Server Cvars

From Empires Wiki
Revision as of 21:58, 3 October 2018 by Thexa4 (talk | contribs) (→‎Resources)
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Home > Server Cvars


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)