Server Cvars: Difference between revisions
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(Updated, added new cvars. Still many discriptions missing.) |
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{{ | {{ServerResources}} | ||
{{Fixme|This list may not actually be complete}} | |||
This is a complete list of all the server variables used by Empires. | |||
== Cvars == | |||
=== Players=== | |||
== | {| | ||
|- | |||
|'''emp_sv_player_erepair_speed''': | |||
|Controls e-repair speed in health units per minute. | |||
|(Default = 150) | |||
|- | |||
|'''emp_sv_player_revive_health_penalty ''': | |||
|Control how much health players have when revived, Maxhealth * cvar value. | |||
|(Default = 1) | |||
|- | |||
|'''emp_sv_player_revive_stamina_penalty ''': | |||
|Control how much stamina players have when revived, Maxstamina * cvar value. | |||
|(Default = 1) | |||
|} | |||
=== Vehicles === | === Vehicles === | ||
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|(Default = 300) | |(Default = 300) | ||
|- | |- | ||
|''' | |'''emp_sv_vehicle_fadeout_time''': | ||
|Number of seconds until | |Number of seconds until a destroyed vehicle model is removed. | ||
|(Default = | |(Default = 20) | ||
|- | |||
|'''emp_sv_artillery_recoil_multiplier''': | |||
|Multiplier on the recoil of artillery cannons. | |||
|(Default = 0.5) | |||
|} | |} | ||
Line 42: | Line 62: | ||
|Number of walls a team can place. (does not include engineer-placed walls) | |Number of walls a team can place. (does not include engineer-placed walls) | ||
|(Default = 24) | |(Default = 24) | ||
|- | |||
|'''emp_sv_building_box''': | |||
|Makes buildings use the axis aligned bounding box for physics. | |||
| | |||
|- | |||
|'''emp_sv_building_physics''': | |||
|Makes buildings use the VPhysics mesh for physics. | |||
| | |||
|- | |||
|'''emp_sv_building_none''': | |||
|Disables physics for buildings. | |||
| | |||
|} | |} | ||
=== Resources === | === Resources === | ||
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|Number of resources at map start is multiplied by this (Brenodi Empire). | |Number of resources at map start is multiplied by this (Brenodi Empire). | ||
|(Default = 5) | |(Default = 5) | ||
|- | |||
|'''emp_sv_refinery_diminishing_returns_basevalue''': | |||
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery. | |||
|(Default = 0.25) | |||
|- | |||
|'''emp_sv_refinery_diminishing_returns_valueperrefinery''': | |||
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery. | |||
|(Default = 0.0) | |||
|- | |||
|'''emp_sv_commander_resource_interval''': | |||
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander. | |||
|(Default = 0.3) | |||
|} | |||
{| | |||
|'''emp_give_resources''': | |||
|Number of resources that is added to the resource total for the specified team. | |||
For example: '''emp_give_resources be 1000''' will add 1000 res to Brenodi's resources while '''emp_give_resources nf 1000''' will do the same for Northern Faction. | |||
|} | |||
{| | |||
|'''emp_sv_resource_diminishing_term''': | |||
|The exponent of the total income. (with 1: income/sec = refinery_sum^1, with 2: income/sec = refinery_sum^2) | |||
|(Default = 1.0) | |||
|} | |||
{| | |||
|'''emp_sv_resource_integral_term''': | |||
|The correcting factor, the percentage of the difference that is added to the losing team. If one team earned x less resources in total in the game, gives x * emp_sv_resource_integral_term per second to that team. | |||
|(Default = 0.0) | |||
|} | |||
=== Research === | |||
{| | |||
|- | |||
|'''emp_sv_research_item''': | |||
|Researches the specified research for both teams. Takes the name of the research as a argument. | |||
Example: '''emp_sv_research_item Nuclear Warhead''' will research Nukes for both teams. | |||
|- | |||
|'''emp_sv_unresearch_item''': | |||
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. | |||
Example: '''emp_sv_unresearch_item Nuclear Warhead''' will unresearch Nukes for both teams. | |||
|} | |} | ||
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|(Default = 1) | |(Default = 1) | ||
|} | |} | ||
=== Visibility === | === Visibility === | ||
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|- | |- | ||
|'''emp_sv_netvisdist_ratedistmax''': | |'''emp_sv_netvisdist_ratedistmax''': | ||
| | |Not used. | ||
|(Default = 10000) | |(Default = 10000) | ||
|- | |- | ||
|'''emp_sv_netvisdist_ratedistmin''': | |'''emp_sv_netvisdist_ratedistmin''': | ||
| | |If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players. | ||
|(Default = 2000) | |(Default = 2000) | ||
|- | |- | ||
|'''emp_sv_netvisdist_ratefacingmul''': | |'''emp_sv_netvisdist_ratefacingmul''': | ||
| | |If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks. | ||
|(Default = 20) | |(Default = 20) | ||
|- | |- | ||
|'''emp_sv_netvisdist_ratefacingonly''': | |'''emp_sv_netvisdist_ratefacingonly''': | ||
| | |Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul. | ||
