// Loaded Q3A Server Configuration Documentation
// =============================================
//
// Version: 0.92 Beta
// 26 April 2000 (TIME STAMP: 12:38 AM 26/04/00)
//
// About this documentation:
// This document is the complete reference to all the new Loaded Q3A configuration
// commands and features. It lists each command and gives detailed information as to
// what the settings do, how they can be used, their default value(s), why they are
// there and their general purpose or usage. For further information, please refer
// to the example configurations included in the download. The latest version of this
// document can be found on our website.
//
// Contact Information:
// Kevin "Wolverine[CotC]" Fell
// Wolverine@planetquake.com
// http://www.planetquake.com/loaded/
//
// Reference Information:
//
// Item Flags:			Name:			Value:
// -----------------------------------------------------------
// IF_NULL			Banned Item		0
// IF_WEAPON_GAUNTLET		Gauntlet		1
// IF_WEAPON_MACHINEGUN		Machinegun		2
// IF_WEAPON_SHOTGUN		Shotgun			4
// IF_WEAPON_GRANADE_LAUNCHER	Grenade Launcher	8
// IF_WEAPON_ROCKET_LAUNCHER	Rocket Launcher		16
// IF_WEAPON_LIGHTNING		Lightning Gun		32
// IF_WEAPON_RAILGUN		Railgun			64
// IF_WEAPON_PLASMAGUN		Plasma Gun		128
// IF_WEAPON_BFG10K		BFG10K			256
// IF_WEAPON_GRAPPLINGHOOK	Grappling Hook		512
// IF_AMMO_BULLETS		Bullets			1024
// IF_AMMO_SHELLS		Shells			2048
// IF_AMMO_GRENADES		Grenades		4096
// IF_AMMO_ROCKETS		Rockets			8192
// IF_AMMO_LIGHTNING		Lightning		16384
// IF_AMMO_SLUGS		Slugs			32768
// IF_AMMO_CELLS		Cells			65536
// IF_AMMO_BFG			BFG Ammo		131072
// IF_HEALTH_SMALL		Green Health		262144
// IF_HEALTH_MEDIUM		Yellow Health		524288
// IF_HEALTH_LARGE		Gold Health		1048576
// IF_HEALTH_MEGA		Mega Health		2097152
// IF_ARMOR_SHARD		Armor Shard		4194304
// IF_ARMOR_COMBAT		Combat Armor		8388608
// IF_ARMOR_HEAVY		Armor			16777216
// IF_ITEM_FLIGHT		Flight			33554432
// IF_ITEM_HASTE		Haste			67108864
// IF_ITEM_REGEN		Regeneration		134217728
// IF_ITEM_BATTLESUIT		Battle Suit		268435456
// IF_ITEM_INVISIBILITY		Invisibility		536870912
// IF_ITEM_QUAD			Quad Damage		1073741824
// IF_HOLDABLE_MEDKIT		Med-Kit			2147483648
// IF_HOLDABLE_TELEPORT		Personal Teleporter	4294967296
//
// Protection Flags:		Value:	Description:
// -------------------------------------------------
// NO_PROTECT_ACTION_FIRE	1	Deactivates shell on weapon fire, this will
//					excludes fire within the first 1.25 seconds of
//					respawning to elimitnate any 'roll-over' fire!.
// NO_PROTECT_PICKUP_WEAPON	2	Deactivates shell on weapon pickup
// NO_PROTECT_PICKUP_AMMO	4	Deactivates shell on ammo pickup
// NO_PROTECT_PICKUP_HEALTH	8	Deactivates shell on health pickup
// NO_PROTECT_PICKUP_ARMOR	16	Deactivates shell on armor pickup
// NO_PROTECT_PICKUP_POWERUP	32	Deactivates shell on powerup pickup
// NO_PROTECT_PICKUP_HOLDABLE	64	Deactivates shell on holdable
//
// Note:
// Although this file is setup using the same format as a normal Q3A configuration
// file it should NOT be used to either start a server or as a template for your
// own configurations due to its huge file size.

