb percentage.

 **armor1_amount**
 *Default: 100*
@@ -14,7 +14,7 @@

 **armor2_absorb**
 *Default: 0.6*
-Yellow armor absord percentage.
+Yellow armor absorb percentage.

 **armor2_amount**
 *Default: 150*
@@ -22,7 +22,7 @@

 **armor3_absorb**
 *Default: 0.8*
-Red armor absord percentage.
+Red armor absorb percentage.

 **armor3_amount**
 *Default: 200*
&lt;/pre&gt;
&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Andreas Nilsson</dc:creator><pubDate>Thu, 21 Jan 2016 12:57:19 -0000</pubDate><guid>https://sourceforge.netb1548cb289500409afa6871a2d6c44d38750cf55</guid></item><item><title>Variables modified by Andreas Nilsson</title><link>https://sourceforge.net/p/gmapn/wiki/Variables/</link><description>&lt;div class="markdown_content"&gt;&lt;h1 id="variables-in-gmapn"&gt;Variables in GMAPN&lt;/h1&gt;
&lt;p&gt;If you want to change any of these tweaks, prefix it in a config file like this:&lt;br/&gt;
&lt;em&gt;set g_setting value&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;armor1_absorb&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.3&lt;/em&gt;&lt;br/&gt;
Green armor absord percentage.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;armor1_amount&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 100&lt;/em&gt;&lt;br/&gt;
Armor value that this gives.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;armor2_absorb&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.6&lt;/em&gt;&lt;br/&gt;
Yellow armor absord percentage.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;armor2_amount&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 150&lt;/em&gt;&lt;br/&gt;
Armor value that this gives.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;armor3_absorb&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.8&lt;/em&gt;&lt;br/&gt;
Red armor absord percentage.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;armor3_amount&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 200&lt;/em&gt;&lt;br/&gt;
Armor value that this gives.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;axe_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 20&lt;/em&gt;&lt;br/&gt;
Axe damage can be set to something crazy like 50.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;axe_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Knockback velocity can be tweaked here.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;axe_reload&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.5&lt;/em&gt;&lt;br/&gt;
Time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;bullet_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 3.0&lt;/em&gt;&lt;br/&gt;
Damage per shell bullet, applies to both SG and SSG.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;bullet_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Knockback per shell bullet, applies to both SG and SSG.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;bullet_spread&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1&lt;/em&gt;&lt;br/&gt;
Trace each pellet, makes shotguns hit several targets at once.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;entities_rotatefix&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_cpmajump&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Enables CPMA style double jumping, use with sv_airstep enabled.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_exittele&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Level exits teleports players to single player start position.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_fairpacks&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
0 = Drop current weapon&lt;br/&gt;
1 = Kombat Teams fairpacks, drops last fired weapon&lt;br/&gt;
2 = Drop current weapon only if firing&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_fastlifts&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_nailrecoil&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Applies pushback velocity to the weapon holder when firing a nailgun.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_newwalk&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_record&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1&lt;/em&gt;&lt;br/&gt;
Set to 0 if you don't want the server to record demos.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_selfdamage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;game_visiblepacks&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Show a weapon model instead of backpack.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;grenade_aim_new&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Id Software had this one in mind but commented it out. Useful when setting sv_maxpitch and sv_minpitch.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;grenade_aim_norandom&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1&lt;/em&gt;&lt;br/&gt;
Fire grenades accurately where the crosshair is instead of applying random sideways values.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;grenade_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 120&lt;/em&gt;&lt;br/&gt;
Damage on hit. Splash will reduce this with a factor of distance.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;grenade_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Pushback velocity factor.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;grenade_reload&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.6&lt;/em&gt;&lt;br/&gt;
Reload time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;grenade_velocity&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 600&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;lightning_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 30&lt;/em&gt;&lt;br/&gt;
Damage per cell, could be lowered to 25 for example.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;lightning_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Knockback velocity factor, could be set to 1.2 if lightning_damage is 25 for preserving default pushback velocity.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;lightning_reload&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.2&lt;/em&gt;&lt;br/&gt;
