##1st file
# blast radius of cycle explosions
SP_SIZE_FACTOR -3
SP_SPEED_FACTOR -2
SP_WALLS_LENGTH 100 # cycle trail length
SP_WALLS_STAY_UP_DELAY 2 # cycle trail stay up this long after the cycle's destruction
# minimum number of AIs
SIZE_FACTOR -3
SPEED_FACTOR -2
EXPLOSION_RADIUS 0.5 # blast radius of cycle explosions
WALLS_LENGTH 100 # cycle trail length
WALLS_STAY_UP_DELAY 2 # cycle trail stay up this long after the cycle's destruction
CYCLE_SPEED 40 # basic cycle speed (m/s)
CYCLE_SPEED_MIN .50 # minimal cycle speed as ratio to CYCLE_SPEED
CYCLE_SPEED_DECAY_BELOW 5.0 # rate of cycle speed approaching the value of CYCLE_SPEED from below
CYCLE_SPEED_DECAY_ABOVE .1 # rate of cycle speed approaching the value of CYCLE_SPEED from above
CYCLE_START_SPEED 60.0 # speed at startup
CYCLE_ACCEL 47.0 # wall acceleration multiplicator
CYCLE_ACCEL_SELF 1.0 # multiplicator to CYCLE_ACCEL for your own wall
CYCLE_ACCEL_TEAM 1.0 # multiplicator to CYCLE_ACCEL for your temmates' walls
CYCLE_ACCEL_ENEMY 1.0 # multiplicator to CYCLE_ACCEL for your enemies' walls
CYCLE_ACCEL_RIM 0.0 # multiplicator to CYCLE_ACCEL for the rim walls
CYCLE_ACCEL_SLINGSHOT 1.0 # multiplicator to CYCLE_ACCEL if you're between your wall and another wall
CYCLE_ACCEL_OFFSET 2.0 # acceleration offset. Must be positive or smaller than -CYCLE_WALL_NEAR, otherwise there is a risk of a division by zero.
CYCLE_WALL_NEAR 6.0 # the distance from a wall below which wall-acceleration kicks in
CYCLE_SOUND_SPEED 30.0 # sound speed divisor
CYCLE_BRAKE 0 # deceleration by braking (set to zero to disable brakes and to a negative value to turn brakes into a turbo)
# turning
CYCLE_DELAY 0.001 #0.02 # minimum time between turns in seconds. Never enable the topology police if this is set lower than 0.001. Only values bigger than zero are supported.
CYCLE_DELAY_TIMEBASED 0 # turn delays will be based on the time since the last turn if this is set to 1 (default) and the distance if this is set to 0. Intermediate values and values out of these bounds are supported as well.
CYCLE_TURN_SPEED_FACTOR 0.98 # at every turn a cycle's speed is multiplied by this value
# rubber settings; it's a good idea to read the full documentation
CYCLE_RUBBER 11 #5 # niceness when hitting a wall
CYCLE_PING_RUBBER 5 # niceness when hitting a wall: bonus for higher ping players
CYCLE_RUBBER_TIMEBASED 1 # rubber usage is based on distance travelled if this is set to 0 (default) and the time passed if this is set to 1. Intermediate values and values out of these bounds are supported as well.
CYCLE_RUBBER_SPEED 40.0 # 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_MINDISTANCE 0.00899997 # The minimal distance rubber code keeps cycles from walls
CYCLE_RUBBER_MINDISTANCE_RATIO 9.99868e-05 # Additional distance for every length unit of the wall you have in front of you
CYCLE_RUBBER_MINDISTANCE_RESERVOIR .005 # Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)
CYCLE_RUBBER_MINDISTANCE_UNPREPARED .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_PREPARATION .2 # Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.
#CYCLE_WIDTH 0.0 # the cycle's width. Attempts to enter tunnels that are narrower than this result in instant death. (not yet supported)
CYCLE_RUBBER_MINADJUST .08 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance ). A value of zero may lead to cycles ending up on the wrong side of their own walls.
CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present if this is 1
CYCLE_RUBBER_TIME 1 # Timescale rubber is restored on
CYCLE_RUBBER_DELAY 0.0 # during this fraction of the cycle delay time, rubber efficiency will be multiplied...
CYCLE_RUBBER_DELAY_BONUS 1 # by this factor ( meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled )
CYCLE_RUBBER_WALL_SHRINK 4 # With finite length trails, the used rubber is multiplied with this value and subtracted from the wall length. A value of 1 lets the trail receed at constant speed. All values are supported, but negative values may degrade performance and cause false positives from the topology police if that is enabled.
CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 4
# braking
CYCLE_BRAKE_REFILL 1 #0.2 # refill rate of brake reservoir
CYCLE_BRAKE_DEPLETE 1 #0.8 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )
# safe values for clients before 0.2.5.0:
#CYCLE_BRAKE_REFILL 0.0
#CYCLE_BRAKE_DEPLETE 0.0
# wall length settings
# if finite walls length is set and _SHRINK is nonzero, the length of the walls is
# modified initially, as long as the driven distance is smaller than _SHRINK_OFFSET.
# The modified length is given by _LENGTH - _SHRINK * ( distance - _SHRINK_OFFSET ),
# where distance is the distance the cycle has traveled so far.
CYCLE_DIST_WALL_SHRINK .0 # Distance multiplier in wall length calculation. All values are legal.
CYCLE_DIST_WALL_SHRINK_OFFSET .0 # Distance offset in wall length calculation.
# respawn relevant settings (no server supports respawning yet, but the client is prepared)
CYCLE_BLINK_FREQUENCY 10 # Frequency in Hz an invulnerable cycle blinks with.
CYCLE_INVULNERABLE_TIME 10.0 # Time in seconds a cycle is invulnerable after a respawn.
CYCLE_WALL_TIME 2.0 # Time in seconds a cycle does not make a wall after a respawn.
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.
############################################################################################
#
# Shooting / Self Destruct / Zombies
#
############################################################################################
# The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty)
# All of the shot thresholds are calculated from the amount of reservoir used
# To disable shooting, set SHOT_THRESH to 1.0
SHOT_THRESH 0.005 # Amount of brake reservoir that will make a shot, > 1.0 to disable shooting, 0.001 will enable shooting
SHOT_DISCARD_TIME 1 # Time in seconds to hold off shooting between shots
SHOT_START_DIST 0 # Starting distance of a shot from the cycle
SHOT_VELOCITY_MULT 2 # Cycle velocity is multiplied by this to calculate shot velocity
SHOT_RADIUS_MIN 0.5 # Minimum radius for a shot (As if minimum reservoir was used)
SHOT_RADIUS_MAX 3 # Maximum radius for a shot (Full reservoir used)
SHOT_ROT_MIN 2.0 # Minimum rotation for a shot (As if minimum reservoir was used)
SHOT_ROT_MAX 10.0 # Maximum rotation for a shot (Full reservoir used)
SHOT_EXPLOSION 0 # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot
MEGA_SHOT_THRESH 0.98 # Amount of brake reservoir that will make a megashot, > 1.0 to disable, 0.98 is normal to enable this
MEGA_SHOT_MULT 1 # Radius and rotation calculated for a normal shot, then multipled by this for mega
MEGA_SHOT_DIR 4 # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works)
MEGA_SHOT_EXPLOSION 1 # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both
SHOT_KILL_SELF 0 # (0,1) if set to 1, your own shot kills you or your team
SHOT_KILL_VANISH 0 # (0,1) if set to 1, shot vanishes after killing someone
DEATH_SHOT 0 # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die
SHOT_COLLISION 0 # (0,1) if set to 1, shots collide with each other - WARNING, this is very buggy
SELF_DESTRUCT 0 # (0,1) if set to 1, creates a blast zone when you die
SELF_DESTRUCT_RADIUS 4 # Radius of the self destruct zone at the largest
SELF_DESTRUCT_ROT 7 # Rotation of the self destruct zone
SELF_DESTRUCT_RISE 0.5 # Rise speed of the self destruct zone - 0 to start at largest
SELF_DESTRUCT_FALL 1 # Fall speed of the self destruct zone - 0 to leave there
SELF_DESTRUCT_VANISH 1 # (0,1) if set to 1, self destruct zone vanishes quickly after a kill
SHOT_SEEK_UPDATE_TIME 0.5 # The time in seconds that seeking shot directions are updated (zombies)
ZOMBIE_ZONE 0 # (0,1) if set to 1, killed players create a zombie zone
ZOMBIE_ZONE_RADIUS 10 # Final radius of the zombie zone
ZOMBIE_ZONE_ROT 5 # Speed of rotation
ZOMBIE_ZONE_RISE 2 # Rise speed of the zombie zone
ZOMBIE_ZONE_FALL 0.2 # Fall speed of the zombie zone, 0 for zombies that don't diminish
ZOMBIE_ZONE_VANISH 1 # (0,1) If 1, zombie will vanish after killing someone other than his killer
ZOMBIE_ZONE_SPEED 10 # Speed of the zombie zone
ZOMBIE_ZONE_SHOOT 1.0 # If > 0, shots will kill of zombies, 1 to decrease zombie size by shot size, > 1 to decrease zombie faster
SCORE_SHOT 1 # points you gain for shooting someone
SCORE_SHOT_SUICIDE 0 # points you gain for shooting yourself
SCORE_DEATH_SHOT 1 # points you gain for shooting someone with your death shot
SCORE_SELF_DESTRUCT 1 # points you gain for blasting someone with your self destruct blast
SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for getting your killer with your zombie zone
SCORE_ZOMBIE_ZONE 0 # points you gain for getting anyone but your killer with your zombie zone
SHOT_WALL_BOUNCE 0
HELP_MESSAGE 0xff0000Brake a lot for Shoot.\n0xazefzaCaution Zombies and Blast Destruct !
