ACCESS_LEVEL Changes the access level of a configuration item to make it available to lower ranked users
ACCESS_LEVEL_ADMIN 5 Minimal access level for /admin command.
ACCESS_LEVEL_AUTOKICK_IMMUNITY 20 Minimal access level to be protected against autokicks.
ACCESS_LEVEL_CHAT 21 Minimal access level for chatting.
ACCESS_LEVEL_CHAT_TIMEOUT 60 Time in seconds between public announcements that someone wants to chat, but can't. Set to 0 to disable the public warnings.
ACCESS_LEVEL_HIDE_OF 20 Minimal access level to be able to hide it's own user account information.
ACCESS_LEVEL_HIDE_TO 1 Minimal access level to see everyone's user account information.
ACCESS_LEVEL_IPS 1 Minimal access level you need for seeing IPs of other players in the /players command.
ACCESS_LEVEL_LIST_ADMINS 20 Access level required to be able to use the "/admins" command.
ACCESS_LEVEL_LIST_ADMINS_SEE_EVERYONE 20 Users with this access level or better will be able to list any configured admin, regardless of ADMIN_LIST_MIN_ACCESS_LEVEL.
ACCESS_LEVEL_NVER 1 Minimal access level you need for seeing Network versions/strings from other players in /players.
ACCESS_LEVEL_OP 5 Minimal access level for /op and /deop co-admin management commands commands.
ACCESS_LEVEL_OP_MAX 4 Maximal access level directly attainable by /op commands.
ACCESS_LEVEL_OP_MIN 21 Minimal access level directly attainable by /op commands.
ACCESS_LEVEL_PLAY 21 Minimal access level for playing
ACCESS_LEVEL_PLAY_SLIDERS 20 The access level required to play will only slide up if at least this many players of a higher level are online.
ACCESS_LEVEL_PLAY_SLIDING 20 Sliding minimal access level for playing; if enough players of a higher access level than given by ACCESS_LEVEL_PLAY are online, their level will be the minimal level for play; however, it will never be higher than ACCESS_LEVEL_PLAY_SLIDING.
ACCESS_LEVEL_QUEUE_CONFIGS 20 Sets the access level required to use chat commands /cq add & remove.
ACCESS_LEVEL_QUEUE_MAPS 20 Sets the access level required to use chat commands /mq add & remove.
ACCESS_LEVEL_RTFM 5 Minimal access level for /teach or /rtfm command.
ACCESS_LEVEL_SHOUT 21 Minimal access level for shouting.
ACCESS_LEVEL_SHUFFLE_UP 1 Minimal access level for shuffling up
ACCESS_LEVEL_SPY_CONSOLE 1 Minimal access level you need for seeing console input from other (in-game) admins.
ACCESS_LEVEL_SPY_MSG -1 Minimal access level you need for seeing /msg messages directed to others.
ACCESS_LEVEL_SPY_TEAM -1 Minimal access level you need for seeing /team messages as a spectator.
ACCESS_LEVEL_SUBSTITUTE 2 Required access level to switch with another player.
ACCESS_LEVEL_TEAM 7 Minimal access level for /lock, /unlock, /invite and /uninvite team management.
ACCESS_LEVEL_VIEW_CHATS 2 Players with access level equal to or lower than this are able to see messages sent from the same access leveled player.
ACCESS_LEVEL_VOTE_CHALLENGE 15 UNDOCUMENTED
ACCESS_LEVEL_VOTE_COMMAND 1 Minimal access level required to issue command votes.
ACCESS_LEVEL_VOTE_COMMAND_EXECUTE 1 Minimal access level successful command votes will be executed at.
ACCESS_LEVEL_VOTE_INCLUDE 1 Minimal access level required to issue include votes.
ACCESS_LEVEL_VOTE_INCLUDE_EXECUTE 1 Minimal access level successful include votes will be executed at.
ACCESS_LEVEL_VOTE_KICK 20 Minimal access level required to issue kick votes.
ACCESS_LEVEL_VOTE_SUSPEND 20 Minimal access level required to issue suspend votes.
ADD_HELP_TOPIC Add a new help topic to be used with /help. Usage: ADD_HELP_TOPIC <topic> <short description> <text>
ADD_MASTER_SERVER Announce this server to another master server. Usage: ADD_MASTER_SERVER host port(optional, default=4533).
ADD_SCORE_PLAYER Give/Take points for that player. Usage: ADD_SCORE_PLAYER [name] [points] [message].
ADD_SCORE_TEAM Give/Take points for that team. Usage: ADD_SCORE_PLAYER [name] [points] [message].
ADMINS Lists the server admins. You should use /admins or /listadmins instead of this.
ADMIN_KILL_MESSAGE 1 If set to 1, announce when players get killed due to the command "KILL"
ADMIN_LIST_COLORS_BEST_BLUE 0 Blue color component to the best access level listed by /admins
ADMIN_LIST_COLORS_BEST_GREEN 0 Green color component to the best access level listed by /admins
ADMIN_LIST_COLORS_BEST_RED 15 Red color component to the best access level listed by /admins
ADMIN_LIST_COLORS_WORST_BLUE 7 Blue color component to the worst access level listed by /admins
ADMIN_LIST_COLORS_WORST_GREEN 15 Green color component to the worst access level listed by /admins
ADMIN_LIST_COLORS_WORST_RED 15 Red color component to the worst access level listed by /admins
ADMIN_LIST_MIN_ACCESS_LEVEL 2 Minimal access level to be shown in /admins
ADMIN_LOG 0 Write all admin chat commands to var/adminlog.txt (Works only in a server)
ADMIN_NAME Admin The name to speak as when using the command "SAY".
AI_IQ 50 IQ of the AI opponents
ALLOW_CONTROL_DURING_CHAT 0 If set to 1, this allows a player to issue cycle and camera control commands during chat (losing the chatbot and the yellow chat pyramid).
ALLOW_ENEMIES_SAME_CLIENT 0 If set to 1, this allows two players that play on the same client to fight for points with each other.
ALLOW_ENEMIES_SAME_IP 0 If set to 1, this allows two players that apparently come from the same machine to fight for points with each other.
ALLOW_IMPOSTERS 0 If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.
ALLOW_IMPOSTORS 0 If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.
ALLOW_RENAME_PLAYER Gives the given player the ability to rename.
ALLOW_TEAM_CHANGE 1 If set to 1, all players can change teams. If set to 0, players can only change teams if they've been specifically allowed to by ALLOW_TEAM_CHANGE_PLAYER
ALLOW_TEAM_CHANGE_PLAYER Allow a specific player to change teams even if ALLOW_TEAM_CHANGE is disabled
ALLOW_TEAM_NAME_COLOR 1 Allow a team to be named after a color
ALLOW_TEAM_NAME_LEADER 0 Allow team leader to set a team.
ALLOW_TEAM_NAME_PLAYER 1 Allow a team to be named after the leading player
ALLOW_VOTING 1 If set to 1, voting will be allowed for players.
ALLOW_VOTING_SPECTATOR 0 If set to 1, voting will be allowed for spectators.
ALPHA_BLEND 1 Enable alpha blending
ANNOUNCE Use like a public announcement. Displays Announcement: [message]
ANTI_SPOOF 0 If set to 1, checks connecting clients for spoofed IPs. Only clients passing a connectivity test are allowed in. This is done in turtle mode automatically, but may be useful to have on at all times.
ARENA_AXES 4 In how many directions a cycle can turn 4 is the default, 6 is hexatron
ARENA_AXES_OVERRIDE 3 Block out older clients when ARENA_AXES differs from its default?
ARENA_BOUNDARY -20 This is the distance players can travel outside the arena boundary.
ARENA_BOUNDARY_KILL 1 If set to 1, Players beyond the ARENA_BOUNDARY will be killed.
ARENA_WALL_SHADOW_DIST UNDOCUMENTED
ARENA_WALL_SHADOW_NEAR UNDOCUMENTED
ARENA_WALL_SHADOW_SIDEDIST UNDOCUMENTED
ARENA_WALL_SHADOW_SIZE UNDOCUMENTED
ARMAGETRON_LAST_SCREENMODE 0 Last screen resolution
ARMAGETRON_LAST_SCREENMODE_H 0 UNDOCUMENTED
ARMAGETRON_LAST_SCREENMODE_W 0 UNDOCUMENTED
ARMAGETRON_LAST_WINDOWSIZE 5 Last Window size
ARMAGETRON_LAST_WINDOWSIZE_H 480 UNDOCUMENTED
ARMAGETRON_LAST_WINDOWSIZE_W 640 UNDOCUMENTED
ARMAGETRON_SCREENMODE 0 Screen resolution
ARMAGETRON_SCREENMODE_H 0 UNDOCUMENTED
ARMAGETRON_SCREENMODE_W 0 UNDOCUMENTED
ARMAGETRON_WINDOWSIZE 5 Window size
ARMAGETRON_WINDOWSIZE_H 480 UNDOCUMENTED
ARMAGETRON_WINDOWSIZE_W 640 UNDOCUMENTED
AUTHORITY_BLACKLIST Comma separated list of authorities your server should refuse to query.
AUTHORITY_LEVEL Changes the access level for all users from the same authority. Mainly only useful for private authorities.
AUTHORITY_WHITELIST If non-empty, only authorities on this comma separated list will be queried by your server.
AUTO_AIS 0 Automatically spawn AI players?
AUTO_IQ 0 Automatically adjust AI IQ?
AUTO_SUBSTITUTION 0 If set to 1, players will be substituted when leaving.
AUTO_TEAM 1 Flag indicating whether players should be put into teams automatically.
AUTO_TEAM_SPEC_SPAM 1 If set to 0, spectators won't be announced when joining or leaving, provided AUTO_TEAM is set to 0.
AXES_INDICATOR 1 Should the Axis Indicator be rendered?
BACKWARD_COMPATIBILITY 1000 Maximum number of old protocol versions to support.
BALLS_BOUNCE_ON_CYCLE_WALLS 0 Flag indicating whether balls can bounce off cycle walls
BALLS_INTERACT 0 Flag indicating whether balls can bounce off one another
BALL_AUTORESPAWN 1 Flag indicating whether balls should automatically respawn when goal is scored
BALL_CYCLE_ACCEL_BOOST 0 Boost Cycle gives the ball when colliding
BALL_KILLS 0 Flag indicating if a team owned ball can kill opposing team players
BALL_SPEED_DECAY 0 Rate at which the ball slows down
BALL_TEAM_MODE 0 Flag 0=ball score other team, 1=ball score only team owner
BAN Bans the specified player from the server (kicks him first) for a variable time in minutes.
BANNED_WORDS The list of words banned for various reasons.
BANNED_WORDS_ADD Add a word to the banned words list.
BANNED_WORDS_DELIMITERS `~!@#$%^&*()-=_+[]{}|;':",./<>? The delimiters to remove from in the messages in case people encased banned words in them.
BANNED_WORDS_LIST Display the list of words currently banned.
BANNED_WORDS_OPTIONS 0 0: disable. 1: Block and alert message to sender. 2: Replace bad word with chosen character(s).
BANNED_WORDS_REMOVE Remove a word from the banned words list.
BAN_IP Bans the specified IP address from the server for a variable time.
BAN_LIST Prints a list of currently banned IPs.
BAN_USER Allows to ban players based on their authentication ID.
BAN_USER_LIST Gives a list of banned users.
BASE_ENEMY_KILL 0 Flag indicating whether a base will kill enemy players
BASE_ENEMY_RESPAWN 0 Flag indicating whether a base will respawn team if an enemy player enters it
BASE_RESPAWN 0 Flag indicating whether a base will respawn team if a team player enters it
BASE_RESPAWN_REMIND_TIME -1 Time between respawn reminders
BIG_BROTHER 0 Did we already send the big brother information?
BOOKMARK_0_ADDRESS fkmclane.tk Server address of the 1st server bookmark
BOOKMARK_0_NAME 0x0099ffAlpha f0099Project 0xffff7f- 0x0099ffLOVER0x88ff22$0xff00ffBOY0xff7700s 0xffffffHells 0xffa900Racing # Name of the 1st server bookmark
BOOKMARK_0_PORT 4535 Server port of the 1st server bookmark
BOOKMARK_10_ADDRESS Server address of the 11th server bookmark
BOOKMARK_10_NAME Name of the 11th server bookmark
BOOKMARK_10_PORT 4534 Server port of the 11th server bookmark
BOOKMARK_1_ADDRESS Server address of the 2nd server bookmark
BOOKMARK_1_NAME Name of the 2nd server bookmark
BOOKMARK_1_PORT 4534 Server port of the 2nd server bookmark
BOOKMARK_2_ADDRESS Server address of the 3rd server bookmark
BOOKMARK_2_NAME Name of the 3rd server bookmark
BOOKMARK_2_PORT 4534 Server port of the 3rd server bookmark
BOOKMARK_3_ADDRESS Server address of the 4th server bookmark
BOOKMARK_3_NAME Name of the 4th server bookmark
BOOKMARK_3_PORT 4534 Server port of the 4th server bookmark
BOOKMARK_4_ADDRESS Server address of the 5th server bookmark
BOOKMARK_4_NAME Name of the 5th server bookmark
BOOKMARK_4_PORT 4534 Server port of the 5th server bookmark
BOOKMARK_5_ADDRESS Server address of the 6th server bookmark
BOOKMARK_5_NAME Name of the 6th server bookmark
BOOKMARK_5_PORT 4534 Server port of the 6th server bookmark
BOOKMARK_6_ADDRESS Server address of the 7th server bookmark
BOOKMARK_6_NAME Name of the 7th server bookmark
BOOKMARK_6_PORT 4534 Server port of the 7th server bookmark
BOOKMARK_7_ADDRESS Server address of the 8th server bookmark
BOOKMARK_7_NAME Name of the 8th server bookmark
BOOKMARK_7_PORT 4534 Server port of the 8th server bookmark
BOOKMARK_8_ADDRESS Server address of the 9th server bookmark
BOOKMARK_8_NAME Name of the 9th server bookmark
BOOKMARK_8_PORT 4534 Server port of the 9th server bookmark
BOOKMARK_9_ADDRESS Server address of the 10th server bookmark
BOOKMARK_9_NAME Name of the 10th server bookmark
BOOKMARK_9_PORT 4534 Server port of the 10th server bookmark
BOOKMARK__MASTER0_ADDRESS Address of the first subculture master
BOOKMARK__MASTER0_NAME Name of the first subculture
BOOKMARK__MASTER0_PORT 4534 Port of the first subculture master
BOOKMARK__MASTER10_ADDRESS Address of the 11th subculture master
BOOKMARK__MASTER10_NAME Name of the 11th subculture
BOOKMARK__MASTER10_PORT 4534 Port of the 11th subculture master
BOOKMARK__MASTER1_ADDRESS Address of the second subculture master
BOOKMARK__MASTER1_NAME Name of the second subculture
BOOKMARK__MASTER1_PORT 4534 Port of the second subculture master
BOOKMARK__MASTER2_ADDRESS Address of the 3rd subculture master
BOOKMARK__MASTER2_NAME Name of the 3rd subculture
BOOKMARK__MASTER2_PORT 4534 Port of the 3rd subculture master
BOOKMARK__MASTER3_ADDRESS Address of the 4th subculture master
BOOKMARK__MASTER3_NAME Name of the 4th subculture
BOOKMARK__MASTER3_PORT 4534 Port of the 4th subculture master
BOOKMARK__MASTER4_ADDRESS Address of the 5th subculture master
BOOKMARK__MASTER4_NAME Name of the 5th subculture
BOOKMARK__MASTER4_PORT 4534 Port of the 5th subculture master
BOOKMARK__MASTER5_ADDRESS Address of the 6th subculture master
BOOKMARK__MASTER5_NAME Name of the 6th subculture
BOOKMARK__MASTER5_PORT 4534 Port of the 6th subculture master
BOOKMARK__MASTER6_ADDRESS Address of the 7th subculture master
BOOKMARK__MASTER6_NAME Name of the 7th subculture
BOOKMARK__MASTER6_PORT 4534 Port of the 7th subculture master
BOOKMARK__MASTER7_ADDRESS Address of the 8th subculture master
BOOKMARK__MASTER7_NAME Name of the 8th subculture
BOOKMARK__MASTER7_PORT 4534 Port of the 8th subculture master
BOOKMARK__MASTER8_ADDRESS Address of the 9th subculture master
BOOKMARK__MASTER8_NAME Name of the 9th subculture
BOOKMARK__MASTER8_PORT 4534 Port of the 9th subculture master
BOOKMARK__MASTER9_ADDRESS Address of the 10th subculture master
BOOKMARK__MASTER9_NAME Name of the 10th subculture
BOOKMARK__MASTER9_PORT 4534 Port of the 10th subculture master
BOOT Kicks the specified player from the server.
