;
; This is the config file for the q2admin dll.
; (c) 1998 Shane Powell 
;
; The q2admin.txt is first read from the quake2 directory and then from the mod 
; directory.
;


;
; Enable/disable main zbot detection.
;
zbotdetect  "Yes"

;
; Quake2 Client Admin password.
; To enable uncomment and change the password to something else.
;
;adminpassword "secret"

;
; Only for use in windows.
; This tells the q2admin dll that it is running in the quake2 directory (or the release 
; directory for v3.20+).  When set to 'No' the dll is being loaded from the mod directory
; like the linux / solaris versions. For win32 the old mod dll must be called 
; 'gamex86.real.dll' for this to work.
;
quake2dirsupport "Yes"

;
; MOTD file to display at client connect (and also happens on level changed as well) 
; For the console versions of the command, if you don't supply
; a filename, the MOTD is cleared. If you do the MOTD is loaded.
; NOTE: by default the MOTD is read from the quake2 directory.
; If you want to use a mod motd you must supply the directory 
; name. e.g. sv !setmotd "ctf/mymotd.txt"
;
setmotd ""


;
; Once a zbot is detected, how long to wait before actioning it.
; -1 will generate a random timeout between 5 seconds to 5 seconds + randomwaitreporttime seconds.
;
zbotdetectactivetimeout "0"

;
; When zbotdetectactivetimeout is -1 this value is used to genterate a random time between 
; 5 seconds to 5 seconds + randomwaitreporttime seconds.
; e.g. 55 means 5 seconds to 60 seconds
;
randomwaitreporttime "55"

;
; ZBOT backup detector timeout in seconds. 5 is the min but 60 seconds is good for the internet.
; You shouldn't need to touch this value at all. Mainly used for internal development testing.
;
clientsidetimeout "30"

;
; Disconnect a zbot user when detected.
;
disconnectuser "Yes"


;
; Display user is a zbot to the rest of the server
;
displayzbotuser "Yes"

;
; Number of times to display the user is using a zbot?
;
numofdisplays "5"

;
; Message to display that the using is using a zbot.
; NOTE: must have 1 and only 1 '%s' in the line
; %s will print the users name
;
zbotuserdisplay "%s is using a client side proxy!!!"

;
; Custom server console command to run on zbot bot detect.
; (run after the log file update)
;
customservercmd ""


;
; Custom client console command to run on zbot bot detect.
; (run after the client messages and before the disconnect)
;
customclientcmd ""


;
; Display when impulses are generated / used 
; This is a future-proof thing that will display messages when impulses are used.  The reason is if
; the zbot person has a zbot hack to get around the "normal" detect this will display when he is 
; sending commands.  Sort of like a back-up method of detecting zbot users.  The only problem is that
; normal clients can generate impulses as well and I don't know if this is for commanding the zbot
; or something that a normal q2 mod uses.  Only 1 q2 mod that I know off uses impulses tho so chances 
; are that it's a abot user.
; 
; zbot impulses:
; - Impulse 169 : toggle menu
; - Impulse 170 : move up (menu)
; - Impulse 171 : move down (menu)
; - Impulse 172 : increase item (menu)
; - Impulse 173 : decrease item (menu)
; - Impulse 174 : toggles bot on/off 
; - Impulse 175 : toggles scanner display
;
; Note: I display a message when ANY impulse is used just to be safe...
;
displayimpulses "Yes"


;
; Disconnect user if generating a impulse.
;
disconnectuserimpulse "No"


;
; What impulses do we want to kick people on??  disconnectuserimpulse must be set to
; 'Yes' for this to take action.  Commenting this command out will select all impulses.
;
impulsestokickon "169, 170, 171, 172, 173, 174, 175"


;
; Max number of impulses to detect before kicking.
;
maximpulses "1"


;
; Custom client console command that is run when clients 
; connect.
;
customclientcmdconnect ""


;
; Custom server console command that is run when clients 
; connect.  '%c's are replaced by the client number.
; e.g. "sv !stuff cl %c file clientconnect.txt"
;
customservercmdconnect ""

;
; Display name changes so everybody knows someones changed there name...
;
displaynamechange "Yes"

;
; Enable play_team command (may not work %100 with each mod, depends on how the mod teams are implemented).
; Plays a wav file on each person that is in your team.
;
play_team_enable "No"

;
; Enable play_all command.
; Plays a wav file for each person in the game.
;
play_all_enable "No"

;
; Enable play_person command.
; Plays a wav file for 1 person in the game.
;
play_person_enable "No"

;
; Enable say_person command.
; Send a message to 1 person in the game.
;
say_person_enable "No"


;
; Enable say_group_enable command.
; Send a message to a group of people in the game.
;
say_group_enable "No"


;
; Enable the extended say commands.
;
extendedsay_enable "No"


;
; Sets 'set Bot "No Bots" s' on the server. If your getting
; "Info string length exceeded" on the server console, change
; this value to "No".
;
serverinfoenable "Yes"

;
; The default ban message for logging and displaying when someone 
; is banned.
;
defaultbanmsg "You are banned from this server!!!"

