Outgun / Documentation / Gamemod settings

Gamemod settings

The server configuration is all in one file: the ‘gamemod’ file located at config/gamemod.txt. Apart from empty lines and comments, which are lines that begin with a semicolon ‘;’, every line is a command followed by one or several values, separated by spaces or tabs. The commands and their effect is described in this document.

This document applies to Outgun 1.0. For older versions, the only similar documentation (outside the comments in the distributed gamemods) is in Portuguese at http://outgun.sourceforge.net/tut_gamemod.htm.

Contents

General settings

These are settings that don’t affect the gameplay at all.

server_name

Rangeany string
DefaultAnonymous host

The server name is shown to players in the server list on the web and in Outgun. You should put in something to identify this server, and tell as much else as you can fit. How much fits on Outgun’s server list depends on the player’s resolution, at minimum it’s only 33 characters. The web list currently shows up to 128 characters. This setting replaces the file hostname.txt used in Outgun versions before 1.0.

max_players

Rangean even number between 2 and 32
Defaultthe -maxp command line parameter, or 16

The maximum number of players accepted to the server at once. If set, this overrides the -maxp setting given on command line.

welcome_message

Rangeany string
Defaultnone

These lines will be sent to each player when they enter the server. You can use multiple lines, but remember to start each line with the command welcome_message. Long lines (over 79 characters) will be wrapped to multiple lines.

info_message

Rangeany string
Defaultnone

These lines will be sent to a player when they enter the /info console command. You can tell how and when to contact you, or some more information about your server. You can use multiple lines, but remember to start each line with the command info_message. Long lines (over 79 characters) will be wrapped to multiple lines.

sayadmin_enabled

Range1 to enable, 0 to disable
Default0

This enables the /sayadmin console command to the players so that they can leave you messages. They will be saved to log/sayadmin.log.

sayadmin_comment

Rangeany string
Defaultnone

This setting only has effect when sayadmin_enabled is set to 1. This message will be shown in the /help screen on the /sayadmin line. It is intended for you to give a preference of what to send using /sayadmin, for example which languages are acceptable. Longer than 29 characters will force the line to be wrapped.

server_password

Rangeup to 15 characters
Defaultnone

If the server password is set, only players who know the password can enter the server.

save_stats

Rangenumber of players, 1 or more, or 0 to disable
Default0

If this is set non-zero, the server saves game statistics after each round to the server_stats directory, provided that there are at least as many players as this number. Set save_stats to 1, and you get lots of statistics with just one player; set it greater and only meaningful statistics are written.

idlekick_time

Rangeseconds, 10 or more, or 0 to disable
Default120

If enabled, players that are idle (don’t move or shoot) for the given amount of seconds are automatically kicked off the server. This check is only active when the number of players reaches idlekick_playerlimit. There is an automatic warning to the players when they’re 60, 30, 15 and 5 seconds away from being kicked.

idlekick_playerlimit

Range1–32
Default4

This setting is used to limit the application of idlekick_time. When there are less players on the server than the set number, they can’t get kicked for being idle. This makes sense because players may want to stay on the server waiting for more players to appear, not playing before that happens. These players do no real harm to the game if this limit is set no higher than 4, because if one of three players is idle, the other two can always change teams so that they are against each other. Even though one of the players can score by killing the idle player, it doesn’t affect the team score and regardless of players being idle or not, tournament scoring is disabled until there are four players on the server.

server_port

Range1–65535
Default25000

The UDP port the server is run in. If you want to run multiple servers at once, you have to set a different port for each server. This setting cannot be changed when the server is running, with the server monitor “reload settings” command or otherwise. This setting can be overridden with the command line argument -port. For servers started in the client, the setting on the local server menu overrides these.

server_ip

Rangea valid IP address
Defaultautodetected

The server IP address that is sent to the master server for server listing purposes. Do not specify a port here, use server_port for that. Only use this (or the corresponding command line parameter) if your server doesn’t appear on the master list without. To determine what to put here, check whatismyip.com which will hopefully show your public IP address. If sending the server to master still fails, check log/master.log to see what the master server thinks your address is. This setting cannot be changed when the server is running, with the server monitor “reload settings” command or otherwise. This setting can be overridden with the command line argument -ip. For servers started in the client, the setting on the local server menu overrides these.

