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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.
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Cvar
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Default
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Description
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| g_runePeriodRespawn |
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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.
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| g_runePeriodVariance |
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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.
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| g_runePeriodRelocate |
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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.
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| g_runeMin |
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6 |
runes; minimal number of (normal) runes to spawn at start of game.
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| g_runeMax |
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20 |
runes; maximal number of (normal) runes that may exist in the game.
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| g_runeStrengthFactor |
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2.0 |
multiplier; damage multiplier for weapons under the influence of a Strength
Rune.
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| g_runeRegenBoost |
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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.
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| g_runeRegenRadius |
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200 |
game units; radius for the autodoctor/team-heal effect.
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| g_runeResistFactor |
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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.
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| g_runeHasteFactor |
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1.3 |
divider; time divider (speed multiplier) for haste effect. Values below
1.0 turn Haste Rune into a Sloth Rune.
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| g_runeSpeedFactor |
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1.3 |
divider; time divider (speed multiplier) for speed effect. Values below
1.0 turn into Molasses Rune.
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| g_runeVampireFactor |
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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.
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| g_runeVampireSuckage |
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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).
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| g_runeVampireMinHealth |
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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.
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| g_runeVampireMaxHealth |
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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.
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| g_runeEquipmentBoost |
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2 |
armor points; how many armor points regenerate per second while carrying
the Equipment Rune.
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| g_runeEquipmentPeriod |
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5 |
seconds; how much time before the player automatically receives a holdable
teleporter.
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| g_runeSuperTime |
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30 |
seconds; the amount of time a Super Rune lasts while being carried.
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| g_runeSuperPeriod |
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180 |
seconds; the amount of time a rune generator waits after spawning one
Super Rune before attempting to spawn another Super Rune.
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Cvar |
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Default
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Description |
| g_runeSuperEffects |
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SGHPRVEZ |
This controls what effects the super rune has,
each letter stands for one of the other runes. |
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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.
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Cvar
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Default
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Description
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| g_runes |
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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. |
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How it works:
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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.
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Cvar
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Default
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| g_runeThrow |
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pl=30.000000&pu=90.000000&vl=200.000000&vu=700.000000
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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.
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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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