Xania executes the \baseq2\xania.cfg and the \baseq2\xania_alias.cfg every start, where all the settings are saved. Example .cfgs are located in the \xania\ dir. You can edit them manually although use of the integrated menu system with the "Write to Config" feature for the xania.cfg is also possible.
On every start of a map the !map_start alias is executed, and on every map end the !map_end alias, useful for recording every game or making an automatical end-game screenshot (!map_end always has to have a trailing "wait" to work correctly)
Funnames / Easyfont
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Funname/Easyfont usage is the same as in Nitro2 except for the @xyy feature. They work in messages, names, modelnames (xaniam.ini) and centerprintmessages (%.).
#character | this will color the character, e.g. setting your name to "#Redi#x" would result in a green R, then normal (white) edi and a green x |
{} | colors any text between { and } white instead of green in say_team messages, but the message reciever must also use Xania to see it white |
@( | the left end of the regulators used in the quake2 options |
@= | the middle of the regulators used in the quake2 options |
@) | the right end of the regulators used in the quake2 options |
@a | the controller of the regulator |
@< | the left end of the underline |
@- | the middle of the underline |
@> | the right end of the underline |
@. | a green middle dot |
@, | a white middle dot (only in names!) |
@[ | a big green [ |
@] | a big green ] |
@_ | a space sign, use it instead of the normal space between grafical characters |
@b | a filled green block |
@c | a filled green arrow pointing to the right |
@\ | everything in the message before the $\ will be deleted (even your name) |
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Menu
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Xania has a comfortable built-in menu. You can use it as an easy way to configure Xania. Set it up the way you want, then save your settings to the xania.cfg so they will be used every time with the "Write to Config" feature in the "CFG" submenu.
Navigate through it just like the Battleground, Lithium or CTF menu - by using your inventory keys (invnext, invprev, invuse). Activate the menu by typing or binding ".menu".
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Commands - Proxy
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All Commands can be either directly passed to Xania with the Q2 console in-game or through CFG files using "say .command"
short | long | explanation |
.info | .info | replys the version number as an echo |
.echo [on/off] | .echo [on/off] | determines whether replys are printed after commands |
.mod [on/off] | .modified [on/off] | (de)activates the reply to p_modified proxy querys. Useful when playing on FFA servers |
.cl [on/off] | .clock [on/off] | (de)activates the display of a simple clock at the in .clp set up coordinates |
.clp [xpos,ypos] | .clockpos [xpos,ypos] | sets up the location of the clock if enabled with ".cl". x0 and y0 (=.clp 0,0) would display it on the top left hand side |
.clm [high/low] | .clockmode [high/low] | sets up the color of the clock, either in highchars (=green) or in lowchars (=white) |
.id [on/off] | .id [on/off] | (de)activates identifcation if you point at a player |
.idp [xpos,ypos] | .idpos [xpos,ypos] | sets up the location of the identification display if enabled with ".id". x0 and y0 (=.idp 0,0) would display it on the top left hand side |
.idm [high/low] | .idmode [high/low] | sets up the color of the identification display, either in highchars (=green) or in lowchars (=white) |
.r [name] | .record [name] | record a demo. You can use it e.g. in your !map_start alias to record every game you play. The name can include the following %-tags that will be replaced: %h= hostname of the server, %d= date formatted as [DD MM YY], %t= time foramtted as [HHMM] (no spaces), %m= short map name (q2dm1), %M= long map name (The Edge) |
.ar [on/off] | .autorecord [on/off] | (de)activates the demo-autorecording feature. This only works in the Battleground MOD so you should switch to .r in combination with !map_start. Demos are saved in the format : "[date]_yourname_yourteamname_enemyteamname_mapname.dm2" |
.ae [on/off] | .autoexecute [on/off] | (de)activates the automatic execution of map-specific-cfg files (e.g. q2dm1.cfg, ztn2dm3.cfg) |
.am [on/off] | .allowmisc [on/off] | determines whether all incoming %tags (%., %!, %s, %S) are being processed |