BROWSER_CONTACTLOSS 4 UNDOCUMENTED
BROWSER_NUM_QUERIES 3 UNDOCUMENTED
BROWSER_QUERIES_SIMULTANEOUS 20 UNDOCUMENTED
BROWSER_QUERY_DELAY_GLOBAL 0.025 UNDOCUMENTED
BROWSER_QUERY_DELAY_SINGLE 0.5 UNDOCUMENTED
BROWSER_QUERY_FILTER 1 UNDOCUMENTED
BUG_COLOR_OVERFLOW 1 Allows the player's colors to overflow and wrap around for the cycle, allowing different colors for cycle and trail.
BUG_RIP 0 Allows the rim wall to be ripped open by a VERY close grind.
BUG_TRANSPARENCY Unsupported: make all rim walls semi-transparent by rendering them without occlusion tests
BUG_TRANSPARENCY_DEMAND Unsupported: use transparency instead of lowering walls
BUG_TUNNEL 0 Allows players to pass through walls on odd occasions.
CAMERA_CUSTOM_BACK 6 Position of the custom camera: how much is it moved back from the cycle?
CAMERA_CUSTOM_BACK_FROMSPEED 0.5 This value is multiplied with the current speed and added to CAMERA_CUSTOM_BACK.
CAMERA_CUSTOM_PITCH -0.58 Position of the custom camera: how much does it look up/down?
CAMERA_CUSTOM_RISE 4 Position of the custom camera: how much is it moved up from the cycle?
CAMERA_CUSTOM_RISE_FROMSPEED 0.4 This value is multiplied with the current speed and added to CAMERA_CUSTOM_RISE.
CAMERA_CUSTOM_TURN_SPEED 4 Speed the custom camera turns with
CAMERA_CUSTOM_TURN_SPEED_180 4 Extra factor to CAMERA_CUSTOM_TURN_SPEED after a quick reverse
CAMERA_CUSTOM_ZOOM 0 Position of the custom camera: how much the camera zooms in your cycle at the beginning of the round (to show the team's formation
CAMERA_FOLLOW_START_X -30 Start position of the fixed external camera
CAMERA_FOLLOW_START_Y -30 Start position of the fixed external camera
CAMERA_FOLLOW_START_Z 80 Start position of the fixed external camera
CAMERA_FORBID_CUSTOM 0 Forbids the use of the custom camera on all clients
CAMERA_FORBID_CUSTOM_GLANCE 0 Forbids use of special glance camera settings
CAMERA_FORBID_FOLLOW 0 Forbids the use of the fixed external camera on all clients
CAMERA_FORBID_FREE 0 Forbids the use of the free camera on all clients
CAMERA_FORBID_IN 0 Forbids the use of the internal camera on all clients
CAMERA_FORBID_SERVER_CUSTOM 1 Forbids the use of the server custom camera
CAMERA_FORBID_SMART 0 Forbids the use of the internal camera on all clients
CAMERA_FREE_START_X 10 Start position of the free camera
CAMERA_FREE_START_Y -70 Start position of the free camera
CAMERA_FREE_START_Z 100 Start position of the free camera
CAMERA_GLANCE_BACK 6 Position of the glance camera: how much is it moved back from the cycle?
CAMERA_GLANCE_BACK_FROMSPEED 0.5 This value is multiplied with the current speed and added to CAMERA_GLANCE_BACK.
CAMERA_GLANCE_PITCH -0.58 Position of the glance camera: how much does it look up/down?
CAMERA_GLANCE_RISE 4 Position of the glance camera: how much is it moved up from the cycle?
CAMERA_GLANCE_RISE_FROMSPEED 0.4 This value is multiplied with the current speed and added to CAMERA_GLANCE_RISE.
CAMERA_IN_TURN_SPEED 40 Speed the internal camera turns with
CAMERA_OVERRIDE_CUSTOM_GLANCE 0 Overrides custom glance settings with values from the server
CAMERA_OVERRIDE_CUSTOM_GLANCE_SERVER_CUSTOM 0 Overrides custom glance settings with values from the server only for the server custom camera
CAMERA_SERVER_CUSTOM_BACK 30 Position of the custom camera: how much is it moved back from the cycle?
CAMERA_SERVER_CUSTOM_BACK_FROMSPEED 0 This value is multiplied with the current speed and added to CAMERA_SERVER_CUSTOM_BACK.
CAMERA_SERVER_CUSTOM_PITCH -0.7 Position of the custom camera: how much does it look up/down?
CAMERA_SERVER_CUSTOM_RISE 20 Position of the custom camera: how much is it moved up from the cycle?
CAMERA_SERVER_CUSTOM_RISE_FROMSPEED 0 This value is multiplied with the current speed and added to CAMERA_SERVER_CUSTOM_RISE.
CAMERA_SERVER_CUSTOM_TURN_SPEED -1 Speed the server custom camera turns with. Turn values are taken from the client-side settings if this is negative.
CAMERA_SERVER_CUSTOM_TURN_SPEED_180 4 Extra factor to CAMERA_SERVER_CUSTOM_TURN_SPEED after a quick reverse
CAMERA_SERVER_GLANCE_BACK 30 Position of the server glance camera: how much is it moved back from the cycle?
CAMERA_SERVER_GLANCE_BACK_FROMSPEED 0 This value is multiplied with the current speed and added to CAMERA_SERVER_GLANCE_BACK.
CAMERA_SERVER_GLANCE_PITCH -0.7 Position of the server glance camera: how much does it look up/down?
CAMERA_SERVER_GLANCE_RISE 20 Position of the server glance camera: how much is it moved up from the cycle?
CAMERA_SERVER_GLANCE_RISE_FROMSPEED 0 This value is multiplied with the current speed and added to CAMERA_SERVER_GLANCE_RISE.
CAMERA_SMART_AVOID_FRONT 10 UNDOCUMENTED
CAMERA_SMART_AVOID_FRONT2 0.1 UNDOCUMENTED
CAMERA_SMART_CENTER_DIR_SMOOTH 3 UNDOCUMENTED
CAMERA_SMART_CENTER_LOOKAHEAD 0.5 UNDOCUMENTED
CAMERA_SMART_CENTER_MAX_LOOKAHEAD 5 UNDOCUMENTED
CAMERA_SMART_CENTER_POS_SMOOTH 6 UNDOCUMENTED
CAMERA_SMART_CYCLESPEED 20 UNDOCUMENTED
CAMERA_SMART_DISTANCE 4 UNDOCUMENTED
CAMERA_SMART_DISTANCESCALE 0.2 UNDOCUMENTED
CAMERA_SMART_HEIGHT 2 UNDOCUMENTED
CAMERA_SMART_HEIGHT_EXTRA 0.5 UNDOCUMENTED
CAMERA_SMART_HEIGHT_GRINDING 0 UNDOCUMENTED
CAMERA_SMART_HEIGHT_OBSTACLE 1 UNDOCUMENTED
CAMERA_SMART_HEIGHT_TURNING 0.5 UNDOCUMENTED
CAMERA_SMART_MIN_DISTANCE 10 UNDOCUMENTED
CAMERA_SMART_MIN_DISTANCESCALE 5 UNDOCUMENTED
CAMERA_SMART_START_X 10 Start position of the smart camera
CAMERA_SMART_START_Y 30 Start position of the smart camera
CAMERA_SMART_START_Z 2 Start position of the smart camera
CAMERA_SMART_TURN_GRINDING 5 UNDOCUMENTED
CAMERA_VISIBILITY_CLIP_SPEED 40 Speed with which the visibility targets is brought into view
CAMERA_VISIBILITY_EXTENSION 1 Distance (measured in seconds, gets multiplied by speed) of the visibility targets from the watched object
CAMERA_VISIBILITY_LOWER_WALL 1 If set to 1, walls are lowered when they block the view and the camera is not moved
CAMERA_VISIBILITY_LOWER_WALL_SMART 0 Like CAMERA_VISIBILITY_LOWER_WALL, but special setting for the smart camera
CAMERA_VISIBILITY_RECOVERY_SPEED 1 The speed the external visibility targets recovers from wall hits
CAMERA_VISIBILITY_SIDESKEW 0.5 Extra forward component of the sideways visibility targets
CAMERA_VISIBILITY_WALL_DISTANCE 0.5 The distance the visibility targets keep from walls
CASACL For the duration of the rest of the configuration file this directive appears in, elevate the access level.
CENTER_MESSAGE Prints a big message on the screen of all connected clients.
CFG_USER_SAVE 1 Can the user.cfg be saved after work?
CHATBOT_ALWAYS_ACTIVE 0 if set to 1, the chatbot is active all of the time
CHATBOT_DECAY 0.02 rate at which the quality of the chatbot decays over time
CHATBOT_DELAY 0.5 time between entering chat and chatbot activation
CHATBOT_MIN_TIMESTEP 0.3 minimal time in seconds between chatbot thoughts
CHATBOT_NEW_WALL_BLINDNESS 0.3 the chatbot won't see walls that were built less than this many seconds ago
CHATBOT_RANGE 1 time in seconds the bot is capable of planning ahead
CHATLOG_WRITE_TEAM 0 Write /team messages to chatlog [1: on | 0:off]
CHATTERS_KILL All players in chat mode are killed by an administrator.
CHATTERS_LIST All players in chat mode are listed.
CHATTERS_SILENCE All players in chat mode are silenced by an administrator.
CHATTERS_SUSPEND All players in chat mode are suspended for this-many rounds by an administrator.
CHATTER_REMOVE_TIME 180 Time in seconds after which a permanent chatter is removed from the game
CHAT_LOG 0 Write machine parsable chat messages to var/chatlog.txt
CHAT_LOG_COLORS 0 Writes chat messages to var/chatlog_colors.txt
CHAT_TOOLTIP UNDOCUMENTED
CHECK_ERRORS 1 Listen to errors claiming a video mode does not exist
CLEAR_CHATLOG Clear all data from chatlog.txt located in ./var folder.
CLEAR_LADDERLOG Clear all data from ladderlog.txt located in ./var folder.
CLEAR_REPORTS Clear all data from reports.txt located in ./var folder.
CLEAR_SCORELOG Clear all data from scorelog.txt located in ./var folder.
CLIENT_PORT 4534 Port we try to connect to
COLLAPSE_ALL Causes all zones to vanish smoothly.
COLLAPSE_ZONE collapse a zone
COLLAPSE_ZONE_ID Collapse the zone by the given ID.
COLORDEPTH 1 Color depth to use (0: 16 1: desktop 2: 24)
COLOR_DEATHZONE_BLUE 0 Default: 0, blue portion of the zone's color
COLOR_DEATHZONE_GREEN 0 Default: 0, green portion of the zone's color
COLOR_DEATHZONE_RED 15 Default: 15, red portion of the zone's color
COLOR_RUBBERZONE_BLUE 3 color_rubberzone_blue_help
COLOR_RUBBERZONE_GREEN 10.5 color_rubberzone_green_help
COLOR_RUBBERZONE_RED 15 color_rubberzone_red_help
COLOR_STRINGS 1 Print colored strings
COLOR_WINZONE_BLUE 0 Default: 0, blue portion of the zone's color
COLOR_WINZONE_GREEN 15 Default: 15, green portion of the zone's color
COLOR_WINZONE_RED 0 Default: 0, red portion of the zone's color
CONDENSE_CONQUEST_OUTPUT 0 Condense fort zone conquered output into one line for multiple wiiners.
CONFIG_ROTATION A list of config files to rotate through, with values separated by semicolons. Optionally you can enter in the round like this: config|round_number;
CONFIG_ROTATION_ADD Add a config item to the CONFIG_ROTATION list of items. Optionally you can also add in the round of selection. Usage: CONFIG_ROTATION_ADD <config>{|round_number}
CONFIG_ROTATION_LOAD Loads the selected config from it's designated id from the list of CONFIG_ROTATION items. Usage: CONFIG_ROTATION_LOAD <config_id>
CONFIG_ROTATION_REMOVE Removed the selected config from the list of CONFIG_ROTATION items. Usage: CONFIG_ROTATION_REMOVE <config>
CONFIG_ROTATION_SET Set the selected config to the round provided. Usage: CONFIG_ROTATION_SET <config> <round>
CONFIG_ROTATION_TYPE 0 How will the CONFIG_ROTATION files load? 0-INCLUDE or 1-RINCLUDE?; Default: 0
CONFIG_STORAGE Is mainly use for non-rotation purposes, queue mainly. Usage is similar to CONFIG_ROTATION, except without round.
CONNECTION_FLOOD_SENSITIVITY 0.01 The times PING_FLOOD_TIME_X, multiplied by this value, count for all incoming messages from clients not connected already. A flood here activates turtle mode. Negative values disable global flood protection.
CONNECTION_LIMIT 100 Maximum number of packets from unknown peers to handle at one
CONSOLE_DECORATE_ID 1 Decorates every line of console output with the client ID
CONSOLE_DECORATE_IP 0 Decorates every line of console output with the client IP
CONSOLE_DECORATE_TIMESTAMP 0 Decorates every line of console output with the current date and time
CONSOLE_LADDER_LOG 0 Sends ladder log output to the console
CONSOLE_LOG 0 Write all console messages to var/consolelog.txt
CONSOLE_MESSAGE Prints a message on the console of all connected clients.
CONSOLE_ROWS 5 Number of lines of console output without user intervention
CONSOLE_ROWS_MAX 19 Number of lines of console output when scrolling back
CULL_DELAY_END 3 UNDOCUMENTED
CULL_DELAY_MIN 10 UNDOCUMENTED
CULL_DELAY_PER_SECOND 3 UNDOCUMENTED
CUSTOM_AUTHORITY The custom authority to trigger when a player tries to login.
CUSTOM_AUTHORITY_CONNECTION The link to connect to when using custom authority. Do not include "http://".
CUSTOM_AUTHORITY_ENABLED 0 If set to 1 and CUSTOM_AUTHORITY is found, then CUSTOM_AUTHORITY_CONNECTION will be used to connect.
CUSTOM_CENTER_MESSAGE Send custom message in the form of a center message.USAGE: CUSTOM_CENTER_MESSAGE ${language_string} param1 param2 param3 ...
CUSTOM_CONFIGS List of configs, seperated by ;, to load during the star-up of the client/server.
CUSTOM_INVALID_COMMANDS Contains the list of commands to be executed as chat commands: Usage: CUSTOM_INVALID_COMMANDS {command_method1};{command_method2};
CUSTOM_MESSAGE Send custom message using language string commands. Have spaces between each parameter.Usage: CUSTOM_MESSAGE ${language_string} param1 param2 param3 ...
CUSTOM_PLAYER_MESSAGE Send custom message to player using language string commands. Have spaces between each parameter.Usage: CUSTOM_MESSAGE_PLAYER [player] ${language_string} param1 param2 param3 ...
CUSTOM_SCREEN_ASPECT 1 Custom screen aspect ratio ( pixel width/pixel height)
CUSTOM_SCREEN_HEIGHT 200 Custom screen size
CUSTOM_SCREEN_WIDTH 320 Custom screen size
CUSTOM_SERVER_NAME Name of the server to connect to
CUSTOM_SHORTHAND The custom authority to trigger when a player tries to login.
CUSTOM_SHORTHAND_CONNECTION The link to connect to when using custom shorthand. Do not include "http://".
CUSTOM_SHORTHAND_ENABLED 0 If set to 1 and CUSTOM_SHORTHAND is found, then CUSTOM_SHORTHAND_CONNECTION will be used to connect.
CYCLE_ACCEL 10 Wall acceleration factor
CYCLE_ACCEL_ENEMY 1 Multiplicator to CYCLE_ACCEL for your enemies' walls
CYCLE_ACCEL_ENEMY_OVERRIDE 3 Block out older clients when CYCLE_ACCEL_ENEMY differs from its default?
CYCLE_ACCEL_OFFSET 2 Minimum numeric wall distance, must be positive
CYCLE_ACCEL_RIM 0 Multiplicator to CYCLE_ACCEL for the rim walls
CYCLE_ACCEL_RIM_OVERRIDE 3 Block out older clients when CYCLE_ACCEL_RIM differs from its default?