private_server

Range1 to enable, 0 to disable
Default0

If enabled, the server will not be posted on the master list. Use it if you don’t want random players entering the server. This setting cannot be changed when the server is running, with the server monitor “reload settings” command or otherwise. This setting can be overridden on the command line by using -priv or -public. For servers started in the client, the setting on the local server menu overrides these.

join_start

Rangeseconds, 0–86399
Default0

The time when the server starts accepting players, in seconds after midnight. If join_start is set to a different value than join_end, players can only join in the time between them, or if there already are players on the server.

join_end

Rangeseconds, 0–86399
Default0

The time when the server stops accepting players, in seconds after midnight. If join_start is set to a different value than join_end, players can only join in the time between them, or if there already are players on the server.

join_limit_message

Rangeany string
Defaultnone

This message is sent to clients that try to join the server when joining is not allowed.

srvmonit_port

Range1–65535
Defaultserver_port - 500

The TCP port number to listen on for connection by the server monitor program. If server_port is 500 or less (not recommendable), the default is server_port + 65035. This setting cannot be changed when the server is running, with the server monitor “reload settings” command or otherwise.

recording

Rangenumber of players, 1 or more, or 0 to disable
Default0

If this is set non-zero, the server records a game to the replay directory, provided that there are at least as many players as this number.

relay_server

Rangea valid host name or IP address with port
Defaultnone

If set, the server sends replay data for spectators to the relay program running at the given address.

spectating_delay

Rangeseconds, 0–
Default120

The amount of seconds data sent to relay_server is delayed. The intent is to avoid cheating by spectating the same game one is playing.

log_player_chat

Range1 to enable, 0 to disable
Default0

If enabled, players’ chat messages are saved to log/adminactionlog.txt in addition to admin actions.

ranking_id

Rangestring
Defaultnone

A server ID gotten from the ranking server at server registration. If both ranking_id and ranking_password are set and valid, the server sends scoring information to the ranking server, when players who are logged in play on the server. This will slightly increase the amount of traffic the server creates.

ranking_password

Rangestring
Defaultnone

A password chosen at server registration, matching the ranking_id. See the explanation in ranking_id.

ranking_minhumans

Rangenumber of players, 1–32
Default2

The minimum number of human players required to be on the server in order for ranking scores to be generated. All the players need not be in the ranking system, but multiple players from the same IP address count as one.

ranking_minplayers

Rangenumber of players, 2–32
Default4

The minimum number of players (including bots) required to be on the server in order for ranking scores to be generated. All the players need not be in the ranking system, but multiple human players from the same IP address count as one.

Bots

These settings allow you to add bots (computer players) on the server.

Notice that sadly the bots aren’t clever with complicated maps yet. Especially rooms where a part is accessible only by exiting the room first (e.g. rooms split in half by a straight slim wall in the middle) are problematic. If you want to use bots, it might make sense to limit the maps in rotation.

min_bots

Rangenumber of bots, 0–32
Default0

The minimum number of bots when there is enough room for them.

bots_fill

Rangenumber of players, 0–32
Default0

The server adds bots so that there are always at least bots_fill players.

balance_bot

Range1 to enable, 0 to disable
Default0

The balance bot is used to keep the number of players even.

bot_ping

Rangemilliseconds, 0–500
Default300

Sets the ping for bots. The smaller it is, the quicker the bots react.

bot_name_lang

Rangestring
Defaultnone

If set to fi, bots will have generated names that are more or less Finnish.

Server web site

These settings allow you to configure a web site with Outgun.

server_website

Rangea valid URL
Defaultnone

This should be the URL to a page related to your server. The URL is sent to the server list on WWW, and there’ll be a link, so that users can click on the server to see more info. The page linked to might be a static page including what you couldn’t squeeze into the info_message, or something else. Use the rest of these settings to make the page a dynamic one.

web_server

Rangea valid host name or IP address
Defaultnone

To create a data link from your server to your web page, using web_server, web_script, web_auth, and web_refresh, see the separate page of instructions.

web_script

Rangea valid part-URL
Defaultnone

To create a data link from your server to your web page, using web_server, web_script, web_auth, and web_refresh, see the separate page of instructions.

web_auth

Rangestring:string
Defaultnone

To create a data link from your server to your web page, using web_server, web_script, web_auth, and web_refresh, see the separate page of instructions.

web_refresh

Rangeminutes, 1–
Default2

To create a data link from your server to your web page, using web_server, web_script, web_auth, and web_refresh, see the separate page of instructions.

