Client and Admin Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
aircoastscale <value> multiply aircoast by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
airefreshdelay <milliseconds> delay imposed before the AI manager reorganises their setup variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
allowlock <value> determines who may allow players; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
allowmaps <list> determines which maps are allowed to be chosen without elevated privileges string variable absorption abuse affluence ares bath battlefield biolytic bloodlust campgrounds canals canyon cargo castle center colony conflict condensation convolution cutec cyanide darkness deadsimple deathtrap decay decomposition deli depot dropzone dutility echo enyo erosion error escape fortitude futuresport ghost hinder institute keystone2k linear livefire longestyard mist neodrive nova octavus oneiroi panic processing pumpstation purge relax rooftop spacetech steelrat stone suspended testchamber tonatiuh tower tribal ubik vault venus wardepot wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
allowtimeout <#undocumented#> #undocumented# variable 3600000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
assistkilldelay <#undocumented#> #undocumented# variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
autoadmin <value> determines if authorities claim status by default variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
autospecdelay <milliseconds> determines the delay after player joins spectators after being fragged variable 60000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
autospectate <bool> determines when the game switches automatically to spectate mode; 0 = when idle, 1 = when remaining dead for autospecdelay variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
balancedelay <#undocumented#> #undocumented# variable 10000 0..30000 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
balanceduke <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
balancemaps <#undocumented#> #undocumented# variable -1 -1..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
balancenospawn <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
balancereset <#undocumented#> #undocumented# variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
banlock <value> determines who may ban players; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
bantimeout <#undocumented#> #undocumented# variable 14400000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
bleeddamage <value> amount of damage shocking deals variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bleeddelay <value> time in milliseconds for which shocking deals damage variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bleedtime <milliseconds> time in milliseconds shocking lasts for, try to allow an extra 500ms breathing room for sync variable 5500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberattackreset <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberattackwinner <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbasketmindist <#undocumented#> #undocumented# float variable 48.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbasketonly <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbuffarea <value> multiply affinity radius by this much for buff float variable 128.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbuffdamage <value> multiply outgoing damage by this much when buffed float variable 1.25 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbuffdelay <milliseconds> buffed for this long after leaving variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbuffing <value> buff circumstances; 0 = off, &1 = when near own base, &2 = when holding bomb, &4 = when holding bomb as the defenders (attack only) variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberbuffshield <value> divide incoming damage by this much when buffed float variable 1.25 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bombercarryspeed <value> scales the movement speed of the player carrying the bomber ball by this value float variable 0.9 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bombercarrytime <milliseconds> time in milliseconds a player can carry the bomber ball before it explodes variable 15000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bombercollide <#undocumented#> #undocumented# variable 64 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberdelay <millisecond> delay before spawning in bomber variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberdropheight <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberelasticity <#undocumented#> #undocumented# float variable 0.75 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberextinguish <#undocumented#> #undocumented# variable 6 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberholdinterval <milliseconds> time in milliseconds a player needs to hold the ball in hold bomber-ball to get a point variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberholdlimit <value> finish when score is this or more (hold) variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberholdpenalty <value> points subtracted for having the bomb fuse run out (hold) variable 10 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberholdpoints <value> points added to score for each interval (hold) variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberholdtime <#undocumented#> #undocumented# variable 15000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberinteracts <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberlimit <value> finish when score is this or more (non-hold) variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberliquidcoast <#undocumented#> #undocumented# float variable 1.75 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberlockondelay <milliseconds> determines the amount of time needed to hold throw button to achieve assisted pass to another team member variable 250 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bombermaps <list> bomber-ball maps string variable affluence ares battlefield canals canyon cargo center conflict condensation convolution darkness deathtrap deli depot dropzone dutility echo enyo erosion fortitude futuresport linear mist nova octavus pumpstation rooftop stone suspended tower tribal vault venus wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
bomberpenalty <value> points taken from score for throwing the bomb into your own goal variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberpickupdelay <milliseconds> time in milliseconds a player needs to wait to be able to pick up the bomber ball again after dropping it variable 5000 500..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberpickuppoints <value> points added to score for picking up the bomb variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberpoints <value> points added to score for a goal variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberregenbuff <value> 0 = off, 1 = modify regeneration when buffed variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberregendelay <milliseconds> regen this often when buffed variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberregenextra <value> add this to regen when buffed variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberrelativity <#undocumented#> #undocumented# float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberresetdelay <milliseconds> time in milliseconds before the bomber ball resets after being dropped variable 15000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberspeed <value> speed at which the bomber ball moves when thrown or dropped; for reference, 125 is the speed the player moves at by default float variable 250.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberspeeddelta <#undocumented#> #undocumented# float variable 1000.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberspeedmax <#undocumented#> #undocumented# float variable 200.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberspeedmin <#undocumented#> #undocumented# float variable 65.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberthreshold <distance> automatically drop the bomb if the bomb-carrier "warps" more than this distance float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