CYCLE_ACCEL_SELF 1 Multiplicator to CYCLE_ACCEL for your own wall
CYCLE_ACCEL_SELF_OVERRIDE 3 Block out older clients when CYCLE_ACCEL_SELF differs from its default?
CYCLE_ACCEL_SLINGSHOT 1 Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between its own wall and another wall
CYCLE_ACCEL_SLINGSHOT_OVERRIDE 3 Block out older clients when CYCLE_ACCEL_SLINGSHOT differs from its default?
CYCLE_ACCEL_TEAM 1 Multiplicator to CYCLE_ACCEL for your teammates' walls
CYCLE_ACCEL_TEAM_OVERRIDE 3 Block out older clients when CYCLE_ACCEL_TEAM differs from its default?
CYCLE_ACCEL_TUNNEL 1 Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between two walls not created by it
CYCLE_ACCEL_TUNNEL_OVERRIDE 3 Block out older clients if CYCLE_ACCEL_TUNNEL differs from its default?
CYCLE_AVOID_OLDCLIENT_BAD_SYNC 0 If set to 1, old clients will not get sync messages in situations that are known to confuse them
CYCLE_BLINK_FREQUENCY 10 Frequency in Hz an invulnerable cycle blinks with.
CYCLE_BOOSTFACTOR_ENEMY 1 Factor your speed is multiplied with when breaking from an enemy wall
CYCLE_BOOSTFACTOR_ENEMY_OVERRIDE 3 Block out older clients if CYCLE_BOOSTFACTOR_ENEMY differs from its default?
CYCLE_BOOSTFACTOR_RIM 1 Factor your speed is multiplied with when breaking from the rim wall
CYCLE_BOOSTFACTOR_RIM_OVERRIDE 3 Block out older clients if CYCLE_BOOSTFACTOR_RIM differs from its default?
CYCLE_BOOSTFACTOR_SELF 1 Factor your speed is multiplied with when breaking from your own wall
CYCLE_BOOSTFACTOR_SELF_OVERRIDE 3 Block out older clients if CYCLE_BOOSTFACTOR_SELF differs from its default?
CYCLE_BOOSTFACTOR_TEAM 1 Factor your speed is multiplied with when breaking from a teammate's wall
CYCLE_BOOSTFACTOR_TEAM_OVERRIDE 3 Block out older clients if CYCLE_BOOSTFACTOR_TEAM differs from its default?
CYCLE_BOOST_ENEMY 0 Speed boost when breaking from an enemy wall
CYCLE_BOOST_ENEMY_OVERRIDE 3 Block out older clients if CYCLE_BOOST_ENEMY differs from its default?
CYCLE_BOOST_RIM 0 Speed boost when breaking from the rim wall
CYCLE_BOOST_RIM_OVERRIDE 3 Block out older clients if CYCLE_BOOST_RIM differs from its default?
CYCLE_BOOST_SELF 0 Speed boost when breaking from your own wall
CYCLE_BOOST_SELF_OVERRIDE 3 Block out older clients if CYCLE_BOOST_SELF differs from its default?
CYCLE_BOOST_TEAM 0 Speed boost when breaking from a teammate's wall
CYCLE_BOOST_TEAM_OVERRIDE 3 Block out older clients if CYCLE_BOOST_TEAM differs from its default?
CYCLE_BRAKE 30 Brake intensity
CYCLE_BRAKE_DEPLETE 1 Rate at which the brake reservoir depletes when you are braking
CYCLE_BRAKE_DEPLETE_OVERRIDE 3 Block out older clients when CYCLE_BRAKE_DEPLETE differs from its default?
CYCLE_BRAKE_REFILL 0.1 Rate at which the brake reservoir refills when you are not braking
CYCLE_BRAKE_REFILL_OVERRIDE 3 Block out older clients when CYCLE_BRAKE_REFILL differs from its default?
CYCLE_BRAKE_TOOLTIP UNDOCUMENTED
CYCLE_DELAY 0.1 Minimum time between turns (must be greater than 0)
CYCLE_DELAY_BONUS 0.95 Extra fudge factor to CYCLE_DELAY applied on the dedicated server only.
CYCLE_DELAY_DOUBLEBIND_BONUS 1 Factor CYCLE_DELAY is multiplied with for consecutive turns in the same direction
CYCLE_DELAY_DOUBLEBIND_BONUS_OVERRIDE 3 Block out older clients if CYCLE_DELAY_DOUBLEBIND_BONUS differs from its default?
CYCLE_DELAY_TIMEBASED 1 Turn delays will be based on the time since the last turn if this is 1 (default) and the distance if this is 0. Intermediate values and values out of these bounds are supported as well.
CYCLE_DELAY_TIMEBASED_OVERRIDE 3 Block out older clients when CYCLE_DELAY_TIMEBASED differs from its default?
CYCLE_DIST_WALL_SHRINK 0 Distance multiplier in wall length calculation. All values are legal. See settings.cfg for full docs.
CYCLE_DIST_WALL_SHRINK_OFFSET 0 Distance offset in wall length calculation. See settings.cfg for full docs.
CYCLE_DIST_WALL_SHRINK_OFFSET_OVERRIDE 3 UNDOCUMENTED
CYCLE_DIST_WALL_SHRINK_OVERRIDE 3 UNDOCUMENTED
CYCLE_EXPLOSION_RADIUS 4 Radious of the explosion when a cycle gets destroyed.
CYCLE_FAIR_ANTILAG 1 If set to 1, this deactivates the anti lag-sliding code when old clients are connected
CYCLE_FIRST_SPAWN_PROTECTION 0 Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round.
CYCLE_FIRST_SPAWN_PROTECTION_OVERRIDE 3 UNDOCUMENTED
CYCLE_INVULNERABLE_TIME 0 Time in seconds a cycle is invulnerable after a respawn.
CYCLE_INVULNERABLE_TIME_OVERRIDE 3 UNDOCUMENTED
CYCLE_MAX_REFCOUNT 30000 Maximum allowed reference count on cycles before they self destruct. This setting is to protect against performance related DOS attacks.
CYCLE_MIN_WALLDROP_INTERVAL 0.05 UNDOCUMENTED
CYCLE_PACKETLOSS_TOLERANCE 0 Cycle death is prevented as long as the player's failure to turn can be explained by the loss of this many network packets. Enabling this allows cheating.
CYCLE_PACKETMISS_TOLERANCE 3 UNDOCUMENTED
CYCLE_PING_RUBBER 3 Additional niceness for high ping players
CYCLE_RUBBER 1 Niceness factor to allow you drive really close to a wall
CYCLE_RUBBER_DELAY 0 During this fraction of the cycle delay time after each turn, rubber efficiency will be multiplied with CYCLE_RUBBER_DELAY_BONUS.
CYCLE_RUBBER_DELAY_BONUS 0.5 Factor for CYCLE_RUBBER_DELAY rubber efficiency.
CYCLE_RUBBER_DELAY_BONUS_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_DELAY_BONUS differs from its default?
CYCLE_RUBBER_DELAY_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_DELAY differs from its default?
CYCLE_RUBBER_DEPLETE_ENEMY 1 If set to 1, rubber depletes for players when hitting enemys' tails.
CYCLE_RUBBER_DEPLETE_RIM 1 If set to 1, rubber depletes for players when hitting rim walls.
CYCLE_RUBBER_DEPLETE_SELF 1 If set to 1, rubber depletes for players when hitting their own tails.
CYCLE_RUBBER_DEPLETE_TEAM 1 If set to 1, rubber depletes for players when hitting their teams' tails.
CYCLE_RUBBER_LEGACY 0 Revert to old, framerate dependent and old-clients-ripping, rubber code if old clients are present. Old means <= 0.2.7.0 here.
CYCLE_RUBBER_MALUS_TIME 5 UNDOCUMENTED
CYCLE_RUBBER_MALUS_TURN 0 UNDOCUMENTED
CYCLE_RUBBER_MALUS_TURN_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MALUS_TURN differs from its default?
CYCLE_RUBBER_MINADJUST 0.05 When adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance)
CYCLE_RUBBER_MINADJUST_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MINADJUST differs from its default?
CYCLE_RUBBER_MINDISTANCE 0.001 The minimal distance rubber code keeps you from the wall in front of you
CYCLE_RUBBER_MINDISTANCE_GAP 0 If > 0, CYCLE_RUBBER_MINDISTANCE effectively is never taken to be bigger than this value times the size of any detected gaps the cycle can squeeze through. For "Open" gameplay.
CYCLE_RUBBER_MINDISTANCE_GAP_BACKDOOR 0 If > 0, CYCLE_RUBBER_MINDISTANCE effectively is never taken to be bigger than this value times the size of any detected backdoor gaps the cycle can squeeze through. For "Open" gameplay. If = 0, CYCLE_RUBBER_MINDISTANCE_GAP applies to backdoors, too.
CYCLE_RUBBER_MINDISTANCE_GAP_BACKDOOR_OVERRIDE 3 Block out older clients if CYCLE_RUBBER_MINDISTANCE_GAP_BACKDOOR differs from its default?
CYCLE_RUBBER_MINDISTANCE_GAP_OVERRIDE 3 Block out older clients if CYCLE_RUBBER_MINDISTANCE_GAP differs from its default?
CYCLE_RUBBER_MINDISTANCE_GAP_SIDE 0.5 Gap detection only sees gaps that the cycle may reach in no less than this many seconds.
CYCLE_RUBBER_MINDISTANCE_LEGACY 1 Extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected
CYCLE_RUBBER_MINDISTANCE_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MINDISTANCE differs from its default?
CYCLE_RUBBER_MINDISTANCE_PREPARATION 0.2 Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.
CYCLE_RUBBER_MINDISTANCE_PREPARATION_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MINDISTANCE_PREPARATION differs from its default?
CYCLE_RUBBER_MINDISTANCE_RATIO 0.0001 Additional distance to CYCLE_RUBBER_MINDISTANCE for every length unit of the wall you have in front of you
CYCLE_RUBBER_MINDISTANCE_RATIO_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MINDISTANCE_RATIO differs from its default?
CYCLE_RUBBER_MINDISTANCE_RESERVOIR 0.005 Additional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)
CYCLE_RUBBER_MINDISTANCE_RESERVOIR_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MINDISTANCE_RESERVOIR differs from its default?
CYCLE_RUBBER_MINDISTANCE_UNPREPARED 0.005 Additional distance for unprepared grinds; it gets applied when the cycle's last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION.
CYCLE_RUBBER_MINDISTANCE_UNPREPARED_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_MINDISTANCE_UNPREPARED differs from its default?
CYCLE_RUBBER_SPEED 40 Logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value})
CYCLE_RUBBER_SPEED_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_SPEED differs from its default?
CYCLE_RUBBER_TIME 10 Timescale rubber is restored on.
CYCLE_RUBBER_TIMEBASED 0 Rubber usage is based on distance travelled if this is 0 (default) and the time passed if this is 1. Intermediate values and values out of these bounds are supported as well.
CYCLE_RUBBER_TIMEBASED_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_TIMEBASED differs from its default?
CYCLE_RUBBER_TIME_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_TIME differs from its default?
CYCLE_RUBBER_WALL_SHRINK 0 With finite length trails, the used rubber is multiplied with this value and the result is subtracted from the wall length.
CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 3 Block out older clients when CYCLE_RUBBER_WALL_SHRINK differs from its default?
CYCLE_SMOOTH_MIN_SPEED 0.2 Minimum speed of smooth correction relative to cycle speed.
CYCLE_SMOOTH_THRESHOLD 0.2 Only syncs that differ from your position by less than this amount (measured in speed) will be handled smoothly, bigger differences will be applied instantly.
CYCLE_SMOOTH_TIME 0.3 Timescale for smoothing options. Increasing this will make interpolation smoother, but less accurate. Decreasing it will make network synchronization jumpy.
CYCLE_SOUND_SPEED 30 Sound speed divisor
CYCLE_SPEED 30 Basic speed of your cycle if you drive straight and not close to walls
CYCLE_SPEED_DECAY_ABOVE 0.1 Rate of cycle speed approaching the value of CYCLE_SPEED from above
CYCLE_SPEED_DECAY_ABOVE_OVERRIDE 3 Block out older clients when CYCLE_SPEED_DECAY_ABOVE differs from its default?
CYCLE_SPEED_DECAY_BELOW 5 Rate of cycle speed approaching the value of CYCLE_SPEED from below
CYCLE_SPEED_DECAY_BELOW_OVERRIDE 3 Block out older clients when CYCLE_SPEED_DECAY_BELOW differs from its default?
CYCLE_SPEED_MAX 0 Maximal speed of your cycle, measured relative to CYCLE_SPEED. A value of 0 means no top speed.
CYCLE_SPEED_MAX_OVERRIDE 3 Block out older clients if CYCLE_SPEED_MAX differs from its default?
CYCLE_SPEED_MIN 0.25 Minimal speed of your cycle, measured relative to CYCLE_SPEED
CYCLE_SPEED_MIN_OVERRIDE 3 Block out older clients when CYCLE_SPEED_MIN differs from its default?
CYCLE_START_SPEED 20 Initial cycle speed
CYCLE_SYNC_FF 10 Speed of simulation of the extrapolating sync; decrease for lower CPU load, but higher effective ping
CYCLE_SYNC_FF_STEPS 1 Number of extrapolation simulation timesteps each real timestep; increase for better accuracy
CYCLE_SYNC_INTERVAL_ENEMY 1 Time in seconds between server-client updates of enemy cycles
CYCLE_SYNC_INTERVAL_SELF 0.1 Time in seconds between server-client updates of enemy cycles owned by the client itself
CYCLE_TIME_TOLERANCE 0.1 Maximum time difference of execution of turns on server and client (for clients that send timing information)
CYCLE_TIME_TOLERANCE_OVERRIDE 3 Block out older clients when CYCLE_TIME_TOLERANCE differs from its default?
CYCLE_TURN_LEFT_TOOLTIP UNDOCUMENTED
CYCLE_TURN_MEMORY 3 Number of pending turns a cycle will memorize exactly
CYCLE_TURN_RIGHT_TOOLTIP UNDOCUMENTED
CYCLE_TURN_SPEED_FACTOR 0.95 Factor the speed of a lightcycle is multiplied with when turning
CYCLE_TURN_SPEED_FACTOR_OVERRIDE 3 Block out older clients when CYCLE_TURN_SPEED_FACTOR differs from its default?
CYCLE_WALLS_LENGTH -1 The length of the tails, automatically sets current wall length to the given length during round.
CYCLE_WALLS_STAY_UP_DELAY 8 The number of seconds the tails remain on the field after their owner is dead.
CYCLE_WALL_NEAR 6 Maximum accelerating wall distance
CYCLE_WALL_TIME 0 Time in seconds a cycle does not make a wall after a respawn. Values below 0 disable wall building.
CYCLE_WALL_TIME_OVERRIDE 3 UNDOCUMENTED
CYCLE_WIDTH 0 The width of the cycle collision object. It can only squeeze through tunnels wider than that without taking harm.
CYCLE_WIDTH_OVERRIDE 3 Block out older clients if CYCLE_WIDTH differs from its default?
CYCLE_WIDTH_RUBBER_MAX 1 If the cycle_width conditions are massively violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall.
CYCLE_WIDTH_RUBBER_MAX_OVERRIDE 3 Block out older clients if CYCLE_WIDTH_RUBBER_MAX differs from its default?
CYCLE_WIDTH_RUBBER_MIN 1 If the cycle_width conditions are barely violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall.
CYCLE_WIDTH_RUBBER_MIN_OVERRIDE 3 Block out older clients if CYCLE_WIDTH_RUBBER_MIN differs from its default?
CYCLE_WIDTH_SIDE 0 Minimum distance of a cycle to a wall on either side before it takes harm.
CYCLE_WIDTH_SIDE_OVERRIDE 3 Block out older clients if CYCLE_WIDTH_SIDE differs from its default?
CYCLE_ZONES_APPROCH 100 The distance a cycle can approch the zone without trigging the OnNear() event.
CYCLE_ZONES_AVOID 0 If set to 1, cycles will do their best at avoiding the zone. Is slightly buggy but works often.
DEADLY_EXPLOSIONS 0 Should cycles in the blast radius of an explosion be destroyed?
DEATHZONE_RANDOM_COLORS 0 Default: 0; If set to 1, deathzones will have their colors by randomness.
DEATHZONE_ROTATION 0 If set to 1, DEATHZONE_ROTATION_SPEED will be used for the speed of deathzones.
