Balu00
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Original von Balu00
Kein Problem nur ich habe dafür leider noch keine config gefunden
wenn einer weiss wo ich das her Bekomme schreib es mir bitte
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Original von crossshooter
DVAR Liste gibts hier: http://www.wormsworld.net/forums/viewtopic.php?t=159
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PAM ENABLE
sv_pam
Enables/Disables PAM2. Disabled PAM2 runs the stock scripts only. [1 = enabled. 0 = disabled]
PAM MODES
pam_mode
This Dvar is used by server admins to select the competition rule-set to used. There are over 60 different pam_modes, please check with your ladder/league to se which one you should use.
Please note that you should verify with your League that the settings are correct for your League/Ladder. If they are not correct, please have an admin contact me with the problem settings.
GENERIC S&D
scr_sd_timelimit
Timelimits are NOT usable in PAM2 at this time. This is ALWAYS set to 0 in rule files. If it is needed I will look into making this work, but it was never needed in CoD or UO.
scr_sd_half_round
Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled.
scr_sd_half_score
Sets the scorelimit to be played to in the first half. Halftime and automatic teamswap will happen AFTER the one team reaches this score. 0 = disabled.
scr_sd_end_round
Sets the number of TOTAL rounds to be played before the map ENDS. It does not matter if a halftime is used. 0 = disabled.
scr_sd_end_score
This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled
scr_sd_end_half2score
This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled
scr_sd_roundlength
Stock DVAR, length of each round.
scr_sd_graceperiod
In PAM2 this has dual puposes. If you are using Strat Time, this sets the length of that Strat Time. If you are not using Strat Time, this acts just as it does in the stock server. [Set in seconds.]
scr_sd_strat_time
Strat Time is used to hold players still at the beginning of each round. Players also will not be able to throw any nades/smokes during this "strategizing" time period. [1 = use strat time. 0 = no strat time/stock.]
scr_sd_count_draws
This dvar determines what happens if a round ends in a draw (which IS possible). With this you can force a round to be "replayed" by essentially playing the same round number over again, or you can have the draw round count as a normal round without a winner. [0 = Replay Draw Rounds. 1 = Allow Draw to stand]
CTF Specific
scr_ctf_half_score
Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled.
scr_ctf_end_score
This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled
scr_ctf_end_half2score
This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled
scr_ctf_timelimit_halftime
This dvar determines if the timelimit is to be used as a halftime. If set to 1, the map will play until the timelimit has been reached, then do a halftime, swap teams, and play the second half with the same timelimit. If set to 0, the timelimit expiring will cause the map/match to be over without a halftime.
scr_flag_autoreturn_time
Sets the amount of time (in seconds) that a flag can sit on the ground before it automatically returns to its base. [-1 = never, 0 = immediately, 300 = max]
scr_ctf_respawn_time
Sets the amount of time (in seconds) before a killed player can respawn.
scr_ctf_show_compassflag
This determines if a stolen flag's location will ever be shown on the compass. [0 = no (stock), 1 = yes]
scr_ctf_flag_graceperiod
If scr_ctf_show_compassflag is turned on, this dvar sets the graceperiod a player has (in seconds) before the flag will begin to show its current position on the compass. 0 = immediately.
scr_ctf_positiontime
If scr_ctf_show_compassflag is turned on, this dvar sets how often (in seconds) the position of a stolen flag is updated on the players' compasses. [Min = 1, Max = 60]
HQ Specific
scr_hq_gamestyle ["original"/"new"]
This dvar lets you select between the 1.2 patch or the original 1.0 style of CoD2 HQ gameplay. Original is the 1.0 style, anything else gives you the new 1.2 style.
scr_hq_RadioSpawnDelay [#seconds]
This dvar lets you specify the delay before the next radio spawns. It works with BOTH the new and original HQ gamestyles.
scr_hq_half_score
Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled.
scr_hq_end_score
This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled
scr_hq_end_half2score
This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled
scr_hq_timelimit_halftime
This dvar determines if the timelimit is to be used as a halftime. If set to 1, the map will play until the timelimit has been reached, then do a halftime, swap teams, and play the second half with the same timelimit. If set to 0, the timelimit expiring will cause the map/match to be over without a halftime.
