Gamemode.cfg
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Revision as of 15:55, 8 January 2013 by Splittingred (Talk | contribs)
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.
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_indestructible = yes 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):
teams = Rules/MODE/team1.cfg;
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. |
Variable: break_time Type: u16 Default Value: 0 Description: Defines warm-up time in minutes as a multiple of current players. Variable: break_time_static Type: s16 Default Value: -1 Description: Warm-up time in minutes. Overrides break_time. Variable: minimum_players_inteam Type: s8 Default Value: -1 Description: Amount of players on each team needed to start match. Type: bool Variable: autoassign_teams Default Value: false Description: Distributes players evenly amongst teams when connecting. Type: bool Variable: autoassign_classes Default Value: false Description: Assigns players a class when connecting based on current class distribution. Type: bool Variable: autoassign_inventory Default Value: false Description: ??? Type: bool Variable: do_ingame_autobalance Default Value: true Description: Periodically reassigns player teams during match. Variable: autobalance_tolerance Type: f32 Default Value: 0.15 Description: Percentage of team balance that will be tolerated by do_ingame_autobalance. Variable: red_team_size_ratio Type: f32 Default Value: 1.0 Description: Allows team 2 player-count to be disproportionate to team 1 by a defined factor. Variable: swap_team_cooldown Type: s32 Default Value: 1800 Description: Amount of time required to pass before player can swap teams (value / 30 = seconds). Variable: balance_teams_on_nextmap Type: bool Default Value: true Description: Distributes players when starting a new match based on their kills. Variable: playerrespawn_seconds Type: float Default Value: 3.0 Description: Amount of seconds to wait before respawning dead player. Variable: nearspawn_multiplier Type: float Default Value: 3.0 Description: Value multiplies playerrespawn_seconds if player dies near their spawn. Variable: death_points: Type: s16 Default Value: None Description: Amount that player score should be changed upon death (usually negative). Variable: kill_points Type: s16 Default Value: None Description: Amount that player score should be changed upon killing something (player / ai). Variable: selfkill_points Type: s16 Default Value: None Description: Amount that player score should be changed upon killing oneself (usually negative). Type: float Variable: attackdamage_modifier Default Value: 0.5 Description: Base value for calculating damage increments. Variable: falldamage_modifier Type: float Default Value: 1.0 Description: Multiplies base fall damage value. Variable: falldamage_threshold Type: float Default Value: 7.0 Description: Speed threshold to get stunned (not damaged) from a fall. Smaller value = lower speed. Variable: falldamage_constant Type: float Default Value: 5.0 Description: Speed needed to get damaged from a fall. Smaller value = lower speed. Variable: friendlydamage_modifier Type: float Default Value: 0.0 Description: Multiplies base damage value when attacking player on same team (0 = no team damage). Variable: map_indestructible Type: bool Default Value: false Description: Makes the map immune to almost all damage if true Variable: map_bedrock_indestructible Type: bool Default Value: false Description: Makes bedrock tiles immune to almost all damage if true Variable: builder_hit_damage Type: float Default Value: 0.5 Description: Damage done by builders on hit Variable: knight_jab_damage Type: float Default Value: 1.0 Description: Damage done by knights when jabbing Variable: knight_slash_damage Type: float Default Value: 1.5 Description: Damage done by knights when slashing Variable: stomp_vel Type: float Default Value: falldamage_constant Description: The velocity at which an actor can stomp another Variable: stomp_weak_damage Type: float Default Value: 1.0 Description: Damage done when weakly stomping, and damage taken by the stomper when strongly stomping someone. Variable: stomp_strong_damage Type: float Default Value: 2.0 Description: Damage when strongly stomping. Variable: wall_hit_damage Type: bool Default Value: false Description: Toggles application of fall damage when player impacts a wall. Variable: support_factor Type: s32 Default Value: 24 Description: The total support given by structures (-> larger numbers = more skybridges) Variable: support_added_vertical Type: s32 Default Value: 1 Description: The amount of support gained verticaly Variable: support_cost_ladder Type: s32 Default Value: 8 Description: The amount of support taken by a ladder horizontallly Variable: support_cost_bridge Type: s32 Default Value: 4 Description: The amount of support taken by a bridge horizontallly Variable: support_cost_castle Type: s32 Default Value: 4 