.mc [on/off] | .messagecommands [on/off] | determines whether all incoming AND outgoing % tags (%l, %h ect.) are being processed or directly parsed to the server |
.log [filename/off] | .log [filename/off] | lets xania log the quake2 console outputs to [filename] located in your quake2dir at \logs or the path you set up in the xania.ini. If the log already exists Xania will append to it. To stop logging use .log off |
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Commands - Filter
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short | long | explanation |
.trails [on/off] | .trails [on/off] | (de)activates the rocket and grenade trail filter |
.bt [on/off] | .blastertrail [on/off] | (de)activates the blaster trail filter |
.rt2gt [on/off] | .chgtrails [on/off] | replaces the rockettrail with a grenadetrail |
.muzzle [on/off] | .muzzle [on/off] | deletes all muzzleflash effects (similar effect to a silencer, difficult to explain check out for yourself :-) |
.ka [on/off] | .kickangles [on/off] | deletes all kickangleeffects (crosshair pushup after railshot or crosshair pushing when being chained) |
.ff [on/off] | .fovfilter [on/off] | (en)ables the fovfilter. An activated fovfilter prevents the server from forcing you to chang your fov (like in action quake) |
.bf [on/off] | .bloodfilter [on/off] | deletes all blood if activated - parental lock for q2 :-) |
.se [1/2/3/4/off] | .explosion [1/2/3/4/off] | (de)activates the explosionfilter. All q2-explosion effects are converted to : 1= blood, 2= yellow sparks, 3= a small sprite, 4= a teleporter effect |
.bl [0-20] | .bloodlevel [0-20] | determines the amount of blood displayed by an explosion if the explosionfilter is set to 1 (blood exlposion) |
.rf [1/2/off] | .railfilter [1/2/off] | (de)activates the railfilter. All q2-railgun shot effects are converted to : 1= a straight green laser or 2= a grenade trail |
.mo [0.00-99.99] | .modulate [0.00-99.99] | sets the amount of gl_modulate to be set after entering the map. A high difference between standard modulate (.smo) and target modulate (.mo) lets players and rockets glow. Usually >50. Turn it off by setting 0.00 |
.smo [0.00-99.99] | .smodulate [0.00-99.99] | sets the starting amount of gl_modulate before setting it high up to the amount set in .mo. This is usually s.th. around 1. Turn it off by setting 0.00 |
.nf [on/off] | .nagfilter [on/off] | (de)activates the "Battleground nagscreenfilter" to hide the stupid screen when joining a battleground server. If you want to read it afterwards type "motd" to do so |
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Commands - Teamplay
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short | long | explanation |
.sf [1/2/3/off] | .skinfilter [1/2/3/off] | sets the skinfilter mode. Off disables it completeley, 1 checks for your teammates and enemys by comparing only the skins (for ctf), 2 checks for them by comparing only the models and for 3 your friend must have the same model and skin that you have (for battleground). Default is 3 (skin+model matching) |
.ts [model/skin]/[off] | .teamskin [off]/[model/skin] | sets your teams skin. Use "off" to disable skin overriding for your team. Is still buggy when you spec s.o. |
.es [model/skin]/[off] | .enemyskin [off]/[model/skin] | sets the enemys skin. Use "off" to disable skin overrriding for the enemys team. |
.sn [health,armor] | .setneed [health,armor] | set the amount of health/armor to use for the glowing braces for %[h] and %[a] |
.skm [on/off] | .skinmapping [on/off] | (de)activates Xania's skin mapping feature. For an explanation head over to the skin mapping section |
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Commands - Trigger
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short | long | explanation |
.st [on/off] | .soundtrigger [on/off] | determines whether soundtriggers (!play or %!) are being processed |
.cp [on/off] | .centerprint [on/off] | determines whether centerprints (!print or %.) are being processed |
.rp [on/off] | .report [on/off] | (de)activates Xania's autoreport feature. You can use it for a teamwide automatical status request. If s.o. sends a message consisiting of "%s" the "!report" command will be executed automatically. If you want that only the %s sender and nobody else recieves the status add a %? at the end of the alias. The request string itself (%s) will be cut out so you can add other text in that teamsay. You can define it e.g. with "alias !report say_team @[ ive got %w and %[h] - {%e enemys} and {%o friends} at {%l} @]%N%?". Sending %S is the same as %s, except that the alias !fullreport instead of !report is being executed. For compability to older versions messages consisiting only of "!report" will also be intepreted |