|(Default = 0) | |(Default = 0) | ||
|- | |- | ||
|'''emp_sv_netvisdist_ratemax''': | |'''emp_sv_netvisdist_ratemax''': | ||
| | |Not used. | ||
|(Default = 0.5) | |(Default = 0.5) | ||
|- | |- | ||
|'''emp_sv_netvisdist_ratemin''': | |'''emp_sv_netvisdist_ratemin''': | ||
| | |Not used. | ||
|(Default = 0) | |(Default = 0) | ||
|- | |- | ||
|'''emp_sv_commander_visiblity_interval''': | |'''emp_sv_commander_visiblity_interval''': | ||
| | |Controls how often spotted targets are updated. | ||
|(Default = 1) | |(Default = 1) | ||
|} | |} | ||
=== | === Other === | ||
{| | {| | ||
|- | |- | ||
|''' | |'''emp_sv_debug_instant_build''': | ||
| | ||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well. | ||
|(Default = 0) | |(Default = 0) | ||
|- | |- | ||
|''' | |'''emp_increase_squadpoints''': | ||
| | ||Increase squadpoints by 5 | ||
| | |||
|- | |- | ||
|''' | |'''emp_increase_rank''': | ||
| | ||Increase rank by 10 | ||
|- | |- | ||
|'''emp_sv_client_auth_movement''': | |'''emp_sv_client_auth_movement''': | ||
| | |The client's movement is used on the server, instead of synchronizing the client with the server. Disabled. | ||
|(Default = 0) | |(Default = 0) | ||
|- | |- | ||
|'''emp_sv_client_vehic_auth_movement''': | |'''emp_sv_client_vehic_auth_movement''': | ||
| | |Vehicle driver data is not sent to clients. Does not function correctly. | ||
|(Default = 0) | |(Default = 0) | ||
|- | |- | ||
|'''emp_sv_client_vehic_auth_movement_2''': | |'''emp_sv_client_vehic_auth_movement_2''': | ||
| | |Not used. | ||
|(Default = 0) | |(Default = 0) | ||
|- | |- | ||
|'''emp_sv_player_flag_update''': | |'''emp_sv_player_flag_update''': | ||
| | |Not used. | ||
|(Default = 0.3) | |(Default = 0.3) | ||
|- | |- | ||
|''' | |'''cl_disable_hdr_manager''': | ||
| | |Temporarily disables the hdr manager. | ||
|(Default = | |(Default = 0) | ||
|} | |} |
Latest revision as of 07:05, 1 January 2024
Empires Server Resources |
Dedicated Server Setup | Cvars | Optimization | Sourcemod Plugins |
This is a complete list of all the server variables used by Empires.
Cvars
Players
emp_sv_player_erepair_speed: | Controls e-repair speed in health units per minute. | (Default = 150) |
emp_sv_player_revive_health_penalty : | Control how much health players have when revived, Maxhealth * cvar value. | (Default = 1) |
emp_sv_player_revive_stamina_penalty : | Control how much stamina players have when revived, Maxstamina * cvar value. | (Default = 1) |
Vehicles
emp_sv_max_vehicles: | Number of vehicles each team can have at any given time. | (Default = 32) |
emp_sv_vehicle_selfdestruct_time: | Number of seconds until an empty vehicle starts to self-destruct. | (Default = 300) |
emp_sv_vehicle_fadeout_time: | Number of seconds until a destroyed vehicle model is removed. | (Default = 20) |
emp_sv_artillery_recoil_multiplier: | Multiplier on the recoil of artillery cannons. | (Default = 0.5) |
Buildings
emp_sv_max_buildings: | Number of buildings (not counting walls or turrets) each team can have at any given time. | (Default = 32) |
emp_sv_turret_search_interval: | Amount of time (in seconds) each turret must wait before searching for a new target. | (Default = 0.5) |
emp_sv_max_turrets: | Number of turrets that a team can place. (does not include engineer-placed turrets) | (Default = 10) |
emp_sv_max_walls: | Number of walls a team can place. (does not include engineer-placed walls) | (Default = 24) |
emp_sv_building_box: | Makes buildings use the axis aligned bounding box for physics. | |
emp_sv_building_physics: | Makes buildings use the VPhysics mesh for physics. | |
emp_sv_building_none: | Disables physics for buildings. |
Resources
emp_sv_refinery_interval: | Number of seconds between refinery resource generation. | (Default = 1) |
emp_sv_refinery_multiplier: | Refinery output is multiplied by this (both teams). | (Default = 1) |
emp_sv_player_refinery_multiplier: | Number of players that cause an increase in resources produced via refineries. | (Default = 12) |
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.
emp_sv_player_resource_interval: | Number of players that cause an increase in resources produced via refineries. | (Default = 12) |
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.
emp_sv_resource_multiplier_nf: | Number of resources at map start is multiplied by this (Northern Faction). | (Default = 5) |
emp_sv_resource_multiplier_be: | Number of resources at map start is multiplied by this (Brenodi Empire). | (Default = 5) |
emp_sv_refinery_diminishing_returns_basevalue: | Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery. | (Default = 0.25) |
emp_sv_refinery_diminishing_returns_valueperrefinery: | Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery. | (Default = 0.0) |
emp_sv_commander_resource_interval: | Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander. | (Default = 0.3) |
emp_give_resources: | Number of resources that is added to the resource total for the specified team.