// General Server Settings
set sv_hostname "Loaded Q3A Server"
set sv_pure 1

// =============================
// ** NEW LOADED Q3A COMMANDS **
// =============================
//
// =====================
// GENERAL CONFIGURATION
// =====================
//
// roundlimit <value>
//	Specifies the number of completed duels in tournament mode at which the nextmap
//	cvar is activated and the server moves to the next map in the rotation. A value
//	of 0 indicates no limit.
//	(Default = 10)
//
// item_deathdrop <0|1>
//	Enables\Disables item drops upon death. When disabled, no items are dropped
//	when players die, this is commonly used in arena style games that only feature
//	one type of weapon. CTF flags are always dropped for obvious reasons.
//	(Default = 1)

set roundlimit 10
set item_deathdrop 1

//
// ==================
// MESSAGE OF THE DAY
// ==================
//
// The "Message of the Day" (or motd) is generally used to send clients information
// relating to either, the server (like host information), the Modification (like new
// additions, key bindings etc) or up-coming events. This will be displayed on the
// clients screen when they first connect to the server and each time they issue the
// 'motd' (client-side) command. The motd is Q3A 'fun-name' compatible so you can
// apply colour in the same way you would for a colour player name.
// The motd can be a maximum of 10 lines, and a maximum of 700 characters in length.
//
// motd_enable <0|1>
//	Enables\Disables the server's "Message of the Day". Changes made to this setting
//	are tracked and notification will be sent to all connected clients.
//	(Default = 1)
//
// motd_file <file>
//	Specifies a text file (relative to the mod directory) from which the motd
//	will be loaded, this text will be send to clients when they first connect
//	to the server and after each map change.
//	(Default = motd.txt)

set motd_enable 1
set motd_file "motd.txt"

// ============
// MAP ROTATION
// ============
//
// The map rotation system is a powerful feature that allows you to control exactly what
// maps are used, when they are used and how to use them.
// Maps are specified within a "map list" file along with a number of optional variables
// used to tell the rotation system when the map would ideally be best used. On top of
// the individual map configuration, are a number of server variables which can be applied
// to control what the system will consider when selecting the next map.
//
// A configuration file can optionally be specified for each map allowing you to completely
// change the game style and settings on different maps, you could, for instants, run
// a "Rail Arena" on q3dm17, "Rocket Arena" on q3dm6, and so on. There is nothing stopping
// from changing the game type across different maps either, its possible to run a
// combination of an FFA and CTF server, with the game type changing for every other map :-)
//
// The map list file format is explained in each of the included map list files (each have
// the ".lst" file extension), please refer to these for examples on specifying your own
// custom map rotation.
//
// maplist_enable <0|1>
//	Enables\Disables the map rotation system, when enabled, the map rotation system
//	will select the best possible map to use based upon the current state of the
//	server and the arguments (commands) listed below. When the map rotation system
//	is disabled, the default "nextmap" command is used to specify the next map.
//	(Default = 1)
//
// maplist_file <filepath>
//	Specifies the map list file, relative to the mod's working directory, use to
//	load the maps available for use in the rotation system. The number of maps
//	successfully processed will be printed to the servers console during the
//	initialisation.
//	(Default = "maps.lst")
//
// maplist_random <0|1>
//	Specifies if the next map in the rotation should be selected at random, When
//	enabled the next map will be randomly selected from the list, otherwise, maps
//	are selected in the order they are specified in the map list file.
//	(Default = 0)
//
// maplist_useall <0|1>
//	Specifies if all maps queued in the rotation must be used before allowing a
//	map to be re-used, when disabled, maps are selected as usual and are not checked
//	if they have already been selected in the current rotation.
//	(Default = 1)
//
// maplist_usecounts <0|1>
//	Specifies if the next map in rotation should obey specified player limits
//	(or boundaries). When enabled, the rotation system will select the map which fits
//	the specified limits closest based upon the current number of players connected
//	to the server, otherwise any player limits specified in the map list file are
//	ignored by the system.
//	When no maps in the rotation meet the required player boundaries the next map
//	in the specified in the map list will be selected.
//	(Default = 1)
//
// maplist_useconfig <0|1>
//	Specifies if configuration files associated with specific maps should be
//	executed each time a particular map is selected. Specifying configuration files
//	enables you to change certain items on some maps while keeping them at the
//	default settings on other maps.
//	(Default = 1)

set maplist_enable 1
set maplist_file "maps_ffa.lst"
set maplist_random 0
set maplist_useall 1
set maplist_usecounts 1
set maplist_useconfig 1