;
; The default chat ban message for logging and displaying when someone 
; has typed in a banned word.
;
defaultchatbanmsg "Message banned."

;
; Enable ip banning.  For bans that use both IP and Name, it then just uses the name.
;
ipbanning_enable "No"

;
; Enable nick banning.  For bans that use both IP and Name, it then just uses the IP.
;
nickbanning_enable "No"


;
; Enable chat banning.
;
chatbanning_enable "No"

;
; Sets the maximum cl_maxfps that a client may have.  See readme.txt for how this works and 
; IF you should use it.  Uncomment to enable.
; 
;maxfps "31"

;
; Sets the minimum cl_maxfps that a client may have.  
; 
;minfps "10"

;
; Sets the maximum rate that a client may have.  See readme.txt for how this works and 
; IF you should use it.  Uncomment to enable.
; 
;maxrate "5000"

;
; Sets the minimum rate that a client may have.  See readme.txt for how this works and 
; IF you should use it.  Uncomment to enable.
; 
;minrate "1000"

;
; ban on client connect (YES) or ban on client begin (NO).  When banning on client
; connect the banned player will not use up a client position at all BUT no ban 
; message is displayed.  Ban on client begin will use a player position for the length 
; of the client map load then be kicked.  But client will get a BAN message before
; getting kicked.
;
banonconnect "Yes"


;
; Name changing flood protection so that a name change macro does not flood the server and
; other clients.
; namechangefloodprotect "<number of messages> <in x seconds> <silence in seconds>"
; if <silence in seconds> is 0 then the person is kicked.
; to disable change to:
; namechangefloodprotect "disable"
;
namechangefloodprotect "5 2 10"

;
; Name change flood protection message.
;
namechangefloodprotectmsg "%s change names too many times!"

;
; Kick uses for changing to banned names.  If No the name is not allowed to change.
;
kickonnamechange "No"


;
; Chat flood protection so that a chat macro does not flood the server and
; other clients.
; chatfloodprotect "<number of messages> <in x seconds> <silence in seconds>"
; if <silence in seconds> is 0 then the person is kicked.
;
; e.g. chatfloodprotect "5 2 10"
;
; to disable change to:
; chatfloodprotect "disable"
;
chatfloodprotect "disable"

;
; Name change flood protection message.
;
chatfloodprotectmsg "%s is making to much noise!"


;
; Converts the mod gamemap commands to map commands for when it changes levels.  This forces the
; mod dll to unload / reload.
;
gamemaptomap "No"


;
; Enable the disable of spawn map entities. (q2adminspawn.txt)
;
spawnentities_enable "No"


;
; Enable q2admin vote features (q2adminvote.txt).
;
vote_enable "No"

;
; The client vote command name.
;
clientvotecommand "vote"

;
; Vote timeout in seconds.
;
clientvotetimeout "60"

;
; Count non vote's in the percent calculation.
;
votecountnovotes "Yes"

;
; Percent required for the vote to pass. (1 - 99)
;
votepasspercent "50"

;
; Minimum number of people in the game before allowed to vote on a command.
;
voteminclients "0"

;
; Maximum number of votes allowed in <voteclientmaxvotetimeout> time for one player.
;
; 0 = disabled, i.e. unlimited.
;
voteclientmaxvotes "0"

;
;	Time in seconds allowed for <voteclientmaxvotes> to be cast for one player.
;
; 0 = for whole level.
;
voteclientmaxvotetimeout "0"

;
; The vote remind message time, i.e. every clientremindtimeout seconds the 
; clients are reminded to vote or the stat's of the vote is displayed.
;
clientremindtimeout "10"

;
; Linux ONLY:
;
; Load the linux game so in lazy mod.  The default is NOW which can cause some mod's
; not to load.  The mod's the don't load is because of a problem with the mod itself 
; not q2admin. This switch is meant to be a workaround only...  
; Mod's which don't load under the default switch can crash. (with or without q2admin)
;
soloadlazy "No"