bomberweight <#undocumented#> #undocumented# float variable 350.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botbalance <value> determines bot balancing method; -1 = always use numplayers, 0 = don't balance, 1 or more = fill only with this*numteams variable -1 -1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botbalanceduel <#undocumented#> #undocumented# variable 2 -1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botbalancesurvivor <#undocumented#> #undocumented# variable -1 -1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botfemalenames <#undocumented#> #undocumented# string variable sue debbie luanne brandy angel kitty jane ava brianna chloe destiny emma faith grace hannah julia kaylee lily madison natalie olivia peyton riley sophia taylor unique victoria ximena yaretzi zoe avdotya aurora agatha agafya agnes ada adelaide adeline adele aksinya alevtina alain alina alice aliyah alla alsou alba albina alfia alya amalia amin amir anahit anastasia angelina angela angelica anisa anna antonina anfisa arina bela bertha valentine valeria varvara vasilisa veronica victoria vilena violet vita vitalina galina ghalia greta gulmira dana daniela dara darina daria jamila diana dilara dinara eve eugene evdokia catherine helena elizabeth yesenia jeanne jasmine josephine zaire zamira zara sarin zemfira zinaida zoe zulfiya zukhra ilona inga inessa inna john ira iraida irene irma kamila camilla karina caroline kira claudia clara bark cornelia christina xenia lada lana larissa laura leila lera lesya liana lika lillian lily lina linda liora lyra laura ludmila magdalena mara margaret marianne marika maria martha mika milena milica monica naila naima naomi natalia nelly nick nicole nina ninel nora nuria oksana olesya olga peacock paula pelagia platonida pauline praskovya rada razin raisa regina mignonette rena renata rihanna rina rita rogneda rose rusalina sabrina sandra sarah sati safura svetlana seraphim sylvia snezana sophia stella stephanie susanna taisa tamara tara teresa tina ulyana ursula feruza firouz flora florentina florian shakira sheila shelley evelina evita eleanor eliana eliza elina ella elvina elmira elnara emma ermina ethel eter julia jadwiga jana yanina yasmin yaroslav jasmina n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
botfemalevanities <#undocumented#> #undocumented# string variable badge n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
botlimit <value> maximum number of bots allowed, regardless of any other variable/setting variable 32 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botmalenames <#undocumented#> #undocumented# string variable moe larry curly jerry ted phil bob billy joe john james gunner dante bob lorenzo chuck zeus alexander benjamin daniel ethan fernando gabriel hunter isaac jacob kevin logan michael noah owen parker ryan samuel tyler uriel victor william xavier yahir zachary abram avaz abraham agap agapit agathon adam azamat azat aidar airat akim alan alexander alex ali alikhan diamond albert anatoly angel andrew anton anfim aram arkady arman armen arseniy arslan artem artemia arthur askhana ahmet ashot bahram bogdan boris borislav bronislaw damask vadim valentine valery waldemar vardan vasily victor william wit vitali vladimir vladislav vladlen vsevolod vyacheslav hamlet harry gennady henry henry george gerasim herman hermann gleb gordi gregory gustav david dawlat damir dana daniel danislav denis jamal james jeremy jeremiah joseph dinar dino dmitry dobrynya eugene evdokim eustace yegor elisha emelyan jeremiah yefim ephraim zhdan zakir zachar zinovy ibrahim ivan ignat ignatius igor jerome ilshat ilya innocent isaac isaac isidore ismail kazbek camille karen karim charles kim cyril klaus klim conrad constantine cornelius kuzma leo leon leonard leonid leopold luke lukillian lukjan lubomir ludwig louis lucius michael makar macarius maxim maximilian maqsood mansour march marat mark marseilles martin matthew mahmoud mika mikula miron miroslav michael mstislav murat mohammed nazar nikita nicodemus nicola nicholas nils oleg orlando oscar ostap paul pedro peter plato prokhor ravil radium radik radomir radoslav razil raymond ramiz ramil ramon ranelagh ratmir raphael richard robert rodion roland rostislav rudolph ruslan rustam ray sawa savely samuel svyatoslav sebastian sergei stepan tamerlan taras fedor felix philip fred frederick shamil charles edgar edward eldar julian julius yuri jacob yaroslav n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
botmalevanities <#undocumented#> #undocumented# string variable badge n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
botoffset <value> increases or decreases the amount of bots starting from the numplayers value of the current map variable 0 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botscale <value> scale the 'numplayers' world variable which determines bot auto population float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botskilldeaths <#undocumented#> #undocumented# float variable 1.0 0.0..100.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botskillfrags <#undocumented#> #undocumented# float variable 1.0 0.0..100.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botskillmax <value> maximum randomly assigned AI skill level variable 75 1..101 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botskillmin <value> minimum randomly assigned AI skill level variable 60 1..101 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
botspeed <value> multiplier for the movement speed of bots float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
burndamage <value> amount of damage fire burning deals variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
burndelay <milliseconds> time in milliseconds for which fire burning deals damage variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
burntime <milliseconds> time in milliseconds fire burns for, try to allow an extra 500ms breathing room for sync variable 5500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturebuffarea <value> multiply affinity radius by this much for buff float variable 128.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturebuffdamage <value> multiply outgoing damage by this much when buffed float variable 1.25 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturebuffdelay <milliseconds> buffed when guarding, and for this long after variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturebuffing <value> buff circumstances; 0 = off, &1 = near own flag at its base, &2 = near own loose flag, &4 = holding own flag, &8 = near teammate holding own flag, &16 = holding enemy flag, &32 = near teammate holding enemy flag variable 9 0..63 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturebuffshield <value> divide incoming damage by this much when buffed float variable 1.25 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturecarryspeed <value> multiplier for the movement speed of flag-carrying players; acts as an added multiplier on top of the normal movespeed multiplier float variable 0.9 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturecollide <#undocumented#> #undocumented# variable 64 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturedefenddelay <#undocumented#> #undocumented# variable 15000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturedropheight <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureelasticity <#undocumented#> #undocumented# float variable 0.65 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureextinguish <#undocumented#> #undocumented# variable 6 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureinteracts <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturelimit <value> number of captures required to end the round (and win) in ctf variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureliquidcoast <#undocumented#> #undocumented# float variable 1.75 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturemaps <list> capture-the-flag maps string variable affluence ares bath battlefield biolytic canals canyon center colony conflict condensation convolution darkness deadsimple deli depot dropzone dutility echo enyo erosion fortitude futuresport institute keystone2k linear mist nova octavus panic pumpstation rooftop stone suspended tribal vault venus wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
