================================= =Cvars and commands in the patch= ================================= Please check defaults.cfg for default values g_tdm Play Team Deathmatch g_ctf Play CTF g_runematch Play Runematch g_domination Play Domination gamecfg Alternative way of setting game mode: DM 1 TDM 2 DOM 3 CTF 4 RUNE 5 g_grappling_hook Toggle whether grappling hook is allowed with the +hook command g_balance_grapplehook_speed_fly Flight speed of the grappling hook when fired g_balance_grapplehook_speed_pull How fast the grappling hook pulls the player welcome_message_time How many seconds to display the welcome message to a player who on map change or joining server exit_cfg usually used in mapcfg files to clean up before the next map is loaded clearmap Command that kills the server and runs the exit cfg file to get settings back to normal so you can start a new server without any weird settings from the current map common teamplay values: teamplay_default Sets the friendly fire mode for teamplay games (don't hurt allies or self, hurt allies, don't hurt allies but hurt self). Corresponds to the original teamplay values, though this should never be 0. deathmatch_force_teamplay If the server runs a deathmatch map, force teamplay (TDM). g_balance_teams Balance out teams as players join, so that the numbers will be more or less even. g_balance_teams_force Force balanced teams by occasionally checking team numbers and rebalancing them as necessary g_balance_teams_prevent_imbalance Don't allow a player to change to a larger team, unless there is a bot in that team he can swap with. g_tdm_teams Default # of teams in Team Deathmatch on maps that don't specify team numbers. g_changeteam_banned Players being allowed to change teams is banned all together. The only team changing that can happen is if force team balance is on. g_changeteam_fragtransfer When a player does choose to change teams, his is the percent of frags he gets to keep (0-100). // ctf g_ctf_flag_returntime How long a flag takes to return itself g_ctf_flagscore_capture_team How many points the whole team scores from a capture g_ctf_flagscore_capture How many extra points to score from being the guy who actually captures the flag g_ctf_flagscore_pickup Points given when you pick up the enemy flag g_ctf_flagscore_return Points given for returning your flag to base g_ctf_flagscore_return_rogue Note: not used yet Points given to rogue team when they return a team's flag // runematch g_runematch_point_limit note: overrides map settings How many points players need to score to win the match g_runematch_pointrate note: overrides map settings How often to get points from runes g_runematch_pointamt note: overrides map settings How many points to get from runes g_runematch_shuffletime How often runes change position if not picked up for a while g_runematch_respawntime How long before dropped runes respawn // strength/weakness g_balance_rune_strength_damage Damage ratio when holding strength g_balance_rune_strength_force Force ratio when holding strength g_balance_curse_weak_damage Damage ratio when holding weakness g_balance_curse_weak_force Force ratio when holding weakness g_balance_rune_strength_combo_damage Damage ratio when holding strength and weakness g_balance_rune_strength_combo_force Force ratio when holding strength and weakness // defense/vulner g_balance_rune_defense_takedamage Defense ratio when holding defense g_balance_curse_vulner_takedamage Defense ratio when holding vulnerability g_balance_rune_defense_combo_takedamage Defense ratio when holding both defense and vulnerability // vampire/empathy g_balance_rune_vampire_absorb How much of damage to absorb as health from target when holding vampire g_balance_curse_empathy_takedamage How much health (ratio of damage) to lose when attacking target when holding empathy g_balance_rune_vampire_combo_absorb When holding both vampire and empathy, suck this much of the damage as health // regen/venom g_balance_rune_regen_hpmod Bonus to HP balance level when holding regen g_balance_curse_venom_hpmod Loss to HP balance level when holding venom g_balance_rune_regen_combo_hpmod Bonus/loss to HP balance level when holding both regen and venom g_balance_rune_regen_regenrate How fast to regenerate (when below max) when holding regen g_balance_curse_venom_rotrate How fast to lose health (when above max) when holding venom g_balance_rune_regen_combo_regenrate How fast to regenerate (when below max) when holding both regen and venom g_balance_rune_regen_combo_rotrate How fast to lose health (when above max) when holding both regen and venom // speed/slow g_balance_rune_speed_atkrate Attack speed increase when holding speed g_balance_curse_slow_atkrate Attack speed loss when holding slow g_balance_rune_speed_combo_atkrate Attack speed ratio when holding both g_balance_rune_speed_moverate Movement speed ratio when holding speed g_balance_curse_slow_moverate Movement speed ratio when holding slow g_balance_rune_speed_combo_moverate Movement speed ratio when holding both g_balance_rune_speed_jumpheight Jump height ratio when holding speed g_balance_curse_slow_jumpheight Jump height ratio when holding slow g_balance_rune_speed_combo_jumpheight Jump height ratio when holding both // domination g_domination_point_limit note: overrides map settings How many points a team needs to win the match g_domination_default_teams How many teams to have by default on maps that don't support Domination g_domination_disable_frags Disable players getting frags for kills, so the only source for points is capturing points g_domination_point_rate note: overrides map settings How often each control point gives points to the team that controls it g_domination_point_amt note: overrides map settings How many points to get each time g_domination_point_capturetime How long it takes to capture a domination point