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_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 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? AUTO_AIS 0 #Automatically spawn AI players? AUTO_IQ 0 #Automatically adjust AI IQ? 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 0 #Should the Axis Indicator be rendered? BACKWARD_COMPATIBILITY 1000 #Maximum number of old protocol versions to support. BALLS_BOUNCE_ON_CYCLE_WALLS 0 #balls_bounce_on_cycle_walls_help BALLS_INTERACT 0 #balls_interact_help BALL_AUTORESPAWN 1 #ball_autorespawn_help BALL_CYCLE_ACCEL_BOOST 0 #ball_cycle_accel_boost_help BALL_KILLS 0 #ball_kills_help BALL_SPEED_DECAY 0 #ball_speed_decay_help BALL_TEAM_MODE 0 #ball_team_mode_help BASE_ENEMY_KILL 0 #base_enemy_kill_help BASE_ENEMY_RESPAWN 0 #base_enemy_respawn_help BASE_RESPAWN 0 #base_respawn_help BASE_RESPAWN_REMIND_TIME -1 #base_respawn_remind_time_help 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_TUNNEL 0 #Allows players to pass through walls on odd occasions. 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 temmates' 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 #cycle_accel_tunnel_override_help 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 #cycle_boostfactor_enemy_override_help CYCLE_BOOSTFACTOR_RIM 1 #Factor your speed is multiplied with when breaking from the rim wall CYCLE_BOOSTFACTOR_RIM_OVERRIDE 3 #cycle_boostfactor_rim_override_help CYCLE_BOOSTFACTOR_SELF 1 #Factor your speed is multiplied with when breaking from your own wall CYCLE_BOOSTFACTOR_SELF_OVERRIDE 3 #cycle_boostfactor_self_override_help CYCLE_BOOSTFACTOR_TEAM 1 #Factor your speed is multiplied with when breaking from a teammate's wall CYCLE_BOOSTFACTOR_TEAM_OVERRIDE 3 #cycle_boostfactor_team_override_help CYCLE_BOOST_ENEMY 0 #Speed boost when breaking from an enemy wall CYCLE_BOOST_ENEMY_OVERRIDE 3 #cycle_boost_enemy_override_help CYCLE_BOOST_RIM 0 #Speed boost when breaking from the rim wall CYCLE_BOOST_RIM_OVERRIDE 3 #cycle_boost_rim_override_help CYCLE_BOOST_SELF 0 #Speed boost when breaking from your own wall CYCLE_BOOST_SELF_OVERRIDE 3 #cycle_boost_self_override_help CYCLE_BOOST_TEAM 0 #Speed boost when breaking from a teammate's wall CYCLE_BOOST_TEAM_OVERRIDE 3 #cycle_boost_team_override_help 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_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 #cycle_delay_doublebind_bonus_override_help 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_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_LEGACY 0 #Revert to old, framerate dependant 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 cylce can squeeze through. For "Open" gameplay. CYCLE_RUBBER_MINDISTANCE_GAP_OVERRIDE 3 #cycle_rubber_mindistance_gap_override_help 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 #Addidional 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 #cycle_speed_max_override_help 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_MEMORY 3 #Number of pending turns a cycle will memorize exactly 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_WALL_NEAR 6 #Maximum accelerating wall distance CYCLE_WALL_TIME 0 #Time in seconds a cycle does not make a wall after a respawn. 