capturepickupdelay <milliseconds> time a player needs to wait to be able to pick up a flag again after losing it variable 2500 500..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturepickuppoints <value> points added to score for picking up enemy flag variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturepoints <value> points added to score for capturing flag variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureprotectdelay <#undocumented#> #undocumented# variable 15000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureregenbuff <value> 0 = off, 1 = modify regeneration when buffed variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureregendelay <milliseconds> regen this often when buffed variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureregenextra <value> add this to regen when buffed variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturerelativity <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturerepelspeed <#undocumented#> #undocumented# float variable 25.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturerepulsion <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureresetdelay <milliseconds> time in milliseconds before a dropped flag automatically resets variable 30000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureresetpenalty <#undocumented#> #undocumented# variable 3500 -1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureresetstore <#undocumented#> #undocumented# variable 2 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturespeedmax <#undocumented#> #undocumented# float variable 100.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturespeedmin <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureteampenalty <#undocumented#> #undocumented# variable 7500 -1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
capturethreshold <distance> automatically drop the flag if the flag-carrier "warps" more than this distance float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
captureweight <#undocumented#> #undocumented# float variable 400.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
censorwords <#undocumented#> #undocumented# string variable n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
connectlock <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
connecttimeout <#undocumented#> #undocumented# variable 15000 5000..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
coopbalance <#undocumented#> in coop, bot team gets this many players for each human float variable 1.5 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
coopmultibalance <#undocumented#> in multi-coop, each bot team gets this many players for each human float variable 2.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
coopskilldeaths <#undocumented#> #undocumented# float variable 1.5 0.0..100.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
coopskillfrags <#undocumented#> #undocumented# float variable 1.0 0.0..100.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
coopskillmax <skill level> determines the maximum skill level a bot can have in coop variable 85 1..101 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
coopskillmin <skill level> determines the minimum skill level a bot can have in coop variable 75 1..101 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
damagescale <value> scale damage by this amount float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
damageself <value> determines if the player can damage themselves; 0 = off, 1 = either hurt self or use damageteam rules variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
damageselfscale <value> determines how much self-damage is dealt; 0 = off, anything else = scale for damage float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
damageteam <value> determines if the player can damage team members; 0 = off, 1 = non-bots damage team, 2 = all players damage team variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
damageteamscale <value> determines how much team damage is dealt; 0 = off, anything else = scale for damage float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
deadpushscale <value> scale hit pushes by this amount when it results in a frag float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
deadstunscale <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defaultmap <map> default map, "" = random string variable n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
defaultmode <value> default game mode; 1 = editing, 2 = deathmatch, 3 = ctf, 4 = dac, 5 = bomber, 6 = race variable 2 1..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
defaultmuts <sum> default mutators, convenient to set using a sum of $mutsbit* vars (available: multi, ffa, coop, instagib, medieval, kaboom, duel, survivor, classic, onslaught, freestyle, vampire, hard, resize, gsp1 = first mode variation {ctf-quick, dac-quick, bb-hold, tt-marathon}, gsp2 = second mode variation {ctf-defend, dac-king, bb-basket, tt-endurance}, gsp3 = third mode variation {ctf-protect, bb-attack, tt-gauntlet}) variable 0 0..131071 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
defendbuffarea <value> multiply affinity radius by this much for buff float variable 128.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendbuffdamage <value> multiply outgoing damage by this much when buffed float variable 1.25 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendbuffdelay <milliseconds> buffed for this long after leaving variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendbuffing <value> buff circumstances; 0 = off, &1 = when guarding, &2 = when securing, &4 = even when enemies are present variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendbuffoccupy <milliseconds> if defendbuffing = 4, must be occupied this much before passing float variable 0.5 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendbuffshield <value> divide incoming damage by this much when buffed float variable 1.25 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendflags <value> flags to init and how; 0 = init all (neutral), 1 = init neutral and team only, 2 = init team only, 3 = init all (team + neutral + converted) variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendhold <value> ticks an area must remain secured in order to score variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendinterval <milliseconds> time in milliseconds to add one tick to the secure gauge variable 50 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendking <value> ticks needed to secure in king-of-the-hill variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendlimit <value> determines the style of dac play; number of points required to end the round (and win) in dac variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendmaps <list> defend-the-flag maps string variable affluence ares bath battlefield biolytic campgrounds canals canyon cargo center colony conflict condensation convolution cutec darkness deadsimple deathtrap decay deli depot dropzone dutility echo enyo erosion fortitude futuresport ghost institute keystone2k linear livefire mist nova octavus panic processing rooftop stone suspended tower tribal ubik vault venus wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
defendoccupy <value> ticks needed to overthrow or secure a control area variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendpoints <value> number of points given in dac variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendregenbuff <value> 0 = off, 1 = modify regeneration when buffed variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendregendelay <milliseconds> regen this often when buffed variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
defendregenextra <value> add this to regen when buffed variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
demoautorec <value> determines if demos are automatically recorded each match variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
democount <value> determines the maximum amount of demo files that may be saved simultaneously on the server (deletes old demos if exceeded) variable 10 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
demokeep <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
demolock <value> determines who may record demos; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