##2 file
SERVER_IP ANY
SERVER_PORT 4534
MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now )
MAX_OUT_RATE 8 # per client network bandwidth limitation
DEDICATED_IDLE 0 # if you run a dedicated server and set this
# value to something greater than zero, the server will quit afer
# running that many hours in an idle moment (to avoid hitting a
# cpulimit or server stability issues)
DEDICATED_FPS 150 # maximum simulation steps per second the dedicated server will perform
TALK_TO_MASTER 1 # set this to 1 if you want this server to be known
# on the internet
MESSAGE_OF_DAY 0xff8800-Welcome To -=}ID< Immortal Dynasty!
# messages displayed between rounds on the console and in big letters,
# same rules for multi-line messages as MESSAGE_OF_DAY:
ROUND_CONSOLE_MESSAGE 0xffffff _ _________ _________ ______ ________ _______ ________ ___\n0x0099ff| / \ \_ _ \ \_ _ \ / __ \ \_ __ \ \___ __\ \_ __ \ \_ \ |\n0x0066ff|/ / / / / / / / / / / /_/ / / _ __/ / / / ___ / / /____|\n0x0000ff|\_/ \_/\_/\_/ \_/\_/\_/ \______/ \_/ \__\ \_/ \_/ \_/ \______/|\n0xffffff| ________ ___ _ ________ ________ _______ _______ ___ _ |\n0x0099ff| \_ __ \ / /_/ \ \_ __ \ \_ __ \ / ____/ \___ __\ / /_/ \ |\n0x0066ff| / /_/ / \____ / / / / / / ___ / \___ \ / / \____ / |\n0x0000ff| \______/ /____/ \_/ \_/ \_/ \_/ /______/ \_/ /____/ |\n----------------------------------------------------------------------------\n0xffff00 No Bots, No Camping, Limited Cursing, Limited Recruiting, Respect all -=}ID< Players! Any Questions about rules go to our forums!0x0066ff Any Problems Please contact 0x0066ff-=}ID< Eagle Eye, -=}ID< Sin, -=}ID< Creator,-=}ID< QUARG,-=}ID< RoMeO,-=}ID< Treeripe!0x33ff00 Violaters will be warned and banned!\n----------------------------------------------------------------------------\n0xff0000Admin:0xffff7f Please Follow All Rules! No Exceptions.
ROUND_CENTER_MESSAGE 0x990099Visit http://IDClanForum.tt.cx
# URL associated with this server. Maximal length: 75 characters.
URL http://IDClanForum.tt.cx
SERVER_NAME 0x0000ff-=}0xffffffID0x0000ff< 0xffffff-=}0x0000ffImmortal Dynasty0xffffff< 0x0000ff-=}0xffffffDuel Nano0x0000ff<0x0000ff
SERVER_OPTIONS Hosted in France by -=}ID< Xian
# default language
LANGUAGE_FIRST American English
# fallback language
LANGUAGE_SECOND American English
SPAM_PROTECTION_REPEAT 2.0 # minimum time between identical chat messages.
SPAM_PROTECTION 1.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection.
SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection.
SPAM_PROTECTION_CHAT 1.0 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection.
SPAM_PENALTY 3.0 # spam penalty to add on spam detection
SPAM_AUTOKICK 20.0 # spam protection value that causes someone to get instantly kicked
SPAM_MAXLEN 100 # maximal length of chat message
# voting
ALLOW_VOTING 1 # allow voting?
MAX_VOTES 4 # maximum number of concurrent votes
MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter
ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators
VOTING_BIAS 0 # number of virtual voters opposing every change
VOTING_PRIVACY -1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public.