.rt [on/off] | .respawntrigger [on/off] | (de)activates the respawntrigger. If you respawm the "!respawn" command will be automatically executed. You can define it e.g. with "alias !respawn say_team I've respawned at %l, need escort %n%N" |
.dt [on/off] | .deathtrigger [on/off] | (de)activates the deathtrigger. If you die the "!dead" command will be automatically executed. You can define it e.g. with "alias !dead say_team Position at %l lost - {%e enemys} and {%o friends} are there%N". If you only want to use .ttr and/or .ft you can use "alias !dead wait". You can also build a 'auto-respawn' feature by using alias !dead "wait;+attack;wait;-attack". |
.tt [on/off] | .tooktrigger [on/off] | (de)activates Xania's tooktrigger. Whenever you pick up a Item marked for the tooktrigger in the xaniam.ini (has a ,1 at the end) the !took alias will be called. Set it up with e.g. "alias !took Took {%i} at %l". |
.ft [on/off] | .flagtrigger [on/off] | (de)activates Xania's flagtrigger. If you die carrying the flag the "!flaglost" alias will be called instead of "!dead" (if enabled), define it e.g. with "alias !flaglost Lost the flag at %l" |
.ttr [on/off] | .techtrigger [on/off] | (de)activates Xania's techtrigger. If you die carrying a tech the "!techlost" alias will be called instead of "!dead" (if enabled), define it e.g. with "alias !techlost Lost the %C at %l" |
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Teamplay messageenhancements
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They only work in (team)says. Xania replaces the string (%? or %[?]) with your Health amount (%h) or your location (%l) ect. so teamplay can be coordinated better.
%% | gets replaced by % (needed for Battle+CTF internal positions) |
%a | amount of armor |
%[a] | amount of armor displayed as [Armortype:Armoramount], if your is armor is below the value set with .setneed (default is 25) it will have glowing braces ([]) around it |
%A | type of armor (names definable in the xaniam.ini) |
%d | last dying location |
%h | amount of health |
%[h] | amount of health displayed as [H:Healthamount], if your is health is below the value set with .setneed (default is 25) it will have glowing braces ([]) around it |
%w | currently selected weapon (names definable in the xaniam.ini) |
%m | amount of ammo for the currently selected weapon |
%M | type of ammo for the currently selected weapon |
%i | last picked-up item using the short name defined in the xaniam.ini |
%I | last picked-up item using the long name defined in the xaniam.ini |
%p | your current powerup with its the remaining poweruptime |
%P | your current powerup with the short name defined in the xaniam.ini |
%T | name of the CTF-tech you are ponting at (names definable in the xaniam.ini) |
%[T] | same as "[%T] spotted at [%y]" but you do not have to point at the tech, Xania will report it if there is one lying around in your area |
%c | your current CTF-tech |
%C | name of the CTF-tech you had last (useful for e.g. lost %C tech at %d) |
%y | location of the item you are pointing at, the item must be defined in the xaniam.ini so it can be pointed at |
%X | name of the item you are pointing at, the item must be defined in the xaniam.ini so it can be pointed at |
%j | name of the last person that entered the server (usage e.g. hi %j) |
%r | last reported location |
%n | send message only to teammates in your vincinity |
%N | hide your own message from yourself |
%l | your current position on the map (explained further in the Commands - Marker chapter) |
%e | amount of enemys in your vincinity, regardless if you can see them or not |
%E | amount of enemys you could see from your position. Range is unlimited, as long you can see them |
%o | amount of teammates in your vincinity, regardless if you can see them or not |
%O | amount of teammates you could see from your position. Range is unlimited, as long you can see them |
%u | position of where you are pointing at. Reacts on walls, not on objects. As if you would shoot a laser through your crosshair, and the position where it impacts is being reported. |
%s | autoreport request. Check out Commands - Trigger for additional infos. The old usage via "!report" is still supported |