// ===========
// HIGH SCORES
// ===========
//
// The high score feature enables players to view the all-time-greatest quakers(tm)
// to grace the presents of your server and is compatible in all game modes, when
// there is an active fraglimit high scores are based on players FPH (Frags-Per-Hour),
// otherwise high scores are based on players frag count. High scores files are updated
// and saved once the a game comes to an end (ie. the timelimit is hit).
//
// hiscores_enable <0|1>
//	Enables\Disables server high scores. Changes made to this setting are
//	tracked and notification will be sent to all connected clients.
//
// hiscores_dir <filepath>
//	Specifies the directory used to load and save the high scores, this allows
//	you to use the same high scores across multiple servers, however, its recomended
//	that when running multiple servers, this setting should contain something unique
//	to the server (ie. the port number).
//	The directory will be created if it doesn't already exist!
//	(Default = "hiscores")
//
// hiscores_saveall <0|1>
//	When enabled, all players scores that beat an existing score are merged and
//	saved into the high scores, when disabled only the winning score is saved.
//	(Default = 0)
//
// hiscores_savebots <0|1>
//	Enables\Disables the ability for bots to break high scores, when enabled
//	bot scores are saved in the same way as human players, otherwise bot scores
//	are ignored and therefore not saved.
//	(Default = 0)
//
// hiscores_intermission_time <seconds>
//	Specifies the number of seconds after the intermission started at which the
//	high score table is displayed automatically displayed on the clients.
//	(Default = 8)
//
// ** NOTE **
// Due to the QVM multi-format restrictions out of my control, the high score date
// logging is only available to servers running the DLL version, high scores saved on
// servers using Loaded's qagame.qvm will be recorded "Unknown".
//
// In an attempt to keep high scores genuine as possible, the files system is extremely
// strict, any suspicion that the file has been edited/modified/changed in any way will
// result in all high scores for the map in question being discarded and over-written!

set hiscores_enable 1
set hiscores_dir "hiscores"
set hiscores_saveall 1
set hiscores_savebots 1
set hiscores_intermission_time 8

// ==============
// SPECTATOR MODE
// ==============
//
// The spectator mode enables clients to freely watch a game without actually participating
// themselves. Loaded Q3A introduces a new free-float 'no-clip' spectator mode where
// spectating players have complete freedom of movement enabling them to fly through walls
// and other solid objects. Clients no-longer lose their stats when entering and leaving
// spectator mode meaning their frag count and playing times are always preserved, time spent
// spectating is not included in your connection time so spectating for half a game will not
// effect your FPH rating.
//
// spectator_enable <0|1>
//	Enables\Disables spectator mode, clients can still be placed into spectator mode
//	if there are no free playing spots available on the server (This will happen in
//	Tournament Mode or when g_numGameClient is set below sv_maxClients).
//	(Default = 1)
//
// spectator_password <password>
//	Specifies the password required for clients to become a spectator, if no password
//	is specified the spectator modes are open and no password is required.
//	(Default = "" (No Password Needed))
//
// spectator_health <value>
//	Specifies the minimum health value clients must have in order to enter spectator
//	mode.
//	(Default = 100)
//
// spectator_mute <0|1>
//	Enables\Disables spectator chat in tournament and teamplay game types, when enabled,
//	chat messages from clients in spectator modes are only sent to other spectators meaning
//	clients participating in the game are not distracted by spectators.
//	(Default = 0)

set spectator_enable 1
set spectator_password ""
set spectator_health 100
set spectator_mute 0

// ======
// VOTING
// ======
//
// Vote Flags:		Name:			Value:
// ---------------------------------------------------
// VOTE_DISABLE		Disables Voting		0
// VOTE_GT_FFA		Free-For-All		1
// VOTE_GT_TOURNAMNET	Tournament Mode		2
// VOTE_GT_TEAM		Teamplay		4
// VOTE_GT_CTF		Capture-The-Flag	8
// VOTE_MAP		Instant Map Change	16
// VOTE_NEXTMAP		Next Map in Cycle	32
// VOTE_TIMELIMIT	Time Limit		64
// VOTE_FRAGLIMIT	Frag Limit		128
// VOTE_CAPTURELIMIT	Capture Limit		256
// VOTE_ROUNDLIMIT	Round Limit		512
// VOTE_KICK		Player Kicks		1024
//
// vote_flags <vote flags>
//	Specifies the individual settings which can be voted upon by clients, vote flags
//	can be added to declare multiple votable settings.
//	(Default = 1027 (Map + Next Map + Kicks))
//
// vote_time <seconds>
//	Specifies the time duration in seconds at which a vote will last before it fails.
//	NOTE: I have yet to code this change in the client module meaning they will not be
//	aware of the difference.
//	(Default = 30)
//
// vote_maps_uselist <0|1>
//	When enabled, restricts map voting to maps found in the rotation only, otherwise
//	players can vote for any maps, including one not on the server!
//	(Default = 1)

set g_allowVote 1
set vote_flags 1027
set vote_time 30
set vote_maps_uselist 1

// ==================================================
// START AND MAXIMUM INVENTORY AND ITEM PICKUP VALUES
// ==================================================
//
// 'Item flags' are listed at the top of this documentation, all pack_* settings have
// a minimum value of 0.
//
// start_spectator <0|1>
//	Specifies if new clients start in spectator mode (Remember: Spectator mode need
//	to be enabled for this to take effect. When a spectator password is set, the
//	server will check the clients "spassword" cvar setting for the required password)
//	(Default = 1)
//
// start_health <value>
//	Specifies the amount of health players respawn with. If this value if greater
//	than the maximum health (max_health) value, players will respawn with the start
//	health and their health will reduce its self to the maximum value each second.
//	(Default = 125)
//
// start_armor <value>
//	Specifies the amount of armor players respawn with.
//	(Default = 0)
//
// start_weapons <item flags>
//	Specifies the weapon(s) players respawn with in their inventory. Item flags
//	can to added to declare multiple start weapons, invalid item flags 
//	(ie. non-weapon flags) will be ignored, if no start weapons are set, players
//	are automatically given a gauntlet.
//	(Default = 3 (Gauntlet + Machinegun = 3))
//
// start_items <item flags>
//	Specifies the items players respawn with in their inventory. Valid items are
//	powerups and holdable items, item flags can be added to declare multiple start
//	items, invalid item flags (ie. weapon and ammo flags) will be ignored. This MUST
//	be set to 0 in order for start_protection to take effect.
//	(Default = 0)
//
// start_[ammo type] <value>
//	These specify the quantity of ammunition players have when they respawn. If
//	these values exceed their respective max_* values the max value will be used in
//	place of these values. Negative values can be used to specify infinite ammo for
//	the ammo's respective weapon.
//	(Default = Normal Q3A Defaults)
//
// start_protection <seconds>
//	Specifies the number of seconds players are protected after each respawn,
//	Players with active protection appear with a bright green shell around their
//	character, they cannot take damage and only take 35% of knockback inflicted
//	within the first 2 seconds of respawning. The general purpose is to prevent
//	players being killed or knocked off the edge of a level the instant they respawn.
//	Set this setting to 0 to disable start protection.
//	(Default = 5)
//
// start_protection_flags <protection flags>
//	Specifies the conditions or events which can prematurely deactivate the
//	protection shell before the protection timer runs out. The general idea of
//	respawn protection is to prevent spawn campers from fragging helpless players
//	who have just (re)spawned into the game, once the respawned player has regained
//	their senses the shell should ideally be removed.
//	Using the start protection flags (Refer to the top of this document for listings
//	and descriptions) you can customise the conditions which will prematurely
//	deactivate the protection shell.
//	Flags can be added to declare multiple event triggers, When set to 0, only the
//	timer can deactivate the protection shell.
//	(Default = 51 (Weapon Fire + Pickup Weapon, Armor and Powerup))
//
// max_* <value>
//	These specify the maximum amount of ammunition a player can have in their
//	inventory at any one time.
//	(Default = Normal Q3A Defaults)
//
// pack_weapon_* <value>
//	These specify the quantity of ammunition added to a players inventory when this
//	weapon is initially pickup, if the player already has this weapon in their inventory
//	these setting are ignored and the player existing ammo value will be increased by one.
//	(Default = Normal Q3A Defaults)
//
// pack_[ammo name] <value>
//	These specify the quantity on ammunition added to a players inventory when a
//	particular ammo pack is collected.
//	(Default = Normal Q3A Defaults)
//
// pack_health_* <value>
//	These specify the value at which the players health will be increased by when this
//	item is collected.
//	(Default = Normal Q3A Defaults)
//
// pack_armor_* <value>
//	These specify the value at which the players armor will be increased by when this
//	item is collected.
//	(Default = Normal Q3A Defaults)
//
// pack_item_* <seconds>
//	These specify the time in second each powerup item will last before it expires.
//	(Default = 30)
//
// weapon_initial <item flag>
//	Specifies the selected weapon players have when they respawn. The item flag must
//	be set to a valid weapon item flag, if this flag is either not set or the
//	specified flag is invalid the machinegun will be used. When this weapon is not
//	specified in the start_weapons setting it will automatically be added to the player
//	inventory.
//	(Default = 2 (Machinegun = 2))
//
// weapon_switchspeed <mili-seconds>
//	Specifies the time duration for a weapon to switch from one weapon to another,
//	setting this to 0 will result in an instant weapon change.
//	(Default = 200)

set start_spectator 1
set start_health 125
set start_armor 0
set start_weapons 3		// Gauntlet + Machinegun = 3
set statt_items 0
set start_bullets 100		// Q3A default under CTF is 50 but it must be set manually
set start_shells 0
set start_grenades 0
set start_rockets 0
set start_lightning 0
set start_slugs 0
set start_cells 0
set start_bfgammo 0
set start_protection 5
set start_protection_flags 51

set max_health 100
set max_bullets 200
set max_shells 200
set max_grenades 200
set max_rockets 200
set max_lightning 200
set max_slugs 200
set max_cells 200
set max_bfgammo 200

set pack_weapon_machinegun 40
set pack_weapon_shotgun 10
set pack_weapon_grenadelauncher 10
set pack_weapon_rocketlauncher 10
set pack_weapon_lightning 100
set pack_weapon_railgun 10
set pack_weapon_plasmagun 50
set pack_weapon_bfg 20

set pack_bullets 50
set pack_shells 10
set pack_grenades 5
set pack_rockets 5
set pack_lightning 60
set pack_slugs 10
set pack_cells 30
set pack_bfgammo 15

set pack_health_small 5
set pack_health_medium 25
set pack_health_large 50
set pack_health_mega 100

set pack_armor_shard 5
set pack_armor_combat 50
set pack_armor_heavy 100

set pack_item_flight 30
set pack_item_haste 30
set pack_item_regen 30
set pack_item_battlesuit 30
set pack_item_invis 30
set pack_item_quad 30

set weapon_initial 2		// Machinegun = 2
set weapon_switchspeed 200

// ============
// ITEM DROPING
// ============
//
// The added ability to drop items introduces a whole new side to teamplay allowing
// players to exchange weapons, ammunition, powerups and even CTF flags with fellow
// team members during matches.
// Please refer to Commands.txt found in your loaded/docs directory for information
// on how to drop items during play.
//
// Item Drop Flags:	Category:	Value:
// -------------------------------------------
// IF_WEAPON		Weapons		1
// IF_AMMO		Ammunition	2
// IF_POWERUP		Powerups	4
// IF_CTF_FLAG		CTF Flags	8
//
// item_drop_kill <0|1>
//	Specifies if players who drop items are punished with an automatic suicide kill.
//	(Default = 0)
//
// item_drop_flags <flags>
//	Specifies the item categories which can be dropped by players, add item drop flags
//	to declare multiple categories.
//	(Default = 15 (Weapons + Ammunition + Powerups + CTF Flags))