demomaxsize <kilobytes> determines the maximum size of individual demo files that may be saved on the server variable 16 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
dominatecount <value> number of frags on a single player without revenge before it is considered domination variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
dominatepoints <value> determines the amount of points a player gets when he achieves domination on another player variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelaffinity <#undocumented#> #undocumented# variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelbotcheck <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelclear <value> determines if items are reset at the end of each round variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelcooloff <milliseconds> cool off period before duel goes to next round variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelcycle <value> determines if players are force-cycled after a certain number of wins (0 = off, 1 = non-team games, 2 = team games, 3 = both) variable 2 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelcycles <value> maximum wins in a row before force-cycling (0 = num team/total players) variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
dueldelay <#undocumented#> #undocumented# variable 1000 500..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelmaps <list> duel map filter (extra filter on top of mode filter) string variable abuse bath bloodlust campgrounds canyon cargo castle darkness deadsimple dutility echo error ghost livefire longestyard mist panic stone vault wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
duelprotect <milliseconds> time in milliseconds after spawning players cannot be damaged in duel/survivor matches variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelregen <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
duelreset <value> determines if duel/survivor winner should be sent back to respawn for next round variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
editlock <#undocumented#> #undocumented# variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
enemybalance <value> multiply number of enemy spawns by this much variable 1 1..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemybonus <value> determines the amount of points a player gets for frags against neutral enemies in onslaught variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemylimit <#undocumented#> #undocumented# variable 32 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyscale <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyskillmax <value> maximum randomly assigned skill level for neutral actors in onslaught variable 80 1..101 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyskillmin <value> minimum randomly assigned skill level for neutral actors in onslaught variable 65 1..101 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyspawndelay <milliseconds> determine length of time after map start enemies first spawn variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyspawnstyle <value> determines enemy spawning style, 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyspawntime <milliseconds> determine length of time before enemies respawn variable 30000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemyspeed <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
enemystrength <value> scale enemy health values by this much float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
exceptlock <#undocumented#> #undocumented# variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
excepttimeout <#undocumented#> #undocumented# variable 3600000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
firstbloodpoints <value> determines the amount of points a player gets when he makes the first kill of a match variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
floodlines <value> number of lines in floodtime span before too many variable 5 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
floodlock <value> enables flood protection for everyone below a specific privilege level; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
floodmute <value> automatically mute player when warned this many times variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
floodtime <value> time span to check for floody messages variable 10000 250..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
floorcoastscale <value> multiply floorcoast by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
fragbonus <value> determines the amount of points a player gets for each frag variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
gamepaused <value> pauses the game, automatically unset by server variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
gamespeed <value> percentage of default gameplay speed variable 100 1..10000 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
gamespeedlock <value> determines if gamespeed is locked (also limited by varslock); 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 5 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
gravityscale <value> multiply gravity by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
headshotpoints <value> determines the amount of bonus points a player gets when a frag is caused by a headshot variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
hitpushscale <value> scale hit pushes by this amount float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
hitstunscale <value> multiply "stun target on hit" by this amount float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
hitvelscale <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
holdmaps <list> hold bomber-ball maps string variable affluence ares bath battlefield biolytic campgrounds canals canyon cargo center colony conflict condensation convolution cutec darkness deadsimple deathtrap decay deli depot dropzone dutility echo enyo erosion futuresport ghost keystone2k linear mist nova octavus panic pumpstation stone suspended tower tribal ubik vault venus wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
impulseallowed <sum> determines which impulse actions are allowed (bitwise OR); 0 = off, 1 = dash, 2 = boost, 4 = parkour variable 7 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseboost <value> multiplier of impulse when just boosting float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseboostdelay <#undocumented#> #undocumented# variable 250 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseboostredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsecost <value> cost of impulse jump variable 5000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsecostrelax <#undocumented#> #undocumented# variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsecostscale <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsecount <value> number of impulse actions per air transit variable 6 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsedash <value> multiplier of impulse when dashing float variable 1.3 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsedashdelay <milliseconds> minimum time between dashes/powerslides variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsedashredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsejump <value> multiplier of impulse when jumping float variable 1.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsejumpdelay <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsejumpredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsekickdelay <milliseconds> minimum time between wall kicks/climbs variable 350 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulselimit <value> maximum impulse speed float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsemelee <value> multiplier of impulse when using melee float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsemeleeredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsemeter <value> impulse dash length; 0 = unlimited, anything else = timer variable 30000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkour <value> multiplier of impulse when doing other parkour float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourclimb <#undocumented#> #undocumented# float variable 1.4 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourclimbredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourkick <value> parkour kick modifier float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourkickredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkournorm <value> minimum parkour surface z normal float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourvault <value> parkour vault modifier float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseparkourvaultredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsepower <value> power jump modifier float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsepowerredir <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregen <value> impulse regen multiplier float variable 5.