DEATHZONE_ROTATION_SPEED 0.3 The speed at which the rotation of the deathzones. Negative values cause it to spin in the other way.
DEATH_SHOT 1 If set to 1, killed players will release a death shot if they had been about to shoot.
DEBUG_GNUPLOT 0 UNDOCUMENTED
DECLARE_ROUND_WINNER Declares round winner. USAGE: DECLARE_ROUND_WINNER [player].
DEDICATED_FPS 40 Maximum simulation steps per second the dedicated server will perform
DEDICATED_FPS_IDLE_FACTOR 2 Number of times per frame the server should check whether simulation can be done if no network input is coming
DEDICATED_IDLE 0 After running this time (in hours), the dedicated server takes the next chance to quit.
DEFAULT_EXECUTION_LEVEL 1 At what level should the default execution level be set to? Default: 1 (Administrato)
DEFAULT_KICK_REASON The reason given to a player kicked by KICK if none is specified.
DEFAULT_KICK_TO_PORT 4534 Default server port a player is redirected to by KICK_TO and MOVE_TO.
DEFAULT_KICK_TO_REASON The reason given to a player kicked by KICK_TO or MOVE_TO if none is specified.
DEFAULT_KICK_TO_SERVER # Default server IP/name a player is redirected to by KICK_TO and MOVE_TO.
DEFAULT_OWNER_LEVEL 0 At what level should the owner of the server level be set to? Default: 0 (Owner)
DEFAULT_SHOUT_PLAYER 1 1 if the default chat action for players should be shouting, 0 if it should be team chat. 2 if the default action should be shouting and the access level requirement should be overridden.
DEFAULT_SHOUT_SPECTATOR 1 1 if the default chat action for spectators should be shouting, 0 if it should be spectator chat. 2 if the default action should be shouting and the access level requirement should be overridden.
DELAY_COMMAND A command to execute at given time. Usage: DELAY_COMMAND [time] [command] [parameters] ...
DELAY_COMMAND_CLEAR Clears all delayed command from cache.
DESTROY_ALL Causes all zones to vanish instantly.
DESTROY_ZONE Destroy, simply meaning: causes the zone with the given name to disappear instantly.
DESTROY_ZONE_ID Destroy, simply meaning: causes the zone with the given id to disappear instantly.
DISALLOW_RENAME_PLAYER Prevents the given player from rename-ing.
DISALLOW_TEAM_CHANGE_PLAYER Reverse of ALLOW_TEAM_CHANGE_PLAYER
DISPLAY_MAP_AUTHOR 1 If set to 1, displays the map's author.
DISPLAY_MAP_AXES 1 If set to 1, displays the map's axes.
DISPLAY_MAP_DETAILS 0 Display the map's details for everyone to view.
DISPLAY_MAP_NAME 1 If set to 1, displays the map's name.
DISPLAY_MAP_VERSION 1 If set to 1, displays the map's version.
DISPLAY_SCORES_DURING_CHAT 0 If set to 1, score board will appear during chat when we hit the "TAB" button on our keyboard.
DITHER 1 Use dithering
DOUBLEBIND_TIME -10 Time in seconds during which no two different keyboard events can trigger the same action
DOUBLEBIND_TIME_OVERRIDE 3 Block out older clients when DOUBLEBIND_TIME differs from its default?
DRAWLINE_TIMEOUT 10000 UNDOCUMENTED
ENABLE_CHAT 1 If set to 0, all chat will be suppressed (if reset on the server, messages from logged in players and private/team messages are still shown)
ENABLE_FRIENDS 1 Turn on/off mates filtering.
ENABLE_FRIENDS_CASING 1 If set to 1, matching friends will appear. If set to 0, no matter what casing it is, names with our friends will appear.
END_CHALLENGE UNDOCUMENTED
ENEMY_CHATBOT_PENALTY 30 Penalty in seconds if the victim is in chatbot state and the enemy influence is just the chatbot evading a wall
ENEMY_CURRENTTIME_INFLUENCE 0 If set to 1, not the build time of the encountered wall, but the current time enters the comparison of enemy influences. Arbitrary blending values are allowed.
ENEMY_DEAD_PENALTY 0 Penalty on the effective time in seconds if the enemy influence detection comes from a dead player
ENEMY_SUICIDE_TIMEOUT 10000 If no enemy influence can be found for the last this many seconds, a player's death counts as a suicide.
ENEMY_TEAMMATE_PENALTY 2500 Penalty on the effective time in seconds if the enemy influence detection is from a teammate
EXIT Shuts the dedicated server down and quits.
EXPLOSION 1 Enable explosions?
EXPLOSION_RADIUS 4 Blast radius of the cycle explosions
EXTRAPOLATOR_SYNC 1 UNDOCUMENTED
EXTRA_ROUND_TIME 0 Length of an extra pause at the beginning of the round
FADEOUT_NAME_DELAY Time the player names are shown. Set to 0 if you don't want to show them at all or -1 if you want to show them always.
FAILED_ATTEMPTS 0 Number of failed attempts to initialize graphics mode
FAST_FORWARD_MAXSTEP 1 Maximum recording time between rendered frames in fast forward mode
FAST_FORWARD_MAXSTEP_REAL 0.05 Maximum real time between rendered frames in fast forward mode
FAST_FORWARD_MAXSTEP_REL 0.1 Maximum fraction of the time left until the end of FF mode between rendered frames
FILTER_COLOR_NAMES 0 Filter color codes from player names.
FILTER_COLOR_SERVER_NAMES 0 Filter color codes from server names in the server browser.
FILTER_COLOR_STRINGS 0 Filter color codes from strings coming in over the network.
FILTER_COLOR_TEAM 0 Filter color codes from /team messages.
FILTER_DARK_COLOR_NAMES 0 Filter dark color codes from player names.
FILTER_DARK_COLOR_SERVER_NAMES 1 Filter dark color codes from server names in the server browser.
FILTER_DARK_COLOR_STRINGS 0 Filter dark color codes from strings coming in over the network.
FILTER_DARK_COLOR_TEAM 0 Filter dark color codes from /team messages.
FILTER_NAME_ENDS 1 Filter whitespace and other junk from beginnings and ends of player names.
FILTER_NAME_MIDDLE 1 Filter excess whitespace and other junk from the middle of player names.
FINISH_TYPE 2 What happens when the last human is dead?
FIRST_USE 0 Is this the first time you use @progtitle@?
FLAG_BLINK_END 1 Percentage of the flag radius to end the flag blink at.
FLAG_BLINK_ESTIMATE_POSITION 0.6 0 to start the flag blink at the current player position, 1 to start the flag blink where the player would be at the end of the blink at current speed and direction
FLAG_BLINK_ON_TIME 0.3 Time in seconds that flag is on in a blink (not recommended to set this below 0.1)
FLAG_BLINK_START 0.2 Percentage of the flag radius to start the flag blink at.
FLAG_BLINK_TIME 1.5 Time in seconds between flag blinking over player with the flag, -1 to disable
FLAG_BLINK_TRACK_TIME -1 If set above zero, this tracks the cycle position and speed at the rate defined by this setting. it is not recommended to set this below 0.1 for lag reasons.
FLAG_CHAT_BLINK_TIME -1 Time in seconds that the chat triangle above a player with a flag will blink, -1 to disable
FLAG_COLOR_B -1 (0-15) blue color for a neutral flag
FLAG_COLOR_G -1 (0-15) green color for a neutral flag
FLAG_COLOR_R -1 (0-15) red color for a neutral flag
FLAG_CONQUEST_WINS_ROUND 0 Flag indicating whether capturing the flag wins the round or not
FLAG_DROP_HOME 0 Flag indicating whether dropping the flag sends it home
FLAG_DROP_TIME -1 If positive, enables player to drop flag by chatting "/drop". value is the number of seconds they can't pick up the flag afterwards, 2-3 recommended.
FLAG_HOLD_SCORE 1 Points given for holding the flag see FLAG_HOLD_SCORE_TIME
FLAG_HOLD_SCORE_TIME -1 Seconds until points are awarded for holding the flag see FLAG_HOLD_SCORE
FLAG_HOLD_TIME -1 Time in seconds that the player can hold the flag before it is returned home, -1 to disable
FLAG_HOME_RANDOMNESS_X -1 Y direction the flag can vary from its starting spot when returned.
FLAG_HOME_RANDOMNESS_Y -1 X direction the flag can vary from its starting spot when returned.
FLAG_PASS_DISTANCE 5 The distance in which the team member should be in order to receive the flag.
FLAG_PASS_MODE 0 The mode of selection for passing the flag; o-disable, 1-closest, 2-furthest, 3-distance, 4-name.
FLAG_PASS_SPEED 30 The speed at which the flag should be passed (+ the speed the receive is travelling at).
FLAG_REQUIRED_HOME 1 Flag indicating whether flags need to be home to score
FLAG_TEAM 1 0 - Flags are neutral, 1 Flags have team that own them
FLOOR_BLUE 0.2 Floor color
FLOOR_DETAIL 3 Floor detail settings
FLOOR_GREEN 0.2 Floor color
FLOOR_MIRROR 0 Floor mirror mode
FLOOR_MIRROR_INT Intensity of the floor mirror effect
FLOOR_RED 0.2 Floor color
FONT_BIG_THRESHOLD_HEIGHT 24 UNDOCUMENTED
FONT_BIG_THRESHOLD_WIDTH 12 UNDOCUMENTED
FONT_MIN_B 0.5 UNDOCUMENTED
FONT_MIN_G 0.5 UNDOCUMENTED
FONT_MIN_R 0.5 UNDOCUMENTED
FONT_MIN_TOTAL 0.7 UNDOCUMENTED
FONT_SMALL_THRESHOLD_HEIGHT 8 Minimal pixel size of small font
FONT_SMALL_THRESHOLD_WIDTH 5 Minimal pixel size of small font
FORCE_TURTLE_MODE 0 Forces turtle mode, usually only active while a server is under attack. For testing, mainly.
FORTRESS_COLLAPSE_SPEED 0.5 Speed a fortress zone collapses with
FORTRESS_CONQUERED_KILL_MIN 0 UNDOCUMENTED
FORTRESS_CONQUERED_KILL_RATIO 0 UNDOCUMENTED
FORTRESS_CONQUERED_SCORE 0 UNDOCUMENTED
FORTRESS_CONQUERED_WIN 0 UNDOCUMENTED
FORTRESS_CONQUEST_DECAY_RATE 0.1 Rate a fortress zone "recovers" from being conquered
FORTRESS_CONQUEST_RATE 0.5 Rate a fortress zone gets conquered with for each enemy in it
FORTRESS_CONQUEST_TIMEOUT 0 time without enemy contact that makes a fortress zone collapse harmlessly
FORTRESS_DEFEND_RATE 0.25 Rate a fortress zone "recovers" for each defending player
FORTRESS_HELD_SCORE 0 Score you get for holding your fortress.
FORTRESS_MAX_PER_TEAM 0 UNDOCUMENTED
FORTRESS_SURVIVE_WIN 1 UNDOCUMENTED
FRIEND_1 Rage A friend
FRIEND_10 A friend
FRIEND_2 A friend
FRIEND_3 A friend
FRIEND_4 A friend
FRIEND_5 A friend
FRIEND_6 A friend
FRIEND_7 A friend
FRIEND_8 A friend
FRIEND_9 A friend
FULLSCREEN 0 Fullscreen or windowed mode?
FULLSCREEN_MESSAGE Prints a big message all over the screen, interrupting gameplay for a configurable timeout. Use with care.
GAMEOBJECT_MOVE_TIMEOUT 100 UNDOCUMENTED
GAME_TIMEOUT 10 Base timeout for game state synchronisation; gives approximately the maximum time between rounds.
GAME_TYPE 1 Type of game played. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs.
GET_CURRENT_MAP Displays the current map players are playing in.
GIVE_POINTS Slaps the given player by granting them with the specified amount of points. Be smart and you may be able to hug your users, too ;)
GLANCE_BACK_TOOLTIP UNDOCUMENTED
GLANCE_LEFT_TOOLTIP UNDOCUMENTED
GLANCE_RIGHT_TOOLTIP UNDOCUMENTED
GLOBAL_ID 1 If set to 1, Global IDs (Armathentication) will be enabled on this server.
GL_EXTENSIONS GL_ARB_blend_func_extended ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control # OpenGL system information
GL_RENDERER GeForce 525M/PCI/SSE2 # OpenGL system information
GL_VENDOR NVIDIA poration # OpenGL system information
GL_VERSION 4.1.0 OpenGL system information
GOAL_ROUND_END 1 Flag indicating whether the round ends when a goal is shot
GRID_SIZE 1 Distance between grid lines
GRID_SIZE_MOVIEPACK 2 Distance between grid lines when moviepack is active
HASH_METHOD_BLACKLIST bmd5 List of hash authentication methods to disable support for.
HELP_INTRODUCTORY_BLURB Message that is displayed before the list of help topics if someone uses /help without arguments
HELP_MESSAGE A help message sent to those calling it. Works through "/help" as well.
HELP_MESSAGE_TYPE 0 Set 0 to use HELP_{ADD|REMOVE}_TOPIC commands. Set 1 to use HELP_MESSAGE. Default: 0;
HIGHLIGHT_NAME 0 If set to 1, when your name appears in messages, it gets highlithed for you to notice.
HIGH_RIM 0 Draw high rim walls
HISTORY_SIZE_CHAT 10 Number of lines kept in the chat history.
HISTORY_SIZE_CONSOLE 10 Number of lines kept in the console history.
IDLE_KICK_EXEMPT 0 Exempt the access_level from being idle kicked. USAGE: IDLE_KICK_EXEMPT [access_level]
IDLE_KICK_TIME 0 Time in seconds after which an inactive player is kicked
IDLE_REMOVE_TIME 0 Time in seconds after which an inactive player is removed from the game
INCLUDE Includes the following file
INFINITY_PLANE 1 Use infinite points (Does not work properly on most Windows systems)
INTERCEPT_COMMANDS List of chat commands to accept and log to stdout.
INTERCEPT_UNKNOWN_COMMANDS 0 If 1, accept and log all unknown chat commands.
KEEP_PLAYER_SLOT 0 If set to 1, every time the server gets full, an unworthy spectator is kicked.
KEEP_WINDOW_ACTIVE 1 Keeps rendering active when the program window loses input focus.
KEYBOARD Keyboard settings
KICK Kicks the specified player from the server.
KICK_TO Kicks the specified player from the server and, if the client supports it, redirects him to a different server.
KILL Kill a specific player (as warning before a kick)
KILL_ALL Kills everyone on the grid.
KILL_ID kill_id_help
KOH_SCORE 1 Score given for being the only one in a zone for KOH_SCORE_TIME
KOH_SCORE_TIME 5 The interval that KOH_SCORE is added
LADDERLOG_DECORATE_TIMESTAMP 0 Decorates every line of ladderlog output with the current date and time
LADDERLOG_ENABLED 0 If set to 1, ladderlog output is enabled.
LADDERLOG_GAME_TIME_INTERVAL -1 If non-negative, write a line with the current game time to the ladder log every n seconds.
