Difference between revisions of "Gamemode.cfg"
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The gamemode.cfg file is what loads the "rules" of the game mode currently in effect. It must be loaded before the map is loaded. | The gamemode.cfg file is what loads the "rules" of the game mode currently in effect. It must be loaded before the map is loaded. | ||
+ | |||
+ | '''NOTE''': When editing .cfg and .gm files, ''make sure'' to copy them to a separate Rules/ subfolder with your own gamemode. Otherwise, they will get automatically overwritten during KAG updates. | ||
== Customizing == | == Customizing == | ||
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To make the bedrock in the map indestructible - useful for parkour maps or high-bomb gamemodes, you must set two configuration variables: | To make the bedrock in the map indestructible - useful for parkour maps or high-bomb gamemodes, you must set two configuration variables: | ||
− | < | + | <syntaxhighlight lang="ini" enclose="div">map_indestructible = yes |
− | map_bedrock_indestructible = yes</ | + | map_bedrock_indestructible = yes</syntaxhighlight> |
Note that map_indestructible does not make the entire map indestructible like it says, as of build 590. Only bedrock is made indestructible. | Note that map_indestructible does not make the entire map indestructible like it says, as of build 590. Only bedrock is made indestructible. | ||
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To limit to one team, simply set the teams list to only one team (replace MODE with your mod folder): | To limit to one team, simply set the teams list to only one team (replace MODE with your mod folder): | ||
− | < | + | <syntaxhighlight lang="ini" enclose="div">teams = Rules/MODE/team1.cfg;</syntaxhighlight> |
=== Adding a Warmup Period === | === Adding a Warmup Period === | ||
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This will add a warmup period, or a time when there is a red barrier preventing teams from moving past a certain area, for 30 seconds at the start of the round: | This will add a warmup period, or a time when there is a red barrier preventing teams from moving past a certain area, for 30 seconds at the start of the round: | ||
− | < | + | <syntaxhighlight lang="ini" enclose="div"> |
break_time_static = .5 | break_time_static = .5 | ||
warmup_barrier = 1 | warmup_barrier = 1 | ||
− | </ | + | </syntaxhighlight> |
If we wanted a more dynamic warmup time, you could set break_time, rather than break_time_static, to dynamically set the time period based upon how many players are in the server: | If we wanted a more dynamic warmup time, you could set break_time, rather than break_time_static, to dynamically set the time period based upon how many players are in the server: | ||
− | < | + | <syntaxhighlight lang="ini" enclose="div"> |
break_time = 5 | break_time = 5 | ||
warmup_barrier = 1 | warmup_barrier = 1 | ||
− | </ | + | </syntaxhighlight> |
This would set the number of seconds for the warmup to (# of players * 5 seconds). So, for 8 players in the server, the warmup time would be 40 seconds. | This would set the number of seconds for the warmup to (# of players * 5 seconds). So, for 8 players in the server, the warmup time would be 40 seconds. |
Latest revision as of 15:07, 9 January 2013
The gamemode.cfg file is what loads the "rules" of the game mode currently in effect. It must be loaded before the map is loaded.
NOTE: When editing .cfg and .gm files, make sure to copy them to a separate Rules/ subfolder with your own gamemode. Otherwise, they will get automatically overwritten during KAG updates.
Contents
Customizing
Customizing the gamemode is fairly simple, and can be done by editing configuration variables.
Making Bedrock Indestructible
To make the bedrock in the map indestructible - useful for parkour maps or high-bomb gamemodes, you must set two configuration variables:
map_bedrock_indestructible = yes
Note that map_indestructible does not make the entire map indestructible like it says, as of build 590. Only bedrock is made indestructible.
Limiting to 1 Team
To limit to one team, simply set the teams list to only one team (replace MODE with your mod folder):
Adding a Warmup Period
This will add a warmup period, or a time when there is a red barrier preventing teams from moving past a certain area, for 30 seconds at the start of the round:
warmup_barrier = 1
If we wanted a more dynamic warmup time, you could set break_time, rather than break_time_static, to dynamically set the time period based upon how many players are in the server:
warmup_barrier = 1
This would set the number of seconds for the warmup to (# of players * 5 seconds). So, for 8 players in the server, the warmup time would be 40 seconds.