%S | full autoreport request. Check out Commands - Trigger for additional infos |
%![soundfile] | teamwide play command. Same as play_team in LMCTF. Play any sound file on the PC of your teammates. Usage : bind x "say_team %!world/xian3.wav Attack %u Noowww !". The %! string itself and the following .wav file itself will not be shown, but any other text will be. This feature requires every one in your team to use Xania and to have set ".st" to "on". The old usage via "!play" is also still supported. |
%.[text] | teamwide centerprint command. [text] will be centerprinted on your teammates screen - use it for very important messages. You can also use Funnames/Easyfont here. Usage : bind x "say_team %.@[Full #A#T#T#A#C#K to %u !!@]". This feature requires everyone in your team to use Xania and to have set ".cp" to "on". The old usage via "!print" is also still supported. |
%@ | group tag, look below for the explanation |
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Commands - Message Groups
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You can group your team into different message groups. An example would be an offense and a defense CTF team. You can now send messages that only the offense or only the defense team will recieve. You can also have a middle position player that recieves the messages of both groups.
You can set your own group id with .group [char][char][char] or [off] to disable groups. You can be in a maximum of 3 groups at once. You can send to a group by adding "%@[groupid-chars]" anywhere in your team message. You can also adress a maximum of 4 teams.
Example:
say_team %@12Our base has been overrun" - this would send "Our base has been overrun" to everybody in group 1 and 2. Players with group id 3 would not recieve this message, with group id 1 AND 3 they would recieve it.
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Commands - Skin mapping
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With this feature you can give a player an individual skin, regardless of which skin they have chosen.
A short example: Your whole team has the base skin female/r2blue (using .sf). Now, you can set up that clanmate 1 runs around with a female/r2blue skin where a big "1" is on his back, clanmate 2 a "2" ect. It does not have to be a female/r2blue with a 1, it can be any skin. You can also skin map enemys.
In FFA matches you can e.g. skin map your buddy with a very special skin, so you will always recognize hin.
A limitation although is that players are not allowed to change their name after being 'skin mapped'. If they do so you have to add them again with their new nick.
short | explanation |
.skm [on/off] | (de)activates the whole feature |
.skf add [playername/playerid] [skin] | lets [playername] run around with skin [skin]. You can also add a player with his player id. You get the ID by typing 'skins' in the console. If s.o. is using funnames this is unfortunately the only option for adding people |
.skf del [playername/playerid] | deletes [playername] from the skin mapping list |
.skf dump [filename] | dumps the current list of skin mapped players to [filename]. You can then just copy the contents of it to your autoexec.cfg so these players always get their designated skin. Useful for clans whose players always have the same names, and so they will always have their own special skin |
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Commands - Marker
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Location marker or .loc files let you "cartograph" the map for use with e.g. the %l command. The %l command lets your teammates know where you are - your actual position in the map is beeing looked up by checking for the nearest marker and replying its name. The tighter the net of set markers the more accurate the location is.
Xania creats the map-specific mapname.loc file automatically upon execution of the first .setmarker. You can also use already created Nitro2 Locs. Just copy them in the \xania\locfiles dir (or the custom path you defined in the xania.ini) and let Xania convert them. Important : Xania can read Nitro2 locs but not vice-versa !
short | long | explanation |
.sm [markername] | .setmarker [markername] | sets the marker [markername] on your current position |
.dm | .deletemarker | deletes the nearest marker |
.showmarker | .showmarker | shows you the nearest marker |
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