Map rotation

These settings choose which maps are played in which order, and control map voting.

map

Rangea map name without path or .txt
Defaultnone

If you want your server to use only a subset of maps you have in the maps directory, or if your want to determine the rotation order exactly, you must use the map command. Add a map command for each map you want to use. For example, to use the maps maps/hassakka.txt and maps/tutorial.txt, add the lines:

map hassakka
map tutorial

If you want the maps to appear in the exact order the map commands are given, remember to set random_maprot either 0 or 2.

If there aren’t any map commands in the gamemod, Outgun will use all maps in the maps directory. Unless the order is randomized, they will be played in alphabetical order.

random_map

ArgumentRangeDefault
widthnumber of rooms, 1–
heightnumber of rooms, 1–
edge passagesprobability, 0–10.2

The random_map command takes two or three arguments. It adds a symmetrically generated map with specified width and height to the map list. The server generates a map at the start of every random map game. By default, there is a probability of 0.2 for the map to have passages at the edges. This example adds maps sized 3×3 and 5×4 to the map list:

random_map 3 3
random_map 5 4 0

The room template files are in the mapgen directory, named as *.txt, and one of them is randomly chosen for each generated map. The template must specify blocks for basic room and also for top, bottom, left and right walls. The default scaling is “S 16 12”. To use a different one, insert an S-line in each labeled section. An example for a room template:

:room
W  0  0  4  1
W 16  0 12  1
W  0  1  1  4
W 16  1 15  4
W  0 12  4 11
W 16 12 12 11
W  0 11  1  8
W 16 11 15  8

:top
W  4  0  8  1

:bottom
W  4 12  8 11

:left
W  0  4  1  8

:right
W 16  4 15  8

random_maprot

Range0 to disable, 1 to enable, 2 to randomize first map only
Default0

If random_maprot is set 1, the server will randomize the order maps are played in, each time the server is started. If either 0 or 2, the maps always appear in the same order. The setting 2 randomizes the first map to be played when the server starts, but the map order is the same.

vote_block_time

Rangeminutes, 0–
Default0

This setting is useful if players are disturbing the game by constantly voting for mapchange. If this is set non-zero, the map can’t be changed for that amount of minutes at the start of each round, except if all the players vote for that.

require_specific_map_vote

Range1 to enable, 0 to disable
Default0

If enabled, players must vote for a specific map to have their map exit votes effective.

Game config

These are miscellaneous gameplay tweaking settings, that don’t fall into the categories of health, energy and shooting, powerups or physics.

capture_limit

Rangenumber of captures, 0 = no limit
Default8

The amount of captures needed to win the game. If it’s set 0, the game only ends when the time_limit runs out.

win_score_difference

Range1–
Default1

The score difference needed to win the game after reaching the capture_limit. The game only ends when one team has reached capture_limit captures, if the other team has at most capture_limit - win_score_difference captures. Otherwise it’s continued until there is a score difference of win_score_difference.

time_limit

Rangeminutes, 0 = no limit
Default0

If time_limit is set to a non-zero value, the game will end after that amount of minutes. This behavior can be modified using the extra_time and sudden_death options below.

extra_time

Rangeminutes, 0–
Default0

This setting only has effect when time_limit is non-zero. When the time runs out, and the game is tied (both teams have the same score), the time is extended by this amount of minutes. The effect is modified by the sudden_death setting below.

sudden_death

Range1 to enable, 0 to disable
Default0

This setting modifies the behavior of extra_time above. If sudden_death is enabled, the extra time is terminated early if either team scores. If extra_time is set zero and sudden death is enabled, the extra time is infinite, to be terminated when a team scores.

game_end_delay

Rangeseconds, 0–
Default5

The delay between game rounds. It offers players a chance to look at the previous round’s scores, and (automatically) download the next map if they don’t have it already.