Configuration Variables
The following are variables that can be set in gamemode.cfg:
Variable | Type | Default Value | Description |
---|---|---|---|
output_history | bool | true | |
player_light_radius | u8 | 32 | Distance that a player automatically (without a light source) illuminates the tiles around them. |
minimap | bool | true | Toggles the display of the mini-map. |
max_zoom_out | u8 | 2 | Up to which zoom_lvl can be used. Maximum value is 3. |
zoom_level_1 | f32 | 2.0 | Maximum viewing scale. ("Zoom-in") |
zoom_level_2 | f32 | 1.0 | Default view scale. |
zoom_level_3 | f32 | 0.5 | Minimum view scale. ("Zoom-out") |
water_levelchange_time | s16 | 0 | Test this for time increment. Rate at which water level (defined in map file) will change. >0 = increase, <0 = decrease, 0 = no change. |
water_suddendeath | bool | false | Toggles water level change during sudden death (no units left). Based on water_levelchange_time. |
teams | string ARRAY | References to locations of team configuration files (.cfg), delimited by semi-colon ';' | |
gamemode_name | string | "Default mode" | Name of the gamemode to display in server browser and in-game. |
gamemode_info | string | "Mine or steal gold" | Additional info to be displayed in server browser and in-game during warm-up time. |
match_time_formula_a | u8 | 0 | Determines match time based on the formula m*(a*sqrt(b*x)) where x = number of players in team, m = map size 0.8<=m<=1.2 |
match_time_formula_b | u8 | 0 | Determines match time based on the formula m*(a*sqrt(b*x)) where x = number of players in team, m = map size 0.8<=m<=1.2 |
match_time_override | s16 | 0 | Length of game in minutes. Overrides match_time_formula if set to non-0. |
daycycle_speed | u16 | 0 | Amount of minutes full cycle of day / night. *Gold servers only. |
daycycle_start | f32 | 0.5 | Day/Night cycle position at start of match. 0.5 = noon. 0/1 = midnight. *Gold servers only. Values of the order 0.01 work. |
timepassed_teamwin | s8 | -1 | Defines which team wins when time-limit is reached. -1 means no team wins, draw occurs. 0 for Blue, 1 for Red. |
break_time | u16 | 0 | Defines warm-up time in minutes as a multiple of current players. |
break_time_static | s16 | -1 | Warm-up time in minutes. Overrides break_time. |
minimum_players_inteam | s8 | -1 | Amount of players on each team needed to start match. -1 to always start when a player joins. |
autoassign_teams | bool | false | Distributes players evenly amongst teams when connecting. |
autoassign_classes | bool | false | Assigns players a class when connecting based on current class distribution. |
do_ingame_autobalance | bool | true | Periodically reassigns player teams during match, if the teams become unbalanced. |
autobalance_tolerance | f32 | 0.15 | Percentage of team balance that will be tolerated by do_ingame_autobalance. Higher makes for a more tolerant balancer. |
red_team_size_ratio | f32 | 1.0 | Allows team 2 player-count to be disproportionate to team 1 by a defined factor. Higher increases disproportion. |
swap_team_cooldown | s32 | 1800 | Amount of time required to pass before player can swap teams (value / 30 = seconds). |
balance_teams_on_nextmap | bool | true | Distributes players when starting a new match based on their kills. |
playerrespawn_seconds | float | 3.0 | Amount of seconds to wait before respawning dead player. |
nearspawn_multiplier | float | 3.0 | Value multiplies playerrespawn_seconds if player dies near their spawn. |
death_points | s16 | 0 | Amount that player score should be changed upon death (usually negative). |
kill_points | s16 | 0 | Amount that player score should be changed upon killing something (player / ai). |
selfkill_points | s16 | 0 | Amount that player score should be changed upon killing oneself (usually negative). |
attackdamage_modifier | float | 0.5 | Base value for calculating damage increments. Set higher for more damage! |
falldamage_modifier | float | 1.0 | Multiplies base fall damage value. Set to 0.0 for no fall damage. |
falldamage_threshold | float | 7.0 | Speed threshold to get stunned (not damaged) from a fall. Smaller value = lower speed. |
falldamage_constant | float | 5.0 | Speed needed to get damaged from a fall. Smaller value = lower speed. |