LADDERLOG_WRITE_ADMIN_COMMAND 0 Write to ladderlog: ADMIN_COMMAND <name> <setting>
LADDERLOG_WRITE_ADMIN_LOGIN 0 Write to ladderlog: ADMIN_LOGIN [login_name] [ip_address]
LADDERLOG_WRITE_ADMIN_LOGOUT 0 Write to ladderlog: ADMIN_LOGOUT [login_name] [ip_address]
LADDERLOG_WRITE_AI_POSITIONS 0 If set to 1, the team positions for AI Teams will output under "POSITIONS"
LADDERLOG_WRITE_ALL Set all the LADDER_LOG_WRITE_* settings to the same value
LADDERLOG_WRITE_AUTHORITY_BLURB 1 Write to ladderlog: AUTHORITY_BLURB <name> <value> <text>
LADDERLOG_WRITE_BALL_VANISH 0 Write to ladderlog: BALL_VANISH <object id> <zone_name> <cx> <cy>
LADDERLOG_WRITE_BASEZONE_CONQUERED 1 Write to ladderlog: BASEZONE_CONQUERED <team> <cx> <cy>
LADDERLOG_WRITE_BASEZONE_CONQUERER 1 Write to ladderlog: BASEZONE_CONQUERER <player> <% of zone>
LADDERLOG_WRITE_BASEZONE_CONQUERER_TEAM 1 Write to ladderlog: BASEZONE_CONQUERER_TEAM <team> <score>
LADDERLOG_WRITE_BASE_ENEMY_RESPAWN 1 Write to ladderlog: BASE_ENEMY_RESPAWN <spawner> <spawned>
LADDERLOG_WRITE_BASE_RESPAWN 1 Write to ladderlog: BASE_RESPAWN <spawner> <spawned>
LADDERLOG_WRITE_BLASTZONE_PLAYER_ENTER 0 Write to ladderlog: DEATH_BLASTZONE_PLAYER_ENTER <player>
LADDERLOG_WRITE_CHAT 0 Write to ladderlog: CHAT <chatter> [/me] <chat string>
LADDERLOG_WRITE_COMMAND 1 Write to ladderlog: COMMAND <player> <ip> <auth level> <command> <options>
LADDERLOG_WRITE_CURRENT_MAP 0 Write to ladderlog: CURRENT_MAP [MAP_FILE]
LADDERLOG_WRITE_CUSTOM_INVALID_COMMAND 0
LADDERLOG_WRITE_CYCLE_CREATED 0 Write to ladderlog: CYCLE_CREATED [auth_name] [posx] [poxy] [dirx] [diry] [team_name]
LADDERLOG_WRITE_CYCLE_DESTROYED 0 Write to ladderlog: CYCLE_DESTROYED [auth_name] [posx] [posy] [dirx] [diry] [team_name]
LADDERLOG_WRITE_DEATHZONE_ACTIVATED 1 Write to ladderlog: DEATHZONE_ACTIVATED [id] [name] [xpos] [ypos]
LADDERLOG_WRITE_DEATH_BASEZONE_CONQUERED 1 Write to ladderlog: DEATH_BASEZONE_CONQUERED <player> [NO_ENEMIES]
LADDERLOG_WRITE_DEATH_DEATHSHOT 1 Write to ladderlog: DEATH_DEATHSHOT <prey> <predator>
LADDERLOG_WRITE_DEATH_DEATHZONE 1 Write to ladderlog: DEATH_DEATHZONE <player>
LADDERLOG_WRITE_DEATH_DEATHZONE_TEAM 0 Write to ladderlog: DEATH_DEATHZONE_TEAM <team> <player>
LADDERLOG_WRITE_DEATH_EXPLOSION 1 Write to ladderlog: DEATH_EXPLOSION <prey> <predator>
LADDERLOG_WRITE_DEATH_FRAG 1 Write to ladderlog: DEATH_FRAG <prey> <predator>
LADDERLOG_WRITE_DEATH_RUBBERZONE 1 Write to ladderlog: DEATH_RUBBERZONE <player>
LADDERLOG_WRITE_DEATH_SELF_DESTRUCT 1 Write to ladderlog: DEATH_SELF_DESTRUCT <prey> <predator>
LADDERLOG_WRITE_DEATH_SHOT_FRAG 1 Write to ladderlog: DEATH_SHOT_FRAG <prey> <predator>
LADDERLOG_WRITE_DEATH_SHOT_SUICIDE 1 Write to ladderlog: DEATH_SHOT_SUICIDE <player>
LADDERLOG_WRITE_DEATH_SHOT_TEAMKILL 1 Write to ladderlog: DEATH_SHOT_TEAMKILL <prey> <predator>
LADDERLOG_WRITE_DEATH_SUICIDE 1 Write to ladderlog: DEATH_SUICIDE <player>
LADDERLOG_WRITE_DEATH_TEAMKILL 1 Write to ladderlog: DEATH_TEAMKILL <prey> <predator>
LADDERLOG_WRITE_DEATH_ZOMBIEZONE 1 Write to ladderlog: DEATH_ZOMBIEZONE <prey> [predator]
LADDERLOG_WRITE_ENCODING 1 Write to ladderlog: ENCODING <charset>. Specifies the encoding for data in ladderlog.txt.
LADDERLOG_WRITE_END_CHALLENGE 1 Write to ladderlog: END_CHALLENGE [time]
LADDERLOG_WRITE_FLAG_CONQUEST_ROUND_WIN 1 Write to ladderlog: FLAG_CONQUEST_ROUND_WIN <player> <flag team>
LADDERLOG_WRITE_FLAG_DROP 1 Write to ladderlog: FLAG_DROP <player> <flag team>
LADDERLOG_WRITE_FLAG_HELD 1 Write to ladderlog: FLAG_HELD <player>
LADDERLOG_WRITE_FLAG_RETURN 1 Write to ladderlog: FLAG_RETURN <player>
LADDERLOG_WRITE_FLAG_SCORE 1 Write to ladderlog: FLAG_SCORE <player> <flag team>
LADDERLOG_WRITE_FLAG_TAKE 1 Write to ladderlog: FLAG_TAKE <player> <flag team>
LADDERLOG_WRITE_FLAG_TIMEOUT 1 Write to ladderlog: FLAG_TIMEOUT <player> <flag team>
LADDERLOG_WRITE_GAME_END 1 Write to ladderlog: GAME_END <date and time>
LADDERLOG_WRITE_GAME_TIME 1 Write to ladderlog: GAME_TIME <time> (see also: GAME_TIME_INTERVAL)
LADDERLOG_WRITE_INVALID_COMMAND 0 Write to ladderlog: INVALID_COMMAND [command] [player_username] [ip_address] [access_level] [params]
LADDERLOG_WRITE_MATCH_ENDED 1 Write to ladderlog: MATCH_ENDED [time]
LADDERLOG_WRITE_MATCH_SCORE 1 Write to ladderlog: MATCH_SCORE [player_score] [player_username] [team_name]
LADDERLOG_WRITE_MATCH_SCORE_TEAM 1 Write to ladderlog: MATCH_SCORE_TEAM [team_score] [team_name] [sets_won]
LADDERLOG_WRITE_MATCH_WINNER 1 Write to ladderlog: MATCH_WINNER <team> <players>
LADDERLOG_WRITE_NEW_MATCH 1 Write to ladderlog: NEW_MATCH <date and time>
LADDERLOG_WRITE_NEW_ROUND 1 Write to ladderlog: NEW_ROUND <date and time>
LADDERLOG_WRITE_NEW_SET 1 Write to ladderlog: NEW_SET [current_set] [time]
LADDERLOG_WRITE_NEXT_ROUND 0 Write to ladderlog: NEXT_ROUND [next_round_number] [total_rounds] [map_file] [center_message]
LADDERLOG_WRITE_NUM_HUMANS 0 Write to ladderlog: NUM_HUMANS <number of humans>
LADDERLOG_WRITE_OBJECTZONE_PLAYER_ENTERED 0 Write to ladderlog: OBJECTZONE_PLAYER_ENTERED [zone_id] [zone_name] [zone_pos_x] [zone_pos_y] [player_name] [player_pos_x] [player_pos_y] [player_direction_x] [player_direction_y] [game_time]
LADDERLOG_WRITE_OBJECTZONE_PLAYER_LEFT 0 Write to ladderlog: OBJECTZONE_PLAYER_LEFT [zone_id] [zone_name] [zone_pos_x] [zone_pos_y] [player_name] [player_pos_x] [player_pos_y] [player_direction_x] [player_direction_y] [game_time]
LADDERLOG_WRITE_OBJECTZONE_SPAWNED 0 Write to ladderlog: OBJECTZONE_SPAWNED [id] [name] [pos_x] [pos_y] [xdir] [ydir]
LADDERLOG_WRITE_OBJECTZONE_ZONE_ENTERED 0 Write to ladderlog: OBJECT_ZONE_ENTER [zone_id] [zone_name] [target_id] [target_name] [target_pos_x] [target_pos_y] [target_dir_x] [target_dir_y] [game_time]
LADDERLOG_WRITE_ONLINE_PLAYER 0 Write to ladderlog: ONLINE_PLAYER <name> <owner_id> <r> <g> <b> <access_level> <did_login?> [<ping> <team>]
LADDERLOG_WRITE_ONLINE_TEAM 1 Write to ladderlog: ONLINE_TEAM <name> <screen name>
LADDERLOG_WRITE_PLAYER_AI_ENTERED 1 Write to ladderlog: PLAYER_AI_ENTERED <name> <screen name>
LADDERLOG_WRITE_PLAYER_AI_LEFT 1 Write to ladderlog: PLAYER_AI_LEFT [ai_name]
LADDERLOG_WRITE_PLAYER_COLORED_NAME 0 Write to ladderlog: PLAYER_COLORED_NAME [player_useranme] [player_colored_name]
LADDERLOG_WRITE_PLAYER_ENTERED_GRID 1 Write to ladderlog: PLAYER_ENTERED_GRID <name> <IP> <screen name>
LADDERLOG_WRITE_PLAYER_ENTERED_SPECTATOR 1 Write to ladderlog: PLAYER_ENTERED_SPECTATOR <name> <IP> <screen name>
LADDERLOG_WRITE_PLAYER_GRIDPOS 0 Write to ladderlog: PLAYER_GRIDPOS [player_username] [pos_x] [pos_y] [dir_x] [dir_y] [cycle_speed] [player_rubber] [cycle_rubber] [team]
LADDERLOG_WRITE_PLAYER_KILLED 1 Write to ladderlog: PLAYER_KILLED [player_username] [ip_address] [pos_x] [pos_y] [dir_x] [dir_y]
LADDERLOG_WRITE_PLAYER_LEFT 1 Write to ladderlog: PLAYER_LEFT <name> <IP>
LADDERLOG_WRITE_PLAYER_LOGIN 1 Write to ladderlog: PLAYER_LOGIN <name> <authenticated name>
LADDERLOG_WRITE_PLAYER_LOGOUT 1 Write to ladderlog: PLAYER_LOGOUT <authenticated name> <name>
LADDERLOG_WRITE_PLAYER_RENAMED 1 Write to ladderlog: PLAYER_RENAMED <old name> <new name> <ip> <did_login?> <screen name>
LADDERLOG_WRITE_POSITIONS 0 Write to ladderlog: POSITIONS <team> <player1 player2 ...>
LADDERLOG_WRITE_ROUND_COMMENCING 0 Write to ladderlog: ROUND_COMMENCING [current_round] [total_rounds]
LADDERLOG_WRITE_ROUND_ENDED 1 Write to ladderlog: ROUND_ENDED [time]
LADDERLOG_WRITE_ROUND_FINISHED 1 Write to ladderlog: ROUND_FINISHED [time]
LADDERLOG_WRITE_ROUND_SCORE 1 Write to ladderlog: ROUND_SCORE <score difference> <player> [<team>]
LADDERLOG_WRITE_ROUND_SCORE_TEAM 1 Write to ladderlog: ROUND_SCORE_TEAM <score difference> <team>
LADDERLOG_WRITE_ROUND_STARTED 1 Write to ladderlog: ROUND_STARTED [time]
LADDERLOG_WRITE_ROUND_WINNER 1 Write to ladderlog: ROUND_WINNER <team> <players>
LADDERLOG_WRITE_SACRIFICE 1 Write to ladderlog: SACRIFICE <player who used the hole> <player who created the hole> <player owning the wall the hole was made into>
LADDERLOG_WRITE_SET_WINNER 1 Write to ladderlog: SET_WINNER [team_name]
LADDERLOG_WRITE_SHUTDOWN 1 Write to ladderlog: SHUTDOWN <time> when the server has been shut down using exit/quit commands
LADDERLOG_WRITE_SOCCER_BALL_PLAYER_ENTERED 0 Write to ladderlog: SOCCER_BALL_PLAYER_ENTERED [player_auth_name] [team]
LADDERLOG_WRITE_SOCCER_GOAL_PLAYER_ENTERED 0 Write to ladderlog: SOCCER_GOAL_PLAYER_ENTERED [player_auth_name] [player_team] [team owner of the goal]
LADDERLOG_WRITE_SPAWN_POSITION_TEAM 1 Write to ladderlog: SPAWN_POSITION_TEAM [team_name] [new_position]
LADDERLOG_WRITE_START_CHALLENGE 1 Write to ladderlog: START_CHALLENGE [time]
LADDERLOG_WRITE_SVG_CREATED 1 Write to ladderlog: SVG_CREATED
LADDERLOG_WRITE_TACTICAL_POSITION 0 Write to ladderlog: TACTICAL_POSITION [time] [name] [tact_pos]
LADDERLOG_WRITE_TACTICAL_STATISTICS 0 Write to ladderlog: TACTICAL_STATISTICS [tact_pos] [name] [time] [state] [kills]
LADDERLOG_WRITE_TARGETZONE_CONQUERED 0 Write to ladderlog: TARGETZONE_CONQUERED <object_id> <zone_name> <cx> <cy> [<player> [<team>]]
LADDERLOG_WRITE_TARGETZONE_PLAYER_ENTER 0 Write to ladderlog: TARGETZONE_PLAYER_ENTER <object_id> <zone_name> <cx> <cy> <player> <player x> <player y> <player xdir> <player ydir> <time>
LADDERLOG_WRITE_TARGETZONE_PLAYER_LEFT 0 Write to ladderlog: TARGETZONE_PLAYER_LEFT <object_id> <zone_name> <cx> <cy> <player> <player x> <player y> <player xdir> <player ydir>
LADDERLOG_WRITE_TARGETZONE_TIMEOUT 0 Write to ladderlog: TARGETZONE_TIMEOUT <object_id> <zone_name> <cx> <cy>
LADDERLOG_WRITE_TEAM_COLORED_NAME 0 Write to ladderlog: TEAM_COLORED_NAME [team_name] [team_colored_name]
LADDERLOG_WRITE_TEAM_CREATED 1 Write to ladderlog: TEAM_CREATED <team name>
LADDERLOG_WRITE_TEAM_DESTROYED 1 Write to ladderlog: TEAM_DESTROYED <team name>
LADDERLOG_WRITE_TEAM_PLAYER_ADDED 1 Write to ladderlog: TEAM_PLAYER_ADDED <team name> <player>
LADDERLOG_WRITE_TEAM_PLAYER_REMOVED 1 Write to ladderlog: TEAM_PLAYER_REMOVED <team name> <player>
LADDERLOG_WRITE_TEAM_RENAMED 1 Write to ladderlog: TEAM_RENAMED <old team name> <new team name>
LADDERLOG_WRITE_VOTER 0 Write to ladderlog: VOTER [player_name] [0-against|1-for] [description]
LADDERLOG_WRITE_VOTE_CREATED 0 Write to ladderlog: VOTE_CREATED [suggestor] [description]
LADDERLOG_WRITE_WAIT_FOR_EXTERNAL_SCRIPT 1 Write to ladderlog: WAIT_FOR_EXTERNAL_SCRIPT (see also: WAIT_FOR_EXTERNAL_SCRIPT and WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT)
LADDERLOG_WRITE_WINZONE_ACTIVATED 1 Write to ladderlog: WINZONE_ACTIVATED [id] [name] [xpos] [ypos]
LADDERLOG_WRITE_WINZONE_PLAYER_ENTER 1 Write to ladderlog: WINZONE_PLAYER_ENTER <object id> <zone_name> <cx> <cy> <player> <player x> <player y> <player xdir> <player ydir> <time>
LADDERLOG_WRITE_ZONE_COLLAPSED 0 Write to ladderlog: ZONE_COLLAPSED <zone_id> <object_id> <cx> <cy>
LADDERLOG_WRITE_ZONE_CREATED 0 Write to ladderlog: ZONE_CREATED [id] [name] [xpos] [ypos] [xdir] [ydir]
LADDERLOG_WRITE_ZONE_GRIDPOS 0 Write to ladderlog: ZONE_GRIDPOS [effect] [id] [name] [radius] [growth] [posx] [posy] [velx] [vely] [r] [g] [b]
LADDERLOG_WRITE_ZONE_SHOT_RELEASED 0 Write to ladderlog: ZONE_SHOT_RELEASED [0-shot|1-deathshot] [id] [player_name] [zone_pos_x] [zone_pos_y] [zone_dir_x] [zone_dir_y]
LADDERLOG_WRITE_ZONE_SPAWNED 0 Write to ladderlog: ZONE_SPAWNED <object id> <zone_name> <cx> <cy>
LADDER_GAIN_EXTRA 1 Ping dependent ladder extra score for the winner
LADDER_HIGHSCORE_OUTPUT 1 If set to >1, high scores will be announced to all players.
LADDER_LOSE_MIN_ON_LOAD 0.2 Minimum of you ladder score lost on each load
LADDER_LOSE_PERCENT_ON_LOAD 0.2 Percentage of your ladder score lost on each load
LADDER_MIN_BET 1 Minimum score you put in the ladder pot
LADDER_PERCENT_BET 10 Percentage of your score you put in the ladder pot
LADDER_TAX 1 Percentage of the ladder pot the IRS takes
LAG_CREDIT 0.5 Maximal seconds of total lag credit.
