List of all game variable meanings [Busy]

List of all game variable meanings [Busy]

Postby TheLastProject » 04 Dec 2011, 13:59

[Game variables]
maprotate (0 ... 2) -> 0 = off, 1 = sequence, 2 = random (default: 2)
spawnrotate (0 ... 4) -> 0 = let client decide, 1 = sequence, 2/3/4 = random (default: 4)
selfdamage (0 ... 1) -> 0 = off, 1 = either hurt self or use teamdamage rules (default: 1)
trialdamage (0 ... 1) -> 0 = off, 1 = allow damage in time-trial (default: 1)
teamdamage (0 ... 2) -> 0 = off, 1 = non-bots damage team, 2 = all players damage team (default: 1)
spawnhealth (0 ... 2147483646) -> defines the amount of health you spawn with and below/above which health gets regenerated or decayed. Putting this value on 1 or 0 causes you to die in one hit (default: 100)
maxhealth (0.0 ... 1000000.0) -> spawnhealth * maxhealth defines the maximum amount of health that can be reached, for example by standing close to a friendly flag (default: 1.5)
maxhealthvampire (0.0 ... 1000000.0) -> spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire (default: 2.0)
actorscale (1e-006 ... 1000000.0) -> defines the character size (default: 1.0)
minresizescale (1e-006 ... 1.0) -> actorscale * minresizescale defines the smallest size a player can become in matches with the resize mutator enabled (default: 0.5)
maxresizescale (1.0 ... 100000.0) -> (default: 2.0)
maxcarry (1 ... 5) -> defines the amount of weapons that can be carried, excluding the pistol and grenades (default: 2)
regenguard (0 ... 2147483646) -> defines the delay in milliseconds between regenerations when guarding an affinity, for example a flag (default: 1000)
regenhealth (0 ... 2147483646) -> defines the amount of health regenerated when below spawnhealth (default: 5)
regenextra (0 ... 2147483646) -> regenhealth + regenextra defines the amount of health gained per regeneration when gaurding an affinity, for example a flag (default: 2)
regenaffinity (0 ... 2) -> 0 = off, 1 = regenerate only when guarding an affinity, 2 = also regenerate while carrying an affinity (default: 1)
kamikaze (0 ... 3) -> 0 = no kamikaze; 1 = kamikaze on death if grenade is equipped 2 = kamikaze on death if grenade is in inventory 3 = kamikaze on death irrespective of condition (default: 1)
pointlimit (0 ... 2147483646) -> 0 = only the time limit defines when the match ends; other values = end after this amount of points or more have been reached (default: 0)
capturelimit (0 ... 2147483646) -> 0 = only the time limit defines when the match ends; other values = end after the flag has been captured this amount of times or more often (default: 0)
captureresetdelay (0 ... 2147483646) -> defines the time in milliseconds until the flag gets reset after being dropped (default: 300000)

defendlimit
defendpoints
defendoccupy
defendflags
bomberlimit
bomberresetdelay
bomberspeed
gamespeed
gravityforce
liquidspeedforce
liquidcurbforce
floorcurbforce
aircurbforce
slidecurbforce
movespeed
movecrawl
movesprint
movehover
movestraight
movestrafe
moveinair
movestepup
movestepdown
jumpspeed
impulsespeed
impulselimit
impulseboost

impulsedash
impulsejump
impulsemelee
impulseparkour
impulseparkournorm
impulseallowed
impulsestyle
impulsecount
impulsedelay
impulseslide
impulsemeter
impulsecost
impulseskate
impulsesprint
impulsehover
impulseregen
impulseregencrouch
impulseregensprint
impulseregenhover
impulseregenmove
impulseregeninair
damagescale
criticalchance

itemsallowed
hitpushscale
hitslowscale
deadpushscale
wavepushscale
timelimit
triallimit
intermlimit
votelimit
duelreset
duelclear
duellimit
itemsspawntime
itemsspawndelay
itemsspawnstyle
itemthreshold
regendelay
regentime
enemyspawntime
enemyspawndelay
enemyspawnstyle
spawngrenades
spawnweapon
instaweapon
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: List of all game variable meanings [Busy]

Postby ZeroKnight » 05 Dec 2011, 18:34

Nice to see someone else picking this up. I volunteered to put this info on the wiki, but my time has been regrettably swamped with RL matters, so I haven't had the time to do so. However, I do feel bad for not working on it as of late, so I'll be setting aside some time today to do so.

Since you're doing this as well, it will be a nice help, since it'll be less research whilst adding to the wiki :)

I already have every var in my Look 'N' Feel thread on the wiki, so you don't need to worry about those.
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Re: List of all game variable meanings [Busy]

Postby TheLastProject » 05 Dec 2011, 18:58

ZeroKnight {l Wrote}:Nice to see someone else picking this up. I volunteered to put this info on the wiki, but my time has been regrettably swamped with RL matters, so I haven't had the time to do so. However, I do feel bad for not working on it as of late, so I'll be setting aside some time today to do so.

Since you're doing this as well, it will be a nice help, since it'll be less research whilst adding to the wiki :)

I already have every var in my Look 'N' Feel thread on the wiki, so you don't need to worry about those.

Should check that out soon then, though I'm pretty much grabbing every description from the source. It doesn't take that long, I'm just busy with my tutorial map at the moment :P
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: List of all game variable meanings [Busy]

Postby srbs » 06 Dec 2011, 05:33

Since this popped up, I will probably go ahead and include all these descriptions from the source (that exist) in with my command list (see topic here) which will be updated for 1.2.
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Re: List of all game variable meanings [Busy]

Postby ZeroKnight » 06 Dec 2011, 18:39

Sounds good guys. Supply as much info as you feel the need to. I'm OCD and an all-inclusive nazi, so I'll be adding default value and range and type and all that noise. Since I cannot log in to sourceforge from my school, I've been writing up the page in an offline doc, and I'll be continuously updating the page as I get the chance.
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