friendlydamage_modifier | float | 0.0 | Multiplies base damage value when attacking player on same team (0 = no team damage). |
map_indestructible | bool | false | Makes the map immune to almost all damage if true. Currently does not work as of build 590. |
map_bedrock_indestructible | bool | false | Makes bedrock tiles immune to all damage if true |
builder_hit_damage | float | 0.5 | Damage done by builders on hit. |
knight_jab_damage | float | 1.0 | Damage done by knights when jabbing |
knight_slash_damage | float | 1.5 | Damage done by knights when slashing |
stomp_vel | float | Sets to falldamage_constant if not set | The velocity at which an actor can stomp another. Set to 0 to prevent stomp damage. |
stomp_weak_damage | float | 1.0 | Damage done when weakly stomping, and damage taken by the stomper when strongly stomping someone. |
stomp_strong_damage | float | 2.0 | Damage when strongly stomping. |
wall_hit_damage | bool | false | Toggles application of fall damage when player slams into a wall at a high velocity. |
support_factor | s32 | 24 | The total support given by structures (-> larger numbers = more skybridges) |
support_added_vertical | s32 | 1 | The amount of support gained vertically. |
support_cost_ladder | s32 | 8 | The amount of support taken by a ladder horizontallly |
support_cost_bridge | s32 | 4 | The amount of support taken by a bridge horizontallly. |
support_cost_castle | s32 | 4 | The amount of support taken by a castle block horizontallly. |
support_cost_wood | s32 | 3 | The amount of support taken by a wood block horizontallly |
no_shadowing | bool | false / true | Toggles darkness/shadows. *Gold servers only. |
build_speed | s16 | 8 | Limits placement of blocks based on time passed. Smaller value = faster action. Note: Changing this will cause hacking warnings and kicks. |
builder_hitspeed | s16 | 14 | Base value which determines attack / gather rate. Varies according to target type that's being 'hit'. Smaller value = faster action. |
knight_drawtime | s16 | 1 | The amount of time slashes take to charge for a knight. |
knight_maxthrow | s16 | 120 | Unknown. |
knight_maxpower | s16 | 28 | Unknown. |
knight_speed | s16 | 13 | Base value which determines attack / gather rate. Varies according to target type that's being 'hit'. Smaller value = faster action. |
shield_stomp_velocity | float | 5.25 | Minimum velocity that is needed to initiate a 'shield-stomp'. |
max_bombs | s16 | 3 | Maximum amount of bombs that can be carried by a player. |
build_arrow_speed | s16 | 25 | Rate at which arrows are created when gathering from trees. Smaller value = faster action. |
archer_dig_speed | s16 | 30 | Rate that archers can 'dig' through 'dirt' tiles. Smaller value = faster action. |
archer_drawtime | s16 | 19 | Required delay before player is able to shoot. |
sword_knockdown | s16 | 12 | Amount of time victim is stunned after a successful 'slash'. |
small_sword_knockdown | s16 | 0 | Amount of time victim is stunned after being 'jabbed'. |
arrow_knockdown | s16 | 0 | Amount of time victim is stunned after an uncharged arrow attack. |
charged_arrow_knockdown | s16 | 12 | Amount of time victim is stunned after an fully-charged arrow attack. |
resupply_time | s16 | 180 | Amount of time you can swap classes and still get proper materials on the tent. Stepping off tent cancels it. |
knight_reset_timer_on_hit | bool | false | If true, sets knights "attack" charge to reset when they are hit. |
archer_maxpower | s16 | 66 | Determines amount of time required to charge arrow shots. Smaller value = faster action. |
archer_nodamage_vel | float | 1.0 | Minimum arrow velocity required for to apply damage to target. |
archer_max_vel | float | 15.0 | Maximum velocity an arrow can achieve when fully charged. Also determines arrow travel distance. |
archer_slow_arrow_damage | float | 0.5 | Amount of damage dealt when arrow is traveling slowly. Based on attackdamage_modifier. |
archer_normal_arrow_damage | float | 1.0 | Amount of damage dealt when arrow is traveling at a medium pace. Based on attackdamage_modifier. |
archer_charged_arrow_damage | float | 1.5 | Amount of damage dealt when arrow is traveling at at it's fastest pace. Based on attackdamage_modifier. |
