=========================
 AWAKENING II
 v2.0.0
 20-Mar-2004
=========================

This file explains what the mod-specific console variables mean, and gives their default values. For cvars that control weapon behaviour in particular, the default values are the recommended ones for well-balanced gameplay; your mileage may vary.

Those marked with 'FLAG:' take the values 0 or 1 only; the explanation describes the effect of setting the value to 1.


NOTE: do not use this as template for a config file, as it is in an unsuitable format. Instead, use the 'cvars.cfg' file (which was created specifically for that purpose).


=========================
GENERAL
=========================

gametype              0     = 0: FFA, 1: CTF, 2: Team-DM, 3: Assault
respawn_invuln_time   3	    = # secs invulnerable each respawn
rnd_powerup_timeout   60    = respawn times (if DF_EXTRA_ITEMS set)
rnd_mystery_ratio     4     = 1 Mystery Box spawned for every # DM spawns
show_leader           0     = FLAG: display indicator model above the player 
                              who is the current scoreboard leader
quad_factor           4     = scaling factor applied to Quadded weapon damage
reject_blank_ip       1     = FLAG: clients cannot connect if their IP 
                              address is blank
agm_drop              0     = FLAG: drop AGMs at coordinates specified in the 
                              drop file
map_random            0     = FLAG: select next map randomly from map list

op_ignore_maplist     0     = FLAG: allows Operators to vote a map that's not 
                              in the server's map list
op_password           ""    = password required for player to be given  
                              Operator status upon request
                              (NB: if blank, players cannot Op themselves)

reserved              0     = # of client slots reserved for operators
rsv_password          ""    = password for reserved server slots


=========================
CUSTOMISATION FILES
=========================

map_file "mapcfg/maps.txt"     = path/file in Awaken folder with bsp names
config_file "configs.txt"      = list file of server configs
agm_drop_file "mapcfg/agm.txt" = filename where the AGM coordinates for maps 
                                 are listed


=========================
WEAPON TOGGLES
=========================

allow_gausspistol     1     = FLAG: enable the weapon...
allow_mac10           1
allow_jackhammer      1
allow_traps           1
allow_c4              1
allow_spikegun        1
allow_rocketlauncher  1
allow_flamethrower    1
allow_railgun         1
allow_shockrifle      1
allow_agm             1
allow_hook            0


=========================
POWERUP TOGGLES
=========================

allow_invuln          1     = FLAG: enable (stand-alone) powerup...
allow_quad            1
allow_siphon          1
allow_d89             1
allow_haste           1
allow_tele            1


=========================
INVENTORY: WEAPONS SETTINGS (ON RESPAWN)
=========================

have_deserteagle      1     = FLAG: player has weapon upon respawning...
have_gausspistol      0
have_mac10            0
have_jackhammer       0
have_c4               0
have_traps            0
have_spikegun         0
have_rocketlauncher   0
have_flamethrower     0
have_railgun          0
have_shockrifle       0
have_agm              0


=========================
INITIAL WEAPON
=========================

initial_weapon        0     = player's initial in-hand weapon - see list
                                 (needs to be in inventory, of course)

Select value from list below:
   Desert Eagle          = 0
   Gauss Pistol          = 1
   Mac-10                = 2
   Jackhammer            = 3
   C4 Explosives         = 4
   Traps                 = 5
   Explosive Spike Gun   = 6
   Rocket Launcher       = 7
   Flamethrower          = 8
   Railgun               = 9
   Shock Rifle           = 10
   Anti-Grav Manipulator = 11


=========================
INVENTORY: AMMO SETTINGS (ON RESPAWN)
=========================

initial_bullets       50    = amount of ammo that player respawns with...
initial_shells        0
initial_c4            0
initial_traps         0
initial_rockets       0
initial_cells         0
initial_slugs         0


=========================
INVENTORY: ARMOR SETTINGS (ON RESPAWN)
=========================

initial_armor         0     = amount of armor that player spawns with
initial_armortype     0     = type of armor that player spawns with
                                 (0 = jacket; 1 = combat; 2 = body)