TDM Specific
scr_tdm_half_score
Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled.
scr_tdm_end_score
This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled
scr_tdm_end_half2score
This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled
scr_tdm_timelimit_halftime
This dvar determines if the timelimit is to be used as a halftime. If set to 1, the map will play until the timelimit has been reached, then do a halftime, swap teams, and play the second half with the same timelimit. If set to 0, the timelimit expiring will cause the map/match to be over without a halftime.
scr_tdm_tk_penalty
When turned on, TKs or Suicides will count AGAINST the Team's overall score.
OVERTIME
g_ot
This dvar is used to tell the scripting if Ties are allowed in matches. If ties are NOT allowed, then there is a method to set up as many Overtime rules as is needed. If Ties are allowed, then the match will end in a tie. [1 = Ties not allowed, go to Overtime. 0 = Ties Allowed, no Overtime]
g_ot_active
This dvar is used to determine the CURRENT active Overtime period (if there are Overtime periods in your match rules). This is MOSTLY used as an internal DVAR, but it can also be used by Server Admins to go directly into an Overtime period if needed. For example, to go to your match mode's FIRST OT Period, you would set this value to 1 and do a fast_restart. There can be almost a limitless number of OT rounds, but I have never seen more than 3 needed.
This DVAR can also be used to get you OUT of OT mode by setting it to 0.
TIMERS
scr_sd_PlantTime
Time it takes to plant the bomb [In seconds].
scr_sd_DefuseTime
Time it takes to defuse the bomb [In seconds].
g_matchwarmuptime
Time on the count-down clock for the 1st and 2nd halves to begin (after ready-up) [in seconds, max = 60]
g_roundwarmuptime
Time on the count-down clock for the next round to begin [in seconds, max 60]
HUD GOODIES
sv_playersleft
Shows a display at the bottom of the screen that shows how many players are alive on each team. [1 = on. 0 = off]
scr_show_death_icons
Determines if the skull icons are show when and where players die. [1 = icons on. 0 = icons off]
scr_show_objective_icons
Determines if the A, B, and the Bomb-Planted Objective star are shown on the players HUD. This has NO EFFECT on the icons used on the player's compass. [1 = show objective icons. 0 = do not show objective icons]
scr_show_grenade_icon
Determins if players see the grenade warning icon when near a live grenade. [1 = nade icons on. 0 = nade icons off]
scr_allow_hitblip
Determines if players gets the damage feedback HUD element and Sound that occurs when they hit another player with gunfire or nade. [1 = allow the hit blips. 0 = turn off the hit blips]
scr_allow_hud_scoreboard
Determines if the STOCK scoreboard shows up on the player's screen. This is the one on the top left side of the screen. [1 = scoreboard on. 0 = scoreboard off]
scr_showscorelimit [0/1]
This dvar controls whether or not the Score Limit is displayed on-screen next to the Team scores. This is a feature the 1.2 patch added. If turned off, the / "slash" and scorelimit will not appear on-screen.
scr_clock_position
Determines where the Round Clock is positioned on the screen. This can be used to move it from its stock position to a position more in line with where it was in CoD1. [1 = CoD1 clock position. 0 = Stock clock position]
de_allow_mantlehint
Determines if Players see the Mantle HUD hint when they are near an object they can mantle. [1 = allow the hint. 0 = do not allow the hint]
de_allow_hudstance
Determines if Players see the Stance HUD indicator. [1 = allow the stance indicator. 0 = do not allow the stance indicator]
HEALTH
scr_allow_health_regen
This dvar determines if and how health Regen happens.
0 = No health regen at all.
1 = Stock health regen.
2 = Slow Regen
3 = Slow Regen with a Regen Limit based on Damage Taken
4 = Same as 3 except Pain Sounds continue permanently while you are below 45% health.
scr_regen_delay
Sets the time after the last damage you recieved before Regen begins to happen. [Set in milliseconds. 5000 = 5 seconds]
scr_show_healthbar
Shows a HUD element on screen for the Health Bar. Very similar to the healthbar in CoD1. [1 = show healthbar, 0 = do not show healthbar]
scr_fade_healthbar
If the healthbar is being shown, and the player's health is at 100%, this setting will allow the healthbar to fade off the screen until damage is taken again. [1 = do the fade. 0 = don't fade, always show the healthbar]
scr_allow_healthpacks
Determines if players who die drop a health pack. [1 = health pack dropped. 0 = no healthpack dropped]
SHELLSHOCK
scr_allow_shellshock
Determines if Shellshock is applied to players when hit by explosives. [1 = allow shellshock. 0 = no shellshock]
FALL DAMAGE
scr_fallDamageMinHeight
scr_fallDamageMaxHeight
These set the minimum and maximum heights for fall damage. [Set in feet]
DVAR ENFORCER
de_force_rate
Allows the league to force a client to use a specific rate. [1000 min. 25000 max.]
