Server Information

In this section you'll find information on the Wyrm configuration settings.


-> Wyrm's Cvars

NameDefaultDefinition
classfiledefault.classIt defines the file that contains the class structure
enableclass0Any value other than zero means that classes are activated
setclassskin0With any value other than zero, the defined class skin will be set on players
autokeybinding1If activated, your keys will be automatically binded to the class defined keys
rwcfgindefault.rwsThe RWS definition file. Defines the weapon system
rwcfgoutrw.logThe RWS log file (useful to check for errors)
rwcfgdefnoneIf set, it will create a file with the default settings (useful for modifications)
footsteps1If you don't want footsteps, set it to 0
changeframes1If you don't want changeframes, set it to 0
dropitems1If you don't want players to drop items, set it to 0 (recommended if using classes with different weapons
offhandgrapple1Defines the avaiability of the offhand grapple (0: no, 1: only on deathmatch, other: yes)
start_666_time0The number of invulnerability seconds when respawned
ctf_autoflagspawn1If CTF is activated and the map has no flag, Wyrm will set a flag on the map (set this cvar to 0 to disable this option)
cam_force0The chasecam is forced on all players
maxshells10Max ammount of shells at the same time. If you want to disable shells, set maxshells to 0
maxbulletholes30Max ammount of bullet holes at the same time. If you want to disable them, set maxbulletholes to 0
tempents_timelimit0If set to 1, temporary ents like shelcases and bullet holes, will be removed after some time (if not, they are removed when another temp entity is spawned)

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-> RWS (Random Weapon System)

(Taken from the Amorphous Quake Readme.txt file)

The server weapon-override code has been written to allow the spawning of weapons to be controlled. Using a config file, all item spawns can be change to whatever is desired (how about getting rid of the bloody rocket launcher ?!)

The weapon spawn feature relies on a configuration file (defaulting to "RW.CFG"). This file is searched for in the game folder (if applicable eg. Amorphous) or in the default "baseq2" folder. A CVAR can be used to control the name of this file :

+set rwcfgin myconfig.cfg

Any specific map name will be checked for first (eg. BASE1.CFG) and used if found, allowing you to have a config file for each map you use. A log file is automatically written (by default "RW.LOG"), but the input config name will be reflected in the log name (ie. using BASE1.CFG will result in BASE1.LOG). If a specific map CFG file is not used, the log output file name can be change with a CVAR :

+set rwcfgout mylog.log

As a final option, the current internal list of items in Quake II can be generated to produce a default controlled-spawn config file (to be used to create user config files). This list is generated by specifiying a CVAR :

+set rwcfgdef mylist.txt

The input config file consists of a list of items to change the spawn function for. The first line specifies the item to change; the second the mode of change :

RANDOMItem is randomly chosen from a following list
FIXEDItem is FIXED to following item
REMOVERemove this item TOTALLY !
CYCLECycle Item thru the following list
GIVEGive all items of the following list
CLASSThe picked item depends on the class

For RANDOM/CYCLE/GIVE/CLASS modes, the line after the item is the number of entries in the RANDOM/CYCLE/GIVE/CLASS list, followed by the list themselves. For FIXED mode, the following line is the actual item to be generated when the current is found. REMOVE just removes the item totally from the game. Now where's that rocket launcher ?! :)

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-> Custom Classes

To set a Class System, just execute his ".rc" file. For example:

"exec quake3.rc" will set some Q3 style classes
"exec wyrm1.rc" will set the Wyrm 1 class sytem
"exec old.rc" will set the Old q2 class sytem

If you want to edit/create your own class systems, you would have to read the class.txt file (included in the release). Also, a windows-based editor is included... check it :)



     
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