Description: The amount of support taken by a castle block horizontallly Variable: support_cost_wood Type: s32 Default Value: 3 Description: The amount of support taken by a wood block horizontallly Variable: no_shadowing Type: bool Default Value: false / true Description: Toggles darkness/shadows. *Gold servers only. Variable: build_speed Type: s16 Default Value: 8 Description: Limits placement of blocks based on time passed. Smaller value = faster action. Variable: builder_hitspeed Type: s16 Default Value: 14 Description: Base value which determines attack / gather rate. Varies according to target type that's being 'hit'. Smaller value = faster action. Variable: knight_drawtime Type: s16 Default Value: 1 Description: ??? Variable: knight_maxthrow Type: s16 Default Value: 120 Description: Limits ??? of bombs thrown Variable: knight_maxpower Type: s16 Default Value: 28 Description: Limits ??? of bombs thrown Variable: knight_speed Type: s16 Default Value: 13 Description: Base value which determines attack / gather rate. Varies according to target type that's being 'hit'. Smaller value = faster action. Variable: shield_stomp_velocity Type: float Default Value: 5.25 Description: Minimum velocity that is needed to initiate a 'shield-stomp'. Variable: max_bombs Type: s16 Default Value: 3 Description: Maximum amount of bombs that can be carried by a player. Variable: build_arrow_speed Type: s16 Default Value: 25 Description: Rate at which arrows are created when gathering from trees. Smaller value = faster action. Variable: archer_dig_speed Type: s16 Default Value: 30 Description: Rate that archers can 'dig' through 'dirt' tiles. Smaller value = faster action. Variable: archer_drawtime Type: s16 Default Value: 19 Description: Required delay before player is able to shoot. Variable: sword_knockdown Type: s16 Default Value: 12 Description: Amount of time victim is stunned after a successful 'slash'. Variable: small_sword_knockdown Type: s16 Default Value: 0 Description: Amount of time victim is stunned after being 'jabbed'. Variable: arrow_knockdown Type: s16 Default Value: 0 Description: Amount of time victim is stunned after an uncharged arrow attack. Variable: charged_arrow_knockdown Type: s16 Default Value: 12 Description: Amount of time victim is stunned after an fully-charged arrow attack. Variable: resupply_time Type: s16 Default Value: 180 Description: Amount of time you can swap classes and still get proper materials on the tent. Stepping off tent cancels it. Variable: knight_reset_timer_on_hit Type: bool Default Value: false Description: For raron, sets knights "attack" charge to reset when they are hit. Variable: archer_maxpower Type: s16 Default Value: 66 Description: Determines amount of time required to charge arrow shots. Smaller value = faster action. Variable: archer_nodamage_vel Type: float Default Value: 1.0 Description: Minimum arrow velocity required for to apply damage to target. Variable: archer_max_vel Type: float Default Value: 15.0 Description: Maximum velocity an arrow can achieve when fully charged. Also determines arrow travel distance. Variable: archer_slow_arrow_damage Type: float Default Value: 0.5 Description: Amount of damage dealt when arrow is traveling slowly. Based on attackdamage_modifier. Variable: archer_normal_arrow_damage Type: float Default Value: 1.0 Description: Amount of damage dealt when arrow is traveling at a medium pace. Based on attackdamage_modifier. Variable: archer_charged_arrow_damage Type: float Default Value: 1.5 Description: Amount of damage dealt when arrow is traveling at at it's fastest pace. Based on attackdamage_modifier. Variable: archer_shoot_arrow_ondeath Type: bool Default Value: false Description: Allows a dying archer to release a previously charged arrow upon death. Variable: min_shieldbash_horiz_vel Type: float Default Value: 1.15 Description: Minimum horizontal velocity required to apply shield-bash stun to victim where 1 = running speed. Variable: max_shieldbash_push Type: float Default Value: 3.5 Description: Maximum velocity applied to victim after being successfully shield bashed where 1 = running speed. Variable: shieldbash_push_factor Type: float Default Value: 2.0 Description: The amount that a shieldbash pushes. Variable: shieldbash_uppysidey_ratio Type: float Default Value: 0.5 Description: The angle of the push, between 0 (all up) and 1 (all side) (I think) Variable: shieldbash_knockdown Type: s16 Default Value: 5 Description: Amount of time victim is stunned after being successfully shield bashed. Variable: clientside_shieldbash Type: bool Default Value: false Description: Toggles whether shield bash happens on client or on server. Variable: can_shieldbash Type: bool Default Value: false Description: Toggles the shield bash ability. Variable: collide_when_crouching Type: bool Default Value: false Description: Toggles entity collisions when player is in crouched position. Variable: can_glide_when_bombjumping Type: bool