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregencrouch <value> impulse regen modifier when crouching float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregendelay <value> delay before impulse regens variable 350 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregeninair <value> impulse regen modifier when in air float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregenmove <value> impulse regen modifier when moving float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregenrun <#undocumented#> #undocumented# float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseregenslide <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseskate <value> length of time a run along a wall can last variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseslide <milliseconds> time before powerslides end variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulseslip <milliseconds> time before floor friction kicks back in variable 250 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsespeed <value> extra velocity to add when impulsing float variable 90.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsestyle <value> impulse style; 0 = off, 1 = touch and count, 2 = count only, 3 = freestyle variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsevaultmax <value> maximum percentage of height for vault float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
impulsevaultmin <value> minimum percentage of height for vault float variable 0.25 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
instadelay <milliseconds> time in milliseconds before players can respawn in instagib mutated modes variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
instaprotect <milliseconds> time in milliseconds after spawning players cannot be damaged in instagib matches variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
instaresizeamt <value> each kill adds this much size in insta-resize float variable 0.1 1e-06..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
instaweapon <value> weapon players spawn with in instagib, defaults to rifle (8) variable 8 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
intermlimit <milliseconds> time in milliseconds intermission lasts variable 15000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemcollide <#undocumented#> #undocumented# variable 64 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemelasticity <#undocumented#> #undocumented# float variable 0.4 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemextinguish <#undocumented#> #undocumented# variable 6 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
iteminteracts <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemliquidcoast <#undocumented#> #undocumented# float variable 1.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemrelativity <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemrepelspeed <#undocumented#> #undocumented# float variable 25.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemrepulsion <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemspawndelay <milliseconds> time in milliseconds after map start items first spawn variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemspawnstyle <value> determines the timing of item spawning at map start; 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemspawntime <milliseconds> time in milliseconds before items (re)spawn variable 15000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemspeedmax <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemspeedmin <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
itemweight <#undocumented#> #undocumented# float variable 150.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
jumpspeed <value> extra velocity to add when jumping float variable 110.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
kamikaze <value> determines the level of kamikaze events; 0 = never, 1 = holding grenade, 2 = have grenade, 3 = always variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
kicklock <value> determines who may kick players; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
kickpushcrouch <value> multiply kick pushes from weapons by this much when crouching float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
kickpushscale <value> multiply kick pushes from weapons by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
kickpushsway <value> multiply kick push effect on hud gun sway by this much float variable 0.0125 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
kickpushzoom <value> multiply kick pushes from weapons by this much when zoomed float variable 0.125 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
kingmaps <list> king-of-the-hill maps string variable ares bath battlefield biolytic campgrounds canals canyon cargo center colony conflict condensation darkness depot dropzone dutility echo enyo linear livefire octavus processing pumpstation rooftop stone suspended tribal ubik vault venus n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
largemaps <#undocumented#> #undocumented# string variable battlefield biolytic canals center colony condensation convolution cutec decay deli depot dropzone enyo erosion fortitude futuresport linear nova octavus rooftop spacetech suspended tower tribal ubik n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
limitlock <value> determines who may limit players; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
limittimeout <#undocumented#> #undocumented# variable 3600000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
liquidcoastscale <value> multiply liquidcoast by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
liquidextinguishscale <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
liquidspeedscale <value> multiply liquidspeed by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
liquidsubmergescale <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
mainmaps <list> deathmatch maps string variable abuse affluence ares bath battlefield biolytic bloodlust campgrounds canals canyon cargo castle center colony conflict condensation convolution cutec darkness deadsimple deathtrap decay deli depot dropzone dutility echo enyo erosion error fortitude futuresport ghost institute keystone2k linear livefire longestyard mist nova octavus oneiroi panic processing pumpstation rooftop spacetech stone suspended tower tribal ubik vault venus wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
maphistory <value> remember this many maps that can't be voted again if votelock is set variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mapsfilter <value> 0 = off, 1 = filter based on mutators, 2 = also filter based on players variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mapslock <value> determines at which privilege level maps are locked, according to mapslocktype; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mapslocktype <value> determines the maps locking type; 0 = off, 1 = lock level only, 2 = lock level can select non-rotation variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
masterinterval <#undocumented#> #undocumented# variable 300000 300000..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
masterlock <#undocumented#> #undocumented# variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