archer_shoot_arrow_ondeath | bool | false | Allows a dying archer to release a previously charged arrow upon death. |
min_shieldbash_horiz_vel | float | 1.15 | Minimum horizontal velocity required to apply shield-bash stun to victim where 1 = running speed. |
max_shieldbash_push | float | 3.5 | Maximum velocity applied to victim after being successfully shield bashed where 1 = running speed. |
shieldbash_push_factor | float | 2.0 | The amount that a shieldbash pushes. |
shieldbash_uppysidey_ratio | float | 0.5 | The angle of the push, between 0 (all up) and 1 (all side) (I think) |
shieldbash_knockdown | s16 | 5 | Amount of time victim is stunned after being successfully shield bashed. |
clientside_shieldbash | bool | false | Toggles whether shield bash happens on client or on server. Leave at server; changing to client can cause issues. |
can_shieldbash | bool | false | Toggles the shield bash ability. |
collide_when_crouching | bool | false | Toggles entity collisions when player is in crouched position. If false, entities can walk past crouched players. |
can_glide_when_bombjumping | bool | true | Toggles ability to shield glide after successfully bomb jumping. |
bomb_jump_scale | f32 | 1 | Scales the base "jump" velocity when bomb jumping. |
mapresource_thickstone | u8 | 4 | Amount of stone given to player per hit when gathering from 'thick stone' tiles. |
mapresource_stone | u8 | 2 | Amount of stone given to player per hit when gathering from 'stone' tiles. |
mapresource_tree | u8 | 6 | Amount of wood given to player per hit when gathering from 'tree' tiles. |
mapresource_arrow | u8 | 1 | Amount of arrows given to player (archer) per hit when gathering from 'tree' tiles. |
mapresource_gold | u8 | 2 | Amount of gold given to player per hit when gathering from 'gold' tiles. |
unlimited_resources | bool | false | Toggles inventory reduction of materials from player when placing tiles. |
unlimited_ammo | bool | false | Toggles inventory reduction of arrows and bombs from player. |
switch_teams_onrestart | bool | false | Automatically swaps all players team association when a new match starts. |
new_sacks_in_tent | bool | true | Makes tents not give resources during warm up according to resource_warmup at builder.cfg, knight.cfg, archer.cfg. This variable could be read as “tent_doens't_give_resources_during_warmup”. Also if set to yes, resource_default at builder.cfg, knight.cfg, archer.cfg will have no effect. |
heart_fallout_probability | u8 | 2 | Toggles hearts appearing when a player dies. 0 - no hearts; 1 - every death; 2.. - randomly probability of 2... |
flags_count | u8 | 0 | Amount of flags that spawn at tent for each team. Never set to more than 1. |
flags_score | u8 | 1 | Amount of score given to a team when an enemy flag is successfully captured. (doesn’t work) |
flags_respawn | bool | false | Respawns flag to spawn point if it exits the battlefield. |
flags_return | bool | false | Returns flag to spawn point of touched by a friendly player. |
spawn_tent_onstart | bool | true | Spawns a tent, with flag, at points defined by map (and map generators). |
restartmap_onlastplayer_disconnect | bool | true | Starts a new match when there are no players on server. |
nocollapsing_nearspawn | bool | true | Toggles the prevention of tiles surrounding spawn-point being broken by a 'friendly' player (same team). AKA Anti-grief. |
mirrormap | bool | true | Toggles horizontal reflection of the left side of a generated map. |
coins_death_drop_percentage | u8 | 20 | Amount of coins a player will drop upon death, as a percentage of total. |
coins_damage_enemy | u8 | 5 | Amount of coins player will receive when player attacks an enemy successfully. |
coins_build_percentage | u8 | 20 | Amount of coins given to player when placing tiles based on percentage of material used. |
room_config | string | "Entities/Rooms/CTF_Room.cfg" | Reference to the configuration file that defines workshops and their functions. |
zombie_portal_config | string | Reference to the configuration file that defines zombie portals (spawners). | |
party_mode | bool | false | Enables migrants and functionality for followers. Overrides unit-count variables. |
warmup_barrier | bool | true | Enables one barrier from ⅓ to ⅔ of map that prevents movement during warmup. |