For example: emp_give_resources be 1000 will add 1000 res to Brenodi's resources while emp_give_resources nf 1000 will do the same for Northern Faction. |
emp_sv_resource_diminishing_term: | The exponent of the total income. (with 1: income/sec = refinery_sum^1, with 2: income/sec = refinery_sum^2) | (Default = 1.0) |
emp_sv_resource_integral_term: | The correcting factor, the percentage of the difference that is added to the losing team. If one team earned x less resources in total in the game, gives x * emp_sv_resource_integral_term per second to that team. | (Default = 0.0) |
Research
emp_sv_research_item: | Researches the specified research for both teams. Takes the name of the research as a argument.
Example: emp_sv_research_item Nuclear Warhead will research Nukes for both teams. |
emp_sv_unresearch_item: | Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched.
Example: emp_sv_unresearch_item Nuclear Warhead will unresearch Nukes for both teams. |
Gameplay
emp_sv_wait_phase_time: | Number of seconds until wait phase ends. | (Default = 60) |
emp_sv_respawn_penalty: | Number of seconds to make players wait to respawn. | (Default = 10) |
emp_sv_spawn_protection: | Amount of time (in seconds) that player is invulnerable after spawning. | (Default = 3) |
emp_sv_research_multiplier: | Affects research speed, less than 1 is slower, greater than 1 is faster. | (Default = 1) |
emp_sv_research_complete: | Set to 1 to have all research tree items unlocked. | (Default = 0) |
emp_sv_reinforcement_multiplier_nf: | Number of reinforcements at map start is multiplied by this (Northern Faction). | (Default = 1) |
emp_sv_reinforcement_multiplier_be: | Number of reinforcements at map start is multiplied by this (Brenodi Empire). | (Default = 1) |
emp_sv_kick_commander_percentage: | Percentage of players on a team that must vote yes to kick the commander. | (Default = 0.6) |
emp_sv_kick_commander_time: | Time commander kick vote lasts (In seconds). | (Default = 120) |
emp_sv_kick_commander_penalty: | Time before a kicked commander can re-enter the command vehicle (In seconds). | (Default = 300) |
emp_sv_kick_commander_nf: | Instantly kicks the Northern Faction commander. | |
emp_sv_kick_commander_be: | Instantly kicks the Brenodi Empire commander. | |
emp_sv_stalemate_countdown: | No description. | (Default = 300) |
emp_sv_suddendeath_countdown: | No description. | (Default = 2) |
Minimap
emp_sv_player_minimap_interval: | Number in seconds between the position of players on the minimap gets updated. | (Default = 1) |
emp_sv_vehicle_minimap_interval: | Number in seconds between the position of vehicles on the minimap gets updated. | (Default = 1) |
Visibility
emp_sv_netvisdist_player: | How far the player can see other players, vehicle and buildings. | (Default = 10000) |
emp_sv_netvisdist_building: | How far buildings can see other players, vehicle and buildings. | (Default = 10000) |
emp_sv_netvisdist_vehicle: | How far vehicles can see other players, vehicle and buildings. | (Default = 10000) |
emp_sv_netvisdist_commander: | How far the commander can see other players, vehicle and buildings. | (Default = 10000) |
emp_sv_netvisdist_ratedistmax: | Not used. | (Default = 10000) |
emp_sv_netvisdist_ratedistmin: | If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players. | (Default = 2000) |
emp_sv_netvisdist_ratefacingmul: | If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks. | (Default = 20) |
emp_sv_netvisdist_ratefacingonly: | Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul. | (Default = 0) |
emp_sv_netvisdist_ratemax: | Not used. | (Default = 0.5) |
emp_sv_netvisdist_ratemin: | Not used. | (Default = 0) |
emp_sv_commander_visiblity_interval: | Controls how often spotted targets are updated. | (Default = 1) |
Other
emp_sv_debug_instant_build: | All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well. | (Default = 0) |
emp_increase_squadpoints: | Increase squadpoints by 5 | |
emp_increase_rank: | Increase rank by 10 | |
emp_sv_client_auth_movement: | The client's movement is used on the server, instead of synchronizing the client with the server. Disabled. | (Default = 0) |
emp_sv_client_vehic_auth_movement: | Vehicle driver data is not sent to clients. Does not function correctly. | (Default = 0) |
emp_sv_client_vehic_auth_movement_2: | Not used. | (Default = 0) |
emp_sv_player_flag_update: | Not used. | (Default = 0.3) |
cl_disable_hdr_manager: | Temporarily disables the hdr manager. | (Default = 0) |