flag_return_delay

Rangeseconds, real number 0–
Default1.0

When a flag is dropped, it can be returned only after this delay.

min_capture_time

Rangeseconds, real number 0–
Default1.0

The minimum time required after picking up a flag from its returned position before it can be captured.

carrying_score_time

Rangeseconds, 1–, 0 to disable
Default0

If enabled, a team can score by carrying a wild flag for the set time without the enemy touching it.

random_wild_flag

Range1 to enable, 0 to disable
Default0

If enabled, all the flags in the map are removed and one wild flag is placed on a random position.

lock_team_flags

Range1 to enable, 0 to disable
Default0

If enabled, the red and blue flags can’t be moved. If both the team and wild flags are locked, all the flags are removed. This setting has no effect unless the map has all three kinds of flags.

lock_wild_flags

Range1 to enable, 0 to disable
Default0

If enabled, the wild flags can’t be moved. If both the team and wild flags are locked, all the flags are removed. This setting has no effect unless the map has all three kinds of flags.

capture_on_team_flag

Range1 to enable, 0 to disable
Default1

If enabled, players can capture the enemy and wild flags on their team flag that is in its original position. If the team flags are locked and can not be captured on, all the flags are removed. This setting has no effect unless the map has all three kinds of flags.

capture_on_wild_flag

Range1 to enable, 0 to disable
Default0

If enabled, players can capture the enemy and wild flags on a wild flag that is in its original position. If the wild flags are locked and can not be captured on, they are removed. This setting has no effect unless the map has all three kinds of flags.

always_send_flag_location

Range1 to enable, 0 to disable
Default0

If enabled, players can see the flag locations all the time. Otherwise, flags carried by the enemy that are not in the same room with a friend can’t be seen.

balance_teams

Rangeno, balance or shuffle
Defaultno

This setting can be used to balance and optionally shuffle the teams when the round starts. If it’s set to balance, some players from the larger team are moved to the smaller team. On shuffle, all players are randomly allocated a team, so that the teams are in balance. In the default setting of no balancing, teams are retained as they were at the end of last round.

respawn_time

Rangeseconds, real number 0–
Default2.0

When a player is killed, they will stay dead for this period.

extra_respawn_time_alone

Rangeseconds, real number 0–
Default0.0

When a player dies and everyone in the enemy team is alive, an extra time is added to the waiting time until the respawn. When someone in the opposing team later dies, matching extra times are cancelled. In practice, this setting makes killing and staying alive more important, and makes the game results less random highlighting even small skill differences between teams. Killing an enemy when your team is all alive makes the enemy team smaller for the set time, and killing one when someone in your team is dead gets them back alive.

waiting_time_deathbringer

Rangeseconds, real number 0–
Default4.0

When a player dies using a deathbringer, or commits suicide, they will have this time added to their normal respawn_time.

respawn_balancing_time

Rangeseconds, real number 0–
Default0.0

When a player in the larger team dies, a time based on this number and the team size difference is added to their normal respawn_time. The exact formula to determine the time added is respawn_balancing_time * (larger team size - smaller team size) / smaller team size. This means that if one team is twice the size of the smaller one, this number is used as is. Similarly, if a team is 50% larger (e.g. 3 vs. 2), half of this number is added to the waiting time of all the players in the larger team.

spawn_safe_time

Rangeseconds, real number 0–
Default0.0

The time players will be unable to either shoot or be shot after being spawn.

respawn_on_capture

Range1 to enable, 0 to disable
Default0

If enabled, all dead players respawn immediately when a flag is captured. This is most useful when combined with long respawn times.

free_turning

Range1 to enable, 0 to disable
Default0

Allow free turning (e.g. mouse aiming) to be used on the server. If disabled, all players are restricted to 8-directional keyboard control.

minimap_send_limit

Rangeplayers per frame, 0–32
Default32

Limits the number of off-room player positions a player can be sent per frame. Multiply this number by 10 to get the number per second. The bandwidth consumption is minimal: each position sent consumes only 2 bytes (20 bytes per second) for each receiving player. That means that even with 32 players on the server, sending the data can’t add more than 20 kB/s in total server bandwidth (5 kB/s for 16 players). However, decreasing this setting can be used to limit the usefulness of the minimap and multi-roomed display in a game. The most that can be sent to Outgun clients up to 1.0.3 is 2 players per frame, so this gives a slight edge to newer clients.

see_rockets_distance

Rangenumber of rooms, 0–
Default0

The maximum distance at which players can see rockets and shooting players. 0 means only the room the player is in, 1 adds the four directly adjacent rooms, 2 adds the 8 new rooms adjacent to those 4, etc.

