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**DRAFT**    CoDaM V0.8 Server CVAR Definitions    **DRAFT**

One of CoDaM's primary goals is to provide many administrative capabilities for changing features using the most simple method available. Server-side cvars are used extensively across all CoDaM modules to achieve most of its flexibility.

CoDaM provides a very powerful mechanism for naming cvars which allows for very granular control over server configuration and overriding of global values. For example, globally a server admin may want to establish a default time limit for each map, e.g. set scr_timelimit 20 would make all maps run for 20 minutes. Sometimes its desireable to override the global setting without affecting other settings; CoDaM permits overriding values either at the gametype- and/or map-levels. So if you wanted to override the timelimit for TDM, you would use set scr_tdm_timelimit 30; if you wanted to override it for a map, use set scr_timelimit_mp_brecourt (i.e. append the map name to the global cvar). Further granularization is available by combining both gametype and map name, e.g. set scr_tdm_timelimit_mp_brecourt 40.

The table below lists the current cvars available from CoDaM. In it the global name is found in CVAR along with the TYPE of value it can hold, its default value (DEF) and all permitted values (VALUES). The OPTS column provides flags to describe certain aspects of the variable. If OPTS includes the S flag, then the cvar is read once per map or round (most cvars, i.e. those without S, are either read when needed or periodically updated within CoDaM). A G and/or M in this field indicates that the cvar permits granularization at the gametype and/or map levels, respectively (see previous paragraph).