LAG_CREDIT_SINGLE 0.1 Maximal seconds of lag credit for a single lag credit event.
LAG_CREDIT_TIME 600 Timescale lag credit is restored on.
LAG_CREDIT_VARIANCE 3 Maximal multiple of the lag variance for a single lag credit event.
LAG_FAST_TIME 2 Timescale the fast lag measurement decays on.
LAG_FAST_WEIGHT 1 Extra weight lag reports from the server influence the fast lag compensation with.
LAG_FREQUENCY_THRESHOLD 0.2 Minimal frequency of lag events (measured against the total number of input events) that needs to be exceeded before the server informs the client. Should be between 0 and 1.
LAG_MAX_SPEEDUP_TIMER 0.2 Maximal speed increase of timer while lag is compensated for.
LAG_OFFSET_CLIENT 0 Extra amount of lag compensation, determined by the client.
LAG_OFFSET_LEGACY 0 Extra amount of lag compensation for clients that don't support automatic compensation, determined by the server.
LAG_OFFSET_SERVER 0 Extra amount of lag compensation, determined by the server.
LAG_O_METER 0 Draw Lag-O-Meter in network play
LAG_O_METER_BLEND 0.5 Amount the player color should be blended with white to get the color of the Lag-O-Meter. 1 means white, 0 means the color of the player.
LAG_O_METER_SCALE 1 Scale of the Lag-O-Meter. 1.0 is the "correct" value, older clients were hardcoded to .5 due to a bug.
LAG_O_METER_THRESHOLD 0.5 The Lag-O-Meter will only be drawn if the product of cycle speed and lag is bigger than this value.
LAG_O_METER_USE_OLD 0 Should we use the old buggy Lag-O-Meter? This functionality will go away soon.
LAG_SLOW_TIME 30 Timescale the slow lag measurement decays on.
LAG_SLOW_WEIGHT 0.2 Extra weight lag reports from the server influence the slow lag compensation with.
LAG_SWEET_SPOT 0.2 Sweet spot, the fill ratio of lag credit the server tries to keep the client at.
LAG_THRESHOLD 0 Amount of lag not compensated for on each lag event.
LANGUAGE_FIRST American lish # The language @progtitle@ will use
LANGUAGE_SECOND American lish # Fallback language if the first language is not available
LAST_CHAT_BREAK_TIME -1 Last round time a player in chat mode is able to pause the timer
LAST_CHECK_ERRORS 1 Listen to errors claiming a video mode does not exist, last successful init
LAST_COLORDEPTH 1 Color depth, last successful init
LAST_FULLSCREEN 0 Fullscreen or windowed mode, last successful init
LAST_ZDEPTH 1 z buffer depth, last successful init
LEGACY_LADDERLOG_COMMAND 1 If set to 1, COMMAND will output similar things to INVALID_COMMAND.
LEGACY_LOG_NAMES 0 If 1, the log names of unauthenticated players are kept like they were before authentication was implemented. If 0, log names are escaped so that authenticated player names look best.
LIMIT_ROUNDS 10 End the match after this number of rounds
LIMIT_SCORE 100 End the match when a player reaches this score
LIMIT_SETS 1 Set the match set limit. Teams winning more sets win the match.
LIMIT_TIME 30 End the match after this number of minutes
LIST_ALL_COMMANDS All commands and their values are stored in ./var/commands_list.txt
LIST_ALL_COMMANDS_LEVELS All commands are their access levels are stored in ./var/commands_levels_list.txt
LOAD_CUSTOM_CONFIGS Load the custom configs loaded in CUSTOM_CONFIGS command.
LOCAL_TEAM Adds a local account for an entire team (team tags are compared).
LOCAL_USER Adds a local user account from a name/password pair.
LOGIN Using this command you can prompt/login the selected player under the <name> with the given <username>.Usage: LOGIN <name> <username>.
LOGOUT Using the given <name>, find the player and logs them out if they already logged in.Usage: LOGOUT <name>.
LOWER_SKY 0 Draw lower sky plane
MAP_FILE Anonymous/polygon/regular/square-1.0.1.aamap.xml File that contains the map used for playing
MAP_FILE_OVERRIDE 3 Block out older clients when MAP_FILE differs from its default?
MAP_ROTATION A list of map files to rotate through, with values separated by semicolons. Optionally you can enter in the round like this: map|round_number;
MAP_ROTATION_ADD Add a map item to the MAP_ROTATION list of items. Optionally you can also add in the round of selection. Usage: MAP_ROTATION_ADD <map>{|round_number}
MAP_ROTATION_LOAD Loads the selected map from it's designated id from the list of MAP_ROTATION items. Usage: MAP_ROTATION_LOAD <map_id>
MAP_ROTATION_REMOVE Removed the selected map from the list of MAP_ROTATION items. Usage: MAP_ROTATION_REMOVE <map>
MAP_ROTATION_SET Set the selected map to the round provided. Usage: MAP_ROTATION_SET <map> <round>
MAP_STORAGE Is mainly use for non-rotation purposes, queue mainly. Usage is similar to MAP_ROTATION, except without round.
MAP_URI 0 DEPRECIATED - use RESOURCE_REPOSITORY_SERVER and MAP_FILE instead
MASTER_IDLE UNDOCUMENTED
MASTER_PORT UNDOCUMENTED
MASTER_QUERY_INTERVAL UNDOCUMENTED
MASTER_SAVE_INTERVAL UNDOCUMENTED
MAX_CLIENTS 16 Maximum number of network clients to accept
MAX_CLIENTS_SAME_IP_HARD 8 Maximum number of network clients to accept from the same IP; more logins will be ignored
MAX_CLIENTS_SAME_IP_SOFT 4 Maximum number of network clients to accept from the same IP; more logins will get kicked when the server is full
MAX_IN_RATE 8 Maximum network input rate
MAX_OUT_RATE 8 Maximum network output rate
MAX_PLAYERS_SAME_IP 4 maximum number of players from the same IP (note that each client can legally host up to four players)
MAX_PROTOCOL_VERSION 0 If > 0, maximum protocol version allowed to play; features not supported by this version are going to be permanently disabled.
MAX_SIMULATE_AHEAD 0.1 UNDOCUMENTED
MAX_VOTES 5 The maximum number of total votes that can be active at any given moment.
MAX_VOTES_PER_VOTER 2 The maximum number of votes suggested by each voter that can be active at any given moment.
MD5_PREFIX Extra hash prefix for local accounts used to scramble the password
MD5_SUFFIX Extra hash suffix for local accounts used to scramble the password
MEGA_SHOT_DIR 3 The number of shots released after full brake release (depending on MEGA_SHOT_THRESH value).
MEGA_SHOT_EXPLOSION 1 If set to 1>, explosions occur when a mega shot is released.
MEGA_SHOT_MULT 0.3 The boost for the mega shot after being released.
MEGA_SHOT_THRESH 2 The amount of braking to do before ready to shoot mega shot. If set >1, mega shot is disabled. SHOT_THRESH needs to be enabled for this to work.
MESSAGE_OF_DAY Message sent to clients on connection, if supported by the client, it will be displayed fullscreen
MESSAGE_OF_DAY_TIMEOUT 60 Time message_of_day is displayed for in fullscreen mode
MIN_FLAGS_HOME 0 Number of flags that must be home in order to capture a flag
MIN_PLAYERS 0 Minimum number of players
MIN_PLAY_TIME_ONLINE 0 Online play time in minutes required to play here
MIN_PLAY_TIME_TEAM 0 Team play time in minutes required to play here
MIN_PLAY_TIME_TOTAL 0 Total play time in minutes required to play here
MIN_PROTOCOL_VERSION 0 Minimum protocol version allowed to play.
MIN_VOTERS 3 Number of voters that need to be online to enable voting.
MOUSE_GRAB 0 Grab the mouse pointer, so it can't leave the window
MOVE_TO Kicks the specified player from the server and, if the client supports it, redirects him to a different server. Does not imply an autoban penalty.
MOVIEPACK 1 Use the moviepack if available
MOVIEPACK_FLOOR_BLUE 0.5 Floor color
MOVIEPACK_FLOOR_GREEN 0.5 Floor color
MOVIEPACK_FLOOR_RED 0.5 Floor color
MOVIEPACK_HACK UNDOCUMENTED
MOVIEPACK_RIM_WALL_STRETCH_X 50 Extension of one square of rim wall texture in the horizontal direction for the moviepack
MOVIEPACK_RIM_WALL_STRETCH_Y 50 Extension of the rim wall texture in the vertical direction for the moviepack
NETWORK_AUTOBAN_FACTOR 10 Autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes when they get kicked; kph is the average number of kicks per hour they get.
NETWORK_AUTOBAN_MAX_KPH 30 Maximal value of the kicks per hour; larger values are smoothly clamped.
NETWORK_AUTOBAN_OFFSET 5 Autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes when they get kicked; kph is the average number of kicks per hour they get.
NETWORK_LOCK_OUT_028_TEST 1 UNDOCUMENTED
NETWORK_MIN_BAN 120 When a client's connection is blocked because he's banned, make him banned for at least this many seconds.
NETWORK_SPECTATOR_TIME 0 If set to something bigger than zero, this is the maximal time in seconds a client without players is tolerated.
NEW_FEATURE_DELAY 0 Disable features that only came in during the last X protocol versions.
NEW_TEAM_ALLOWED 0 Is it currently allowed to create a new team?
NUM_AIS 0 Number of AI players
PASSWORD Password setting
PASSWORD_STORAGE 1 Determines where your passwords are stored: 1 means on hard disk (dangerous), 0 in memory and -1 means they are not stored at all.
PING_CHARITY 300 How much ping are you willing to take over from your opponent?
PING_CHARITY_MAX 500 Server option: maximum ping charity value. Set to 0 to avoid instant kills. Active only if all clients are 0.2.8.3 or better.
PING_CHARITY_MIN 0 Server option: minimum ping charity value. Use to enforce fairness. Active only if all clients are 0.2.8.3 or better.
PING_CHARITY_SERVER 500 Don't touch: the server says this is the maximal ping compensation.
PING_FLOOD_GLOBAL 0.1 The times PING_FLOOD_TIME_X, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection.
PING_FLOOD_TIME_10 1 Minimum time for 10 ping packets from one machine to arrive.
PING_FLOOD_TIME_100 100 Minimum time for 100 ping packets from one machine to arrive.
PING_FLOOD_TIME_20 4 Minimum time for 20 ping packets from one machine to arrive.
PING_FLOOD_TIME_50 20 Minimum time for 50 ping packets from one machine to arrive.
PLAYERS Prints list of currently active players
PLAYER_CHAT_WAIT_FRACTION 0 Maximum fraction of time to wait for a single player to stop chatting.
PLAYER_CHAT_WAIT_MAX 0 Maximum time in seconds to wait for a single player to stop chatting.
PLAYER_CHAT_WAIT_SINGLE 0 Set to 1 if only one player should get his chat wait time reduced at any given time.
PLAYER_CHAT_WAIT_TEAMLEADER 1 Set to 1 if only team leaders, and 0 if all players, should be allowed to pause the timer.
PLAYER_GRIDPOS_INTERVAL 1 The time between previous "player_gridpos" output to the next.
PLAYER_LIST_HIDDEN_PLAYER_PREFIX 0xaaaaaa The prefix that is shown on hidden players' Global ID and access level when we can see it.
PLAYER_MESSAGE Sends a message to a specified player.
PLAYER_RANDOM_COLOR 0 If set to 1, each local player will receive a semi-random color every round, trying to get as far away from every other player color.
PLAY_TIME_ONLINE 2404.31 Total time in minutes someone has played with this client online
PLAY_TIME_TEAM 10.4301 Total time in minutes someone has played with this client in a team
PLAY_TIME_TOTAL 2540.94 Total time in minutes someone has played with this client
PREDICT_OBJECTS 0 Predict cycle movement in network play
PREDICT_WALLS 1 Predict cycle walls. Useful for avoiding instant kills
PREFIX_SPAM_ENABLE 1 Should spam prefix checking be enabled? Set to 1 to enable, 0 to disable.
PREFIX_SPAM_LENGTH_MULTIPLIER 1.2 Multiplier applied to prefix length when calculating prefix spam score.
PREFIX_SPAM_NUMBER_COLOR_CODES_MULTIPLIER 1.2 Multiplier applied to the number of color codes in prefix when calculating prefix spam score.
PREFIX_SPAM_NUMBER_KNOWN_PREFIXES_MULTIPLIER 1 Multiplier applied to the number of known spam prefixes when calculating prefix spam score.
PREFIX_SPAM_REQUIRED_SCORE 10 The required prefix spam score a prefix must have for it to be considered spam.
PREFIX_SPAM_START_COLOR_MULTIPLIER 1.5 If a prefix begins with a color code it will have this multiplier applied to its score.
PREFIX_SPAM_TIMEOUT_MULTIPLIER 15 Multiplier applied to time calculation to determine how long a known prefix is remembered.
PROTECT_SENSITIVE_FILES 1 Try to protect user.cfg from read access by other users?
QUEUERS_LIST Displays the list of queuers and their queues.
QUEUE_CONFIG Stores config that exists in CONFIG_ROTATION. Stops rotation temporarly to complete the listed maps.
QUEUE_GIVE Give a set of queues to the given player's name. Usage: QUEUE_GIVE <name> <amount>
QUEUE_INCREMENT 0 If set to >0, players will get their queues increased during refill by this amount.
QUEUE_LIMIT 20 This is the amount that players can use up for queueing maps or configs.
QUEUE_LIMIT_ENABLED 0 Should the people have limits when queueing?
QUEUE_LIMIT_EXCEMPT 2 Access level equal to or below this do not have queue limit.
QUEUE_LOG 0 If set to 1, players queueing maps/configs will get written to queuelog.txt
QUEUE_MAP Stores map that exist in MAP_ROTATION. Stops rotation temporarly to complete the listed maps.
QUEUE_MAX 30 The maximum queues allowed due to the increase in their slots.
QUEUE_REFILL Refill the queue fuel of the given player's name. Usage: QUEUE_REFILL <name>
QUEUE_REFILL_ACTIVE 0 Should players be in server to have their queue refill active?
QUEUE_REFILL_TIME 1 How long each time should players refill take? This is measured in hours.
QUIT Shuts the dedicated server down and quits.
RACE_CHANCES 0 The number of chances player get to play again in the same round after death. Depletes each time you use it up and resets for next round.
RACE_END_DELAY 60 Number of seconds to give players to finish after target reached
RACE_FINISH_KILL 0 If set to 1, players crossing the finish line will get killed.
RACE_IDLE_KILL 0 If set to 1, kills players that are idle for RACE_IDLE_TIME seconds.
RACE_IDLE_SPEED 30 Set to >= 0, idle activates if players stay for RACE_IDLE_TIME under the set idle speed.
RACE_IDLE_TIME 5 Number of seconds a player is idle on grid before being warned and then killed.
RACE_LOG_LOGIN 1 If enabled, it will only log the time records of players that have logged in.
RACE_LOG_TIME 0 If enabled, it displays the reached time and the position of arrival.
RACE_LOG_UNFINISHED 0 It set to 1, logs in the players that have not yet finished that racing course. Time values will be set to -1.
RACE_NUM_RANKS_SHOW_END 3 The number of ranks to display at the end of round.
RACE_NUM_RANKS_SHOW_START 3 The number of ranks to display at the start of round.
RACE_POINTS_TYPE 1 If set to 0, players receive points depending on SCORE_RACE_FINISH. if set to 1, players receive points depending on RACE_SCORE_DEPLETE.
RACE_RANKS_SHOW_END 2 If set to 1, ranks will appear at the end of the round; If set to 2, personal ranks will be shown to those players only.
RACE_RANKS_SHOW_START 1 If set to 1, ranks will appear at the start of the round; If set to 2, personal ranks will be shown to those players only.
RACE_RECORDS_LOAD 1 Default: 1, if set to 0, race records will not load.
RACE_RECORDS_SAVE 1 Default: 1, if set to 0, race records will not save.
RACE_RECORD_HIGHLITER 0x00ff00 The color to highlight that player's records during the personal display session.
RACE_SCORE_DEPLETE 1 Number the score depletes by everytime a player enters the win zone.