VOTING_SPAM_ISSUE 1 # spam level for issuing a vote
VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected
MIN_VOTERS 3 # number of voters that need to be online to enable voting
VOTING_TIMEOUT 60 # base number of seconds before a vote times out
VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present
VOTING_START_DECAY 60 # number of seconds after that the non-voters start to get ignored
VOTING_DECAY 60 # one non-voter is ignored everytime this many secons pass
# note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted.
VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote.
VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected.
VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player.
VOTE_USE_SERVER_CONTROLLED_KICK 0 # Set to 1 to use the enhanced server controlled vote items for kick votes. Does not work for clients prior to 0.2.8.0_rc1.
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
#SINCLUDE server_info.cfg
# ping flood response DOS protection: if pings from a single machine are requested more often than this,
# they are not answered. Setting the last item to a negative value disables the system.
PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive.
PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive.
PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive.
PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive.
PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection.
############################################################################################
#
# Game settings
#
############################################################################################
BUG_COLOR_OVERFLOW 1
# cycle physics
CYCLE_RUBBER_MINDISTANCE_LEGACY 0 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected
# single player settings, active while only one client is connected.
# Either SP_MIN_PLAYERS or SP_MIN_TEAMS must be bigger than 1, otherwise there will
# be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled,
# too.
SP_EXPLOSION_RADIUS 0.5 # blast radius of cycle explosions
SP_WALLS_LENGTH 75 # cycle trail length
SP_WALLS_STAY_UP_DELAY 0 # cycle trail stay up this long after the cycle's destruction
SP_TEAM_BALANCE_ON_QUIT 1 # balance teams if a member quits?
SP_TEAM_BALANCE_WITH_AIS 0 # balance teams with AI players?
SP_TEAM_MAX_IMBALANCE 1 # maximum team imbalance
SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. )
SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team
SP_TEAMS_MAX 2 # maximum number of teams
SP_TEAMS_MIN 2 # minimum number of teams
SP_WIN_ZONE_MIN_ROUND_TIME 100 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
SP_WIN_ZONE_MIN_LAST_DEATH 0 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
SP_FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
SP_GAME_TYPE 0 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SP_SIZE_FACTOR -9 # arena size factor; increase this by two to double the arena size
SP_SPEED_FACTOR -8 # cycle speed factor increase this by two to double the speed
SP_AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength
SP_AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength
SP_AI_IQ 100 # IQ of the AIs
SP_MIN_PLAYERS 2 # minimum number of players; missing humans are filled up with AIs
SP_NUM_AIS 0 # minimum number of AIs
# the same settings, active when more than one client is connected
EXPLOSION_RADIUS 0.5 # blast radius of cycle explosions
WALLS_LENGTH 75 # cycle trail length
WALLS_STAY_UP_DELAY 2 # cycle trail stay up this long after the cycle's destruction
TEAM_BALANCE_ON_QUIT 1 # balance teams if a member quits?
TEAM_BALANCE_WITH_AIS 0 # balance teams with AI players? ( set it to 0 to disable AIs completely )
TEAM_MAX_IMBALANCE 1 # maximum team imbalance
TEAM_MAX_PLAYERS 1 # maximum number of players per team ( set it to 1 to disable teams )
TEAM_MIN_PLAYERS 0 # minimum number of players per team
TEAMS_MAX 4 # maximum number of teams
TEAMS_MIN 1 # minimum number of teams
WIN_ZONE_MIN_ROUND_TIME 130 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
WIN_ZONE_MIN_LAST_DEATH 20 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
GAME_TYPE 0 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SIZE_FACTOR -9 # arena size factor; increase this by two to double the arena size
SPEED_FACTOR -9 # cycle speed factor increase this by two to double the speed
AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength
AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength
AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically
AI_IQ 50 # IQ of the AIs
MIN_PLAYERS 1 # minimum number of players; missing humans are filled up with AIs
NUM_AIS 0 # minimum number of AIs
# team name
ALLOW_TEAM_NAME_COLOR 0 # allow teams to be named after a color
ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player
TEAM_ALLOW_SHUFFLE_UP 1 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank.
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.
MASTER_PORT 4533 # port the master server should listen on
MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script
MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list
MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out
RESOURCE_REPOSITORY_SERVER http://resource.armagetronad.net/resource/ # default resource repository, determined by the server
#RESOURCE_REPOSITORY_SERVER http://kidanger.ath.cx/Arma/resource/
MAP_FILE Xian/sumo/gnorder-0.0.3.aamap.xml
#MAP_FILE Anonymous/polygon/regular/diamond-1.0.2.aamap.xml
ADMIN_PASS mantra
BACKWARD_COMPATIBILITY 1000 # Maximum number of network protocol versions backward compatibility ( will be clamped to maximal supported value; set to zero to not accept logins from older clients )
NEW_FEATURE_DELAY 0 # Disable features that only came in during the last X protocol versions.
