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Mode settings.md

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Gamemode settings

Server owners can adjust the behaviour of the gamemode to a certain extend by simply changing settings in the match settings file (sometimes also referred to as maplist) that is used when starting the server.

FlagRush provides a long list of settings to customize the experience to your liking, including settings to change the general match progression (timelimit, flag score limit, ...) or mid round gameplay (flag carrier penalties, collisions, ...).

Match progression settings

These settings change how the general progression of a match works, i.e. how many maps or rounds to play, how long a round takes and more.

Setting name Type Default value Description
S_NbMapsToWinMatch Integer 1 Number of maps to win a match.
S_NbRoundsToWinMap Integer 2 Number of rounds to win a map.
S_NbFlagsToWinRound Integer 3 Number of flags scored to win a round. Unlimited if <= 0.0
S_RoundTimeLimitSeconds Integer 360 Round timelimit in seconds. Unlimited if <= 0.0
S_UseOvertime Boolean True Use overtime. If the match is tied when the timelimit runs out, the round will go into overtime until a team scores the next flag.
S_UseWarmUp Boolean True Use warm up. At the beginning of the map players have to press the ready button for the match to start. If at least one player in each team is ready, a 60 second countdown starts after which the map starts. If all players are ready, a 5 second countdown start after which the map starts.
S_WarmUpWaitForApproval Boolean False Wait for the approval of an admin for the warmup countdowns to start. Requires usage of ModeCommandsUI.

Gameplay settings

These settings change how the gameplay in a round behaves.

Setting name Type Default value Description
S_UseCrudeExtrapolation Boolean True Determines the method that is used by clients to extrapolate player positions. Settings this setting to False has caused major desync issues in the past and is therefore not recommended.
S_TrustClientSimu Boolean True Whether to trust the physics simulation of the clients (players) or use serside physics simulation. Serverside physics simulation can cause teleporation on the client side, depending on their network connection to the server.
S_FlagDropStateDurationSeconds Real 8.0 Duration in seconds that a dropped flag will stay dropped before being reset to a flagspawn.
S_FlagStealResistDurationSeconds Real 1.0 Duration in seconds in which the flag cannot be stolen after picking it up.
S_FlagSameTeamSteal Boolean True Whether or not teammates can steal the flag from the flag carrier.
S_FlagStealResistanceOnTeamPass Boolean False Whether or not to give flag steal resistance to the player when passing the flag between team members.
S_FlagCarrierFragile Boolean True Whether or not the flag carrier should become fragile.
S_FlagCarrierAcceleration Real 0.66 Acceleration coefficient for the flag carrier. Multiplicative to vehicle tunings.
S_FlagCarrierControl Real 1.0 Control ("Steering") coefficient for the flag carrier. Multiplicative to vehicle tunings.
S_FlagCarrierAdherence Real 0.9 Adherence ("Grip") coefficient for the flag carrier. Multiplicative to vehicle tunings.
S_RespawnSpeedLimitKmh Real 30.0 Maximum speed allowed for respawning. No limitation if <= 0.0.
S_RespawnDelayPerPlayer Real 1.0 Respawn delay in seconds per player in a team: Total respawn delay = S_RespawnDelayPerPlayer * Number of players in the team + 1.5 (spawn animation)
S_DropFlagPickupPenalty Real 3.0 Duration in seconds in which a player cannot pick up the flag after dropping it. (Other players can instantly pick it up.)
S_TeleportDetectionThreshold Real 8.0 Maximum distance in meters that a player is allowed to teleport (lag) during one server frame before the flag is automatically dropped. Teleport detection is disabled for values <= 0
S_UseCollisions Boolean False Whether or not to use physics based collisions between players. This setting is EXPERIMENTAL: Player collisions can feel and be weird and inconsistent. If enabled, server will also switch to server side simulation (See S_TrustClientSimu) and disable crude extrapolation (See S_UseCrudeExtrapolation).
S_UseLightTrails Boolean True Whether to use light trails for the player carrying the flag.
S_ForceEnabledVehiclesCsv Text "" (blank) Forces the given list of vehicles to be enabled. Overrides the vehicle configuration of the map. Invalid values are ignored. Comma separated values, case insensitive and will be trimmed. Examples: stadium,rally, Stadium, snow , RaLlY

Vehicle tuning settings

These settings change vehicle characteristic for balancing.

Setting name Type Default value Description
S_TuningStadiumAcceleration Real 1.0 Base acceleration coefficient for the stadium car.
S_TuningStadiumAdherence Real 1.0 Base adherence coefficient for the stadium car.
S_TuningStadiumControl Real 1.0 Base control (steering) coefficient for the stadium car.
S_TuningSnowAcceleration Real 1.0 Base acceleration coefficient for the snow car.
S_TuningSnowAdherence Real 1.0 Base adherence coefficient for the snow car.
S_TuningSnowControl Real 1.0 Base control (steering) coefficient for the snow car.
S_TuningRallyAcceleration Real 0.7 Base acceleration coefficient for the rally car.
S_TuningRallyAdherence Real 1.0 Base adherence coefficient for the rally car.
S_TuningRallyControl Real 1.0 Base control (steering) coefficient for the rally car.
S_TuningDesertAcceleration Real 0.7 Base acceleration coefficient for the desert car.
S_TuningDesertAdherence Real 1.0 Base adherence coefficient for the desert car.
S_TuningDesertControl Real 1.0 Base control (steering) coefficient for the desert car.

Team settings

These settings change the appearance of the teams, including their names and color.

Setting name Type Default value Description
S_Team1Name Text "" (blank) Force team 1 name. Use default if blank.
S_Team1Hue Integer -1 Force team 1 hue. Range [0, 359] or -1 for default.
S_Team2Name Text "" (blank) Force team 2 name. Use default if blank.
S_Team2Hue Integer -1 Force team 2 hue. Range [0, 359] or -1 for default.
S_UseClubTags Boolean True Derive teamnames from the clubtags of the players. If all players in a team have the same clubtag, the team name will be set to that club tag (without text formatting), else default names are used. Forced team names take precedence.
S_UseTeamSkins Boolean True Force animal/royal skins according to the color of the teams.

Other settings

Administrative and miscellaneous settings.

Setting name Type Default value Description
S_SkipMatchOnLastPlayerLeave Boolean True Skip the ongoing match if all players leave the server or switch to spectator.
S_ModeCommands_AdminLoginsCsv Text "" (blank) Ingame logins of the players that should have access to the ModeCommandsUI. ModeCommandUI provides the ability to manually reset the flag, pause ongoing rounds, set scores and more.