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DMFlags: Difference between revisions

366 bytes removed ,  17 December 2021
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|  4096  
|  4096  
|  Players respawn at the same location they were killed at.
|  Players respawn at the same location they were killed at.
|-
| Keep teams
|  SV_KeepTeams
|  8192
|  Players that were already in teams before the map change will continue to be on the same team on the next map.
|-
|-
| Keep frags
| Keep frags
|  SV_KeepFrags
|  SV_KeepFrags
16384
8192
|  The clients frags are never reset when advancing to the next map.
|  The clients frags are never reset when advancing to the next map.
|-
|-
| No respawning
| No respawning
|  SV_NoRespawn
|  SV_NoRespawn
32768
16384
|  Players can not respawn once killed or fragged.
|  Players can not respawn once killed or fragged.
|-
|-
| Lose frag when fragged
| Lose frag when fragged
|  SV_LoseFrag
|  SV_LoseFrag
65536
32768
|  When fragged, the player will lose a frag point.
|  When fragged, the player will lose a frag point.
|-
|-
| Infinite inventory
| Infinite inventory
|  SV_InfiniteInventory
|  SV_InfiniteInventory
131072
65536
|  When true, using an inventory item will not expend it.
|  When true, using an inventory item will not expend it.
|-
| Force GL defaults
| SV_ForceGLDefaults
| 262144
| If this is enabled, some default OpenGL rendering options are enforced, i.e. clients render as if gl_lightmode == 3, gl_light_ambient == 20.0, and gl_fogmode >= 1.  Users can not change the light/brightness (excluding Gamma) in OpenGL once this is enabled. They can toggle between the two fog modes, and gl_fogmode 0 is treated as gl_fogmode 1.
|-
| No rocket jumping
| SV_NoRocketJumping
| 524288
| Disallow players from rocket jumping.
|-
| Award damage instead of kills
| SV_AwardDamageInsteadKills
| 1048576
| Players will be awarded points from the damage that they do on monsters, besides awarding by kills.
|-
| Force alpha
| SV_ForceAlpha
| 2097152
|If this is enabled, clients are enforced to display alpha, i.e. render as if r_drawtrans was enabled.
|-
|-
| Kill all monsters (In Cooperative)
| Kill all monsters (In Cooperative)
|  SV_KillAllMonsters
|  SV_KillAllMonsters
4194304
131072
|  All monsters must be killed before advancing into the next map.
|  All monsters must be killed before advancing into the next map.
|-
|-
| Disallow automap
| Disallow automap
|  SV_NoAutomap
|  SV_NoAutomap
8388608
262144
|  Disallow players to utilize the Automap.
|  Disallow players to utilize the Automap.
|-
|-
| Disallow allies on automap
| Disallow allies on automap
|  SV_NoAutomapAllies
|  SV_NoAutomapAllies
16777216
524288
|  Disallow players to see allies on the Automap.
|  Disallow players to see allies on the Automap.
|-
|-
| Disallow spying
| Disallow spying
|  SV_DisallowSpying
|  SV_DisallowSpying
33554432
1048576
|  Disallow players from spying other players.
|  Disallow players from spying other players.
|-
|-
| Chasecam
| Chasecam
|  SV_Chasecam
|  SV_Chasecam
67108864
2097152
|  Allow the players to utilize the chasecam feature.
|  Allow the players to utilize the chasecam feature.
|-
|-
| Disallow suicide
| Disallow suicide
|  SV_DisallowSuicide
|  SV_DisallowSuicide
134217728
4194304
|  Disallow the players to use the 'kill' CCMD.
|  Disallow the players to use the 'kill' CCMD.
|-
|-
| Disallow autoaim
| Disallow autoaim
|  SV_NoAutoaim
|  SV_NoAutoaim
268435456
8388608
|  Disallow the clients to utilize Autoaim regardless of the players settings.
|  Disallow the clients to utilize Autoaim regardless of the players settings.
<!-- Okay, for the last time, AUTOAIM IS NOT A CHEAT!  GET OVER IT ALREADY! [NG] -->
<!-- Okay, for the last time, AUTOAIM IS NOT A CHEAT!  GET OVER IT ALREADY! [NG] -->
|-
| Check ammo for weapon switch
|  SV_DontCheckAmmo
|  16777216
|  Chooses whether having ammunition in your inventory is needed to be able to switch to a weapon.
|-
| Killing Romero kills all his spawns
|  SV_KillBossMonst
|  33554432
|  This option makes it so the death of the BossBrain kills all monsters created by the BossEye before ending the level, allowing a 100% kill tally on the intermission screen.
|-
| Count monsters in end level sectors
|  SV_NoCountEndMonst
|  67108864
|  This option makes monsters placed in sectors with the dDamage_End type (as used in Doom E1M8) not count towards the total.
|}
|}