CVAR TYPE DEF VALUES OPTS DESCRIPTION
scr_usecodam INT 0 0,1 S Control whether to use the retail (original) gametypes (currently TDM/DM/SD/RE) or the CoDaM-enhanced versions. When the CoDaM gametype enhancements are disabled, the following cvar descriptions are mostly invalid!!
scr_dontarchive BOOL false 1,yes,true
o/w false
S On servers where killcam will never be required/wanted, disable saving player information by enabling this cvar. Most servers will want to leave this alone or set to false.
scr_nogamelog BOOL false 1,yes,true
o/w false
S Server admins that will never use CoD's game log capabilities can disable the functions used for logging (possibly saving some server cycles).
scr_bombplant FLOAT 5 >0-10 S,G,M Time required (in secs.) to set a bomb in SD (and similar) gametypes
scr_bombdefuse FLOAT 10 >0-15 S,G,M Time required (in secs.) to defuse a bomb in SD (and similar) gametypes
scr_bombtimer FLOAT 60 15-120 G,M Time (in secs.) before bomb explodes in SD (and similar) gametypes
scr_objtimer FLOAT 60 20-120 G,M Time (in secs.) in which a dropped objective will be restored to its starting position (RE gametypes).
scr_allowrespawn BOOL false 1,yes,true
o/w false
S,G,M Enable respawning in round-based gametypes by setting this to true.
scr_respawnpoints STR dm,
nearteam,
random
G,M By default, round-based gametypes will reuse whatever spawnpoint logic is established during their initialization. However, that behavior can be changed by using this cvar. When scr_allowrespawn is enabled, identify what spawnpoints and logic to use when respawning. Use dm to respawn using deathmatch spawnpoints and logic; nearteam uses teamdeathmatch spawnpoints but ensures players spawn near other team members (although may be near opponents); random utilizes teamdeathmatch points but randomizes the spawnpoints (somewhat similar to dm). CoDaM uses the time in scr_graceperiod to determine when the "new" spawn logic will become in effect. At least 10 seconds must pass from match start before they become effective.
scr_forcerespawn INT 0 >=0 G,M Time (in secs.) where a player is forced to respawn before they've pressed the USE keys. Gametype must allow respawning or have it enabled via scr_allowrespawn.
scr_specmode STR stay stay,
black,
team,
score,
free
G,M Determine spectate logic to use when players are killed. stay causes player to remain floating near the place where they died; black displays a black screen covering the hud, preventing player from viewing any action; team forces lock on player's teammates preventing player from snooping opposing team; score causes player to see view of the scoreboard; free permits free spectate. Selected mode will remain in effect until player respawns (if permitted) or map/round completes.
scr_autoassign BOOL false 1,yes,true
o/w false
G,M Poor-man's team balance control. Simple, yet effective mechanism established during player's team selection. Attempts to honor players choice when teams are balanced. Teams may become unbalanced during gameplay or map changes.
scr_saveplayers INT 0 >=0 S,G,M Enable storing of player information (team, spawn weapon) to be re-used after map changes. Establishes amount of time (in minutes) said information will be valid.
scr_saveweapons BOOL true 1,yes,true
o/w false
G,M Only for SD/RE gametypes, maintain primary/secondary weapons during round changes for those player still alive at end of each round. Weapons are not carried over on map changes.
scr_killcam BOOL true 1,yes,true
o/w false
G,M Toggle killcam display
scr_killcamself BOOL false 1,yes,true
o/w false
G,M If scr_killcam is enabled, allow player to see own deaths in killcam
scr_roundcam BOOL false 1,yes,true
o/w false
G,M On round-based gametypes, display round cam at end of each round.
scr_tklimit INT 0 >=0 G,M Number of team-kills permitted during a map: 0=no checking
scr_tkrate INT 0 0-60 G,M Number of team-kills per minute permitted during a map: 0=no checking
scr_tkwarn INT 0 >=0 G,M When TK checking enabled, display warning after tkwarn number of TKs
scr_tdlimit INT 0 >=0 G,M Same of scr_tklimit but applies to hurting teammates.
scr_tdrate INT 0 0-60 G,M Same of scr_tkrate but applies to hurting teammates.
scr_tdwarn INT 0 >=0 G,M Same of scr_tkwarn but applies to hurting teammates.
scr_nosuicide BOOL false 1,yes,true
o/w false
G,M When changing teams, should an existing player commit suicide or simply vanish from current team. Suicide causes death penalty on player and visible death during gameplay.
scr_nohealthdrop BOOL false 1,yes,true
o/w false
G,M Toggle health pack dropping when a player dies
scr_noplayerbody BOOL false 1,yes,true
o/w false
G,M Determine whether the player's dead body should remain in the field or not.
scr_deadbodydelay FLOAT 4 >=1 G,M If scr_noplayerbody is enabled, time (in secs.) before player's dead body is removed from the playing field.
scr_allow_quick BOOL true 1,yes,true
o/w false
G,M Toggle operation of in-game quick commands. When disabled, players will continue to have access to the quick menus, but all selections will be silently ignored.
scr_weapon_ammo STR see CoDaM.cfg see CoDaM.cfg S,G,M Control starting clip ammo and carried ammo when a player spawns. See CoDaM.cfg for examples.
scr_weapon_assign STR see CoDaM.cfg see CoDaM.cfg S,G,M Establish weapon classes and limits. See CoDaM.cfg for examples.
scr_noweapondrop STR see CoDaM.cfg see CoDaM.cfg S,G,M Identify which weapon classes as defined in scr_weapon_assign will not be allowed to be dropped when a player dies.
The following cvars are included in the retail version of CoD, however they have been enhanced in CoDaM to allow for gametype and/or map granularization.
scr_timelimit FLOAT 30 0-1440 G,M Overall time (in minutes) before map changes. In round-based matches, map will change after round ends: 0=no limit
scr_scorelimit INT 0 >=0 G,M Maximum team or player score before map changes: 0=no limit
scr_roundlimit INT 0 >=0 G,M In round-based gametypes, number of total rounds to play before map changes: 0=no limit
scr_roundlength FLOAT 4 >=1 S,G,M Length of rounds played (in minutes) during round-based matches.
scr_graceperiod INT 15 >=0 S,G,M Amount of time (in secs.) in which team and weapon selection are permitted in round-based matches.
scr_friendlyfire INT 0 0,1,2 G,M Friendly fire (FF) control: 0=no FF, 1=FF on, 2=reflected FF
scr_drawfriend BOOL true 1,yes,true
o/w false
G,M Toggle displaying of friendlies avatar over player's head.
The following cvars are included as part of the example CoDaM module, HamGoodies, available in ___CoDaM_HamGoodies__.pk3. While not officially part of the standard CoDaM framework, the cvars here help control most of the features available in the example. These cvars are only valid when running CoDaM-enhanced gametypes; for the retail gametypes, scr_usecodam must be set to 1
ham_gtgoodies BOOL false 1,yes,true
o/w false
S,G,M Determines whether or not to use the custom gametype add-ons in HamGoodies
ham_falldamagemult FLOAT 0 >=0 G,M Adjust damage due to falling. A personal peeve of mine is that damage when you fall from a high place it light in CoD. Use this to increase damage; 2.5 seems to be just about right!
ham_hudscores INT 0 0-3 G,M Controls whether or not to display team scores and number of players on each team on player's hud. Zero disables hud score display; 1 will show just the team and their score; 2 will include the number of players on each team; 3 will display how many players a still alive during a round-based match without respawn capability (on non-round-based matches, behaves just like 2)
ham_killcam INT 0 >=0 G,M Number of seconds to go back when displaying the custom killcam. Set to zero (0) to disable, which reverts back to standard killcam. scr_killcam must still be enabled to view killcam.
ham_nodroptime INT 0 0-60 G,M Time from start of a map (in secs.) where players are prevented from dropping their weapon when killed. 0=disable
ham_nominefields BOOL false 1,yes,true
o/w false
S,G,M Disable minefields in maps. Some maps are playable without minefields, e.g. mp_brecourt. Others cause problems. This really should not be used on a public server unless you know what you're getting into.
ham_playersounds BOOL false 1,yes,true
o/w false
G,M Determine whether to play pain and death sounds on a player. Idea originally by Ravir's Demolition game-type v0.947a.
ham_stopwatch BOOL true 1,yes,true
o/w false
G,M Enable bomb stopwatch display.

Last Updated: January 13, 2004 -- 11:49 PM EST


  
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