//======================================================================// // Default Map Settings Configuration File // // VERSION: Sven Co-op v5.0 // // // // You can use this file as a basis for settings in your own map. Make // // a copy of this file and name it the same as your map's BSP file, and // // put it along side in the 'maps' folder. // // // // IMPORTANT: DO NOT REMOVE THIS FILE! // //======================================================================// //========================================================= // PLAYER START SPAWN SETTINGS //========================================================= //======================================================================// // The amount of health and armor (HEV battery) players spawn with, and // // the limits on what they can hold. If a player's health/armor is more // // than the maximum allowed, it will trickle/decay down to the limit. // // // // Default: 100 (health, maxhealth, and maxarmor), 0 (armor) // //======================================================================// starthealth 100 startarmor 0 maxhealth 100 maxarmor 100 //======================================================================// // Specify all: items, weapons, and ammo that players start with, here. // // E.g. To have a player spawn with an Uzi, add: weapon_uzi // // // // When supplying ammo, a number amount must be placed at the end. // // E.g. 'ammo_9mm 1' will supply 1 clip of ammo to the spawning player. // // // // Can also use: 'item_longjump', 'nosuit', 'nomedkit' // // (Nosuit and nomedkit are not recommended.) // // // // This equipment will only be provided as is if your own map's config // // specifies NO equipment at all. // //======================================================================// weapon_crowbar weapon_glock ammo_9mm 2 //======================================================================// // Number of units to raise player spawn point positions. // // // // Default: 0 // //======================================================================// plrstart_zoffset 0 //========================================================= // SERVER SETTINGS //========================================================= //======================================================================// // 0 = NPCs will be unable to see or detect enemies UNLESS a player // // is near their location. (This is how Half-Life normally works) // // // // 1 = NPCs will always attempt to scan for enemies. They will also // // engage in combat even if there are no players on the server. // // // // Default: 0 // //======================================================================// sv_ai_enemy_detection_mode 0 //======================================================================// // When the player looks at a player in the game: // // 0 = No information about the player is displayed. // // 1 = Information is displayed. // // 2 = Information is displayed only for our team/allies. // // // // Default: 1 // //======================================================================// mp_allowplayerinfo 1 //======================================================================// // When the player looks at a monster in the game: // // 0 = No information about the monster is displayed. // // 1 = No information about neutral/enemy monsters are displayed. // // 2 = Information is displayed only for our team/allies. // // // // Default: 1 // //======================================================================// mp_allowmonsterinfo 1 //======================================================================// // Disable player weapon use while held by a barnacle tongue: // // 0 = Allow weapons // // 1 = Disallow weapons // // // // Default: 1 // //======================================================================// mp_barnacle_paralyze 1 //======================================================================// // Specifies how many seconds players must wait before they can respawn.// // // // Default: 5 // //======================================================================// mp_respawndelay 5 //======================================================================// // Set to 0 if there's only one spawnpoint available on the level. // // If your map has multiple spawn points they will be handled more // // efficiently with this setting enabled. // // // // Default: 1 // //======================================================================// mp_multiplespawn 1 //======================================================================// // Map time limit, in minutes. // // 0 = time limit is disabled. // // // // Default: 90 // //======================================================================// mp_timelimit 90 //======================================================================// // 0 = frag limit is disabled. (Recommended) // // Above 0 = specifies number of frags a player must get to end the map.// // // // Default: 0 // //======================================================================// mp_fraglimit 0 //======================================================================// // 0 = Players can not use their flash light. // // 1 = Players can use their flash light. // // // // Default: 1 // //======================================================================// mp_flashlight 1 //======================================================================// // 0 = HEV suit power (armor) disabled and hidden from the HUD. // // 1 = HEV suit power (armor) enabled. // // // // Default: 1 // //======================================================================// mp_suitpower 1 //======================================================================// // 1 = Players receive 'realistic' falling damage. The faster a // // player falls, the more damage he/she will take on impact. // // 0 = Players will only take a maximum of 10 damage per fall. // // -1 = Players will never receive falling damage. // // // // Default: 1 // //======================================================================// mp_falldamage 1 //======================================================================// // 1 = Weapons will stay on the ground after they're picked up, // // so that other players may also pick them up. // // // // 0 = Players will have to wait until the weapon respawns, // // if someone gets the weapon before they do. // // // // Default: 1 // //======================================================================// mp_weaponstay 1 //======================================================================// // 1 = Monsters will NOT gib from explosions. // // 0 = Explosions can gib monsters. // // // // Added