=========================
WEAPON SETTINGS
=========================

deserteagle_damage    35    = per shot
deserteagle_hspread   300   = max horizontal variation of shot direction
deserteagle_vspread   300   = max vertical variation of shot direction

jackhammer_damage     10    = per buckshot (6 buckshots per blast)
jackhammer_hspread    500   = max horizontal variation of shot direction
jackhammer_vspread    500   = max vertical variation of shot direction

mac10_damage          20    = per bullet (20 bullets per sec)
mac10_hspread         1200  = max horizontal variation of shot direction
mac10_vspread         800   = max vertical variation of shot direction

gauss_damage_base     35    = min dmg for a Gauss Pistol blaster shot
gauss_damage_rate     0.1   = # secs
gauss_damage_step     5     = dmg added to blaster shot every 'rate' secs
gauss_damage_max      100   = max dmg for a Gauss Pistol blaster shot
gauss_damage_particle 100   = damage done by Gauss Pistol particle beam
gauss_scan_range      4000  = range of Gauss Pistol scanner (max 8192

c4_damage             150   = both direct hit and splash damage
c4_radius             150   = splash damage radius
c4_touchbang          0     = FLAG: once stuck, explode on contact with a 
                              player
c4_proximity          0     = FLAG: detonate if a player is nearby
c4_proximity_range    75    = definition of 'nearby'
c4_proximity_delay    0.5   = # secs between proximity warning and detonation
c4_proximity_life     15.0  = #secs before a proximity C4 will automatically 
                              detonate after being placed (0 => no limit)
c4_timelimit          0     = explodes if held beyond this time (0 => no limit)
c4_min_speed          400   = minimum throwing speed
c4_max_speed          1600  = maximum throwing speed
c4_hold_accel         120   = increase in throwing speed per second held
c4_spawn_range        128   = C4s cannot be placed within this distance of 
                              spawn points and teleporter destinations 
                              (0 => feature disabled)

trap_hook_damage      20    = initial hook impact
trap_hook_speed       1000  = speed of hook launched by a Trap
trap_beam_damage      1     = per 0.1 secs
trap_beam_power       175   = delta-momentum caused by beam (per 0.1s)
trap_proximity_range  500   = won't fire hook if target outside this dist
trap_activate_delay   2.0   = # secs before hook can fire (after landing)
traps_max_active      5     = total (# c4s + # traps) <= this number
traps_smart           0     = FLAG: traps lead target (NOT CODED YET)
traps_timelimit       0     = traps player if held beyond this time (0 => no 
                              limit)
trap_min_speed        400   = minimum throwing speed
trap_max_speed        800   = maximum throwing speed
trap_hold_accel       40    = increase in throwing speed per second held
trap_thru_tele        0     = FLAG: if set, Traps will still tractor/harm 
                              players who use a teleporter

spike_damage          50    = direct hit by spike
spike_speed           1750  = speed of spike
spike_bang_damage     115   = spike explosion damage
spike_bang_radius     150   = splash damage radius
spike_bang_delay      2.0   = secs between spike impacting and exploding

rocket_damage         100   = direct hit
rocket_radius_damage  120   = splash damage
rocket_radius         120   = splash damage radius
rocket_speed          650   = speed of rocket

flame_damage          5     = per sec when on fire & also for each fireball
flame_small_damage    2     = caused by touching a small flame
flame_speed           500   = speed of fireball (NB: lifetime is fixed)
firebomb_damage       50    = both direct hit and radius damage
firebomb_radius       120   = radius of detonation
firebomb_speed        650   = speed of projectile
flame_thru_tele       0     = FLAG: if set, a burning player will not have 
                              the flame extinguished by using a teleporter

railgun_damage        100   = per shot

shock_homing_damage   40    = plasma bolt damage
shock_homing_range    300   = target-plasma distance for homing
shock_speed           1000  = speed of shockbolt
shock_homing_speed    700   = speed of homing plasma projectile
shock_radius_damage   75    = if missed with Disintegrator shockbolt
shock_radius          128   = range of freeze effect and damage
shock_freeze_time     1.2   = # secs player is frozen for (each hit)

agm_mode              0     = firing mode (0 = recharge; 1 = continuous)
agm_fire_rate         10    = charge used up per 0.1 secs of firing
agm_charge_rate       5     = charge restored per 0.1 secs not being fired
agm_fling_power       2000  = velocity boost when flung by an AGM
agm_cross_damage      20    = damage from crossing beams with another player
agm_cross_timeout     2.0   = # secs AGM beam cuts out for
agm_reflect_damage    20    = damage from hitting a player who has the Beam 
                              Reflector
agm_reflect_timeout   2.0   = # secs AGM beam cuts out for
agm_disrupt_damage    20    = per 0.1 secs by AGM Cellular Disruptor effect
agm_disrupt_siphon    0.2   = attacker gains health = [this x damage caused]
agm_shot_cells        10    = cells used each fire button press
agm_beam_cells        1     = cells used per 0.1 secs of firing 
agm_invuln_cells      1     = # extra cells used per 0.1 secs to manipulate 
                              a player who has the Invulnerability
                              (NB: -1 => cannot manipulate them)

plasma_damage         25    = damage caused by plasma-turret bolt
plasma_speed          800   = speed of plasma-turret bolt