RACE_SMART_TIMER 0 If set to 1, timer is decided depending on the top 3 racing ranks.
RACE_TIMER_ENABLED 0 0 = Disable, 1 = Enable) race timer. Don't change during round.
REAL_ARENA_SIZE_FACTOR 0.353553 The currently active arena size. Leave it alone! Change size_factor instead.
REAL_CYCLE_SPEED_FACTOR 1 The currently active cycle speed multiplier. Leave it alone! Change speed_factor instead.
RECORDING_DEBUGLEVEL 0 Level of additional information in recording file.
RECORD_TURTLE_MODE 0 Keep debug recording even in turtle mode. Normally, it is stopped to keep the server responsive. The begginning of an attack is recorded anyway, of course.
RELOAD_CONFIG Reload the initial settings that are loaded during the beginning of the client/server.
REMOVE_HELP_TOPIC Remove a help topic.
RENAME Renames the given player.
RESERVE_SCREEN_NAME Reserves a screen name to a registered user
RESET_CONFIG_QUEUEING Reset config queueing.
RESET_MAP_QUEUEING Reset map queueing.
RESET_ROTATION Resets map and config rotation
RESET_ROTATION_ON_START_NEW_MATCH 0 If enabled, map and config rotation will be reset when a START_NEW_MATCH command is issued
RESOURCE_REPOSITORY_CLIENT http://resource.armagetronad.net/resource/ URI the client uses to search for map files if they aren't stored locally. Better leave it alone
RESOURCE_REPOSITORY_SERVER http://resource.armagetronad.net/resource/ URI clients and the server use to search for map files if they aren't stored locally
RESPAWN_ALL Respawns all players that were killed during the round at a random spot.
RESPAWN_PLAYER Respawns a player that had been killed.USAGE: RESPAWN_PLAYER <player> <xpos> <ypos> <xdir> <ydir>.
RESPAWN_TIME -1 Seconds greater than 0 makes sure any dead player will be respawned within that time of them being dead. Default: -1.
RIM_WALL_STRETCH_X 100 Extension of the rim wall texture in the horizontal direction
RIM_WALL_STRETCH_Y 50 Extension of the rim wall texture in the vertical direction
RIM_WALL_WRAP_Y 0 Set to 1 if the rim wall texture should repeat in the vertical direction
RINCLUDE Includes a file using the resource system. Use the direct link syntax to your profit here.
ROTATION_MAX 0 The maximum number of rounds the currently loaded map should remain before new map should be selected and loaded.
ROTATION_TYPE 0 Determines when map and config rotation should occur. Possible values: (0) Do not do any rotation, (1) Ordered Rotate every round, (2) Ordered Rotate every match, (3) Random Rotate every round, (4) Random Rotate every match, (5) Activates ROTATION_MAX, (6) Activates for rotation where maps and configs load depending on the round they are set for.
ROUND_CENTER_MESSAGE Big message sent to clients after every round
ROUND_CONSOLE_MESSAGE Message sent to clients after every round. Each time this is used, the message is stored and executed at round start.
ROUND_CONSOLE_MESSAGE_CLEAR Clear all messages stored in the console message.
SAY Dedicated server only: let the server administrator say something.
SCORE_BLASTZONE -1 What you get for hitting the Blast Zone
SCORE_DEATHZONE -1 What you get for hitting the Death Zone
SCORE_DEATHZONE_TEAM -1 What you get for hitting a team Death Zone
SCORE_DEATH_SHOT 1 Number of points a player gets for shooting someone with their deathshot
SCORE_DIE -2 What you get for dying
SCORE_DIFF_WIN 1 The number of points after SCORE_WIN to declare round winner.
SCORE_EXPLOSION 0 Points the enemy cycle destroyed in an explosion gains.
SCORE_EXPLOSION_OWNER 0 Points the owner of an explosion gains for destroying another enemy cycle.
SCORE_FLAG 1 Number of points a player scores on returning a captured flag to their base
SCORE_FLAG_HOME_BASE 1 Points to get for returning your flag home.
SCORE_GOAL 1 Number of points a player scores on kicking the ball into the enemy goal
SCORE_HOLE 0 What you get for making a hole for your teammates
SCORE_KILL 3 What you get for killing someone
SCORE_RACE 5 What you get for reaching the win zone in a race
SCORE_RACE_FINISH 10 Points players get awarded for crossing the finish line.
SCORE_RUBBERZONE -1 Score player is given for dieing on a rubber zone.
SCORE_SELF_DESTRUCT 1 Number of points a player gets
SCORE_SHOT 1 Number of points a player shoots another player
SCORE_SHOT_BASE 0 Points player's team receives for shooting at a base.
SCORE_SHOT_SUICIDE 0 Number of points a player shoots themselves of their teammates
SCORE_SUICIDE -4 What you get for stupidly dying
SCORE_SURVIVE 0 What you get for surviving
SCORE_WIN 10 What you get for winning a round
SCORE_ZOMBIE_ZONE 0 Number of points a player gets for killing a zombie zone
SCORE_ZOMBIE_ZONE_REVENGE 1 Number of points a player gets for having their zombie kill someone
SELF_DESTRUCT 0 If set to 1, once a player gets killed, a large zone will appear at the spot and kill inside of it.
SELF_DESTRUCT_FALL 2 The speed at which zone's radius falls after increasing.
SELF_DESTRUCT_RADIUS 18 The initial radius of the destruct zone.
SELF_DESTRUCT_RISE 5 The speed at which zone's radius increases initially.
SELF_DESTRUCT_ROT 7 The speed at which the zone rotates.
SELF_DESTRUCT_VANISH 1 Flag for if a self distruct zone should vanish
SERVER_DNS If your server is on dynamic IP and you set up a dynamic DNS that always points to it, you can set this variable to the DNS name to help clients remember your server across IP changes.
SERVER_IP ANY IP the server listens on
SERVER_NAME Unnamed ver # Name of this server
SERVER_OPTIONS All tings at default values. # Short description of the options on this server
SERVER_PORT 4534 Port this server listens on
SETTING_LEGACY_BEHAVIOR_ANNOYING 0 Default legacy behavior for settings that only cause minor annoyances on old clients, like enemy cycles stopping for .1 seconds after each turn. Example: CYCLE_RUBBER_MINDISTANCE
SETTING_LEGACY_BEHAVIOR_BREAKING 2 Default legacy behavior for settings that absolutely break the client and make play impossible. Example of an affected setting: MAP_FILE
SETTING_LEGACY_BEHAVIOR_BUMPY 2 Default legacy behavior for settings that allow play on old clients in principle, but with severe limitations (cycles bouncing around, player commands not executed on time). Example: CYCLE_DELAY_TIMEBASED
SETTING_LEGACY_BEHAVIOR_CHEATING 2 Default legacy behavior for settings where the default behavior could be considered cheating if non-default was set. Example: DOUBLEBIND_TIME
SETTING_LEGACY_BEHAVIOR_VISUAL 0 Default legacy behavior for settings that only affect status displays and visuals, not game physics. Example: CYCLE_RUBBER_* (the client displays the rubber meter, but it's not used for anything)
SET_AI_POSITION Set the route at which the ai player should follow. Usage: SET_AI_POSITION [name] [x1] [y1] [x2] [y2] ...
SET_COMMANDS_ACCESSLEVEL Set the access level of ALL the commands to the given level.
SET_CYCLE_RUBBER Set the current used up rubber of the owner: Usage: SET_CYCLE_RUBBER <name> <rubber>
SET_CYCLE_SPEED Set the current travelling speed of the owner: Usage: SET_CYCLE_SPEED <name> <speed>
SET_PLAYER_TEAM Forcably place the selected player into the given team. Usage: SET_PLAYER_TEAM [name] [team]
SET_TARGET_COMMAND Add commands for a target zone to issue when someone enters it.
SET_ZONE_COLOR Change the color of a zone
SET_ZONE_EXPANSION Change the Expansion rate of a zone
SET_ZONE_ID_COLOR Change the color of a zone
SET_ZONE_ID_EXPANSION Change the Expansion rate of a zone
SET_ZONE_ID_PENETRATE Change the Penetration of a zone
SET_ZONE_ID_POSITION change a zones position
SET_ZONE_ID_RADIUS change zones radius
SET_ZONE_ID_ROTATION Change the rotation speed of a zone
SET_ZONE_ID_SPEED change a zones speed
SET_ZONE_PENETRATE Change the Penetration of a zone
SET_ZONE_POSITION change a zones position
SET_ZONE_RADIUS change zones radius
SET_ZONE_ROTATION Change the rotation speed of a zone
SET_ZONE_SPEED change a zones speed
SHOT_BASE_ENEMY_RESPAWN 0 If a shot enters into an enemy's base, respawn their dead team mates.
SHOT_BASE_RESPAWN 0 If a shot enters into their own base, respawn their dead team mates.
SHOT_COLLISION 0 Flag for if shots can collide and bounce off one another.
SHOT_DISCARD_TIME 0.3 Time, in seconds, to wait before ready to shoot.
SHOT_EXPLOSION 0 If set to 1>, explosions take place after every normal shot.
SHOT_KILL_ENEMIES 1 If set to 1, player's shot kills enemies for entering into it.
SHOT_KILL_INVULNERABLE 1 Flag for if Shot can kill invulnerable cycles
SHOT_KILL_SELF 0 Flag for if a player can shot themself or their team
SHOT_KILL_VANISH 1 Flag for if a shot should vanish
SHOT_PENETRATE_WALLS 0 Flag for if a shot should go through walls when its not bouncing
SHOT_RADIUS_MAX 5 The maximum radius of the shot zone.
SHOT_RADIUS_MIN 0.7 The minimum radius of the shot zone.
SHOT_ROT_MAX 10 The maximum rotation of the shot zone.
SHOT_ROT_MIN 2 The minimum rotation of the shot zone.
SHOT_SEEK_UPDATE_TIME 0.5 The interval in which the shot seeking is updated.
SHOT_START_DIST 1 The distance from which the shot is released from the owner's bike.
SHOT_THRESH 2 The amount of braking necessary to make a shot. If >1, shooting is disabled.
SHOT_VELOCITY_MULT 1.8 The velocity at which the shot's velocity multiplies after being released.
SHOT_WALL_BOUNCE 0 Flag for if shots can bounce off walls
SHOW_FPS 1 Enable fps display
SHOW_OWN_NAME Should your name be displayed above your cycle on your screen?
SHUFFLE_SPAM_MESSAGES_PER_ROUND 3 Per round, per player limit on the number of shuffle messages displayed. A negative or zero value disables this check.
SHUTDOWN This command activates the shutdown process for the game. Usage: SHUTDOWN <optional: seconds>
SHUTDOWN_STOP This command automatically stops the shutdown process if it is currently active.
SHUTDOWN_TIMEOUT 10 This command sets the default seconds timeout before game is closed.
SILENCE Silence a specific player so he can't use public chat any more (/msg and /team still work)
SILENCE_ALL Silence everyone present in the server.
SILENCE_DEAD 0 Silence all the players that have died.
SILENCE_DEFAULT 0 If set to 1, new players will be silenced
SILENCE_ENEMIES 0 When enabled, chat sent from enemies is not displayed on your client if you are alive. If you are dead all chat is displayed.
SIMULATE_RECEIVE_PACKET_LOSS UNDOCUMENTED
SIMULATE_SEND_PACKET_LOSS UNDOCUMENTED
SINCLUDE Includes the following file silently, without error message if it is not found
SIZE_FACTOR 0 Arena size modifier
SKY_WOBBLE 1 Sky animation
SLAP Slaps the given player by causing their to gain/lose score points.
SMOOTH_SHADING 1 Enable smooth shading
SOCCER_BALL_FIRST_WIN 0 If set to 1, first team to shot the ball into other team's goal wubs the round.
SOCCER_BALL_SHOTS_WIN 0 If set to > 0, the number of times the ball must enter other team's goal. Sending the ball in their own goal does not count.
SOCCER_BALL_SLOWDOWN 1 If set to 1, soccer balls will slow down.
SOCCER_BALL_SLOWDOWN_SPEED 0.07 The speed at which the ball show slow down at.
SOCCER_GOAL_KILL_ENEMIES 0 If set to 1, enemy players entering other team's base will get killed.
SOCCER_GOAL_RESPAWN_ALLIES 1 If set to 1, teammates entering their own goal will respawn dead teammates.
SOCCER_GOAL_RESPAWN_ENEMIES 1 If set to 1, players entering opponent's goal will respawn enemy dead players.
SOCCER_GOAL_SCORE 1 The points the team get for scoring a goal.
SOFTWARE_RENDERER 0 Is the OpenGL renderer not hardware accelerated?
SOUND_BUFFER_SHIFT 1 Buffer size multiplier
SOUND_QUALITY 2 Sound quality [0=off, 3=high]
SOUND_SOURCES 10 Number of sound sources to be heard at the same time
SPAM_AUTOKICK 14 Spam score that causes you to get kicked instantly.
SPAM_AUTOKICK_COUNT 3 Number of spam warnings before a player gets spamkicked.
SPAM_MAXLEN 80 Maximal length of chat message.
SPAM_MAXLEN_OVERRIDE 3 Block out older clients when SPAM_MAXLEN differs from its default?
SPAM_PENALTY 0 Number of seconds to silence a spammer.
SPAM_PROTECTION 4 Harshness of spam protection; determines min delay between chat messages accepted.
SPAM_PROTECTION_CHAT 0.3 Extra factor for SPAM_PROTECTION for chat messages.
SPAM_PROTECTION_REPEAT 5 Minimum time between identical chat messages.
SPAM_PROTECTION_VOTE 50 Extra factor for SPAM_PROTECTION for votes.
SPARKS 1 Draw sparks when going too close to a wall
SPAWN_ALTERNATE 0 If set to 1, switch positions each round.
SPAWN_EXPLOSION Spawns an explosion. Usage: SPAWN_EXPLOSION [x] [y] [radius] [r] [g] [b].
SPAWN_OBJECTZONE Spawns an object zone. Usage: SPAWN_OBJECTZONE [x] [y] [growth] [radius] [xdir] [ydir] [interact] [r] [g] [b] [target_radius]
SPAWN_POINT_GROUP_SIZE 0 UNDOCUMENTED
SPAWN_SOCCER Spawns a soccer zone.
SPAWN_WINGMEN_BACK 2.2029 Determines how much each wingman is placed backwards in a team.
SPAWN_WINGMEN_SIDE 2.75362 Determines how much each wingman is placed sidewards in a team.
SPAWN_WINNERS_FIRST 0 If set to 1, winners from previous round will be spawned first in the next round.
SPAWN_WRAP 9 Number of spawns after which to start wrapping new spawns at the beginning.
SPAWN_ZONE spawn a zone onto the grid
SPEAK_AS_ADMIN Let's you speak as admin. Output:= Admin: {message}
SPEAK_TO_ENEMIES Let's you speak as admin to enemies. Output:= Admin --> Enemies: {message}
SPEAK_TO_EVERYONE Let's you speak as admin to everyone. Output:= Admin --> Everyone: {message}
SPEED_FACTOR 0 Speed modifier for the cycles
SP_AI_IQ 50 IQ of the AI opponents in single player mode
SP_AUTO_AIS 0 Automatically spawn AI players in single player mode?
SP_AUTO_IQ 0 Automatically adjust AI IQ in single player mode?
SP_EXPLOSION_RADIUS 4 Blast radius of the cycle explosions in single player mode
SP_FINISH_TYPE 1 What happens when the last human is dead in single player mode?
SP_GAME_TYPE 1 Type of game played in single player mode. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs.
SP_LIMIT_ROUNDS 10 End the match after this number of rounds in single player mode
SP_LIMIT_SCORE 100000 End the match when a player reaches this score in single player mode
SP_LIMIT_SETS 1 Set the match set limit in single player mode. Teams winning more sets win the match.
SP_LIMIT_TIME 30 End the match after this number of minutes in single player mode
SP_MIN_PLAYERS 4 Minimum number of players in single player mode
SP_NUM_AIS 0 Number of AI players in single player mode
SP_SCORE_DIFF_WIN 1 The number of points after SP_SCORE_WIN to declare round winner
SP_SCORE_WIN 10 What you get for winning a round in single player mode
SP_SIZE_FACTOR -3 Arena size modifier
SP_SPEED_FACTOR 0 Speed modifier for the cycles
SP_TEAMS_MAX 16 Maximum number of teams in single player mode
SP_TEAMS_MIN 1 Minimum number of teams in single player mode
SP_TEAM_BALANCE_ON_QUIT 0 Balance teams on player quit in single player mode?