MAX_CLIENTS 3 # maximum number of clients that can connect to this machine
MAX_CLIENTS_SAME_IP_SOFT 4 # maximum number of clients from the same IP (soft limit, more users from the same IP will be kicked when the server is full and someone new connects)
MAX_CLIENTS_SAME_IP_HARD 8 # maximum number of clients from the same IP (hard limit, more logins will be ignored)
MAX_PLAYERS_SAME_IP 2 # maximum number of players from the same IP (note that each client can legally host up to four players)
# banning users
NETWORK_MIN_BAN 120 # when a banned client tries to connect, update the remaining ban-time to be at least this many seconds
# autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes
# when they get kicked; kph is the average number of kicks per hour that the player
# got in the past. It's useful to read the full docs on these.
NETWORK_AUTOBAN_FACTOR 10
NETWORK_AUTOBAN_OFFSET 5
NETWORK_AUTOBAN_MAX_KPH 30 # maximal value the kicks per hour can actually have (influences the measurement process )
# automatic kicking of spectators
NETWORK_SPECTATOR_TIME 0 # if > 0, this is the maximal time in seconds a client without players is tolerated
# protection against milking cheats (where friends pretend they are enemies
# and kill each other for points)
ALLOW_ENEMIES_SAME_IP 1 # if set to 1, this allows two players that apparently come from the same machine to fight for points with each other
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_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). This feature was buggy and has been disabled for 0.2.8.0.
ALLOW_IMPOSTERS 0 # allow two players to have the same name
############################################################################################
#
# cycle physics
#
############################################################################################
CYCLE_TURN_MEMORY 3 # number of pending turn commands a cycle memorizes before opposing turns cancel each other
# speed; it's a good idea to read the full documentation for the acceleration settings.
CYCLE_SPEED 90 # basic cycle speed (m/s)
CYCLE_SPEED_MIN .50 # minimal cycle speed as ratio to CYCLE_SPEED
CYCLE_SPEED_DECAY_BELOW 5.0 # rate of cycle speed approaching the value of CYCLE_SPEED from below
CYCLE_SPEED_DECAY_ABOVE .1 # rate of cycle speed approaching the value of CYCLE_SPEED from above
CYCLE_START_SPEED 1.0 # speed at startup
CYCLE_ACCEL 50.0 # wall acceleration multiplicator
CYCLE_ACCEL_SELF 1.0 # multiplicator to CYCLE_ACCEL for your own wall
CYCLE_ACCEL_TEAM 1.0 # multiplicator to CYCLE_ACCEL for your temmates' walls
CYCLE_ACCEL_ENEMY 1.0 # multiplicator to CYCLE_ACCEL for your enemies' walls
CYCLE_ACCEL_RIM 2 # multiplicator to CYCLE_ACCEL for the rim walls
CYCLE_ACCEL_SLINGSHOT 1.0 # multiplicator to CYCLE_ACCEL if you're between your wall and another wall
CYCLE_ACCEL_OFFSET 2.0 # acceleration offset. Must be positive or smaller than -CYCLE_WALL_NEAR, otherwise there is a risk of a division by zero.
CYCLE_WALL_NEAR 6.0 # the distance from a wall below which wall-acceleration kicks in
CYCLE_SOUND_SPEED 30.0 # sound speed divisor
CYCLE_BRAKE 322 # deceleration by braking (set to zero to disable brakes and to a negative value to turn brakes into a turbo)
# turning
CYCLE_DELAY 0.003 #0.02 # minimum time between turns in seconds. Never enable the topology police if this is set lower than 0.001. Only values bigger than zero are supported.
CYCLE_DELAY_TIMEBASED 0 # turn delays will be based on the time since the last turn if this is set to 1 (default) and the distance if this is set to 0. Intermediate values and values out of these bounds are supported as well.
CYCLE_TURN_SPEED_FACTOR 0.98 # at every turn a cycle's speed is multiplied by this value
# rubber settings; it's a good idea to read the full documentation
CYCLE_RUBBER 5 #5 # niceness when hitting a wall
CYCLE_PING_RUBBER 2 # niceness when hitting a wall: bonus for higher ping players
CYCLE_RUBBER_TIMEBASED 0.1 # rubber usage is based on distance travelled if this is set to 0 (default) and the time passed if this is set to 1. Intermediate values and values out of these bounds are supported as well.