=========================
HOOK SETTINGS
=========================

hook_offhand          0     = FLAG: grapple is off-hand (bind a key to 
                              "+hook")
hook_damage           10    = direct hit
hook_speed            650   = launching grapple
hook_pull_speed       650   = being pulled by grappled
hook_pull_agm         0.5   = hook pull scaling factor when being held by an
                              AGM beam (0 to 1)


=========================
HEALTH SETTINGS
=========================

health_initial        100   = player health upon (re)spawning
health_max            100   = max health from picking up health packs
health_max_siphon     150   = max health from using the Awakening power-up
health_max_bonus      250   = max health from picking up multiple MegaHealths


=========================
AMMO SETTINGS
=========================

max_bullets           200   = standard maximums...
max_shells            80
max_c4                20
max_traps             20
max_rockets           20
max_cells             200
max_slugs             80

max_band_bullets      250   = bandolier maximums...
max_band_shells       100
max_band_cells        250
max_band_slugs        50

max_pack_bullets      300   = backpack maximums...
max_pack_shells       120
max_pack_c4           30
max_pack_traps        30
max_pack_rockets      30
max_pack_cells        300
max_pack_slugs        60


=========================
TEAM SETTINGS
=========================

team1_name            "RED"   = team 1's name
team2_name            "BLUE"  = team 2's name
team1_model           "male"  = forced model for Red team players
team2_model           "male"  = forced model for Blue team players
team1_skin            "ctf_r" = forced skin for Red team players
team2_skin            "ctf_b" = forced skin for Blue team players


=========================
VOTING SETTINGS
=========================

vote_time             20      = # secs before current vote times out
vote_minclients       2       = min # clients present for a vote to be called
vote_percentage       51      = % of 'yes' votes required to enact proposal
                                (0 => all voting is disabled)

vote_allow_map            1   = FLAG: players can call a vote on <setting>...
vote_allow_config         1
vote_allow_match          1
vote_allow_timelimit      1
vote_allow_fraglimit      1
vote_allow_capturelimit   1
vote_allow_hook           1
vote_allow_hook_offhand   1

vote_allow_gausspistol    1    = FLAG: players can call a vote on <setting>...
vote_allow_mac10          1
vote_allow_jackhammer     1
vote_allow_c4             1
vote_allow_traps          1
vote_allow_esg            1
vote_allow_rocketlauncher 1
vote_allow_flamethrower   1
vote_allow_railgun        1
vote_allow_shockrifle     1
vote_allow_agm            1

vote_allow_invuln         1    = FLAG: players can call a vote on <setting>...
vote_allow_quad           1
vote_allow_siphon         1
vote_allow_d89            1
vote_allow_haste          1
vote_allow_tele           1

vote_allow_nohealth       1    = FLAG: players can call a vote on <dmflag>...
vote_allow_noitems        1
vote_allow_weaponsstay    1
vote_allow_nofalling      1
vote_allow_noarmor        1
vote_allow_infiniteammo   1
vote_allow_quaddrop       1
vote_allow_fastswitch     1
vote_allow_extraitems     1
vote_allow_noreplacements 1
vote_allow_notech         1
vote_allow_ctfspawns      1

vote_timelimit_max        60  = maximum # mins for a vote on the timelimit
vote_timelimit_step       5   = # mins that timelimit vote is incremented by
vote_fraglimit_max        100 = maximum # frags for a vote on the fraglimit
vote_fraglimit_step       5   = # frags that fraglimit vote is incremented by
vote_capturelimit_max     10  = maximum # caps for a vote on the capturelimit
vote_capturelimit_step    1   = # caps that capturelimit vote is incremented by


=========================
MYSTERY BOX SETTINGS
=========================

mystery_invuln            1    = relative chance of Mystery being an Invuln.
mystery_quad              1    = relative chance of Mystery being a Quad
mystery_d89               1    = relative chance of Mystery being a D89
mystery_haste             1    = relative chance of Mystery being a Haste
mystery_siphon            1    = relative chance of Mystery being an Awakening
mystery_enviro            1    = relative chance of Mystery being an Env. Suit
mystery_tele              1    = relative chance of Mystery being a Teleporter
mystery_antibeam          1    = relative chance of Mystery being a Beam 
                                 Reflector

Eg. if 'mystery_antibeam' is set to 2, then a Mystery Box is twice as likely to be a Beam Reflector as any other powerup.