;
; Three variables that control zbotcheck code (zbot movement checking code by
; WhiteFang)
;
zbc_enable "Yes"
zbc_jittermax "4"
zbc_jittertime "10"
zbc_jittermove " 500"


;
; Controls the detection of BW-Proxy and Nitro2/Xania proxies.
;
; 0 - No Detection.  This means they will be detected as zbots.
; 1 - Normal Detection.  This is the most secure method but with some mods 
;     this may not work.
; 2 - Insecure Detection.  This will allow the proxies to connect but
;     it may also allow some types of modified zbot to connect as well.
;     Also settings either proxy_bwproxy or proxy_nitro2 to '2' will 
;     automatically set the other one to '2' as well.
;
proxy_bwproxy "1"
proxy_nitro2 "1"


;
; Controls if clients are allowed to use the console to generate chat messages without the 
; use of a command.  
;
consolechat_disable "No"


;
; Internal q2admin run mode.  Used for debuging / testing.  Please leave at 100 for normal use.
;
; 0    - Pass through layer only.
; 1-99 - Unused for now.
; 100  - Fully featured q2admin.
;
q2adminrunmode "100"


;
; Maximum clients that q2admin can process per frame.
; This is a debugging/internal  value that should not be 
; changed unless told to.
;
maxclientsperframe "100"


;
; q2admin processes messages every x frames.  This is a internal
; testing value and it is not a good idea to change it.
;
framesperprocess "0"


;
; Detects if the client has a hacked timescale quake2.exe
;
timescaledetect "Yes"

;
;	Message that is displayed if the user is detected with a
; hacked timescale exe.
;
timescaleuserdisplay "%s is using a speed cheat quake2!!!"

;
; Skin changing flood protection so that a skin change macro does not flood the server and
; other clients.
; skinchangefloodprotect "<number of skin changes> <in x seconds> <silence in seconds>"
; if <silence in seconds> is 0 then the person is kicked.
; to disable change to:
; skinchangefloodprotect "disable"
;
skinchangefloodprotect "5 2 10"

;
; Skin change flood protection message.
;
skinchangefloodprotectmsg "%s changes skins too many times!"


;
; Enable the disable client commands. (q2admindisable.txt)
;

disablecmds_enable "No"


;
; Enable the cl_pitchspeed change detect
;
cl_pitchspeed_enable "No"

;
; What to do with cl_pitchspeed detect changes?
;
cl_pitchspeed_kick "No"

;
; Display when someone changes the cl_pitchspeed.
;
cl_pitchspeed_display "Yes"


;
; The kick display message.
;
cl_pitchspeed_kickmsg "cl_pitchspeed changes not allowed on this server."


;
; Force client to reconnect to inital connection, bepasses any proxies that may be runnning.
; Please put in the ip address/name and port (if needed) of the server.
;
; e.g. reconnect_address "quake2.games.org.nz:27920"
; or
; e.g. reconnect_address "192.168.1.10"
;
; No address means the feature is disabled.
;
reconnect_address ""


;
; Client must reconnect in X time from the inital connect.  Time in seconds.
;
reconnect_time "20"


;
; This controls how strict the reconnect feature is.
; 0 - very strict (most secure but is the most likely to cause multiple reconnections)
; 1 - less strict (not so secure, this should allow NAT router / internet software proxy
;                  to connect more easily) 
;
reconnect_checklevel "0"


;
; Enables the internal disabling of spawning entities.  For this feature to
; work entity_classname_offset must be set also to the correct value for the
; mod that you are running.  "spawnentities_enable" must also be set to "Yes"
; for this figure to work.
;
spawnentities_internal_enable "No"

;
; The byte offset to the classname pointer in the entity structure. 
; This is required for the internal disable spawn entities feature.
;
; If this figure is wrong q2admin may crash and the internal disable 
; entities feature will not work or the entity create/delete logging 
; feature to work.
;
; Email killerbee to check what the offset is for the mod that you are 
; running.
;
entity_classname_offset "280"


;
; Filters out any non-printable characters from any text being said/printed.
; It only allows characters in the range of 0x20 to 0x7E.
; This may upset some mods printing.
;
filternonprintabletext "No"


;
; Swaps the use of +attack and +use.  This can be useful as if the players have 
; to use +use to fire instead of +attack then it renders the auto-aim proxy 
; unsable. 
;
swap_attack_use "No"


;
; The server lockdown message that connecting users see.
;
lockoutmsg "This server is currently locked"