Health, energy and shooting

These are settings, that affect health, energy and shooting.

friendly_fire

Rangemultiplier, real number 0–, or percentage
Default0

If set non-zero, the players’ shots will damage and kill their teammates. The base damage done is the regular rocket_damage multiplied by this value. Generally, this should be disabled (or small) on a public server to avoid grief from players that attack teammates deliberately. The value can also be represented as a percentage, so that e.g. 0.5 and 50% have the same effect.

friendly_deathbringer

Rangemultiplier, real number 0–, or percentage
Default0

If set non-zero, the players’ deathbringer explosions will damage and kill their teammates. The deathbringer effect time is the regular pup_deathbringer_time multiplied by this value. Generally, this should be disabled (or small) on a public server to avoid grief from players that attack teammates deliberately. The value can also be represented as a percentage, so that e.g. 0.5 and 50% have the same effect.

rocket_damage

Rangeamount of health, 0–
Default70

The amount of health lost in a hit by a normal rocket. Because of health regeneration, setting it to small values easily makes it impossible to kill others, but do experiment.

start_health

Rangeamount of health, 1–500
Default100

The amount of health a player starts with when spawn.

start_energy

Rangeamount of energy, 0–500
Default100

The amount of energy a player starts with when spawn.

health_max

Rangeamount of health, 1–500
Default300

The maximum health a player can have.

energy_max

Rangeamount of energy, 0–500
Default300

The maximum energy a player can have.

health_regeneration_0_to_100

Rangereal number, 0–
Default10

The amount players regenerate their health per second when they have less health than 100.

health_regeneration_100_to_200

Rangereal number, 0–
Default1

The amount players regenerate their health per second when their health is between 100 and 200. This happens when energy has reached 200 or the maximum.

health_regeneration_200_to_max

Rangereal number, 0–
Default0

The amount players regenerate their health per second when they have more health than 200. This happens when energy has reached the maximum.

energy_regeneration_0_to_100

Rangereal number, 0–
Default10

The amount players regenerate their energy per second when they have less energy than 100. This happens when health has reached 100 or the maximum.

energy_regeneration_100_to_200

Rangereal number, 0–
Default5

The amount players regenerate their energy per second when their energy is between 100 and 200. This happens when health has reached 100 or the maximum.

energy_regeneration_200_to_max

Rangereal number, 0–
Default0

The amount players regenerate their energy per second when they have more energy than 200. This happens when health has reached 200 or the maximum.

min_health_for_run_penalty

Rangeamount of health, 1–500
Default40

When running with zero energy, players lose health by run_health_degradation only if their health is above the set level.

run_health_degradation

Rangeamount of health, real number
Default15

The amount of health per second players lose when running if energy is zero.

run_energy_degradation

Rangeamount of energy, real number
Default15

The amount of energy per second players lose when running.

shooting_energy_base

Rangeamount of energy, real number, -500–500
Default7

Every time a player shoots, regardless of their weapon level, they lose this amount of energy, if they have any.

shooting_energy_per_extra_rocket

Rangeamount of energy, real number, -500–500
Default1

Every time a player shoots, this amount of energy is used for each additional shot after the first, up to their weapon level.

hit_stun_time

Rangeseconds, real number, 0–
Default1

The time a player is made unable to shoot after being hit by a rocket.

shoot_interval

Rangeseconds, real number, 0.1–
Default0.5

The minimum interval between shots when energy is zero.

shoot_interval_with_energy

Rangeseconds, real number, 0.1–
Default0.5

The minimum interval between shots when the player has energy.