for the madwhack physics. // // // // Default: 0 // //======================================================================// mp_noblastgibs 0 //======================================================================// // 1 = Players can use the Banana Bomb. // // 0 = Players can not. // // // // Default: 1 // //======================================================================// mp_banana 1 //======================================================================// // Setting this to 1 will prevent players from jumping high into the // // air via secondary gauss fire. // // // // Default: 0 // //======================================================================// mp_disablegaussjump 0 //======================================================================// // 0 = Players can not grapple onto monsters. // // Only headcrab-sized monsters are pulled to the player. // // // // 1 = The grapple works the same as it does in Opposing Force. // // It pulls the player to all monsters (except headcrabs and below) // // // // Default: 0 // //======================================================================// mp_grapple_mode 0 //======================================================================// // 0 = Players can grapple onto other players. // // 1 = Players can not grapple onto other players. // // // // Default: 0 // //======================================================================// mp_disable_player_rappel 0 //======================================================================// // 0 = New autoclimb feature to aid with player towers, // // getting around blocking players, and assisting player movement. // // Hold the Jump key to climb onto ledges/players. // // 1 = Players are not assisted with climbing. // // // // Default: 0 // //======================================================================// mp_disable_autoclimb 0 //======================================================================// // 0 = Player weapon damage will be adjusted according to the // // mp_pcbalancing_factorlist CVar. (see below) // // 1 = Players do normal damage at all times. // // // // Default: 0 // //======================================================================// mp_disable_pcbalancing 0 //======================================================================// // Allows you to specify what damage multiplier to apply to damage // // inflicted on monsters based on the amount of players currently on // // the map. For example, "1.0;1.5;1.2;1.0;0.8" would give a multiplier // // of 1.0 for one player, 1.5 for two players, 1.2 for three, 1.0 for // // four and 0.8 for five or more players. // // // // If this CVar is empty (""), a default of "1.0;1.8;1.4;1.2;1.1;1.0" // // will be used. // // // // Default: "" // //======================================================================// mp_pcbalancing_factorlist "" //======================================================================// // 0 = Medkit will provide points to the player when they heal or // // revive another player/ally. Variable for healing, 5 for revive. // // 1 = No points provided to players for healing and reviving. // // // // This does not effect wrench repairing. // // // // Default: 0 // //======================================================================// mp_disable_medkit_points 0 //======================================================================// // 0 = Players can pickup a second Uzi to use Dual Uzis // // 1 = Players can not pickup a second Uzi to use Dual Uzis. // // // // Default: 0 // //======================================================================// mp_no_akimbo_uzis 0 //======================================================================// // 0 = Normal weapon function. // // 1 = Alt fire attaches/removes silencer. Needs compatible v_ model! // // (With same bodygroups/animations as hunger/v_hunger9mmhandgun.mdl) // // // // Default: 0 // //======================================================================// weaponmode_9mmhandgun 0 //======================================================================// // 0 = Normal weapon function. // // 1 = No scope/zoom. // // // // Default: 0 // //======================================================================// weaponmode_357 0 //======================================================================// // 0 = Normal weapon function. // // 1 = No laser sight. // // // // Default: 0 // //======================================================================// weaponmode_eagle 0 //======================================================================// // 0 = Normal weapon function. // // 1 = No scope/zoom. // // // // Default: 0 // //======================================================================// weaponmode_mp5 0 //======================================================================// // 0 = Normal weapon function (auto-fire) // // 1 = Double-barrelled mode (alt-fire fires two barrels as in HL1). // // Requires a v_ model that supports double-barrelled fire! // // // // Default: 0 // //======================================================================// weaponmode_shotgun 0 //======================================================================// // 0 = Normal weapon function // // 1 = No exploding crossbow bolts. // // // // Default: 0 // //======================================================================// weaponmode_crossbow 0 //======================================================================// // 0 = Normal weapon function // // 1 = No laser guidance system // // // // Default: 0 // //======================================================================// weaponmode_rpg 0 //======================================================================// // 0 = Normal weapon function // // 1 = Enables tertiary fire // // // // Default: 0 // //======================================================================// weaponmode_displacer 0 //======================================================================// // 0 = Players will not be able to drop their weapons. // // 1 = Players will be able to drop their weapons. // // // // This setting is useful if you have a class based map, and you prefer // // that players not swap weapons with other players. // // // // Default: 1 // //======================================================================// mp_dropweapons 1 //======================================================================// // 0 = NPCs will not drop their weapon on death. // // 1 = NPCs will drop their weapon on death. // // // // Default: 0 // //======================================================================// npc_dropweapons 0 //======================================================================// // 0 = Nothing can damage friendly monsters. // // 1 = Friendly monsters can take damage from anything. // // 2 = Friendly monsters can take damage from anything but players. // // // // Default: 1 // //======================================================================// mp_npckill 1 //======================================================================// // 0 = Once the spawn delay has ended, players choose when to respawn. // // 1 = Players are forced to respawn once the spawn delay has ended. // // // // Default: 0 // //======================================================================// mp_forcerespawn 0 //======================================================================// // -2 = No custom global respawn delay. // // // // -1 = Weapons, ammo and items never respawn after being picked up, // // unless they have a custom respawn delay set. // // // // 0 = Weapons, ammo and items instantly respawn. // // // // > 0 = Delayed respawn. Weapons will still respawn immediately, // // unless mp_weaponstay is 0. // // // // Default: -2 // //======================================================================// mp_weapon_respawndelay -2 mp_ammo_respawndelay -2 mp_item_respawndelay -2 //======================================================================// // Sets the dropped weapon fade out delay // // Negative values use default. // // 0 means disappear once it stops moving. // // > 0 causes it to disappear after the set amount of time. // // // // Default: 60 // //======================================================================// mp_weaponfadedelay 60 //======================================================================// // Weapon drop rules (players only) // // 0: Don't drop any weapons when the player dies. // // 1: Drop the current weapon. // // 2: Drop all weapons packed into a weapon box. // // // // Default: 1 // //======================================================================// mp_weapon_droprules 1 //======================================================================// // Ammo drop rules (players only) // // 0: Don't drop any ammo when the player dies. // // 1: Drop ammo for the current weapon. // // 2: Drop all ammo packed into a weapon box. // // // // Default: 1 // //======================================================================// mp_ammo_droprules 1 //======================================================================// // 0 = Observer mode is disabled. // // 1 = Observer mode is enabled. // // // // Default: 0 // //======================================================================// mp_observer_mode 0 //======================================================================// // 0 = Observer mode is active as long as there are no spawnpoints. // // 1 = Observer mode is active until the map respawns players. // // // // Observer mode must be activated for this to take effect. // // // // Default: 0 // //======================================================================// mp_observer_cyclic 0 //======================================================================// // 0 = Disable the HEV suit voice. (Default) // // 1 = Enable the HEV suit voice. // // // // The HEV suit voice is a throwback from single player. // // // // Default: 0 // //======================================================================// mp_hevsuit_voice 0 //======================================================================// // 0 = Survival mode is not supported by this map. (Default) // // 1 = Survival mode is supported by this map. // // // // Default: 0 // //======================================================================// mp_survival_supported 0 //======================================================================// // 0 = Survival mode will not activate until it gets triggered // // via entity or script. // // 1 = Survival mode will try to activate as soon as possible // // (when map change is completed and at least one player joins // // the server.) (Default) // // // // Default: 1 // //======================================================================// mp_survival_starton 1 //======================================================================// // Delay before survival mode gets activated. // // 0 = no delay (no countown will be displayed) // // // // Default: 30 // //======================================================================// mp_survival_startdelay 30 //======================================================================// // Specifies the next map for survival series. // // // // Default: "" // //======================================================================// mp_survival_nextmap "" //======================================================================// // 0 = Disable model selection when a model is forced onto players // // using trigger_changemodel. // // 1 = Enable model selection when a model is forced onto players // // using trigger_changemodel. // // // // When trigger_changemodel is used to change a player's model, // // this setting determines whether or not // // the player can change it back on their own. // // // // Default: 1 // //======================================================================// mp_modelselection 1 //======================================================================// // Optional commands overriding the map's worldspawn properties: // // (EXAMPLES ONLY! No need to use these normally). // // // // forcepmodels "gordon;gina;helmet;barney;robo;etcetera" // // Restricts players to the listed player models on this map. // // // // globalmodellist "path/file.txt" // // Sets the globalmodellist file, for replacing models globally. // // Root directory is "/models/MAPNAME/". Use ../ if necessary. // // // // See enclosed file "Global Model Replacement Instructions.txt" for // // details on using global model replacements. // // // // globalsoundlist "path/file.txt" // // Sets the globalsoundlist file, for replacing sounds globally. // // Root directory is "/sounds/MAPNAME/". Use ../ if necessary. // // // // See enclosed file "Global Sound Replacement Instructions.txt" for // // details on using global sound replacements. // //======================================================================// //======================================================================// // Physics Settings. // // Note: You probably shouldn't change these settings. // //======================================================================// sv_accelerate 10 sv_airaccelerate 10 sv_friction 4 sv_gravity 800 sv_maxspeed 270 sv_maxvelocity 4096 sv_wateraccelerate 10 sv_waterfriction 1 sv_zmax 16000