maxalive <value> only allow this*numplayers (for current map) to be alive at once float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxaliveminimum <value> only enables maxalive limit if the number of players is more than or equal to this variable 4 2..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxalivequeue <value> toggle queue system (used if number of players exceeds maxalive*numplayers for current map); 0 = prohibits leaving spectator, 1 = players enter queue variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxalivethreshold <value> only enables maxalive limit if the number of players is more than or equal to this*numplayers (for current map) float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxcarry <value> maximum number of weapons a player can carry, plus pistol and grenades variable 2 1..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxhealth <value> spawnhealth * maxhealth defines the maximum amount of health that can be reached (e.g. standing next to a friendly goal) float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxhealthvampire <value> spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire float variable 3.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
maxresizescale <value> defines the largest scaled size a player can become in a match with the resize mutator enabled float variable 2.0 1.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
mediummapmax <value> maximum number of players for a medium map variable 12 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mediummaps <#undocumented#> #undocumented# string variable affluence ares battlefield biolytic bloodlust campgrounds canyon cargo center conflict cutec darkness deadsimple deathtrap deli dropzone dutility echo enyo erosion error fortitude futuresport ghost institute keystone2k linear livefire mist nova octavus oneiroi processing pumpstation rooftop spacetech suspended stone tower ubik venus wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
messagelength <#undocumented#> #undocumented# variable 128 32..511 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
messagelock <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
minresizescale <value> defines the smallest scaled size a player can become in a match with the resize mutator enabled float variable 0.5 1e-06..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
modelock <value> determines at which privilege level modes are locked, according to modelocktype; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
modelockfilter <sum> determines the modes which are allowed to be used as dictated by modelock, convenient to set using a sum of $modebit* vars (available: editing, deathmatch, capture, defend, bomber, race), example: (+ $modebitediting $modebitdeathmatch) variable 60 0..127 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
modelocktype <value> determines the mode locking type; 0 = off, 1 = lock level only, 2 = lock level can set limited mode and higher variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
movecrawl <value> multiplier of speed when crawling float variable 0.6 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
moveinair <value> multiplier of speed when in-air float variable 0.9 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
moverun <#undocumented#> #undocumented# float variable 1.3 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
moveslow <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
movespeed <value> baseline movement speed float variable 125.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
movestepdown <value> multiplier of speed when stepping down float variable 1.15 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
movestepup <value> multiplier of speed when stepping up float variable 0.95 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
movestrafe <value> multiplier of speed when strafing float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
movestraight <value> multiplier of speed when only moving forward float variable 1.2 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
multikillbonus <value> determines if multikillpoints should be multiplied by 2, 3, or 4 as appropriate variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
multikilldelay <value> time in milliseconds multiple kills in a row must occur variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
multikillpoints <value> determines the amount of bonus points a player gets for a double, triple, or multi kill variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
multimaps <list> maps allowed for modes which *require* multi spawns (ctf/bb) string variable canals condensation convolution deadsimple depot keystone2k suspended n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mutelock <value> determines who may mute players; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mutetimeout <#undocumented#> #undocumented# variable 3600000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mutslockfilter <sum> determines the mutators which must always be on, convenient to set using a sum of $mutsbit* vars (available: multi, ffa, coop, instagib, medieval, kaboom, duel, survivor, classic, onslaught, freestyle, vampire, hard, resize, gsp1 = first mode variation {ctf-quick, dac-quick, bb-hold, tt-marathon}, gsp2 = second mode variation {ctf-defend, dac-king, bb-basket, tt-endurance}, gsp3 = third mode variation {ctf-protect, bb-attack, tt-gauntlet}), example: (+ $mutsbitffa $mutsbitinstagib) variable 131071 0..131071 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
mutslockforce <#undocumented#> #undocumented# variable 0 0..131071 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
obitbleed <#undocumented#> #undocumented# string variable fatally wounded n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitbleedself <#undocumented#> #undocumented# string variable bled out n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitburn <#undocumented#> #undocumented# string variable set ablaze n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitburnself <#undocumented#> #undocumented# string variable burned up n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitdeathmat <#undocumented#> #undocumented# string variable met their end n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitdestroyed <#undocumented#> #undocumented# string variable was destroyed n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitdied <#undocumented#> #undocumented# string variable died n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitdrowned <#undocumented#> #undocumented# string variable drowned n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitfragged <#undocumented#> #undocumented# string variable fragged n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitheadless <#undocumented#> #undocumented# string variable had their head caved in n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitkilled <#undocumented#> #undocumented# string variable killed n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitlost <#undocumented#> #undocumented# string variable fell to their death n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitmelted <#undocumented#> #undocumented# string variable melted into a ball of fire n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitobliterated <#undocumented#> #undocumented# string variable was obliterated n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitshock <#undocumented#> #undocumented# string variable given a terminal dose of shock therapy n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitshockself <#undocumented#> #undocumented# string variable twitched to death n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitspawn <#undocumented#> #undocumented# string variable tried to spawn inside solid matter n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitspectator <#undocumented#> #undocumented# string variable gave up their corporeal form n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
obitsuicide <#undocumented#> #undocumented# string variable suicided n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
overflowlock <#undocumented#> #undocumented# variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
overflowsize <#undocumented#> #undocumented# variable 255 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
overtimeallow <value> if scores are equal, go into overtime variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
overtimelimit <minutes> maximum time overtime may last, 0 = forever variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