Default Value: None Description: Toggles ability to shield glide after successfully bomb jumping. Variable: bomb_jump_scale Type: f32 Default Value: None Description: Scales the base "jump" velocity when bomb jumping. Variable: mapresource_thickstone Type: u8 Default Value: 4 Description: Amount of stone given to player per hit when gathering from 'thick stone' tiles. Variable: mapresource_stone Type: u8 Default Value: 2 Description: Amount of stone given to player per hit when gathering from 'stone' tiles. Variable: mapresource_tree Type: u8 Default Value: 6 Description: Amount of wood given to player per hit when gathering from 'tree' tiles. Variable: mapresource_arrow Type: u8 Default Value: 1 Description: Amount of arrows given to player (archer) per hit when gathering from 'tree' tiles. Variable: mapresource_gold Type: u8 Default Value: 2 Description: Amount of gold given to player per hit when gathering from 'gold' tiles. Variable: unlimited_resources Type: bool Default Value: false Description: Toggles inventory reduction of materials from player when placing tiles. Variable: unlimited_ammo Type: bool Default Value: false Description: Toggles inventory reduction of arrows and bombs from player. Variable: force_weightclass Type: u8 Default Value: 0 Description: ??? not implemented? Variable: fog_of_war Type: u8 Default Value: None Description: ??? definitely not implemented... Variable: auto_bots Type: bool Default Value: None Description: ??? needs testing Variable: switch_teams_onrestart Type: bool Default Value: None Description: Automatically swaps all players team association when a new match starts. Variable: new_sacks_in_tent Type: bool Default Value: yes Description: 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. Variable: sacks_count Type: u8 Default Value: None Description: ??? no longer valid? Variable: gold_score_percentage Type: u8 Default Value: 0 Description: ??? no longer valid? Variable: heart_fallout_probability Type: u8 Default Value: None Description: Toggles hearts appearing when a player dies. 0 - no hearts; 1 - every death; 2.. - randomly probability of 2... Variable: flags_count Type: u8 Default Value: 0 Description: Amount of flags that spawn at tent for each team. Variable: flags_score Type: u8 Default Value: 1 Description: Amount of score given to a team when an enemy flag is successfully captured. (doesn’t work) Variable: flags_respawn Type: bool Default Value: false Description: respawns flag to spawn point if it exits the battlefield. Variable: flags_return Type: bool Default Value: false Description: Returns flag to spawn point of touched by a friendly player. Variable: spawn_tent_onstart Type: bool Default Value: true Description: Spawns a tent, with flag, at points defined by map (and map generators). Variable: restartmap_onlastplayer_disconnect Type: bool Default Value: true Description: Starts a new match when there are no players on server. Variable: nocollapsing_nearspawn Type: bool Default Value: true Description: Toggles the prevention of tiles surrounding spawn-point being broken by a 'friendly' player (same team). AKA Anti-grief. Variable: mirrormap Type: bool Default Value: true Description: Toggles horizontal reflection of the left side of a generated map. Variable: coins_death_drop_percentage Type: u8 Default Value: 20 Description: Amount of coins a player will drop upon death, as a percentage of total. Variable: coins_damage_enemy Type: u8 Default Value: 5 Description: Amount of coins player will receive when player attacks an enemy successfully. Variable: coins_build_percentage Type: u8 Default Value: 20 Description: Amount of coins given to player when placing tiles based on percentage of material used. Variable: coins_bomb_cost Type: u8 Default Value: 20 Description: Amount of coins required and deducted from player when purchasing a bomb from a workshop. (not in use anymore, price set on “room_config” file) Variable: coins_arrows_cost Type: u8 Default Value: 1 Description: Amount of coins required and deducted from player when purchasing an arrow from a workshop. (not in use anymore, refer to price set on “room_config” file) Variable: coins_heal_cost Type: u8 Default Value: 5 Description: Amount of coins required and deducted from player when being healed at a workshop. (not in use anymore, price set on “room_config” file) Variable: room_config Type: string Default Value: "Entities/Rooms/CTF_Room.cfg" Description: Reference to the configuration file that defines workshops and their functions. Variable: zombie_portal_config Type: string Default Value: "" Description: Reference to the configuration file that defines zombie portals (spawners). Variable: party_mode Type: bool Default Value: false Description: Enables migrants and functionality for followers. Overrides unit-count variables. Variable: warmup_barrier Type: bool Default Value: true Description: Enables one barrier from ⅓ to ⅔ of map that prevents movement during warmup.