de_remove_exploits
Forces several client DVAR settings that are known exploits back to stock, non-exploit values. [1 = force exploit DVARS to valid settings. 0 = do not force exploit DVARS]
de_allow_enemycrosshaircolor
This forces Client DVAR setting that allow the "red" crosshair when they pass over an enemy (even through smoke) to the off position. [1 = allow the "red" crosshairs. 0 = do not allow the "red" crosshairs]
de_Sound_Ping_QuickFade
This shortens the amount of time the Red Compass Dots appear on the Compass. It does NOT remove the Red Compass Dots. [1 = Shortened Fade Time, 0 = Stock Fade Time]
de_allow_crosshair
Determines if crosshairs are allowed in your match mode. Does not include the Turret Crosshairs. [1 = crosshairs allowed. 0 = crosshairs NOT allowed]
de_allow_turret_crosshair
Determines if crosshairs are allowed on Turrets in your match mode. [1 = crosshairs allowed. 0 = crosshairs NOT allowed]
de_allow_crosshairnames
Determines if you can see Teammate's names when your crosshair passes over them. [1 = allow the names to show. 0 = do not allow the names to show.]
NADE SPAWN COUNTS
scr_boltaction_nades
scr_semiautomatic_nades
scr_smg_nades
scr_sniper_nades
scr_mg_nades
scr_shotgun_nades
These determine the number of grenades each class of weapon is allowed to spawn with. [0 min, 3 max]
SMOKE SPAWN COUNTS
scr_boltaction_smokes
scr_semiautomatic_smokes
scr_smg_smokes
scr_sniper_smokes
scr_mg_smokes
scr_shotgun_smokes
These determine the number of smoke grenades each class of weapon is allowed to spawn with. [0 min, 3 max]
WEAPON CLASS LIMITS
scr_boltaction_limit
scr_sniper_limit
scr_semiautomatic_limit
scr_smg_limit
scr_mg_limit
scr_shotgun_limit
These limit the number of the weapons EACH team is allowed to spawn with. [0 = no weapons of that class allowed, 99 = no limit on that class]
OTHER WEAPONS
scr_allow_pistols
Determines if your match mode allows pistols to be used. [1 = allow pistols. 0 = do not allow pistols]
scr_allow_turrets
Determines if the Mountable MG positions are allowed to be used in your match type. [1 = Allow Turrets. 0 = Remove Turrets]
SECONDARY WEAPON DROP
scr_allow_secondary_drop
Determines if the players can drop their Secondary weapon by holding down the USE key for about 2 seconds. [1 = players can drop secondary weapons. 0 = players can NOT drop secondary weapons]
BOLT-ACTION ONLY
scr_force_boltaction
This DVAR is usefull for bolt-action Ladders/Leagues. It will FORCE the player to spawn with a bolt-action rifle regardless of what weapon the player chooses. This can be combined with scr_allow_pistols, scr_allow_turrets, and the stock dvar for allowing nades to make sure that ONLY bolt-action rifles are being used.
0 = Do not force bolt-action only.
1 = Force bolt-action only, Americans get the Enfield.
2 = Force bolt-action only, Americans get the Nagant.
WEAPON DROPS
scr_allow_weapondrop_nade
scr_allow_weapondrop_sniper
scr_allow_weapondrop_shotgun
These determine if the players drop each of the above items when they are killed if they are carrying them when they died. [1 = allow the weapon to drop. 0 = do not allow the weapon to drop]
AMBIENT OPTIONS
scr_allow_ambient_sounds
This will turn on/off the ambient map sounds (such as distant gunfire and explosions). [ 0 = ambient sounds OFF]
scr_allow_ambient_weather
This will turn on/off the ambient weather present on a map. This includes: battle-smoke, snow-drifts, dust-swells, and fog/dew patches). [ 0 = ambient weather effects OFF]
scr_allow_ambient_fire
This will turn on/off ambient fire present on a map. This includes: fire, fire sounds, smoke from fire, smoldering holes in the ground, and smoldering vehicles\buildings. [ 0 = ambient fire effects OFF]
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