**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.