DMFlags: Difference between revisions
Updated DMFlags available in Zandronum as of now.
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(Updated DMFlags available in Zandronum as of now.) |
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| 32768 | | 32768 | ||
| Prevents players from dropping items. | | Prevents players from dropping items. | ||
|- | |||
| No map reset | |||
| sv_Survival_NoMapResetOnDeath | |||
| 65536 | |||
| In a Survival game, the map is not reset if all players die. | |||
|- | |- | ||
| Dead players keep inventory | | Dead players keep inventory | ||
| sv_DeadPlayersCanKeepInventory | | sv_DeadPlayersCanKeepInventory | ||
| | | 131072 | ||
| In a Survival game, when a player loses all of their lives, they keep their inventory. | | In a Survival game, when a player loses all of their lives, they keep their inventory. | ||
|- | |- | ||
| No | | No unlagged BFG tracers '''(<font color="darkblue">Zandronum 3.1</font> <font color="red">only</font>)''' | ||
| | | sv_NoUnlaggedBFGTracers | ||
| | | 262144 | ||
| | | If true, prevents use of backwards reconcilation for the hitscan tracers fired from the BFG9000. | ||
|- | |||
| No manually closing doors '''(<font color="darkblue">Zandronum 3.1</font> <font color="red">only</font>)''' | |||
| sv_NoDoorClose | |||
| 524288 | |||
| If true, stops doors from being manually closed, preventing players from intentionally (or unintentionally) griefing by closing doors that other players (or the same player) have opened. | |||
|- | |||
| No obituaries '''(<font color="darkblue">Zandronum 3.1</font> <font color="red">only</font>)''' | |||
| sv_NoObituaries | |||
| 1048576 | |||
| If true, obituary messages will not be printed to the console when a player dies. | |||
|} | |} | ||
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| 512 | | 512 | ||
| This flag disallows the ability to switch weapons while in the middle of {{zdw|A_Raise}}. Once the selected weapon starts its raising sequence, it cannot be cancelled. | | This flag disallows the ability to switch weapons while in the middle of {{zdw|A_Raise}}. Once the selected weapon starts its raising sequence, it cannot be cancelled. | ||
|- | |||
| Auto-aiming has vertical holes | |||
| Compat_Autoaim | |||
| 1024 | |||
| Zandronum uses more tracers in order to fill in the vertical gaps of the autoaim, this reverts it back to vanilla Doom's three-tracer behavior. | |||
|- | |- | ||
| West-facing spawns are silent | | West-facing spawns are silent | ||
| Compat_SilentWestSpawns | | Compat_SilentWestSpawns | ||
| | | 2048 | ||
| When set to true, players who spawn facing west are silent, as in vanilla Doom. | | When set to true, players who spawn facing west are silent, as in vanilla Doom. | ||
|- | |||
| Use old Skulltag jumping behavior | |||
| Compat_SkulltagJumping | |||
| 4096 | |||
| Restore the jumping behavior known from Skulltag. This reverts the jumping change from ZDoom SVN revision 2970. | |||
|- | |||
| Reset Global ACS variables upon map reset '''(<font color="darkblue">Zandronum 3.1</font> <font color="red">only</font>)''' | |||
| Compat_ResetGlobalVarsOnMapReset | |||
| 8192 | |||
| When set to true, any world or global-scope ACS variables/arrays will be reset upon resetting the map like in Survival. | |||
|- | |- | ||
| Limited movement in the air | | Limited movement in the air |