playerhealth <#undocumented#> #undocumented# variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
playerscale <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
playerspeed <#undocumented#> #undocumented# float variable 50.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
playerweight <#undocumented#> #undocumented# float variable 200.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pointlimit <value> number of points required to end the round (and win) in deathmatch modes variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
previousmaps <#undocumented#> list of previously played maps string variable n/a IDF_READONLY IDF_REWRITE IDF_COMPLETE IDF_CLIENT
protectbreak <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pushlimited <#undocumented#> #undocumented# float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pushscale <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
quakefade <#undocumented#> #undocumented# variable 250 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
quakelimit <#undocumented#> #undocumented# variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
quakewobble <#undocumented#> #undocumented# variable 18 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
queryinterval <#undocumented#> #undocumented# variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
racedelay <milliseconds> time in milliseconds before players can respawn in race mode variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
racedelayex <milliseconds> time in milliseconds before defenders can respawn in gauntlet mode variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
racegauntletwinner <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
racemaps <list> race maps string variable absorption cyanide decomposition escape hinder neodrive purge relax steelrat testchamber tonatiuh wardepot n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
raceweapon <value> weapon players spawn with in race, defaults to melee only (0) variable 0 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
radiallimited <value> multiply explosion radius by this amount in limited situations (eg. instagib) float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
radialscale <value> multiply explosion radius by this amount float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
regendecay <value> if over maxhealth, decay this amount each regen variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
regendelay <milliseconds> time in milliseconds after being damage before normal regeneration resumes variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
regenhealth <value> amount of health regeneration gives variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
regentime <milliseconds> time in milliseconds for which regenerate gives health variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
resetallowsonend <value> determines when the allow list is reset; 0 = off, 1 = just when empty, 2 = when matches end variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
resetbansonend <value> determines when the ban list is reset; 0 = off, 1 = just when empty, 2 = when matches end variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
resetexceptsonend <#undocumented#> #undocumented# variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
resetlimitsonend <value> determines when the limit list is reset; 0 = off, 1 = just when empty, 2 = when matches end variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
resetmmonend <value> determines when privilege mode changes are reset; 0 = off, 1 = just when empty, 2 = when matches end variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
resetmutesonend <value> determines when the mute list is reset; 0 = off, 1 = just when empty, 2 = when matches end variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
resetvarsonend <value> determines when these game variables are reset; 0 = off, 1 = just when empty, 2 = when matches end variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
revengepoints <value> determines the amount of points a player gets when he gets revenge against a dominating player variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rotatecycle <#undocumented#> #undocumented# variable 10 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
rotatemaps <value> determines behaviour of map rotation; 0 = off, 1 = sequence, 2 = random variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
rotatemapsfilter <value> 0 = off, 1 = filter based on mutators, 2 = also filter based on players variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
rotatemode <value> determines if modes rotate when the server selects the next map variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
rotatemodefilter <sum> determines the modes which can be selected when the server selects the next map, convenient to set using a sum of $modebit* vars (available: editing, deathmatch, capture, defend, bomber, race), example: (+ $modebitediting $modebitdeathmatch) variable 60 0..127 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
rotatemuts <value> determines if mutators rotate when the server selects the next map; 0 = never rotate mutators, 1 = always rotate mutators, >1 = decrease chances the larger this value variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
rotatemutsfilter <sum> determines the mutators which can be selected when the server selects the next map, convenient to set using a sum of $mutsbit* vars (available: multi, ffa, coop, instagib, medieval, kaboom, duel, survivor, classic, onslaught, freestyle, vampire, hard, resize, gsp1 = first mode variation {ctf-quick, dac-quick, bb-hold, tt-marathon}, gsp2 = second mode variation {ctf-defend, dac-king, bb-basket, tt-endurance}, gsp3 = third mode variation {ctf-protect, bb-attack, tt-gauntlet}), example: (+ $mutsbitmulti $mutsbitffa) variable 258 0..131071 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
serverclients <value> maximum number of allowed clients variable 16 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
serverdebug <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
serverdesc <text> server description string variable n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
serverdupclients <#undocumented#> #undocumented# variable 0 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
servermotd <text> server message of the day string variable n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
serveropen <value> determines server openness for public use; 0 = allow "setpriv 1" and locked/private, 1 = allow "setpriv 1" but no privileged mode, no locked/private, 2 = allow "setpriv 1" but disallows private privileged mode (for public coop-editing), 3 = privilege only by moderator or above variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
setinfolock <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
setinfowait <#undocumented#> #undocumented# variable 10000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
shockdamage <#undocumented#> #undocumented# variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shockdelay <#undocumented#> #undocumented# variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shockstun <#undocumented#> #undocumented# variable 5 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shockstunfall <#undocumented#> #undocumented# float variable 0.01 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shockstunscale <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shockstuntime <#undocumented#> #undocumented# variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shocktime <#undocumented#> #undocumented# variable 5500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
slidecoastscale <value> multiply slidecoast by this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smallmapmax <value> maximum number of players for a small map variable 6 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
smallmaps <#undocumented#> #undocumented# string variable abuse affluence bath bloodlust campgrounds canyon cargo castle darkness deadsimple deathtrap dutility echo error ghost keystone2k livefire longestyard mist panic processing stone vault wet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
spawndelay <millisecond> time in milliseconds before players can respawn in most modes variable 5000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spawneditlock <#undocumented#> #undocumented# variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
