Loaded Q3A v0.99 Beta
Server Configuration Documentation

Revision:	2.0 (Updated: 11:32 PM 08/06/00)
Version:	0.99 Beta Release (for both DLL and QVM versions)

Author:		Kevin "Wolverine[CotC]" Fell
Email:		Wolverine@planetquake.com
Website:	http://www.planetquake.com/loaded/

==================================================================
	Contents
	--------

1.	About This Document
2.	Reference List (Flag Values)
3.	General Configuration
4.	Bot Configuration
5.	Message of the Day
6.	Map Rotation
7.	High Scores
8.	Spectator Mode
9.	Voting
10.	Start, Maximum and Item Pickup Values
11.	Teamplay Settings
12.	Item Dropping
13.	The Grappling Hook
14.	Camping Restrictions
15.	Intermission
16.	Item Banning and Replacement
17.	Weapon Refire Rates
18.	Damage Settings
19.	Other Miscellaneous Settings
==================================================================

1. About This Document

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.

==================================================================

2. Reference List

-> Item Flags
   ----------
Each item has been allocated a unique item value which can be used to refer to
an item(s) from a number of cvar's.

   Internal Name		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

-> Vote Flags
   ----------
These flags are used in conjunction with the vote_flags cvar only and are used to
determine what clients can and cannot callvote on your server.

   Internal Name	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

-> Protection Flags
   ----------------
These flags can be used in conjunction with the start_protection_flags cvar only and
determine specific client actions which will prematurely remove/disable the respawn
protection shell.

   Value	Description
   ------------------------
   1		Weapon Fire,
		Excludes fire within the first 1.25 seconds of respawning!
   2		Weapon Pickup
   4		Ammo Pickups
   8		Health Pickup
   16		Armor Pickups
   32		Powerup Pickups
   64		Holdable Pickups

-> Item Drop Flags
These flags can be used in conjunction with the item_dropflags car only and determine
the items which players can and cannot drop.

   Drop Flag		Category	Value
   -------------------------------------------
   IF_WEAPON		Weapons		1
   IF_AMMO		Ammunition	2
   IF_POWERUP		Powerups	4
   IF_CTF_FLAG		CTF Flags	8

==================================================================

3. General Configuration

-> Existing Quake III Settings
   ---------------------------
sv_pure <0|1>
	Disables the ability for possible cheat clients to connect to your server,
	this is done by comparing the file structure on the clients machine with the
	file structure found on the server, if the check fails, automatic downloads
	will attempts to replace any incorrect files, if this also fails, the client is
	kicked. This must be enabled for auto-downloads to take place!
	When enabled, QVM's will be used instead of DLL's
	(Default = 1)

g_gametype <0|1|2|3|4>
	Sets the type of game the server will run.
	0 - FFA
	1 - Tournament (Duels)
	2 - Single Player
	3 - Team Deathmatch
	4 - Capture the Flag
	Loaded Q3A supports all the above game types.
	(Default = 0)

dmflags <value>
	Specifies additional game rules, add values to define multiple rules:
	0 - None
	1 - No Falling Damage
	2 - Fixed FOV
	4 - No Footsteps
	(Default = 0)

g_doWarmup <0|1>
	Specifies if the server will start in warmup mode before starting the game.
	(Default = 0)

g_warmupTime <seconds>
	Specifies the time in seconds the pre-game warmup period will last.
	(Default = 20)

g_speed <value>
	Specifies the speed at which clients move on the server.
	Increase for a faster game.
	(Default = 320)

g_gravity <value>
	Specifies the amount of gravity in the game.
	(Default = 800)

set sv_pure 1
set g_gametype 0
set dmflags 0
set g_doWarmup 0
set g_warmupTime 20
set g_speed 320
set g_gravity 800

-> Loaded Q3A Specific Settings
   ----------------------------
g_fastRestart <0|1>
	Specifies if internal restarts use the new improved method to restart maps,
	0 - Standard map restarts
	1 - Improved method, noticeably MUCH faster and cleaner than the existing method
	(Default = 1)

roundlimit <value>
	Specifies the number of completed rounds (duels) 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. (Tournament Mode Only)
	(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 g_fastRestart 1
set roundlimit 10
set item_deathdrop 1

==================================================================

4. Bot Configuration

-> Existing Quake III Settings
   ---------------------------
bot_enable <0|1>
	Enables\Disables bot initialisation on startup
	(Default = 1)

bot_minplayers <value>
	Specifies the number of bots on the server.
	Bot Players = bot_minplayers - Number of Real Players
	(Default = 0)

set bot_enable 1
set bot_minplayers 0

-> Loaded Q3A Specific Settings
   ----------------------------
bot_grapple <0|1>
	Specifies if bot players are allowed to use the offhand grappling hook.
	NOTE: The extended bot AI (Artificial Intelligence) is still in the early
	stages of development and for some reason doesnt seem to work on all maps, its also
	best not used in CTF mode since it distracts bots from collecting the enemy flag.
	Please enable the hook_offhand and hook_time cvars in conjunction with this setting!
	(Default = 0)

bot_checktime <value>
	Specifies the interval time, in seconds, to check that there are the
	correct number of bots connected to the server.
	Bots will be added/kicked to stay true to the bot_minplayers cvar
	(Default = 10)

set bot_grapple 0
set bot_checktime 10

There is also an added extension to the bot configuration files (bots.txt and all *.bot
files) which enabled you to customise the client-side cg_grapple_style and
cg_grapple_color settings.
Please refer to the included "scripts/bots.txt" file to find out how and the
"Client Configuration.txt" documentation for a description of the cvars. 

==================================================================

5. 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/location), the Modification
(like special features, key bindings etc) or up-coming events (ie. clan match).

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. It can maximum of 10 lines and/or 700 characters
in length.

-> Existing Quake III Settings
   ---------------------------
g_motd <string>
	Contains a string of text to display to clients while their connecting to
	the server.
	(Default = "")
	
set g_motd ""

-> Loaded Q3A Specific Settings
   ----------------------------
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"

==================================================================

6. 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 maplist 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.

Its worth noting that the rotation will not be upset with either a server-side '\map'
command or when clients successfully callvote either the "map" or "nextmap" settings.
In each case, the rotation will allow these settings to take effect and will then pickup
up from where it left off at the next available opportunity (usually the next map).

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 (cvars) listed below. When disabled, the default
	"nextmap" command can be 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. The number of maps successfully
	processed will be printed to the servers console during the servers initialisation.
	(Default = "maps_ffa.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 list file.
	(Default = 0)

maplist_useall <0|1>
	Specifies if all maps queued in the rotation MUST be used before allowing a single
	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 all maps in the rotation fail to meet the required player boundaries the
	next map 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

==================================================================

7. High Scores

The high score feature enables players to view the all-time-greatest quakers 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.
	(Default = 1)

hiscores_dir <filepath>
	Specifies the directory used to load and save the high scores, this allows
	you to separate high scores saved using different server settings, however,
	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 automatically displayed on the clients screen.
	(Default = 8)

hiscores_useDate <0|1>
	Specified if the date of high scores is sent to clients upon request.
	When enabled, the date is sent along with the actual high score data and will
	be displayed on the clients screen as usual. When disabled, high score date's are
	not send to the clients and the "Date" column on the high score table will be
	missing, Ideal if you are running the QVM version since it will eliminate
	"Unknown" score dates.
	(Default = 1 for DLL version, 0 for QVM version)

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 0
set hiscores_intermission_time 8
set hiscores_useDate 1

==================================================================

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,
doors 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 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, clients participating in the game will therefore not become
	distracted by spectating clients.
	(Default = 0)

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

==================================================================

9. Voting

-> Existing Quake III Settings
   ---------------------------
g_allowVote <0|1>
	Enables\Disables the ability for clients to callvote.
	(Default = 1)

set g_allowVote 1

-> Loaded Q3A Specific Settings
   ----------------------------
vote_flags <vote flags>
	Specifies the individual settings which clients can callvote, vote flags (listed
	under the "Reference List" section of this documentation) can be added to declare
	more than one votable setting.
	A value of 0 will diable all callvote commands, g_allowVote must be enabled
	in addition to this to allow callvotes.
	(Default = 1027 (Map + Next Map + Kicks))

vote_time <seconds>
	Specifies the time duration in seconds at which a vote will last before it fails.
	(Default = 30)

vote_minplayers <value>
	Specifies the minimum number of players required in order to issue a callvote.
	A value of 0 means there in no minimum.
	Bot players are not included in this count.
	(Default = 2)

vote_maxplayers <value>
	Specifies the maximum number of players allowed in order to issue a callvote.
	A value of 0 means there is no maximum.
	Bot players are not included in this count.
	(Default = 0)

vote_tries <value>
	Specifies the maximum number of callvotes a single client can make per map,
	once they exceed this value, the client will not be allowed to issue another
	callvote command until the next map has begun.
	A value of 0 means no maximum.
	(Default = 3)

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)

vote_maps_instantchange <0|1>
	Specifies if the game should first precede to an intermission before changing
	map on a successful map callvote.
	(Default = 0)

set vote_flags 1027
set vote_time 30
set vote_minplayers 2
set vote_maxplayers 0
set vote_tries 3
set vote_maps_uselist 1
set vote_maps_instantchange 0

==================================================================

10. Start, Maximum and Item Pickup Values

All item flags are listed in the "Reference List" section of this documentation.

start_spectator <0|1|2>
	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 for the required password)
	0 - Clients respawn straight into the game.
	1 - Start in free-float spectator mode.
	2 - Start in chasecam mode, if there are no available clients to chase,
	    clients start in free-float spectator mode!
	In FFA mode this setting is applied each time a new map begins, otherwise clients 
	start in the mode they were in before the map changed, therefore, teams (etc)
	will remain the same across level loads.
	(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 tick down 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 (ie. if set <= 0), 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.
	When set, and the start_protection_flags cvar contains the flag 32 (Powerup Pickups)
	start_protection will no 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 for 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.
	A value of 0 will disable respawn protection.
	(Default = 5)

start_protection_flags <protection flags>
	Specifies 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 spawned into
	the game.
	Flags can be added to declare multiple event triggers.
	A value fo 0 means only the timer will 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 1.
	(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 instant weapon changing.
	(Default = 200)

set start_spectator 1
set start_health 125
set start_armor 0
set start_weapons 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
set weapon_switchspeed 200

==================================================================

11. Teamplay Setting

These settings are specific to teamplay gametypes and have no effect in non-teamplay games!

-> Existing Quake III Settings
   ---------------------------
g_friendlyFire <0|1>
	Specifies if players on the same team can damage each other.
	(Default = 0)

g_teamForceBalance <0|1>
	Specifies if the server will force teams to be equal.
	0 - Clients can join any team
	1 - Server will not allow clients to join a team that has more players than
	    another team.
	(Default = 0)

g_teamAutoJoin <0|1>
	Specifies if the server will auto join-up players to the team with the
	lowest player count.
	(Default = 0)

set g_friendlyFire 0
set g_teamForceBalance 0
set g_teamAutoJoin 0

-> Loaded Q3A Specific Settings
   ----------------------------
team_forceGrapple <0|1>
	Specifies if client-side grappling hook style and colour settings are forced
	to correspond to their team colour. When enabled, the server will force the
	laser style grappling hook and set the custom colour to that of their team
	color. When disabled, the client-side style and colour settings are applied in
	the usual manner.
	(Default = 1)

team_forceRailColor <0|1>
	Specifies if the client-side rail trail colour setting is forced to correspond
	to their teams colour. When enabled the server will force the colour to that
	of their team colour. When disabled, the client-side colour setting is applied
	in the usual manner.
	(Default = 0)

set team_forceGrapple 1
set team_forceRailColor 0

==================================================================

12. Item Dropping

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_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