set item_drop_kill 0
set item_drop_flags 15

// ==================
// THE GRAPPLING HOOK
// ==================
//
// There are two variations of grappling hook available to use, the first is the on-hand
// version included in the original game but was never used, the second is essentially the
// same but offhand meaning it can be used at any time and generally increases the speed
// and pace of the game.
// The grappling hook gives players a greater ability of control and allows them to reach
// previously un-reachable areas on maps, there are a number of ways you can add the
// grappling hook to the game, the offhand hook can simply be enabled using the
// hook_offhand command. To enable the on-hand grappling hook, you can either add it to the
// players starting weapons (start_weapons), set it as players initial weapon
// (weapon_initial) or replace it with an existing map item (see item banning and replacement).
//
// hook_offhand <0|1>
//	Enables\Disables the offhand grappling hook.
//	(Default = 1)
//
// hook_speed <value>
//	Specifies the projection speed of the grappling hook. The higher the value
//	the faster the projection speed.
//	(Default = 1500 (800 in the original game))
//
// hook_sky <0|1>
//	Specifies if the grappling hook can be deployed to sky surfaces, when enabled the
//	hook can attach to the sky in the same way as the can be attached to a wall and other
//	solid objects.
//	(Default = 0)
//
// hook_pullspeed <value>
//	Specifies the speed at which the player will be towed towards the grapple
//	deployment point.
//	(Default = 800)
//
// hook_time <seconds>
//	Specifies the maximum time in seconds that the grappling hook can remain attached to a
//	world items such as walls, the hook will automatically release when a players hook has been
//	active for this length of time. Setting this to 0 will mean that there is no limit.
//	(Default = 3)

set hook_offhand 1
set hook_speed 1500
set hook_sky 0
set hook_pullspeed 800
set hook_time 3

// ============
// INTERMISSION
// ============
//
// intermission_min <seconds>
//	Specifies the minimum time (in seconds) that the intermission point will last.
//	(Default = 8)
//
// intermission_max <seconds>
//	Specifies the maximum time (in seconds) that the intermission point can last,
//	once the intermission has been active for this length of time the server will
//	automatically move all clients to the next level.
//	(Default = 16)
//
// intermission_sound <filepath>
//	Specifies a sound file to play to all clients during the intermission, these
//	file are relative to the 'sound' directory and do not need the file extension.
//	(eg: sounds/misc/nightmare.wav = misc/nightmare)
//	(Default = "misc/nightmare")

set intermission_min 8
set intermission_max 16
set intermission_sound "misc/nightmare"

// ============================
// ITEM BANNING AND REPLACEMENT
// ============================
//
// Item banning and replacement allows you to change the item layout on an
// existing map without making any alterations to the original bsp files.
// The main intention behind this feature is to allow users to remove (ban)
// weapons that dominate certain maps, any item can be replaced by another
// item with no restrictions allowing you to (if you prefer) replace dominant
// items with a more suitable choice, replace all weapons with a stand-alone
// weapon creating an 'arena' or add more a favourable item to the map.
//
// Each item has been allocated its own 'item flag' (listed at the top of this
// documentation) which is used as a reference to each item, the spawn_* settings
// store the item flag of the item that with spawn in place of an item.
//
// These settings will only take effect on map changes.
//
// spawn_*_all <item flag>
//	Specifies a single item to spawn in place of all the other items in its class
//	(category), when set to 0, the individual spawn settings are used.
//	(Default = 0)
//
// spawn_* <item flag>
//	Specifies the item to spawn in place of this item.
//	(Default = All spawn setting are set to their default item flags)

set spawn_weapon_all 0			// When set, all weapons spawn as this item
set spawn_weapon_gauntlet 1		// Gauntlet = 1
set spawn_weapon_machinegun 2		// Machine Gun = 2
set spawn_weapon_shotgun 4		// Shotgun = 4
set spawn_weapon_grenadelauncher 8	// Grenade Launcher = 8
set spawn_weapon_rocketlauncher 16	// Rocket Launcher = 16
set spawn_weapon_lightning 32		// Lightning Gun = 32
set spawn_weapon_railgun 64		// Railgun = 64
set spawn_weapon_plasmagun 128		// Plasma Gun = 128
set spawn_weapon_bfg10k 256		// BFG10K = 256
set spawn_weapon_grapplinghook 512	// Grappling Hook 512

set spawn_ammo_all 0			// When set, all ammo packs spawn as this item
set spawn_ammo_bullets 1024		// Bullets = 1024
set spawn_ammo_shells 2048		// Shells = 2048
set spawn_ammo_grenades 4096		// Grenades = 4096
set spawn_ammo_rockets 8192		// Rockets = 8192
set spawn_ammo_lightning 16384		// Lightning = 16384
set spawn_ammo_slugs 32768		// Slugs = 32768
set spawn_ammo_cells 65536		// Cells = 65536
set spawn_ammo_bfg 131072		// BFG Ammo = 131072

set spawn_health_all 0			// When set, all health packs spawn as this item
set spawn_health_small 262144		// Green Health = 262144
set spawn_health_medium 524288		// Yellow Health = 524288
set spawn_health_large 1048576		// Gold Health = 1048576
set spawn_health_mega 2097152		// Mega Health = 2097152

set spawn_armor_all 0			// When set, all armor will spawn as this item
set spawn_armor_shard 4194304		// Armor Shard = 4194304
set spawn_armor_combat 8388608		// Combat Armor = 8388608
set spawn_armor_heavy 16777216		// Armor = 16777216

set spawn_item_all 0			// When set, all powerups spawn as this item
set spawn_item_flight 33554432		// Flight = 33554432
set spawn_item_haste 67108864		// Haste = 67108864
set spawn_item_regen 134217728		// Regeneration = 134217728
set spawn_item_battlesuit 268435456	// Battle Suit = 268435456
set spawn_item_invisibility 536870912	// invisibility = 536870912
set spawn_item_quad 1073741824		// Quad Damage = 1073741824

set spawn_holdable_medkit 2147483648	// Med-Kit = 2147483648
set spawn_holdable_teleport 4294967296	// Personal Teleport = 4294967296

// ====================
// WEAPON RE-FIRE RATES
// ====================
//
// Weapon re-fire rates control the time interval between weapon fire. Increasing the
// time interval will increase a weapons "rate-of-fire", decreasing will result in an
// increased delay in the weapon re-fire time. 
//
// refire_* <milliseconds>
//	Specifies the time interval between weapon fire. Each setting is specified in
//	milliseconds.
//	(Default = Normal Q3A Defaults)

set refire_gauntlet 400
set refire_machinegun 100
set refire_shotgun 1000
set refire_grenadelauncher 800
set refire_rocketlauncher 800
set refire_lightning 50
set refire_railgun 1500
set refire_plasmagun 100
set refire_bfg10k 200
set refire_grapplinghook 400

// ===============
// DAMAGE SETTINGS
// ===============
//
// Damage values can be configured for personal preference by the server admin. Their
// general purpose and usage is to allow server admins to reduce the power of the more
// dominant weapons and/or increase the effectiveness of the less effective weapons.
// Increasing the values of individual damage settings create 'InstaGib' weapons meaning
// they have the capability to kill their target with a single shot. Each value specifies
// the units of damage inflicted upon the target player/object.
//
// damage_*_factor <value>
//	Specifies the percentage of the damage that will be inflicted on to the client.
//	Example: 50 units of damage are to be inflicted, the damage factor for this
//	event is set to 100. So we will take 100% of the 50 units inflicted.
//	(Default = 100)
//
// damage_*_impact <value>
//	Impact variables specify the damage inflicted on the player/object which took
//	a direct hit.
//	(Default = Normal Q3A Defaults)
//
// damage_*_splash <value>
//	Splash variables specify the damage inflicted on players/objects with-in the
//	items splash area (radius).
//	(Default = Normal Q3A Defaults)
//
// damage_*_radius <value>
//	Specifies the damage area (radius) that players/objects have to be with-in in
//	order to experience splash damage.
//	(Default = Normal Q3A Defaults)

set damage_self_factor 100
set damage_fall_factor 100
set damage_gauntlet 50
set damage_bullet 7		// Q3A default in teamplay is 5 but it must be set manually
set damage_bullet_spread 200
set damage_shotgun 10
set damage_grenade_impact 100
set damage_grenade_splash 100
set damage_grenade_radius 150
set damage_rocket_impact 100
set damage_rocket_splash 100
set damage_rocket_radius 120
set damage_lightning 8
set damage_rail_impact 100
set damage_rail_radius 30
set damage_plasma_impact 20
set damage_plasma_splash 15
set damage_plasma_radius 20
set damage_bfg_impact 100
set damage_bfg_splash 100
set damage_bfg_radius 120
set damage_hook_impact 8

// ==================================
// GENERAL (NOT CATAGORISED) SETTINGS
// ==================================
//
// *_speed <value>
//	Specifies an items projection speed
//	(Default = Normal Q3A Defaults)

set grenade_speed 700
set rocket_speed 900
set plasma_speed 2000
set bfg_speed 2000
