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~Fixme This list may not actually be complete
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This is a complete list of all the server variables used by Empires.
Cvars
Players
emp_sv_player_erepair_speed:
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Controls e-repair speed in health units per minute.
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(Default = 150)
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emp_sv_player_revive_health_penalty :
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Control how much health players have when revived, Maxhealth * cvar value.
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(Default = 1)
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emp_sv_player_revive_stamina_penalty :
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Control how much stamina players have when revived, Maxstamina * cvar value.
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(Default = 1)
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Vehicles
emp_sv_max_vehicles:
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Number of vehicles each team can have at any given time.
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(Default = 32)
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emp_sv_vehicle_selfdestruct_time:
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Number of seconds until an empty vehicle starts to self-destruct.
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(Default = 300)
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emp_sv_vehicle_fadeout_time:
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Number of seconds until a destroyed vehicle model is removed.
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(Default = 20)
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emp_sv_artillery_recoil_multiplier:
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Multiplier on the recoil of artillery cannons.
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(Default = 0.5)
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Buildings
emp_sv_max_buildings:
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Number of buildings (not counting walls or turrets) each team can have at any given time.
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(Default = 32)
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emp_sv_turret_search_interval:
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Amount of time (in seconds) each turret must wait before searching for a new target.
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(Default = 0.5)
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emp_sv_max_turrets:
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Number of turrets that a team can place. (does not include engineer-placed turrets)
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(Default = 10)
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emp_sv_max_walls:
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Number of walls a team can place. (does not include engineer-placed walls)
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(Default = 24)
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emp_sv_building_box:
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Makes buildings use the axis aligned bounding box for physics.
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emp_sv_building_physics:
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Makes buildings use the VPhysics mesh for physics.
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emp_sv_building_none:
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Disables physics for buildings.
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Resources
emp_sv_refinery_interval:
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Number of seconds between refinery resource generation.
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(Default = 1)
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emp_sv_refinery_multiplier:
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Refinery output is multiplied by this (both teams).
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(Default = 1)
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emp_sv_player_refinery_multiplier:
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Number of players that cause an increase in resources produced via refineries.
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(Default = 12)
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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:
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Number of players that cause an increase in resources produced via refineries.
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(Default = 12)
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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:
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Number of resources at map start is multiplied by this (Northern Faction).
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(Default = 5)
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emp_sv_resource_multiplier_be:
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Number of resources at map start is multiplied by this (Brenodi Empire).
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(Default = 5)
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emp_sv_refinery_diminishing_returns_basevalue:
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Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.
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(Default = 0.25)
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emp_sv_refinery_diminishing_returns_valueperrefinery:
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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.
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(Default = 0.0)
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emp_sv_commander_resource_interval:
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Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.
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(Default = 0.3)
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emp_give_resources:
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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.
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emp_sv_resource_diminishing_term:
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The exponent of the total income. (with 1: income/sec = refinery_sum^1, with 2: income/sec = refinery_sum^2)
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(Default = 1.0)
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emp_sv_resource_integral_term:
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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.
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(Default = 0.0)
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Research
emp_sv_research_item:
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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.
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emp_sv_unresearch_item:
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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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Gameplay
emp_sv_wait_phase_time:
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Number of seconds until wait phase ends.
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(Default = 60)
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emp_sv_respawn_penalty:
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Number of seconds to make players wait to respawn.
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(Default = 10)
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emp_sv_spawn_protection:
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Amount of time (in seconds) that player is invulnerable after spawning.
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(Default = 3)
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emp_sv_research_multiplier:
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Affects research speed, less than 1 is slower, greater than 1 is faster.
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(Default = 1)
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emp_sv_research_complete:
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Set to 1 to have all research tree items unlocked.
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(Default = 0)
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emp_sv_reinforcement_multiplier_nf:
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Number of reinforcements at map start is multiplied by this (Northern Faction).
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(Default = 1)
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emp_sv_reinforcement_multiplier_be:
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Number of reinforcements at map start is multiplied by this (Brenodi Empire).
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(Default = 1)
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emp_sv_kick_commander_percentage:
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Percentage of players on a team that must vote yes to kick the commander.
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(Default = 0.6)
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emp_sv_kick_commander_time:
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Time commander kick vote lasts (In seconds).
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(Default = 120)
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emp_sv_kick_commander_penalty:
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Time before a kicked commander can re-enter the command vehicle (In seconds).
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(Default = 300)
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emp_sv_kick_commander_nf:
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Instantly kicks the Northern Faction commander.
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emp_sv_kick_commander_be:
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Instantly kicks the Brenodi Empire commander.
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emp_sv_stalemate_countdown:
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No description.
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(Default = 300)
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emp_sv_suddendeath_countdown:
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No description.
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(Default = 2)
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Minimap
emp_sv_player_minimap_interval:
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Number in seconds between the position of players on the minimap gets updated.
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(Default = 1)
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emp_sv_vehicle_minimap_interval:
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Number in seconds between the position of vehicles on the minimap gets updated.
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(Default = 1)
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Visibility
emp_sv_netvisdist_player:
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How far the player can see other players, vehicle and buildings.
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(Default = 10000)
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emp_sv_netvisdist_building:
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How far buildings can see other players, vehicle and buildings.
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(Default = 10000)
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emp_sv_netvisdist_vehicle:
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How far vehicles can see other players, vehicle and buildings.
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(Default = 10000)
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emp_sv_netvisdist_commander:
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How far the commander can see other players, vehicle and buildings.
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(Default = 10000)
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emp_sv_netvisdist_ratedistmax:
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Not used.
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(Default = 10000)
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emp_sv_netvisdist_ratedistmin:
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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.
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(Default = 2000)
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emp_sv_netvisdist_ratefacingmul:
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If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.
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(Default = 20)
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emp_sv_netvisdist_ratefacingonly:
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Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.
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(Default = 0)
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emp_sv_netvisdist_ratemax:
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Not used.
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(Default = 0.5)
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emp_sv_netvisdist_ratemin:
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Not used.
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(Default = 0)
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emp_sv_commander_visiblity_interval:
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Controls how often spotted targets are updated.
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(Default = 1)
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Other
emp_sv_debug_instant_build:
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All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.
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(Default = 0)
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emp_increase_squadpoints:
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Increase squadpoints by 5
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emp_increase_rank:
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Increase rank by 10
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emp_sv_client_auth_movement:
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The client's movement is used on the server, instead of synchronizing the client with the server. Disabled.
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(Default = 0)
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emp_sv_client_vehic_auth_movement:
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Vehicle driver data is not sent to clients. Does not function correctly.
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(Default = 0)
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emp_sv_client_vehic_auth_movement_2:
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Not used.
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(Default = 0)
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emp_sv_player_flag_update:
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Not used.
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(Default = 0.3)
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cl_disable_hdr_manager:
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Temporarily disables the hdr manager.
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(Default = 0)
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