==================================================================

13. 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 offhand grappling hook can be 

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...
1 - Add it to the players starting weapons using the start_weapons cvar.
2 - Set it as players initial weapon using the weapon_initial cvar.
3 - Replace it with an existing map item (see section 16, Item Banning and Replacement).

hook_offhand <0|1>
	Enables\Disables the offhand grappling hook. (Bind a key to +button5 to use)
	(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 it 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 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.
	A value of 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

Please refer to section 17 (Weapon Refire Rates) for details on how to customise the
grappling hook re-deployment time and section 18 (Damage Settings) for hook damage
customisation.

Client-side grappling hook customisation, such as the style and colour of the hook can
be found in the "Client Customisation.txt" documentation found in your loaded/docs
directory.

==================================================================

14. Camping Restrictions

camp_check <0|1>
	Enables\Disables client camp checking.
	(Default = 1)

camp_threshold <value>
	Specifies the distance used to determine if a client is camping or not. 
	(Default = 250)

camp_time <seconds>
	Specifies the time interval, after weapon fire to check if the client has
	travelled out of the threshold area. If a client has failed to exceeded the
	threshold, a warning will be issued.
	(Default = 3)

camp_warn <seconds>
	Specifies the warning time in seconds issued to a client after failing the
	camp check. The waning will be removed once the client has moved out of the
	threshold area, if the client fails to move out of the threshold area once the
	warning time is up, they will be killed.
	(Default = 3)

set camp_check 1
set camp_threshold 250
set camp_time 3
set camp_warn 3

==================================================================

15. Intermission

intermission_min <seconds>
	Specifies the minimum time (in seconds) that the intermission can 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.
	A value of 0 means there is no limit.
	(Default = 16)

intermission_sound <filepath>
	Specifies a sound file (*.wav) to play to all clients during the intermission.
	Version 0.99 beta has the added ability to play both mono and stereo *.wav files.
	Wave files are commonly located in either you "sound" or "music" directories.
	(Default = "music/win.wav")

set intermission_min 8
set intermission_max 16
set intermission_sound "music/win.wav"

==================================================================

16. 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.

All item flags are listed in the "Reference List" section of this documentation.

spawn_*_all <item flag>
	Specifies a single item to spawn in place of all the other items in its category.
	When set to 0, the individual spawn settings are used.
	A negative value will ban all items in its category.
	(Default = 0)

spawn_* <item flag>
	Specifies the item to spawn in place of this item.
	(Default = Normal Q3A Defaults)

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

==================================================================

17. Weapon Refire 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, in milliseconds, between weapon fire.
	(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

==================================================================

18. 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 daamge_shotgun_spread 700
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
set damage_lava 30
set damage_slime 10

==================================================================

19. Other Miscellaneous Settings

client_jumpVelocity <value>
	Specifies the speed at which clients jump off the ground, the larger the
	value, the higher the jump.
	(Default = 270)

client_waterTime <seconds>
	Specifies the time, in seconds, that client can remain submerged underwater
	without taking any damage through drowning.
	A negative value means infinate air time.
	(Default = 12)

item_haste_increase <value>
	Specifies the speed increase factor gained from the haste powerup.
	(Default = 1.5)

*_speed <value>
	Specifies an items projection speed
	(Default = Normal Q3A Defaults)

*_timer <seconds>
	Specifies the time, in seconds, that the item will explode after impact.
	(Default = Normal Q3A Default)

set client_jumpVelocity 270
set client_waterTime 12

set grenade_speed 700
set grenade_timer 2.5
set rocket_speed 900
set plasma_speed 2000
set bfg_speed 2000

==================================================================