SP_TEAM_BALANCE_WITH_AIS 1 Balance teams with AI players in single player mode?
SP_TEAM_MAX_IMBALANCE 1 Maximum allowed team imbalance in single player mode
SP_TEAM_MAX_PLAYERS 1 Maximum number of players per team in single player mode
SP_TEAM_MIN_PLAYERS 1 Minimum number of players per team in single player mode
SP_WALLS_LENGTH -1 Length of the cycle walls in meters; negative values will make the walls infinite.
SP_WALLS_STAY_UP_DELAY 8 Number of seconds the walls stay up after a player died; negative values will keep them up forever.
SP_WIN_ZONE_MIN_LAST_DEATH 1e+006 Minimum number of seconds since the last death before the instant win zone is activated in single player mode
SP_WIN_ZONE_MIN_ROUND_TIME 1e+006 Minimum number of seconds the round has to be going on before the instant win zone is activated in single player mode
START_CHALLENGE UNDOCUMENTED
START_NEW_MATCH Initiates a new match
STOP_RECORDING Stops a currently running recording to save resources. Resuming is impossible.
SUICIDE_MESSAGE 1 If set to 1, announce when player kills themselves.
SUSPEND Suspend a player from playing for the following N rounds (default is set by SUSPEND_DEFAULT_ROUNDS)
SUSPEND_ALL Suspends all active players by the SUSPEND_DEFAULT_ROUNDS or <rounds> specified.Usage: SUSPEND_ALL <rounds>.
SUSPEND_DEFAULT_ROUNDS 5 Sets default round timeout for SUSPEND.
SUSPEND_LIST One execution and it displays the list of currently suspended players.
SVG_CYCLE_WALLS_GLOW 1 UNDOCUMENTED
SVG_OUTPUT_LOG_SCORE_DIFFERENCES 0 UNDOCUMENTED
SVG_OUTPUT_TIMING -1 UNDOCUMENTED
SVG_TRANSPARENT_BACKGROUND 0 UNDOCUMENTED
SWAP_WINZONE_DEATHZONE_COLORS 0 0:Default, original colors and 1:Swap, swaps their colors with each other.
SWITCH_VIEW_TOOLTIP UNDOCUMENTED
TAB_COMPLETION 1 If set to 1, tab completion is enabled and you can use it to auto complete names and commands.
TACTICAL_POSITION_ENABLE 0 UNDOCUMENTED
TACTICAL_POSITION_INTERVAL 5 UNDOCUMENTED
TACTICAL_POSITION_MIDFIELD_FACTOR 3 UNDOCUMENTED
TACTICAL_POSITION_START_TIME 5 UNDOCUMENTED
TACTICAL_POSITION_ZONE_FACTOR 1.5 UNDOCUMENTED
TAKE_POINTS Slaps the given player by punishing them with the specified amound of points. Be careful or you will lose a of points :P
TALK_TO_MASTER 1 Announce this server on the Internet?
TARGETZONE_COLOR_B 0 The blue portion of the target zone's color.
TARGETZONE_COLOR_G 15 The green portion of the target zone's color.
TARGETZONE_COLOR_R 0 The red portion of the target zone's color.
TARGET_DECLARE_WINNER 1 Last target zone is a winzone ?;
TARGET_INITIAL_SCORE 10 Score for the first player entering the zone
TARGET_LIFETIME -1 Time in seconds before the zone vanished. -1 for infinite
TARGET_SCORE_DEPLETE 2 Score suppress to the zone score each time a player entered
TARGET_SURVIVE_TIME 10 Time in sec before the zone vanished once a player entered. -1 for infinite
TEAMS Get a list of all teams with a somewhat graphic representation of their formation. Same as saying /teams
TEAMS_MAX 16 Maximum number of teams
TEAMS_MIN 1 Minimum number of teams
TEAM_BALANCE_ON_QUIT 1 Balance teams on player quit?
TEAM_BALANCE_WITH_AIS 1 Balance teams with AI players?
TEAM_BLUE_1 15 blue portion of team 1's color
TEAM_BLUE_2 4 blue portion of team 2's color
TEAM_BLUE_3 4 blue portion of team 3's color
TEAM_BLUE_4 4 blue portion of team 4's color
TEAM_BLUE_5 15 blue portion of team 5's color
TEAM_BLUE_6 15 blue portion of team 6's color
TEAM_BLUE_7 15 blue portion of team 7's color
TEAM_BLUE_8 7 blue portion of team 8's color
TEAM_CENTER_IS_BOSS 1 If set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest.
TEAM_ELIMINATION_MODE 0 Defines the way ArmagetronAd should eliminate teams when there's more teams than TEAMS_MAX: Set to 0 it will try to keep as many players as possible, kicking teams that have the lowest score if teams are balanced; Set to 1 it will try to keep the best team colors (Team blue, then Team gold, then Team red, etc); Set to 2 it will kick out the teams that have the lowest score, regardless of balance.
TEAM_GREEN_1 8 green portion of team 1's color
TEAM_GREEN_2 15 green portion of team 2's color
TEAM_GREEN_3 4 green portion of team 3's color
TEAM_GREEN_4 15 green portion of team 4's color
TEAM_GREEN_5 4 green portion of team 5's color
TEAM_GREEN_6 15 green portion of team 6's color
TEAM_GREEN_7 15 green portion of team 7's color
TEAM_GREEN_8 7 green portion of team 8's color
TEAM_MAX_IMBALANCE 1 Maximum allowed team imbalance
TEAM_MAX_PLAYERS 5 Maximum number of players per team
TEAM_MIN_PLAYERS 1 Minimum number of players per team
TEAM_NAME_1 $team_name_blue name of team 1
TEAM_NAME_2 $team_name_gold name of team 2
TEAM_NAME_3 $team_name_red name of team 3
TEAM_NAME_4 $team_name_green name of team 4
TEAM_NAME_5 $team_name_violet name of team 5
TEAM_NAME_6 $team_name_ugly name of team 6
TEAM_NAME_7 $team_name_white name of team 7
TEAM_NAME_8 $team_name_black name of team 8
TEAM_RED_1 4 red portion of team 1's color
TEAM_RED_2 15 red portion of team 2's color
TEAM_RED_3 15 red portion of team 3's color
TEAM_RED_4 4 red portion of team 4's color
TEAM_RED_5 15 red portion of team 5's color
TEAM_RED_6 4 red portion of team 6's color
TEAM_RED_7 15 red portion of team 7's color
TEAM_RED_8 7 red portion of team 8's color
TELEPORT_PLAYER Teleports player to a new location. Usage: TELEPORT_PLAYER [player] [xpos] [ypos] [rel|abs] [xdir] [ydir]
TEXTURES_HI 0 Use high color textures
TEXTURE_MODE_0 9987 Floor Texture:
TEXTURE_MODE_1 9987 Wall Textures:
TEXTURE_MODE_2 9987 Object Textures:
TEXTURE_MODE_3 9729 Font:
TEXT_OUT 1 Enable console text output
TIMEBOT_ACTION_HIGH 1 Action to take on a high suspicion of timebottery. 0: do nothing, 1: log it, 2: message moderators, 3: message all players, 4: kick the offending player.
TIMEBOT_ACTION_MAX 1 Action to take on a very high suspicion of timebottery. 0: do nothing, 1: log it, 2: message moderators, 3: message all players, 4: kick the offending player.
TIMEBOT_ACTION_MEDIUM 1 Action to take on a medium suspicion of timebottery. 0: do nothing, 1: log it, 2: message moderators, 3: message all players, 4: kick the offending player.
TIMEBOT_KICK_SEVERITY 0.5 If players get kicked by the timebot detection, it's done with this severity level.
TIMEBOT_SENSITIVITY 1 The sensitivity of the timebot detection code. 1.0 is the default and you probably shouldn't deviate more than .5 from that.
TIMER_MAX 80 The maximum time for timer to reach.
TIMER_MIN 0 The minimum time for timer to reach.
TIMER_MODE 2 0-countdown ticks down, 1-countdown ticks up, 2-countdown depends on the target time.
TIMER_RESET Resets the ingame timer back to default.
TIMER_RESUME If the timer was previously stopped, it resumes from where it last stopped.
TIMER_START Starts a ingame timer, giving players <seconds> to do something. Usage: TIMER_START <seconds> <target>
TIMER_STOP Perfectly stops the ingame timer.
TIMER_TYPE 2 0-do nothing, 1-kill all cycles, 2-kill all zones, 3-kill everything.
TIMESTEP_MAX 0.2 UNDOCUMENTED
TIMESTEP_MAX_COUNT 10 UNDOCUMENTED
TIME_FACTOR 1 UNDOCUMENTED
TITLE_OF_DAY Message the Day # If fullscreen display is supported, this will be the title above message_of_day
TOGGLE_SPECTATOR_TOOLTIP UNDOCUMENTED
TOPOLOGY_POLICE 0 The topology police does posterior checks to determine whether game moves were legal.
TOPOLOGY_POLICE_PARALLEL 1 Extra topology police flag to check for walls that are put into the grid data-structure exactly parallel to each other. Requites TOPOLOGY_POLICE to be active.
TRUST_LAN 0 If set to 1, the server assumes that your LAN is safe and that nobody can run a pharming server on it.
UNBAN_IP Revokes the ban of the specified IP address.
UNBAN_USER Undoes BAN_USER.
UNLOCK_ALL_TEAMS Unlocks all teams.
UNSILENCE Reverts a SILENCE command
UNSILENCE_ALL Reverts a SILENCE_ALL command
UNSUSPEND Removes a player suspension.
UNSUSPEND_ALL Unsuspends all players that were suspended.
UPPER_SKY 0 Draw upper sky plane
URL http://www.armagetronad.net HTTP URI associated with a server
USER_ALIAS Allows bending authenticated names around: a player authenticated as X originally can appear as y.
USER_LEVEL Changes the access level of a user.
USER_REMOVE Removes an password account for a user or team.
USE_DIRECTX 0 makes use of the DirectX input fuctions; causes some graphic cards to fail to work (VooDoo 3,...)
USE_DISPLAYLISTS 1 Use display lists for rendering the cycles?
VIEWPORT_CONF 0 Viewport configuration; decides how many players can play on this computer
VIEWPORT_TO_PLAYER_1 0 Assign this viewport to a player
VIEWPORT_TO_PLAYER_2 1 Assign this viewport to a player
VIEWPORT_TO_PLAYER_3 2 Assign this viewport to a player
VIEWPORT_TO_PLAYER_4 3 Assign this viewport to a player
VOICE Reverse of SILENCE
VOICE_ALL Reverse of SILENCE_ALL
VOTES_CANCEL Cancels all running polls.
VOTES_SUSPEND Suspends voting for n minutes.
VOTES_SUSPEND_DEFAULT 3 Default value for VOTES_SUSPEND.
VOTES_UNSUSPEND Allows voting again.
VOTE_KICK_REASON Default reason given to players when they're vote-kicked.
VOTE_KICK_TO_PORT 4534 Default server port a player is redirected to by vote kicks.
VOTE_KICK_TO_SERVER Server IP/name a player is redirected to by vote kicks.
VOTING_BIAS 0 Add virtual voters that oppose every change.
VOTING_BIAS_CHALLENGE 0 Vote-specific extra bias
VOTING_BIAS_COMMAND 0 Add virtual voters that oppose every command vote.
VOTING_BIAS_INCLUDE 0 Add virtual voters that oppose every include vote.
VOTING_BIAS_KICK 0 Add virtual voters that oppose every kick vote.
VOTING_BIAS_SUSPEND 0 Add virtual voters that oppose every suspend vote.
VOTING_DECAY 60 One non-voter is ignored every time this many seconds pass.
VOTING_HARM_TIME 180 The minimum time in seconds between two harmful votes against the same player.
VOTING_KICK_MINHARM 0 Minimal number of harmful votes (suspension, kick,..) that need to have been issued (success is not required) against a player before a kick vote issued via the menu really results in a kick; otherwise, the result is a simple suspension.
VOTING_KICK_TIME 300 The minimum time in seconds between two kick votes against the same player.
VOTING_MATURITY 300 The minimum time in seconds a player needs to be online with the same name before he can issue votes.
VOTING_PRIVACY 1 Controls logging of voting process. 2: nothing gets logged 1: vote submission is logged for the server admin 0: voting is logged for the server admin -1: vote submission is made public -2: everything is made public
VOTING_SPAM_ISSUE 1 The spam level of issuing a vote.
VOTING_SPAM_REJECT 5 The spam level of getting your vote rejected.
VOTING_START_DECAY 60 Number of seconds after that the non-voters start to get ignored.
VOTING_SUSPEND_ROUNDS 5 The number of rounds "/vote suspend <player>" suspends a player for.
VOTING_TIMEOUT 60 Votes older than this time out and are rejected.
VOTING_TIMEOUT_PER_VOTER 15 Additional value for VOTING_TIMEOUT for every voter present.
WAIT_FOR_EXTERNAL_SCRIPT 0 Let the server wait for an external script between two rounds until the script switches this setting back to 0.
WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT 3 If the server has been paused by WAIT_FOR_EXTERNAL_SCRIPT for more seconds than this, kickstart the game.
WALLS_LENGTH -1 Length of the cycle walls in meters; negative values will make the walls infinite.
WALLS_STAY_UP_DELAY 8 Number of seconds the walls stay up after a player died; negative values will keep them up forever.
WHITELIST_ENEMIES_IP Allow any players from the specified IP address to be enemies. Usage: WHITELIST_ENEMIES_IP <ip1> ...
WHITELIST_ENEMIES_USERNAME Allow players from the same IP address to be enemies if one of them is authenticated, and in this list. WHITELIST_ENEMIES_USERNAME <authenticated name1> <authenticated name2> ...
WHITE_SPARKS 0 Draw sparks in white (instead of cycle colors).
WINZONE_PLAYER_ENTER_WIN 1 If set to 1, first player to enter the winzone will win the round.
WIN_ZONE_DEATHS 0 A value of 1 turns it into a death zone.
WIN_ZONE_EXPANSION 1 Expansion speed of the instant win zone
WIN_ZONE_INITIAL_SIZE 5 Initial size of the instant win zone
WIN_ZONE_MIN_LAST_DEATH 30 Minimum number of seconds since the last death before the instant win zone is activated
WIN_ZONE_MIN_ROUND_TIME 60 Minimum number of seconds the round has to be going on before the instant win zone is activated
WIN_ZONE_RANDOMNESS 0.8 Randomness factor of the initial win zone position. 0 fixes it at the arena center, 1 spreads the zone all over it.
WORD_DELIMITERS `~!@#$%^&*()-=_+[]{}|;':",./<>? Characters that count as word delimiters when skipping over words in a text input field.
ZDEPTH 1 z buffer depth to use (0: 16 1: from color depth 2: 32)
ZOMBIE_ZONE 0 If set to 1, zombie zones are enabled.
ZOMBIE_ZONE_FALL 0 How quickly should a zombie zone shrink in size?
ZOMBIE_ZONE_RADIUS 6 The initial radius of a zombie zone.
ZOMBIE_ZONE_RISE 0.4 How quickly should a zombie zone rise initially?
ZOMBIE_ZONE_ROT 2 The speed at which the zombie zone rotates.
ZOMBIE_ZONE_SHOOT 1 How much zone to take away from a zombie when a shot enters it
ZOMBIE_ZONE_SPEED 12 The speed at which the zombie zone moves as it chases after players.
ZOMBIE_ZONE_VANISH 0 Flag for if a zombie zone should vanish
ZONE_ALPHA 1 Transparency factor for zone rendering. 1.0 gives full strength.
ZONE_ALPHA_SERVER 1 Transparency factor for zone rendering, controlled by the server. 1.0 gives full strength.
ZONE_ALPHA_TOGGLE 0 This is XORd with ALPHA_BLEND to determine the way to draw zones
ZONE_BOTTOM 0 Where to put the zone along the Z axis. Default is 0.0
ZONE_DELAY_CLEAR Clears all delayed zones from cache.
ZONE_GRIDPOS_INTERVAL 1 The time between previous "zone_gridpos" output to the next.
ZONE_HEIGHT 5 The zone segments' height. Default is 5.0
ZONE_SEGMENTS 11 How many segments the zone is formed with. Default is 11
ZONE_SEG_LENGTH 0.5 The rendered fraction of every segment. Default is .5

Armagetron Advanced
Alpha Project
Console Command Search

Durf