Reload time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_ammo&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 30&lt;/em&gt;&lt;br/&gt;
Time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_armor&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 20&lt;/em&gt;&lt;br/&gt;
Time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_health&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 20&lt;/em&gt;&lt;br/&gt;
Time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_mega&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 20&lt;/em&gt;&lt;br/&gt;
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.&lt;br/&gt;
To be compared with Id Software's code that respawns them both 20 seconds after your health has reached 100 or less.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_pent&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 300&lt;/em&gt;&lt;br/&gt;
Five minutes. Could be set to 60 seconds on dm5 2on2 for example.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_quad&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 60&lt;/em&gt;&lt;br/&gt;
One minute.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_ring&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 300&lt;/em&gt;&lt;br/&gt;
Five minutes. Like pent it could be lowered to 60 seconds on dm6 2on2.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_suit&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 60&lt;/em&gt;&lt;br/&gt;
Nobody will tweak this unless it gives more advantages than not being hurt by slime.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_weapon_dmm1&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 30&lt;/em&gt;&lt;br/&gt;
Time in seconds, deathmatch mode 1.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;respawn_weapon_dmm2&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 5&lt;/em&gt;&lt;br/&gt;
Deathmatch mode 2 has been changed to fit 2on2 more, could introduce more weapon control strategies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;rocket_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 110&lt;/em&gt;&lt;br/&gt;
Original Quake randomizes this to 100-120, default is therefore a compromised constant value.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;rocket_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Knockback velocity factor.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;rocket_reload&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.8&lt;/em&gt;&lt;br/&gt;
Time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;rocket_velocity&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1000&lt;/em&gt;&lt;br/&gt;
Could be tweaked to make rockets slower or, if you're crazy, faster.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;shotgun_reload&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.5&lt;/em&gt;&lt;br/&gt;
Boomstick reload time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;shotgun_spread&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.005&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;shotgun2_reload&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.7&lt;/em&gt;&lt;br/&gt;
Buckshot reload time in seconds.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;shotgun2_spread&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0.015&lt;/em&gt;&lt;br/&gt;
Needs documentation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spawn_drop&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Set to 1 to drop spawns to the floor. (does this also affect teleporters?)&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spawn_mode&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
0 = Default QW spawns with a randomizer&lt;br/&gt;
1 = Spawn the furthest from enemies&lt;br/&gt;
2 = Players select where they spawn themselves&lt;br/&gt;
3 = Spawn randomly with less variance, prevents spawning at the same place too many times&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spawn_telefrag&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1&lt;/em&gt;&lt;br/&gt;
0 = Wait a few seconds before spawning on an occupied spot&lt;br/&gt;
1 = Telefrag players if they stand on the spawn spot&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spike_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 9&lt;/em&gt;&lt;br/&gt;
Nailgun damage.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spike_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Nailgun knockback velocity factor.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spike_velocity&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1000&lt;/em&gt;&lt;br/&gt;
Set to 2000 to imitate Kombat Teams fastnails.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spike2_damage&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 18&lt;/em&gt;&lt;br/&gt;
Super nailgun damage.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spike2_push&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1.0&lt;/em&gt;&lt;br/&gt;
Super nailgun knockback velocity factor.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;spike2_velocity&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 1000&lt;/em&gt;&lt;br/&gt;
Set to 2000 to imitate Kombat Teams fastnails.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;teleport_angles&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
0 = Normal teleporter functionality&lt;br/&gt;
1 = Preserve pitch value after entering teleporters&lt;br/&gt;
2 = Experimental feature to set player viewing position based on how he/she entered the teleporter&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;teleport_entities&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Teleport all entities. Zero value is normal QW behaviour.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;teleport_velocity&lt;/strong&gt;&lt;br/&gt;
&lt;em&gt;Default: 0&lt;/em&gt;&lt;br/&gt;
Preserve player velocity when entering teleporters. Normal behaviour sets a constant speed.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Andreas Nilsson</dc:creator><pubDate>Thu, 21 Jan 2016 12:53:44 -0000</pubDate><guid>https://sourceforge.netc1f0cc2b5b026b1ca095f3ddd967c39328bb1dc6</guid></item></channel></rss>