Powerups

These settings affect how powerup items appear and their effect.

pups_min

Range0–32, or 0% – any %
Default20%

The minimum number of powerups in the game. A percentage is interpreted as a fraction of map size in rooms. That is, 50% means 18 powerups in a 6×6 sized map (6×6×50%=18) and 2 powerups in a 2×2 sized map (2×2×50%=2). 200% would mean 72 and 8 powerups, respectively, but note that there is a hard maximum of 32 powerups.

If there are more players in the game than there would be powerups according to this minimum, there will be as many powerups as there are players. If you want to disable this flexibility, set pups_max to the same amount as pups_min. This setting is always limited by the pups_max setting: If pups_max calculated in a given map is smaller than pups_min, there will be pups_max powerups.

pups_max

Range0–32, or 0% – any %
Default80%

The maximum number of powerups in the game. A percentage is interpreted as a fraction of map size in rooms. That is, 50% means 18 powerups in a 6×6 sized map (6×6×50%=18) and 2 powerups in a 2×2 sized map (2×2×50%=2). 200% would mean 72 and 8 powerups, respectively, but note that there is a hard maximum of 32 powerups.

See the notes in pups_min above.

pups_respawn_time

Rangeseconds, 0–
Default25

The time that a powerup remains out of the game after being picked up by a player. If set to 0, it will instantly spawn somewhere when picked up.

pup_add_time

Rangeseconds, 1–999
Default40

When a player picks up a turbo, power, or shadow powerup, they will have the powerup for the time set by this setting. If they had some time left already, this time is added to the old time. The pup_max_time setting below controls how much time can be accumulated this way.

pup_max_time

Rangeseconds, 1–999
Default100

The limit to how much powerup time a player can collect from turbo, power or shadow powerups. If this is set to the same as or less than pup_add_time, no accumulation is possible and the player’s powerup time just resets to this value whenever they pick up a powerup.

pups_drop_at_death

Range1 to enable, 0 to disable
Default0

If this is enabled, when a player with powerups dies, one of their powerups is dropped for other players to pick up. This only happens when the powerup has most of its time left.

pups_player_max

Range0–6
Default6

The maximum number of distinct powerups a player can have at once. When a new powerup is picked up, one of the player’s powerups is removed to make room, in this order of priority:

pup_weapon_max

Range1–9
Default9

The maximum weapon level a player can have.

pup_health_bonus

Rangeamount of health/energy, 1–
Default160

The amount of health and energy combined a player gets when picking up a megahealth powerup.

pup_power_damage

Rangemultiplier, real number 0–
Default2.0

The rocket_damage value is multiplied by this value for rockets shot with the ‘power’ powerup.

pup_deathbringer_time

Rangeseconds, real number 0–
Default5.0

The time how long a player will be (on average) under the influence of a deathbringer explosion. During this time the player is paralyzed (can’t move or shoot) and constantly loses health. Changing this time also affects the total health consumed by a deathbringer shot. Changing this to something like 20 seconds will make every deathbringer hit fatal.

pup_deathbringer_switch

Range1 to enable, 0 to disable
Default1

If this is enabled, players can get rid of deathbringer powerups they picked up by picking up another one. If this is disabled, picking up more than one deathbringer makes no difference.

pup_deathbringer_health_limit

Rangeamount of health, 1–500
Default100

When a player has deathbringer, their health won’t increase past this value, and if already over it, it will decrease by pup_deathbringer_health_degradation.

pup_deathbringer_energy_limit

Rangeamount of energy, 0–500
Default100

When a player has deathbringer, their energy won’t increase past this value, and if already over it, it will decrease by pup_deathbringer_energy_degradation.

pup_deathbringer_health_degradation

Rangehealth per second, real number, 0–
Default2.5

Sets how quick a player with deathbringer loses health when over pup_deathbringer_health_limit.

pup_deathbringer_energy_degradation

Rangeenergy per second, real number, 0–
Default2.5

Sets how quick a player with deathbringer loses energy when over pup_deathbringer_energy_limit.

pup_shadow_invisibility

Range1 to enable, 0 to disable
Default0

If this is enabled, a player with the shadow powerup becomes completely invisible to enemies in a few seconds. The disabled setting makes all shadow players show a little. Having the invisibility enabled makes shadow a much more powerful powerup, so adjusting pup_chance_shadow might be in order.

