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Wyrm's Cvars |
Name | Default | Definition |
classfile | default.class | It defines the file that contains the class structure |
enableclass | 0 | Any value other than zero means that classes are activated |
setclassskin | 0 | With any value other than zero, the defined class skin will be set on players |
autokeybinding | 1 | If activated, your keys will be automatically binded to the class defined keys |
rwcfgin | default.rws | The RWS definition file. Defines the weapon system |
rwcfgout | rw.log | The RWS log file (useful to check for errors) |
rwcfgdef | none | If set, it will create a file with the default settings (useful for modifications) |
footsteps | 1 | If you don't want footsteps, set it to 0 |
changeframes | 1 | If you don't want changeframes, set it to 0 |
dropitems | 1 | If you don't want players to drop items, set it to 0 (recommended if using classes with different weapons |
offhandgrapple | 1 | Defines the avaiability of the offhand grapple (0: no, 1: only on deathmatch, other: yes) |
start_666_time | 0 | The number of invulnerability seconds when respawned |
ctf_autoflagspawn | 1 | If 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_force | 0 | The chasecam is forced on all players |
maxshells | 10 | Max ammount of shells at the same time. If you want to disable shells, set maxshells to 0 |
maxbulletholes | 30 | Max ammount of bullet holes at the same time. If you want to disable them, set maxbulletholes to 0 |
tempents_timelimit | 0 | If 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) |
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.cfgAny 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.logAs 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.txtThe 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 :
RANDOM | Item is randomly chosen from a following list |
FIXED | Item is FIXED to following item |
REMOVE | Remove this item TOTALLY ! |
CYCLE | Cycle Item thru the following list |
GIVE | Give all items of the following list |
CLASS | The 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 classesIf 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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