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. . . Q3matador

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Cvars and what they do.

This section of the website is for those who wish to tweak and adjust how the mod operates, be it for dedicated servers, or just some fun local play.

 

Cvar

 

Default  

Description

g_runePeriodRespawn   20

seconds; amount of time before the rune generator attempts to spawn another rune. Value of 0 attempts to spawn runes as soon as possible.

 

g_runePeriodVariance   10

seconds; a "jitter" amount to g_runePeriodRespawn, so rune spawning isn't so deterministic. The variance translates to g_runePeriodRespawn +/- g_runePeriodVariance. Value of 0 eliminates the random-ish feel.

 

g_runePeriodRelocate   60

seconds; when a rune is spawned, how much time it sits around before transmogrifying and relocating. This value is "inherited" at spawn time; that is, the value only pertains to newly spawned/relocated runes and not any already-existing runes.

 

g_runeMin   6

runes; minimal number of (normal) runes to spawn at start of game.

 

g_runeMax   20

runes; maximal number of (normal) runes that may exist in the game.

 

g_runeStrengthFactor   2.0

multiplier; damage multiplier for weapons under the influence of a Strength Rune.

 

g_runeRegenBoost   7.0

hit points; how much health is regenerated per second under the influence of a Regeneration Rune. If health is below 100[*], the rune uses this value as-is. If health is over 100, the rune uses one-third (33%) of this value (rounded to the nearest integer). [*] the actual critical value is based on the player's handicapped health -- unhandicapped players have a health limit of 100.

 

g_runeRegenRadius   200

game units; radius for the autodoctor/team-heal effect.

 

g_runeResistFactor   0.7

multiplier; damage multiplier applied to damages received, before armor and health take damage. Note that values over 1.0 turns the Resist Rune into some kind of Pain Rune.

 

g_runeHasteFactor   1.3

divider; time divider (speed multiplier) for haste effect. Values below 1.0 turn Haste Rune into a Sloth Rune.

 

g_runeSpeedFactor   1.3

divider; time divider (speed multiplier) for speed effect. Values below 1.0 turn into Molasses Rune.

 

g_runeVampireFactor   0.66

factor; amount of damage done that is added to health. Values below 0.0 turn Vampire Rune into some strange rune that punishes you for hitting enemies.

 

g_runeVampireSuckage   1

hit points; amount of health taken off per second while holding vampire rune. Value of 0 better mimics the original Matador. Values over 1 constantly annoys the player with hurt sounds (as when hit by a weapon).

 

g_runeVampireMinHealth   1

hit points; the Vampire Rune constantly bleeds off health per second for the carrier. This value places a lower bound on how low the health may drop. Value of 0 (or less) means the player can bleed (or gib!) to death.

 

g_runeVampireMaxHealth   300

hit points; the maximum health the player may have while carrying the Vampire Rune. This roughly translates to how much health the player can accumulate overall from vamping.

 

g_runeEquipmentBoost   2

armor points; how many armor points regenerate per second while carrying the Equipment Rune.

 

g_runeEquipmentPeriod   5

seconds; how much time before the player automatically receives a holdable teleporter.

 

g_runeSuperTime   30

seconds; the amount of time a Super Rune lasts while being carried.

 

g_runeSuperPeriod   180

seconds; the amount of time a rune generator waits after spawning one Super Rune before attempting to spawn another Super Rune.

 

Special Cvars and how to work them.

Cvar

 

Default

Description

g_runeSuperEffects   SGHPRVEZ This controls what effects the super rune has, each letter stands for one of the other runes.
       

How it works:

this Cvar is handled a bit differently than any other Cvar, it has smarts.

The SuperEffects Cvar acts much like the chmod tool on *nix operating systems, you can pass flags to it to have it add/remove bits from the Cvar.

For instance, if you type /g_runeSuperEffects -Z
the cvar understands that you want to remove the Z flag from g_runeSuperEffects, and does so. Adding a flag is just as simple, by doing +Z instead, the cvar adds the flag back on.

This Cvar also operates like a normal one at the same time, if you wish, you can simply pass "SGHPRVE" to it to remove the Z flag if you like, and it still knows what to do.

Key:
S = Strength
R = Resist
G = Regeneration
H = Haste
P = Speed
V = Vampire
E = Equipment
Z = Super.

The value of "SRGHPE" (i.e. without "V") somewhat better mimics the original Matador. The value of "Z" is more or less useless, but included for completeness.

 

Cvar

 

Default

Description

g_runes   S=13&G=13&H=13&P=13&R=13&V=13&E=13&Z=9 infostring; This sets the % for chance of each rune type for spawning.
       

How it works:

Example: S=10&G=10&H=10&P=10&R=10&V=10&E=20&Z=30

All runes now have a 10% chance of being selected from the random pool, while there is also a %30 chance that nothing is chosen. The equipment rune, however, has a %20 chance, higher than all the others, so that rune will show up more often than the others.

Supplying a single asterisk ('*') as the parmaeter resets the cvar to its default setting.

Key:
S = Strength
G = Regeneration
H = Haste
P = Speed
R = Resist
V = Vampire
E = Equipment
Z = Null rune. *

*: Z = null, super rune frequency is handled by separate cvars, here, Z stands for 'empty' rune, A.K.A. the chance that the runegenerator spits out nothing.

 

 

Cvar

 

Default

g_runeThrow          pl=30.000000&pu=90.000000&vl=200.000000&vu=700.000000
 

Description

  • pl - degrees; lower bound of pitch (up/down angle). 0 is horizontal (flat), 90 is vertical (up).

  • pu - degrees; upper bound of pitch.

  • vl - game units per second?; lower bound of throwing speed. 320 is the normal running speed of a player. Both a rocket and a grenade have a speed of 800.

  • vu - game units per second?; upper bound of throwing speed.
       

How it works:

this Cvar adjusts the way runes enter play. It's primary purpose is to spread out the runes over the map by utilizing the game's movement and collision-detection system.

 

 

 

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