CYCLE_RUBBER_SPEED 40.0 # 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_MINDISTANCE 0.00899997 # The minimal distance rubber code keeps cycles from walls
CYCLE_RUBBER_MINDISTANCE_RATIO 9.99868e-05 # Additional distance for every length unit of the wall you have in front of you
CYCLE_RUBBER_MINDISTANCE_RESERVOIR .005 # Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)
CYCLE_RUBBER_MINDISTANCE_UNPREPARED .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_PREPARATION .2 # Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.
#CYCLE_WIDTH 0.0 # the cycle's width. Attempts to enter tunnels that are narrower than this result in instant death. (not yet supported)
CYCLE_RUBBER_MINADJUST .08 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance ). A value of zero may lead to cycles ending up on the wrong side of their own walls.
CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present if this is 1
CYCLE_RUBBER_TIME 9.25 # Timescale rubber is restored on
CYCLE_RUBBER_DELAY 0.0 # during this fraction of the cycle delay time, rubber efficiency will be multiplied...
CYCLE_RUBBER_DELAY_BONUS 1 # by this factor ( meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled )
CYCLE_RUBBER_WALL_SHRINK 0 # With finite length trails, the used rubber is multiplied with this value and subtracted from the wall length. A value of 1 lets the trail receed at constant speed. All values are supported, but negative values may degrade performance and cause false positives from the topology police if that is enabled.
CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 0
# braking
CYCLE_BRAKE_REFILL 0.2 #0.2 # refill rate of brake reservoir
CYCLE_BRAKE_DEPLETE .8 #0.8 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )
# safe values for clients before 0.2.5.0:
#CYCLE_BRAKE_REFILL 0.0
#CYCLE_BRAKE_DEPLETE 0.0
# wall length settings
# if finite walls length is set and _SHRINK is nonzero, the length of the walls is
# modified initially, as long as the driven distance is smaller than _SHRINK_OFFSET.
# The modified length is given by _LENGTH - _SHRINK * ( distance - _SHRINK_OFFSET ),
# where distance is the distance the cycle has traveled so far.
CYCLE_DIST_WALL_SHRINK .0 # Distance multiplier in wall length calculation. All values are legal.
CYCLE_DIST_WALL_SHRINK_OFFSET .0 # Distance offset in wall length calculation.
# respawn relevant settings (no server supports respawning yet, but the client is prepared)
CYCLE_BLINK_FREQUENCY 10 # Frequency in Hz an invulnerable cycle blinks with.
CYCLE_INVULNERABLE_TIME 5.0 # Time in seconds a cycle is invulnerable after a respawn.
CYCLE_WALL_TIME 2.0 # Time in seconds a cycle does not make a wall after a respawn.
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.
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# example sniplets
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# This will make turns behave like you learn in driving scool: your turn
# radius goes up with the square of your speed
#CYCLE_DELAY_TIMEBASED 2
# This will make turns behave like crazy: faster cycles can make tighter turns:
#CYCLE_DELAY_TIMEBASED -1
# This is nasty: Basically, you'll only be allowed to turn below a certain
# speed. You have to brake before every turn!
#CYCLE_DELAY .01
#CYCLE_DELAY_TIMEBASED 10
# This setting will be a nasty surprise for exploiters of 180s and
# adjusting: it lowers the rubber protection for a short period of time
# after each turn (after all, driving directly beside a wall and turning
# toward it is a stupidity that demands punishment)
#CYCLE_RUBBER_DELAY .5
# These settings goes one step further and disables rubber directly after turns:
#CYCLE_RUBBER_DELAY .5
#CYCLE_RUBBER_DELAY_BONUS 0
# Traditionally, rubber usage is based on the distance your cycle would have
# travelled while you are stopped by rubber. This makes rubber less effective
# when going fast. We can change that so that only the time spent sitting in
# front of a wall matters:
#CYCLE_RUBBER_TIMEBASED 1
# Or even make rubber more effective at high speeds:
#CYCLE_RUBBER_TIMEBASED 2
############################################################################################
#
# game rules settings
#
############################################################################################
SCORE_WIN 0 # points you gain for beeing last one alive
SCORE_SUICIDE 0 # points you gain for every stupid death (race
# into the rim/your own wall)
SCORE_DEATHZONE 0
SCORE_KILL 1 # points you gain for everyone racing into your wall
SCORE_DIE 0 # points you gain for every time you race into
# someones wall
LIMIT_SCORE 15 # score limit (all limits for one match)
LIMIT_ROUNDS 3 # max number of rounds to play
LIMIT_TIME 60 # max time (in minutes)
# How wingmen are placed in formation. At SPEED_FACTOR 0, the unit
# is meters, and the values are scaled up with speed.
# Don't ask where these default values come from, z-man thinks
# they were chosen that oddly to avoid head-on collisions with
# other teams starting from spawnpoints with sensible side offset.
SPAWN_WINGMEN_BACK 2.202896 # determines how much each wingman is placed backwards
SPAWN_WINGMEN_SIDE 2.75362 # determines how much each wingman is placed sidewards
# These settings determine who gets the score for a kill. Generally, the player that
# has the most recent influence on the victim gets the credit (or the blame if it's a teammate).
# An influence currently is a close encounter with a wall, the time of the influence is
# the time the wall was built.
# The effective time entering the comparison is modified by these settings:
ENEMY_TEAMMATE_PENALTY 2500.0 # Penalty on the effective time in seconds if the influence is from a teammate
# ENEMY_SELF_PENALTY 3000.0 # Penalty on the effective time in seconds if the influence is from the victim itself (removed, does not make sense)
ENEMY_DEAD_PENALTY 0.0 # Penalty on the effective time in seconds if the influence comes from a dead player
ENEMY_CHATBOT_PENALTY 30.0 # Penalty in seconds if the victim is in chatbot state and the influence is just the chatbot evading a wall
ENEMY_CURRENTTIME_INFLUENCE 0.0 # If set to 1, not the build time of the encountered wall, but the current time enters the comparison. Arbitrary blending values are allowed.
ENEMY_SUICIDE_TIMEOUT 10000.0 # If no enemy influence can be found for the last this many seconds, the death counts as a suicide.
# for single player highscore hunt on this server:
SP_SCORE_WIN 0 # points you gain for beeing last one alive
SP_LIMIT_SCORE 10 # score limit (all limits for one match)
SP_LIMIT_ROUNDS 10 # max number of rounds to play
SP_LIMIT_TIME 30 # max time (in minutes)
COLOR_STRINGS 1 # Generate strings that will be rendered with color effects.
FILTER_COLOR_STRINGS 0 # Filter color codes from all strings coming in over the network.
FILTER_COLOR_NAMES 0 # Filter color codes from player names.
FILTER_NAME_ENDS 1 # Filter whitespace from beginning and end of player names.
FILTER_COLOR_SERVER_NAMES 0 # Filter color codes from server names in the server browser.
SILENCE_ALL 0 # silence all chat messages?
# ladder constants
LADDER_PERCENT_BET 10 # percentage of your score to be put in the pot
LADDER_MIN_BET 1 # minimum credits to be put in the pot
LADDER_TAX 1 # percentage the IRS takes from the pot
LADDER_LOSE_PERCENT_ON_LOAD .2 # you lose this percentage of your
# score every time
# the server is restarted
LADDER_LOSE_MIN_ON_LOAD .2 # but minimum this value
LADDER_GAIN_EXTRA 1 # the winner gets his ping+ping charity
# (in seconds) times this value extra
GAME_TIMEOUT 10.0 # base for game syncronisation timeouts.
# The value is approximately the maximal time between the end
# of one round and the start of the next.
LAST_CHAT_BREAK_TIME 1 # Last round time a player in chat mode is able to pause the timer
EXTRA_ROUND_TIME 1 # Lenght of an extra pause at the beginning of the round
PLAYER_CHAT_WAIT_MAX 4.0 # Maximum time in seconds to wait for a single player to stop chatting.
PLAYER_CHAT_WAIT_FRACTION 1.0 # Maximum fraction of time 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 0 # Set to 0 if all players, not just team leaders, should be allowed to pause the timer.
CHATTER_REMOVE_TIME 180 # Time in seconds after which a permanent chatter is removed from the game
IDLE_REMOVE_TIME 0 # Time in seconds after which an inactive player is removed from the game
IDLE_KICK_TIME 0 # Time in seconds after which an inactive player is kicked
DOUBLEBIND_TIME -10.0 # Time in seconds during which no two different keyboard events can
# trigger the same action, negative or zero values disable the detection.
# win zone settings
WIN_ZONE_RANDOMNESS .3 # randomness factor of the initial position. Set it to 0 to fix the winzone in the center of the area, 1 to spread it all over the arena.
WIN_ZONE_EXPANSION 01 # expansion speed of the winzone in m/s
WIN_ZONE_INITIAL_SIZE 1 # radius in m the win zone starts with
WIN_ZONE_DEATHS 1 # set to 1 to turn the winzone into a deathzone
# 0.2.8 fortress settings (preliminary): a fortress zone has a "conquered" property; it
# starts at 0, if it reaches 1, the fortress is conquered. It gets modified according
# to the following rules every second:
FORTRESS_CONQUEST_RATE 0 # the number of enemies inside the fortress zone is counted, multiplied with this value and added to the "conquered" variable. Increase this to make conquering easier.
FORTRESS_DEFEND_RATE .6 # the number of owners inside the fortress zone is counted, multiplied with this value and subtracted from the "conquered" variable. Increase to make defending easier.
FORTRESS_CONQUEST_DECAY_RATE 0 # this value is subtracted. Increase to make defending easier.
# what happens when a zone gets conquered
FORTRESS_CONQUERED_SCORE 1 # the conquering party gets this many points (divided among the conquerors)
FORTRESS_CONQUERED_WIN 0 # if set to 1, the conquering party wins the round
FORTRESS_CONQUERED_KILL_MIN 1 # the closest X players of the owning team get killed at least
FORTRESS_CONQUERED_KILL_RATIO 1 # this fraction of the players of the owning team get killed
FORTRESS_SURVIVE_WIN 1 # if set to 1, the last team with an unconquered zone wins the round
FORTRESS_MAX_PER_TEAM 1 # if > 0, this is the maximal number of fortress zones ownable by a team. Closer zones are prefered. Use this to prune noninhabited zones in multi-team maps.
SPAWN_POINT_GROUP_SIZE 4 # if > 2, this is interpreted as the number of spawn points in a spawn point group. AA then tries not to spawn one player alone in one spawn point group by redistributing them slightly.
################################################FORTRESS_SURVIVE_WIN############################################
#
# backward network compatibility
#
############################################################################################
#
# Armagetron Advanced is fully compatible with old clients down to 0.2.0
# with the default settings. This changes if you alter some settings from
# the default: the most glaring example would be changing the map to
# play on. The following settings determine what happens when an old
# client connects and some settingsFORTRESS_SURVIVE_WIN the client does not yet understand
# are not on their defaults. Set the configuration items to 2 to simply
# block the client, set it to 1 to allow the client in and revert the
# relevant settings to their default (this may be confusing to users
# of a newer client, they'll experience the change and have to adapt),
# or 0 to just leave the settings as they are, but allow the client in
# anyway. Choose 0 or 2 to be nice to new clients, 1 to be nice to old
# clients.
#
SETTING_LEGACY_BEHAVIOR_BREAKING 2 # For settings that absolutely break the client and make play impossilbe. Example of an affected setting: MAP_FILE
SETTING_LEGACY_BEHAVIOR_BUMPY 2 # 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_ANNOYING 0 # For settings that only cause minor annoyances on old clients, like enemy cycles stopping for .1 seconds after each turn. Example: CYCLE_RUBBER_MINDISTANCE 0.00899997
SETTING_LEGACY_BEHAVIOR_CHEATING 2 # For settings where the default behavior could be considered cheating if nondefault was set. Example: DOUBLEBIND_TIME
SETTING_LEGACY_BEHAVIOR_VISUAL 0 # 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)
#
# Instead of selecting the behavior per group, you can override the
# behavior of the affected configuraton one by one: to change it
# for a variable named FOO, set FOO_OVERRIDE to 1 to revert FOO to
# its default when an old client connects, or 0 to let the old client
# in and leave FOO as it was. The default is always 3, which means
# to use the setting of the class corresponding to FOO. For map
# settings, this means concretely:
#
# uncomment the following line if you want to revert to the default map as soon as a client that
# does not yet support maps connects.
#MAP_FILE_OVERRIDE 1
# uncomment this line if you want to use a nondefault map even if old clients are online
# (useful for example if your map only differs from the default map in the spawnpoints)
#MAP_FILE_OVERRIDE 0
# default override setting: let the setting class decide. In the case of maps, the class
# is BREAKS (old clients can't cope at all with nondefault settings), so old clients
# are not allowed to connect if MAP_FILE differs from the default.
MAP_FILE_OVERRIDE 3
BASE_RESPAWN 1 # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if a team player enters it
BASE_ENEMY_RESPAWN 1 # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if an enemy player enters it
BASE_ENEMY_KILL 0 # (0,1) if set to 1, any fortress / goal / flag base will kill the enemy if they enter it, usually set to 1 for ball games
HELP_MESSAGE
SHOT_THRESH 2
SELF_DESTRUCT 0
ZOMBIE_ZONE 0
SINCLUDE duel.cfg