pup_shield_one_hit

Rangenumber of hits, or 0 for unlimited
Default0

If this is non-zero, a player with the shield powerup can only sustain the set number of hits before the shield wears off. On the other hand, the hits don’t take any energy from the player.

pup_chance_shield

Rangea number relative to other pup_chance settings, 0–
Default16

When a powerup is created in the game, its chance of being a shield powerup is this number divided by the total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_chance_turbo

Rangea number relative to other pup_chance settings, 0–
Default14

When a powerup is created in the game, its chance of being a turbo powerup is this number divided by the total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_chance_shadow

Rangea number relative to other pup_chance settings, 0–
Default14

When a powerup is created in the game, its chance of being a shadow powerup is this number divided by the total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_chance_power

Rangea number relative to other pup_chance settings, 0–
Default14

When a powerup is created in the game, its chance of being a ‘power’ powerup is this number divided by the total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_chance_weapon

Rangea number relative to other pup_chance settings, 0–
Default18

When a powerup is created in the game, its chance of being a weapon powerup is this number divided by the total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_chance_megahealth

Rangea number relative to other pup_chance settings, 0–
Default13

When a powerup is created in the game, its chance of being a megahealth powerup is this number divided total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_chance_deathbringer

Rangea number relative to other pup_chance settings, 0–
Default11

When a powerup is created in the game, its chance of being a deathbringer powerup is this number divided total of all pup_chance settings. In the default configuration, the total is 100 so each number represents a percentage of chance.

pup_start_shield

Range1 to enable, 0 to disable
Default0

If set, players will have a shield when they spawn.

pup_start_turbo

Rangeseconds, 0–999
Default0

The time of turbo that players have when they spawn.

pup_start_shadow

Rangeseconds, 0–999
Default0

The time of shadow that players have when they spawn.

pup_start_power

Rangeseconds, 0–999
Default0

The time of power that players have when they spawn.

pup_start_weapon

Range1–9
Default1

The weapon level that players have when they spawn.

pup_start_deathbringer

Range1 to enable, 0 to disable
Default0

If set, players will have a deathbringer when they spawn.

Physics

Changing the physics generally requires guessing, and there are no guidelines to give. Just try different combinations if you want to change it.

To control the maximum speed, you can use the following formula to determine the other values, or to calculate the maximum speed (in the same unit as in Outgun 0.5.0, where the default running speed is 22) from them:

maximum speed = (acceleration - friction) / drag.

friction

Rangereal number
Default0.20

Friction represents the constant component of speed loss. The meaningful range is between 0 and the maximum acceleration.

drag

Rangereal number
Default0.16

Drag represents the component of speed loss that is proportional to current speed. The meaningful range is between 0 and 1.

acceleration

Rangereal number
Default2.60

The basic amount of acceleration, which is used when walking without turbo.

brake_acceleration

Rangemultiplier, real number 0.01–
Default0.10

Acceleration is multiplied by this value when accelerating opposite to the current movement, ‘braking’.

turn_acceleration

Rangemultiplier, real number 0.01–
Default0.50

Acceleration is multiplied by this value when accelerating perpendicular to the current movement, ‘turning’.

run_acceleration

Rangemultiplier, real number
Default1.75

Acceleration is multiplied by this value when running.

turbo_acceleration

Rangemultiplier, real number
Default1.45

Acceleration is multiplied by this value when the player has the turbo powerup. When running with turbo, both this multiplier and run_acceleration are used.

flag_acceleration

Rangemultiplier, real number
Default0.91

Acceleration is multiplied by this when the player is carrying a flag and running, in addition to the run_acceleration and possibly turbo_acceleration multipliers.

player_collisions

Rangeno, normal or special (equivalent: 0, 1, or 2)
Defaultnormal

If this is enabled, players (regardless of whether they’re in the same team or not) can collide with each other. The collision check is not applied when a player is spawned, or at room borders, so players can still end up overlapping. The special setting adds special effects to collisions when a player has certain powerups. It makes colliding to other players a weapon, too.

rocket_speed

Rangereal number
Default50

Sets the speed of the players’ shots. The unit is the same as that of player speed in 0.5.0.


Updated 2008-03-27 – Niko Ritari, Jani Rivinoja