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 #cycle_width_override_help 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 #cycle_width_rubber_max_override_help 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 #cycle_width_rubber_min_override_help CYCLE_WIDTH_SIDE 0 #Minimum distance of a cycle to a wall on either side before it takes harm. CYCLE_WIDTH_SIDE_OVERRIDE 3 #cycle_width_side_override_help DEATH_SHOT 1 #death_shot_help DEBUG_GNUPLOT 0 #UNDOCUMENTED 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. 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? EXPLOSION 1 #Enable explosions? EXPLOSION_RADIUS 4 #Blast radius of the cycle explosions EXTRAPOLATOR_SYNC 1 #UNDOCUMENTED FLAG_BLINK_END 1 #flag_blink_end_help FLAG_BLINK_ESTIMATE_POSITION 0.6 #flag_blink_estimate_position_help FLAG_BLINK_ON_TIME 0.3 #flag_blink_on_time_help FLAG_BLINK_START 0.2 #flag_blink_start_help FLAG_BLINK_TIME 1.5 #flag_blink_time_help FLAG_BLINK_TRACK_TIME -1 #flag_blink_track_time_help FLAG_CHAT_BLINK_TIME -1 #flag_chat_blink_time_help FLAG_COLOR_B -1 #flag_color_b_help FLAG_COLOR_G -1 #flag_color_g_help FLAG_COLOR_R -1 #flag_color_r_help FLAG_DROP_HOME 0 #flag_drop_home_help FLAG_DROP_TIME -1 #flag_drop_time_help FLAG_HOLD_SCORE 1 #flag_hold_score_help FLAG_HOLD_SCORE_TIME -1 #flag_hold_score_time_help FLAG_HOLD_TIME -1 #flag_hold_time_help FLAG_HOME_RANDOMNESS_X -1 #flag_home_randomness_x_help FLAG_HOME_RANDOMNESS_Y -1 #flag_home_randomness_y_help FLAG_REQUIRED_HOME 1 #flag_required_home_help FLAG_TEAM 1 #flag_team_help FORTRESS_COLLAPSE_SPEED 0.5 #fortress_collapse_speed_help 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 #fortress_conquest_timeout_help 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 GOAL_ROUND_END 1 #goal_round_end_help LAG_CREDIT 0.5 #Maximal seconds of total lag credit. LAG_CREDIT_SINGLE 0.1 #Maximal multiple of the lag variance for a single lag credit event. LAG_CREDIT_TIME 600 #Timescale lag credit is restored on. LAG_CREDIT_VARIANCE 3 #lag_credit_variance_help LAG_FAST_TIME 5 #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_MAX_SPEEDUP_TIMER 0.2 #Maximal speed increase of timer while lag is compensated for. 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 #lag_threshold_help MAX_CLIENTS 10 #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_SIMULATE_AHEAD 0.01 #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. MEGA_SHOT_DIR 3 #mega_shot_dir_help MEGA_SHOT_EXPLOSION 1 #mega_shot_explosion_help MEGA_SHOT_MULT 0.3 #mega_shot_mult_help MEGA_SHOT_THRESH 2 #mega_shot_thresh_help MIN_FLAGS_HOME 0 #min_flags_home_help 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 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 PING_CHARITY 100 #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 0 #Don't touch: the server says this is the maximal ping compensation. 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_LIST_HIDDEN_PLAYER_PREFIX 0xaaaaaa #The prefix that is shown on hidden players' Global ID and access level when we can see it. PLAYER_POSITIONING_MIDFIELD_FACTOR 3 #player_positioning_midfield_factor_help PLAYER_POSITIONING_START_TIME 5 #player_positioning_start_time_help PLAYER_POSITIONING_ZONE_FACTOR 1.5 #player_positioning_zone_factor_help PLAYER_RANDOM_COLOR 0 #player_random_color_help PLAY_TIME_ONLINE 480 #Total time in minutes someone has played with this client online PLAY_TIME_TEAM 480 #Total time in minutes someone has played with this client in a team PLAY_TIME_TOTAL 480 #Total time in minutes someone has played with this client PREDICT_OBJECTS 0 #Predict cycle movement in network play PREDICT_WALLS 1 #predict_walls_help PROTECT_SENSITIVE_FILES 1 #Try to protect user.cfg from read access by other users? REAL_ARENA_SIZE_FACTOR 0.5 #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. RESPAWN_TIME -1 #respawn_time_help SCORE_DEATHZONE -1 #What you get for hitting the Death Zone SCORE_DEATH_SHOT 1 #score_death_shot_help SCORE_DIE -2 #What you get for dying SCORE_DIFF_WIN 1 #score_diff_win_help SCORE_FLAG 3 #score_flag_help SCORE_GOAL 1 #score_goal_help SCORE_HOLE 0 #What you get for making a hole for your teammates SCORE_KILL 3 #What you get for killing someone SCORE_RUBBERZONE -1 #score_rubberzone_help SCORE_SELF_DESTRUCT 1 #score_self_destruct_help SCORE_SHOT 1 #score_shot_help SCORE_SHOT_SUICIDE 0 #score_shot_suicide_help SCORE_SIZE 0.13 #Size of the score display 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 #score_zombie_zone_help SCORE_ZOMBIE_ZONE_REVENGE 1 #score_zombie_zone_revenge_help SELF_DESTRUCT 0 #self_destruct_help SELF_DESTRUCT_FALL 2 #self_destruct_fall_help SELF_DESTRUCT_RADIUS 18 #self_destruct_radius_help SELF_DESTRUCT_RISE 5 #self_destruct_rise_help SELF_DESTRUCT_ROT 7 #self_destruct_rot_help SELF_DESTRUCT_VANISH 1 #self_destruct_vanish_help 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 nondefault 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) SHOT_COLLISION 0 #shot_collision_help SHOT_DISCARD_TIME 0.3 #shot_discard_time_help SHOT_EXPLOSION 0 #shot_explosion_help SHOT_KILL_SELF 0 #shot_kill_self_help SHOT_KILL_VANISH 1 #shot_kill_vanish_help SHOT_RADIUS_MAX 5 #shot_radius_max_help SHOT_RADIUS_MIN 0.7 #shot_radius_min_help SHOT_ROT_MAX 10 #shot_rot_max_help SHOT_ROT_MIN 2 #shot_rot_min_help SHOT_SEEK_UPDATE_TIME 0.5 #shot_seek_update_time_help SHOT_START_DIST 1 #shot_start_dist_help SHOT_THRESH 2 #shot_thresh_help SHOT_VELOCITY_MULT 1.8 #shot_velocity_mult_help SHOT_WALL_BOUNCE 0 #shot_wall_bounce_help SIZE_FACTOR 0 #Arena size modifier 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. 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_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 #sp_score_diff_win_help 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+06 #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+06 #Minimum number of seconds the round has to be going on before the instant win zone is activated in single player mode TACTICAL_POSITION_INTERVAL 5 #tactical_position_interval_help TARGET_DECLARE_WINNER 1 #target_declare_winner_help TARGET_INITIAL_SCORE 10 #target_initial_score_help TARGET_LIFETIME -1 #target_lifetime_help TARGET_SCORE_DEPLETE 2 #target_score_deplete_help TARGET_SURVIVE_TIME 10 #target_survive_time_help 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 TIMER_SYNC_START_FUDGE 0.1 #UNDOCUMENTED TIMER_SYNC_START_FUDGE_STOP 2 #UNDOCUMENTED TIMESTEP_MAX 0.2 #UNDOCUMENTED TIMESTEP_MAX_COUNT 10 #UNDOCUMENTED TIME_FACTOR 1 #UNDOCUMENTED 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. 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. ZOMBIE_ZONE 0 #zombie_zone_help ZOMBIE_ZONE_FALL 0 #zombie_zone_fall_help ZOMBIE_ZONE_RADIUS 6 #zombie_zone_radius_help ZOMBIE_ZONE_RISE 0.4 #zombie_zone_rise_help ZOMBIE_ZONE_ROT 2 #zombie_zone_rot_help ZOMBIE_ZONE_SHOOT 1 #zombie_zone_shoot_help ZOMBIE_ZONE_SPEED 12 #zombie_zone_speed_help ZOMBIE_ZONE_VANISH 0 #zombie_zone_vanish_help