spawngrenades <value> spawn with grenades; 0 = never, 1 = all but instagib/race, 2 = always variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spawnlock <#undocumented#> #undocumented# variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
spawnmines <value> spawn with mines; 0 = never, 1 = all but instagib/race, 2 = always variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spawnprotect <milliseconds> time in milliseconds after spawning players cannot be damaged variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spawnrotate <value> spawn point rotation; 0 = let client decide, 1 = sequence, 2 = random variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spawnweapon <value> weapon players spawn with, defaults to pistol (1) variable 1 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
speclock <value> determines who may force players to spectate; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
spreadinair <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spreadmoving <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spreadrunning <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spreadstill <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spreebreaker <value> determines the amount of points a player gets for ending an opponent's killing spree variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spreecount <value> number of consecutive frags for each spree level variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
spreepoints <value> determines the amount of points a player gets for achieving each level of killing spree for the first time variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
stunlimited <#undocumented#> #undocumented# float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
stunscale <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamalphacolour <#undocumented#> #undocumented# variable 0x5F66FF 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
teamalphaname <#undocumented#> #undocumented# string variable alpha n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalance <value> determines the method of team balancing; 0 = off, 1 = by number then rank, 2 = by rank then number variable 5 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalanceamt <#undocumented#> #undocumented# variable 2 2..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalancedelay <#undocumented#> #undocumented# variable 15000 2000..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalanceduel <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalancelock <#undocumented#> #undocumented# variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalanceplaying <#undocumented#> #undocumented# variable 2 2..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalancestyle <#undocumented#> #undocumented# variable 4 0..4 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalanceswap <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teambalancewait <#undocumented#> #undocumented# variable 60000 10000..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamenemycolour <#undocumented#> #undocumented# variable 0xB0B0B0 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
teamenemyname <#undocumented#> #undocumented# string variable enemy n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamkappacolour <#undocumented#> #undocumented# variable 0xFFD022 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
teamkappaname <#undocumented#> #undocumented# string variable kappa n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamkillban <value> automatically ban player when warned this many times for teamkill variable 4 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamkillkick <value> automatically kick player when warned this many times for teamkill variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamkilllock <#undocumented#> #undocumented# variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamkillpenalty <value> subtract this*fragbonus from the players points when teamkilling variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamkillrestore <value> restore the team score as if the teamkiller was never there if the point loss of the team was greater than this variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamkilltime <minutes> time threshold in which teamkills are counted variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamkillwarn <value> the limit of teamkills after which the player receives a warning variable 3 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamlock <#undocumented#> #undocumented# variable 3 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
teamneutralcolour <#undocumented#> #undocumented# variable 0x90A090 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
teamneutralname <#undocumented#> #undocumented# string variable neutral n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamomegacolour <#undocumented#> #undocumented# variable 0xFF4F44 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
teamomeganame <#undocumented#> #undocumented# string variable omega n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teampersist <value> when a player leaves and rejoins the game, automatically put them on the same team they had before; 0 = off, 1 = only attempt, 2 = forced variable 1 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
teamsigmacolour <#undocumented#> #undocumented# variable 0x22FF22 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
teamsigmaname <#undocumented#> #undocumented# string variable sigma n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
timelimit <minutes> time in minutes before round ends; 0 = off variable 10 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
varslock <value> determines if vars are locked; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
vetolock <value> determines who may force match votes; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
voteinterm <value> 0 = must wait entire time, 1 = passes if votethreshold is met, 2 = passes if unanimous variable 2 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
votelimit <milliseconds> time in milliseconds intermission voting lasts variable 45000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
votelock <value> determines at which privilege level votes are locked, according to votelocktype; 0 = off, 1 = player, 2 = supporter, 3 = moderator, 4 = operator, 5 = administrator, 6 = developer, 7 = founder variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
votelocktype <value> determines the vote locking type; 0 = off, 1 = lock level only, 2 = lock level can select prevmaps variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
votestyle <milliseconds> determines how mid-match votes are handled; 0 = votes don't pass mid-match, 1 = passes if votethreshold is met, 2 = passes if unanimous variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
votethreshold <value> auto-pass votes when this many agree float variable 0.5 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
votewait <milliseconds> time in milliseconds before a player may cast another vote (to avoid flooding) variable 2500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
waitforplayers <milliseconds> wait this long for players to load the map variable 2 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
waitforplayertime <#undocumented#> #undocumented# variable 30000 1000..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_ADMIN
wavepushscale <value> scale of the hitpush force used in a wavepush float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
wavestunscale <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
weaponswitchdelay <#undocumented#> #undocumented# variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zoomlimitmax <#undocumented#> #undocumented# variable 65 1..150 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zoomlimitmin <#undocumented#> #undocumented# variable 10 1..150 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zoomtime <value> determines how long it takes for the rifle scope to zoom in and out, the rifle uses the primary fire mode unless the scope is fully zoomed in variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT