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		<id>https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=3015</id>
		<title>Map scripting</title>
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		<updated>2009-06-17T13:44:04Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: /* Example 2: Removing an entity by origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
In [[ETPro]] version 3 the [[ETPro]] team has improved and changed the scripting system to a quite big extent. This article presents some of the new [[ETPro]] map scripting features.&lt;br /&gt;
&lt;br /&gt;
Some things cannot be done by scripting. These include:&lt;br /&gt;
* making a part of terrain mineable/unmineable.&lt;br /&gt;
&lt;br /&gt;
==mapscript related cvars==&lt;br /&gt;
* [[ETPro:Server_cvar_list|b_mapscriptdirectory]] is an etpro cvar which specifies what directory too look for the map script. As always, the game looks under fs_game first, so you should not include etpro or etmain in the value of b_mapscriptdirectory. If not specified, the default is &amp;lt;tt&amp;gt;maps/&amp;lt;/tt&amp;gt;. ETPro includes bug fix only scripts in &amp;lt;tt&amp;gt;etpro/maps&amp;lt;/tt&amp;gt; and modified scripts in &amp;lt;tt&amp;gt;etpro/etpromapscripts&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[g_scriptname]] is an etmain cvar which specifies the filename of the script to be used. It is reset every time a map is loaded. The default is to use &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;.script&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;_lms.script&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* [[g_scriptdebug]] 1 outputs verbose information about the script in the server console.&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku]==&lt;br /&gt;
Here I&#039;ll show a few examples of the new scripting allowed in ETPro, and attempt to explain what exactly it&#039;s doing. First off, I&#039;ll start with a simple example, where a model (in this case, a dinghy) is inserted into the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
      model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t exactly the cleanest example of scripting (mainly due to my lackluster job of clipping the model off,) but what it produces is this:&lt;br /&gt;
http://games.theteamkillers.net/rtcw/dinghy/2004-01-14-234844-battery.jpg&lt;br /&gt;
&lt;br /&gt;
Now, to break down how it works. The create{ } command will place an entity into the map, at the spot specified by the &amp;quot;origin&amp;quot; key. The scriptname specifies the name that the entity will have in the map, and it is what seperates it from other entities in the map (which can cause quite a few problems).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The code above will do nothing, it creates an entity (not even of a specified type, it will do nothing) and places into the map at 2650,600,100. To find your position on a map to place an entity (you&#039;ll need to find an origin for almost every entity), use the command &amp;quot;/viewpos&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the code has advanced a bit further and the entity now has a specified type, misc_gamemodel. A misc_gamemodel is a model placed into the map during load (compared to a misc_model, which are permanently static objects that get compiled into the map at compile). Misc_gamemodels can be used for almost anything, from walls (although this would be a terrible way of making a map) to moving tanks (all of the vehicles, construction boxes, command posts, etc. in game are all misc_gamemodels), but in this script it&#039;s just used for placing a model (provided with the ET mapping tools, available at http://www.qeradiant.com).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the model has a defined scale, 1. A scale of .5 would cause it to be half of the size of the model in the file that will be referenced, and a scale of 2 would cause it to be twice the size. Most flags that are used on an entity can be found in the entities.def file that is provided with the mapping tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
   model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, for the clipping. The contents flag specifies the type of surfaceflag that the entity will be. Surfaceflags that are defined in the ET source (found in src/game/surfaceflags.h, if you&#039;re interested) are listed [http://bani.anime.net/banimod/forums/viewtopic.php?t=3328&amp;amp;start=0#surfaceflags here]. The mins and maxs specify how far out from the origin of the model (in each direction) the clipping will extend to. The coordinates on this model aren&#039;t accurate, but they get the job done.&lt;br /&gt;
&lt;br /&gt;
This was a very basic example of scripting, and now I&#039;ll be listing some more advanced examples of scripting.&lt;br /&gt;
&lt;br /&gt;
===Example 1: Battery&#039;s Back Door and Dynamite===&lt;br /&gt;
&amp;lt;pre&amp;gt;//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4594 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
   spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
   eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
   svflags 1   // SVF_NOCLIENT&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4601 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
   spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
   track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
   shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
   customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani - bug fixes&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;bugfix1&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_fakebrush&amp;quot;&lt;br /&gt;
   origin &amp;quot;3632 -4313 881&amp;quot;&lt;br /&gt;
   contents 65536  // CONTENTS_PLAYERCLIP&lt;br /&gt;
   mins &amp;quot;-40 -1 -20&amp;quot;&lt;br /&gt;
   maxs &amp;quot;40 1 10&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example 2: Fueldump and Spawning at the Command Post===&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10853 -2036 6&amp;quot;   // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES(2)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn1&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn2&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn3&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn4&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn5&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn6&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{      &lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn7&amp;quot;      &lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn8&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hopefully you&#039;ll be able to understand what each of those flags are doing. If you can&#039;t figure it out, see if you can figure it out from the [http://games.theteamkillers.net/rtcw/ent/ entities.def] file (from [http://user.tninet.se/~fzo823r/], this is not the original ET entities.def file but everything in it should work - it contains new things that weren&#039;t included with the stock def), or come and bug the [[ETPro]] team (|Rain|, [av]bani, zinx, fretn, s2ikkyo) on [irc://irc.freenode.net/etpro irc.freenode.net, #etpro].&lt;br /&gt;
&lt;br /&gt;
===Contents Flags===&lt;br /&gt;
* SOLID 1&amp;lt;br&amp;gt;&lt;br /&gt;
* LIGHTGRID 4&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* LAVA 8&amp;lt;br&amp;gt;&lt;br /&gt;
* SLIME 16&amp;lt;br&amp;gt;&lt;br /&gt;
* WATER 32&amp;lt;br&amp;gt;&lt;br /&gt;
* FOG 64&amp;lt;br&amp;gt;&lt;br /&gt;
* MISSILECLIP 128&amp;lt;br&amp;gt;&lt;br /&gt;
* ITEM 256&amp;lt;br&amp;gt;&lt;br /&gt;
* MOVER 16384&amp;lt;br&amp;gt;&lt;br /&gt;
* AREAPORTAL 32768&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* PLAYERCLIP 65536&amp;lt;br&amp;gt;&lt;br /&gt;
* MONSTERCLIP 131072&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* TELEPORTER 262144&amp;lt;br&amp;gt;&lt;br /&gt;
* JUMPPAD 524288&amp;lt;br&amp;gt;&lt;br /&gt;
* CLUSTERPORTAL 1048576&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER 2097152&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER_LARGE 4194304&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* ORIGIN 16777216&amp;lt;br&amp;gt;&lt;br /&gt;
* BODY 33554432&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* CORPSE 67108864&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DETAIL 134217728&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* STRUCTURAL 268435456&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* TRANSLUCENT 536870912&amp;lt;br&amp;gt;&lt;br /&gt;
* TRIGGER 1073741824&amp;lt;br&amp;gt;&lt;br /&gt;
* NODROP 2147483648&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all of these surfaceflags will work, but the ones you will want to use should work. If you&#039;ve tested something and it doesn&#039;t work properly, send an email to dukeku AT theteamkillers DOT net and I&#039;ll fix it here.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;deg; These, as far as I know, are bot only commands - they will have no effect on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; These are flags that should not be used in a script, they&#039;re either reserved for strict-in game usage that doesn&#039;t relate to something that you would do in a script such as this, or are reserved for entities that are compiled into the map and have absolutely no use in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain]==&lt;br /&gt;
Additionally, players may modify keys on existing entities with the set command.&lt;br /&gt;
===Example 1: Oasis Axis Garrison spawn marker fix===&lt;br /&gt;
Here are a couple of examples from the oasis map script (etpro/maps/oasis.script):&lt;br /&gt;
&amp;lt;pre&amp;gt;axis_garrison_wobj&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        origin &amp;quot;7089 4852 -415&amp;quot;&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
This changes the position of the spawn marker for the Axis garrison to (7089, 4852, -415). (This was done to correct player spawn location after setautospawn usage was fixed.)&lt;br /&gt;
===Example 2: Oasis caves water fix===&lt;br /&gt;
Here&#039;s another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;water_tunnel&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                // rain - these are put into the world as CONTENTS_SOLID,&lt;br /&gt;
                // which is a Bad Thing if WolfReviveBBox gets called&lt;br /&gt;
                // while we&#039;re in the water&lt;br /&gt;
                wait 100&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        contents 32 // CONTENTS_WATER&lt;br /&gt;
                        clipmask 32 // CONTENTS_WATER&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
        [...]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As described by the comments, this fixes the problem that sometimes caused players to be pushed around uncontrollably while underwater in the tunnel.&lt;br /&gt;
&lt;br /&gt;
Both create and set recognize some keys that can&#039;t normally be used while mapping. Normally, most of these are computed automatically (often at map compile time); however, there are some cases when the compiled value is unusable, and there are some cases where you might want to set these values when spawning a new entity.&lt;br /&gt;
&lt;br /&gt;
===Additional supported keys===&lt;br /&gt;
The additional keys supported are:&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Key&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;mins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the lower corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.mins&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;maxs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the upper corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.maxs&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;contents&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contents flags - description above (&#039;&#039;ent-&amp;amp;gt;r.contents&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;svflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Server flags (&#039;&#039;ent-&amp;amp;gt;r.svFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;clipmask&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brush content types to collide with. (&#039;&#039;ent-&amp;amp;gt;clipmask&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;count2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;entity-specific (&#039;&#039;ent-&amp;amp;gt;count2&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;eflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Entity flags (&#039;&#039;ent-&amp;amp;gt;s.eFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory type (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;apos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory type (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;classname_nospawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the class name, but doesn&#039;t re-spawn the entity. (&#039;&#039;ent-&amp;amp;gt;classname&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customaxisimage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Custom command map image for the Axis team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customalliesimage&amp;lt;br&amp;gt;customalliedimage&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Custom command map image for the Allied team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;allowteams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Teams allowed to use an entity (&#039;&#039;ent-&amp;amp;gt;allowteams&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(You may wish to refer to the ET SDK for additional information.)&lt;br /&gt;
===The func_fakebrush entity===&lt;br /&gt;
Finally, ET Pro offers the func_fakebrush entity (also available by ORing EF_FAKEBMODEL (65536 or 0x10000) to eFlags), which allows the limited ability to spawn brush entities. The fake model must be a hexahedron, defined by mins and maxs, and will not work for all brush entity types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick]==&lt;br /&gt;
===Example 1: Additional Axis spawn in the trainyard tower on Railgun===&lt;br /&gt;
[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick] made a [http://en.wikipedia.org/wiki/Diff diff] for the Railgun map script to provide the axis with an additional spawn point in the trainyard tower.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004&lt;br /&gt;
@@ -6,6 +6,83 @@&lt;br /&gt;
 {&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
+               // SS - new spawns for Axis&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       targetname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       description &amp;quot;Axis Tower&amp;quot;&lt;br /&gt;
+                       origin &amp;quot;2050 5100 625&amp;quot;&lt;br /&gt;
+                       classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
                //bani - bug fixes&lt;br /&gt;
                create&lt;br /&gt;
                { &amp;lt;/pre&amp;gt;&lt;br /&gt;
===Example 2: Depot Yard capture for Axis when Tug loaded on Railgun===&lt;br /&gt;
This is another diff that makes it so that when the first tug gets loaded with ammo, the Depot Yard spawn point gets captured permanently for the axis.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004 &lt;br /&gt;
@@ -3088,6 +3165,8 @@&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
                wm_set_main_objective   2 0&lt;br /&gt;
                wm_set_main_objective   2 1&lt;br /&gt;
+&lt;br /&gt;
+               trigger depotflag axis_capture_forgood  // SS - depot now permanently axis&lt;br /&gt;
        }&lt;br /&gt;
 }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
@@ -6022,18 +6101,35 @@&lt;br /&gt;
                wait 200&lt;br /&gt;
                setstate capturespawn invisible&lt;br /&gt;
                accum 0 set 0&lt;br /&gt;
+               accum 1 set 0  // SS - nobody had flag last&lt;br /&gt;
        }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
        trigger axis_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagred&lt;br /&gt;
                trigger depotflag setaxis&lt;br /&gt;
+               accum 1 set 2  // SS - axis had flag last&lt;br /&gt;
+       }&lt;br /&gt;
+&lt;br /&gt;
+&lt;br /&gt;
+       // SS - give depot yard to axis permanently&lt;br /&gt;
+       trigger axis_capture_forgood&lt;br /&gt;
+       {&lt;br /&gt;
+               trigger game_manager depotflagred&lt;br /&gt;
+               trigger depotflag setaxis&lt;br /&gt;
+&lt;br /&gt;
+               alertentity depotspawn  // wake it up&lt;br /&gt;
+               setstate depotflag invisible  // remove flag&lt;br /&gt;
+               accum 1 abort_if_less_than 2  // should be done if allies or nobody had it&lt;br /&gt;
+               alertentity depotspawn  // switch to axis&lt;br /&gt;
+               wm_announce &amp;quot;Axis have permanently captured the Depot Yard!&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger allied_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagblue&lt;br /&gt;
                trigger depotflag setallies&lt;br /&gt;
+               accum 1 set 1  // SS - allied had flag last&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger setaxis &amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] and the [http://www.nd80usa.net/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=11941&amp;amp;start=49 ND80 forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2793 DerSaidin]==&lt;br /&gt;
===Example 1: Spawning an entity which uses brushwork from the bsp===&lt;br /&gt;
This example shows how existing entity brushwork from the bsp can be used for a new entity. In this example, the assult ramp on battery is reproduced to make a ramp up to the MG nest, so players don&#039;t need to trickjump. (script for the purpose of example only)&lt;br /&gt;
&lt;br /&gt;
First, you need to find out what the brushwork you want has been called. To do this, open the bsp in notepad (or a similar editor). Most of the bsp file is not readable, however the entities are still quite readable (other than line breaks, depending on your editor).&lt;br /&gt;
&lt;br /&gt;
An extract from the battery.bsp (starting line 12377, col 890):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
&amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;scriptname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;func_static&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the entity which is the assult ramp. You can see that the brushwork associated with this entity is referenced by the key/value &amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;. I believe the &amp;quot;*1&amp;quot; is the name allocated to that brushwork during the compile. This will be used to set the brushwork for the new entity.&lt;br /&gt;
&lt;br /&gt;
The relevant script in the battery.script.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		//...&lt;br /&gt;
		//dersaidin ramp to MG nest&lt;br /&gt;
		create&lt;br /&gt;
		{&lt;br /&gt;
			scriptName &amp;quot;dsrampspawn&amp;quot;&lt;br /&gt;
			classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
			origin &amp;quot;-800 -5400 230&amp;quot; &lt;br /&gt;
			model &amp;quot;*1&amp;quot;	&lt;br /&gt;
			spawnflags 2	// SOLID&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
	}&lt;br /&gt;
	//...&lt;br /&gt;
}&lt;br /&gt;
//...&lt;br /&gt;
//dersaidin - new ramp spawned&lt;br /&gt;
dsrampspawn&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		wait 50&lt;br /&gt;
		faceangles 0 90 0 1&lt;br /&gt;
		//rotate the entity correctly&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, this brushwork from the bsp has its origin at the origin of the map, any transforms on the new entity should take this into account. The faceangles in this new entity&#039;s scriptblock is rotating about the origin of the new brushwork, not the visible faces.&lt;br /&gt;
&lt;br /&gt;
Also, there can be vis issues with the new entity (it may go invisible to players). I believe this is due to the origin of the brushwork being in an odd location.&lt;br /&gt;
&lt;br /&gt;
===Example 2: Removing an entity by origin===&lt;br /&gt;
&lt;br /&gt;
This method of removing entities can be usefull if you wish to replace or remove entities which do not have a script name defined. If the entity does have a script name, then an easier way to remove it is to use the command &amp;quot;remove&amp;quot; in the spawn script block of the entity&#039;s script block.&lt;br /&gt;
&lt;br /&gt;
The script for removing entities by their origin is similar to the script to create new entities. Deletes should go in the game_manager&#039;s spawn block to remove entities from the map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		//...&lt;br /&gt;
		delete&lt;br /&gt;
		{&lt;br /&gt;
			origin &amp;quot;-864 -1966 318&amp;quot;	&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
	}&lt;br /&gt;
	//...&lt;br /&gt;
}&lt;br /&gt;
//...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Origins of existing entities can be found by opening the .bsp file in a text editor, as described above in Example 1.&lt;br /&gt;
&lt;br /&gt;
This example, when added into the start of oasis.script, will remove the team door above the Old City Wall.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//...&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		delete&lt;br /&gt;
		{&lt;br /&gt;
			origin &amp;quot;5092 6991 -179&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the .bsp the entity spawning section has some entities which do not have a origin key. These entities have a model &amp;quot;*12&amp;quot; or some other number (the meaning of this is described in the section above). In this case, the entity origin appears to be at the world origin, so these entities cannot be removed by means of delete{origin&amp;quot;...&amp;quot;}. Most of the time these entities will have scriptnames defined, if not it is uncertain how to handle removing them by mapscript.&lt;br /&gt;
&lt;br /&gt;
==Unresolved issues==&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k]&#039;s destroyable team door on Radar===&lt;br /&gt;
I played around with the ETPro scripts and tried to make the axis team door next to the main gate satchable.&lt;br /&gt;
As first step I simply copied over the code for the battery backdoor and only changed the origin-key.&lt;br /&gt;
When I start the map I can throw a satchel next to the team door and get 7.5XP when I blast it. But I get no message and the teamdoor doesnt disapper.&lt;br /&gt;
It seems that the trigger &amp;quot;death&amp;quot; for &amp;quot;backdoor_obj&amp;quot; isn&#039;t called.&lt;br /&gt;
Can you say what is wrong?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
         spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
         eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
         svflags 1   // SVF_NOCLIENT&lt;br /&gt;
      }&lt;br /&gt;
&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
         spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
         track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
         shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
         customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
backdoor&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      wait 50&lt;br /&gt;
      constructible_class 2&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
backdoor_obj&lt;br /&gt;
{&lt;br /&gt;
   death&lt;br /&gt;
   {&lt;br /&gt;
      wm_announce &amp;quot;Allied team has destroyed the Axis Team Door!&amp;quot;&lt;br /&gt;
      trigger teamonlydoor1 hide&lt;br /&gt;
&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
teamonlydoor1&lt;br /&gt;
{&lt;br /&gt;
   trigger hide&lt;br /&gt;
   {&lt;br /&gt;
      remove&lt;br /&gt;
      // setstate teamonlydoor1 invisible&lt;br /&gt;
   }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
The trigger backdoor_obj-&amp;gt;death isn&#039;t called (I don&#039;t see the text from the wm_announce) . But the func_explosive &amp;quot;backdoor&amp;quot; I created is deystroyed (I get the XP for it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try placing the death{} block in the &amp;quot;backdoor&amp;quot; (func_explosive) script block instead.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany]&#039;s Health and Ammo Cabinets===&lt;br /&gt;
Ok, now I want to get it to show up on the command map&lt;br /&gt;
I already have&lt;br /&gt;
&amp;lt;pre&amp;gt;game_manager&lt;br /&gt;
{&lt;br /&gt;
spawn&lt;br /&gt;
            {&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_supply&amp;quot;&lt;br /&gt;
        angle &amp;quot;270&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;100&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;ammo&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;40&amp;quot;&lt;br /&gt;
        ammorate &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_ammo&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;health&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_health&amp;quot;&lt;br /&gt;
        angle &amp;quot;360&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        targetname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_heal&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        healtotal &amp;quot;400&amp;quot;&lt;br /&gt;
        healrate &amp;quot;10&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
        target &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        track &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        shortname &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        spawnflags &amp;quot;is_healthammocabinet&amp;quot;&lt;br /&gt;
        customimage &amp;quot;gfx/limbo/cm_healthammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1352 -1179 256&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;misc_commandmap_marker&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        targetname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
                 }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Its works and has a &amp;quot;You are near Health and Ammo&amp;quot; message, but what do I need to do to get it to show up ont he command map?&lt;br /&gt;
I did have script_mover parts as well before I removed them:&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
     spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
         spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
                           }&amp;lt;/pre&amp;gt;&lt;br /&gt;
But, no matter what properties i removed, it still said a model was required for script_mover. Is a script_mover class really that important? And if so, what do I need to do to fix it? If not, then what must be done for it to show up on the command map? Thanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try using a misc_commandmap_marker targeted by the TOI.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
[[Category:ETPro]][[Category:ETPro:Mapping]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=5869 WhooSaaa]´s health ammo cab fix ==&lt;br /&gt;
Hi seany&lt;br /&gt;
Think i fixed it.&lt;br /&gt;
Spend some time doing this, and they show up on commandmap.&lt;br /&gt;
Did make some changes in script though.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
        &lt;br /&gt;
        create&lt;br /&gt;
		{&lt;br /&gt;
		classname &amp;quot;misc_cabinet_supply&amp;quot;&lt;br /&gt;
		origin &amp;quot;2400 -2688 5316&amp;quot;&lt;br /&gt;
		mins &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
		maxs &amp;quot;90 90 50&amp;quot;&lt;br /&gt;
		angle &amp;quot;90&amp;quot;&lt;br /&gt;
		scriptname &amp;quot;main_ammocabinet&amp;quot;&lt;br /&gt;
		targetname &amp;quot;main_ammocabinet&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	create&lt;br /&gt;
		{&lt;br /&gt;
		classname &amp;quot;misc_cabinet_health&amp;quot;&lt;br /&gt;
		origin &amp;quot;2480 -2688 5316&amp;quot;&lt;br /&gt;
		mins &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
		maxs &amp;quot;90 90 50&amp;quot;&lt;br /&gt;
		angle &amp;quot;90&amp;quot;&lt;br /&gt;
		scriptname &amp;quot;main_healthcabinet&amp;quot;&lt;br /&gt;
		targetname &amp;quot;main_healthcabinet&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	create&lt;br /&gt;
		{&lt;br /&gt;
		classname &amp;quot;trigger_ammo&amp;quot;&lt;br /&gt;
		origin &amp;quot;2400 -2688 5316&amp;quot;&lt;br /&gt;
		mins &amp;quot;-20 0 0&amp;quot;&lt;br /&gt;
		maxs &amp;quot;90 90 50&amp;quot;&lt;br /&gt;
		ammototal &amp;quot;20&amp;quot;&lt;br /&gt;
		scriptname &amp;quot;main_trigger_ammo&amp;quot;&lt;br /&gt;
		targetname &amp;quot;main_trigger_ammo&amp;quot;&lt;br /&gt;
		target &amp;quot;main_ammocabinet&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	create&lt;br /&gt;
		{&lt;br /&gt;
		classname &amp;quot;trigger_heal&amp;quot;&lt;br /&gt;
		origin &amp;quot;2480 -2688 5316&amp;quot;&lt;br /&gt;
		mins &amp;quot;-20 0 0&amp;quot;&lt;br /&gt;
		maxs &amp;quot;90 90 50&amp;quot;&lt;br /&gt;
		healtotal &amp;quot;400&amp;quot;&lt;br /&gt;
		scriptname &amp;quot;main_trigger_heal&amp;quot;&lt;br /&gt;
		targetname &amp;quot;main_trigger_heal&amp;quot;&lt;br /&gt;
		target &amp;quot;main_healthcabinet&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	create&lt;br /&gt;
		{&lt;br /&gt;
		classname &amp;quot;misc_commandmap_marker&amp;quot;&lt;br /&gt;
		origin &amp;quot;2440 -2688 5316&amp;quot;&lt;br /&gt;
		scriptname &amp;quot;main_hacabinet_cm_marker&amp;quot;&lt;br /&gt;
		targetname &amp;quot;main_hacabinet_cm_marker&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	create&lt;br /&gt;
		{&lt;br /&gt;
		classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
		customimage &amp;quot;gfx/limbo/cm_healthammo&amp;quot;&lt;br /&gt;
		infoAllied &amp;quot;Health and Ammo cabinets&amp;quot;&lt;br /&gt;
		infoAxis &amp;quot;Health and Ammo cabinets&amp;quot;&lt;br /&gt;
		origin &amp;quot;2480 -2688 5316&amp;quot;&lt;br /&gt;
		mins &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
		maxs &amp;quot;110 110 100&amp;quot;&lt;br /&gt;
		scriptname &amp;quot;main_hacabinet_toi&amp;quot;&lt;br /&gt;
		shortname &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
		spawnflags &amp;quot;35&amp;quot;&lt;br /&gt;
		target &amp;quot;main_hacabinet_cm_marker&amp;quot;&lt;br /&gt;
		targetname &amp;quot;main_hacabinet_toi&amp;quot;&lt;br /&gt;
		track &amp;quot;the Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Problem might be that ya forgot spawnflag setting in TOI.&lt;br /&gt;
Greets WhooSaaa&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=2935</id>
		<title>Map scripting</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=2935"/>
		<updated>2008-04-30T10:17:03Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: /* Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2793 DerSaidin] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
In [[ETPro]] version 3 the [[ETPro]] team has improved and changed the scripting system to a quite big extent. This article presents some of the new [[ETPro]] map scripting features.&lt;br /&gt;
&lt;br /&gt;
Some things cannot be done by scripting. These include:&lt;br /&gt;
* making a part of terrain mineable/unmineable.&lt;br /&gt;
&lt;br /&gt;
==mapscript related cvars==&lt;br /&gt;
* [[ETPro:Server_cvar_list|b_mapscriptdirectory]] is an etpro cvar which specifies what directory too look for the map script. As always, the game looks under fs_game first, so you should not include etpro or etmain in the value of b_mapscriptdirectory. If not specified, the default is &amp;lt;tt&amp;gt;maps/&amp;lt;/tt&amp;gt;. ETPro includes bug fix only scripts in &amp;lt;tt&amp;gt;etpro/maps&amp;lt;/tt&amp;gt; and modified scripts in &amp;lt;tt&amp;gt;etpro/etpromapscripts&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[g_scriptname]] is an etmain cvar which specifies the filename of the script to be used. It is reset every time a map is loaded. The default is to use &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;.script&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;_lms.script&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* [[g_scriptdebug]] 1 outputs verbose information about the script in the server console.&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku]==&lt;br /&gt;
Here I&#039;ll show a few examples of the new scripting allowed in ETPro, and attempt to explain what exactly it&#039;s doing. First off, I&#039;ll start with a simple example, where a model (in this case, a dinghy) is inserted into the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
      model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t exactly the cleanest example of scripting (mainly due to my lackluster job of clipping the model off,) but what it produces is this:&lt;br /&gt;
http://games.theteamkillers.net/rtcw/dinghy/2004-01-14-234844-battery.jpg&lt;br /&gt;
&lt;br /&gt;
Now, to break down how it works. The create{ } command will place an entity into the map, at the spot specified by the &amp;quot;origin&amp;quot; key. The scriptname specifies the name that the entity will have in the map, and it is what seperates it from other entities in the map (which can cause quite a few problems).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The code above will do nothing, it creates an entity (not even of a specified type, it will do nothing) and places into the map at 2650,600,100. To find your position on a map to place an entity (you&#039;ll need to find an origin for almost every entity), use the command &amp;quot;/viewpos&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the code has advanced a bit further and the entity now has a specified type, misc_gamemodel. A misc_gamemodel is a model placed into the map during load (compared to a misc_model, which are permanently static objects that get compiled into the map at compile). Misc_gamemodels can be used for almost anything, from walls (although this would be a terrible way of making a map) to moving tanks (all of the vehicles, construction boxes, command posts, etc. in game are all misc_gamemodels), but in this script it&#039;s just used for placing a model (provided with the ET mapping tools, available at http://www.qeradiant.com).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the model has a defined scale, 1. A scale of .5 would cause it to be half of the size of the model in the file that will be referenced, and a scale of 2 would cause it to be twice the size. Most flags that are used on an entity can be found in the entities.def file that is provided with the mapping tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
   model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, for the clipping. The contents flag specifies the type of surfaceflag that the entity will be. Surfaceflags that are defined in the ET source (found in src/game/surfaceflags.h, if you&#039;re interested) are listed [http://bani.anime.net/banimod/forums/viewtopic.php?t=3328&amp;amp;start=0#surfaceflags here]. The mins and maxs specify how far out from the origin of the model (in each direction) the clipping will extend to. The coordinates on this model aren&#039;t accurate, but they get the job done.&lt;br /&gt;
&lt;br /&gt;
This was a very basic example of scripting, and now I&#039;ll be listing some more advanced examples of scripting.&lt;br /&gt;
&lt;br /&gt;
===Example 1: Battery&#039;s Back Door and Dynamite===&lt;br /&gt;
&amp;lt;pre&amp;gt;//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4594 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
   spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
   eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
   svflags 1   // SVF_NOCLIENT&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4601 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
   spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
   track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
   shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
   customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani - bug fixes&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;bugfix1&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_fakebrush&amp;quot;&lt;br /&gt;
   origin &amp;quot;3632 -4313 881&amp;quot;&lt;br /&gt;
   contents 65536  // CONTENTS_PLAYERCLIP&lt;br /&gt;
   mins &amp;quot;-40 -1 -20&amp;quot;&lt;br /&gt;
   maxs &amp;quot;40 1 10&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example 2: Fueldump and Spawning at the Command Post===&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10853 -2036 6&amp;quot;   // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES(2)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn1&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn2&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn3&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn4&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn5&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn6&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{      &lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn7&amp;quot;      &lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn8&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hopefully you&#039;ll be able to understand what each of those flags are doing. If you can&#039;t figure it out, see if you can figure it out from the [http://games.theteamkillers.net/rtcw/ent/ entities.def] file (from [http://user.tninet.se/~fzo823r/], this is not the original ET entities.def file but everything in it should work - it contains new things that weren&#039;t included with the stock def), or come and bug the [[ETPro]] team (|Rain|, [av]bani, zinx, fretn, s2ikkyo) on [irc://irc.freenode.net/etpro irc.freenode.net, #etpro].&lt;br /&gt;
&lt;br /&gt;
===Contents Flags===&lt;br /&gt;
* SOLID 1&amp;lt;br&amp;gt;&lt;br /&gt;
* LIGHTGRID 4&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* LAVA 8&amp;lt;br&amp;gt;&lt;br /&gt;
* SLIME 16&amp;lt;br&amp;gt;&lt;br /&gt;
* WATER 32&amp;lt;br&amp;gt;&lt;br /&gt;
* FOG 64&amp;lt;br&amp;gt;&lt;br /&gt;
* MISSILECLIP 128&amp;lt;br&amp;gt;&lt;br /&gt;
* ITEM 256&amp;lt;br&amp;gt;&lt;br /&gt;
* MOVER 16384&amp;lt;br&amp;gt;&lt;br /&gt;
* AREAPORTAL 32768&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* PLAYERCLIP 65536&amp;lt;br&amp;gt;&lt;br /&gt;
* MONSTERCLIP 131072&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* TELEPORTER 262144&amp;lt;br&amp;gt;&lt;br /&gt;
* JUMPPAD 524288&amp;lt;br&amp;gt;&lt;br /&gt;
* CLUSTERPORTAL 1048576&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER 2097152&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER_LARGE 4194304&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* ORIGIN 16777216&amp;lt;br&amp;gt;&lt;br /&gt;
* BODY 33554432&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* CORPSE 67108864&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DETAIL 134217728&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* STRUCTURAL 268435456&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* TRANSLUCENT 536870912&amp;lt;br&amp;gt;&lt;br /&gt;
* TRIGGER 1073741824&amp;lt;br&amp;gt;&lt;br /&gt;
* NODROP 2147483648&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all of these surfaceflags will work, but the ones you will want to use should work. If you&#039;ve tested something and it doesn&#039;t work properly, send an email to dukeku AT theteamkillers DOT net and I&#039;ll fix it here.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;deg; These, as far as I know, are bot only commands - they will have no effect on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; These are flags that should not be used in a script, they&#039;re either reserved for strict-in game usage that doesn&#039;t relate to something that you would do in a script such as this, or are reserved for entities that are compiled into the map and have absolutely no use in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain]==&lt;br /&gt;
Additionally, players may modify keys on existing entities with the set command.&lt;br /&gt;
===Example 1: Oasis Axis Garrison spawn marker fix===&lt;br /&gt;
Here are a couple of examples from the oasis map script (etpro/maps/oasis.script):&lt;br /&gt;
&amp;lt;pre&amp;gt;axis_garrison_wobj&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        origin &amp;quot;7089 4852 -415&amp;quot;&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
This changes the position of the spawn marker for the Axis garrison to (7089, 4852, -415). (This was done to correct player spawn location after setautospawn usage was fixed.)&lt;br /&gt;
===Example 2: Oasis caves water fix===&lt;br /&gt;
Here&#039;s another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;water_tunnel&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                // rain - these are put into the world as CONTENTS_SOLID,&lt;br /&gt;
                // which is a Bad Thing if WolfReviveBBox gets called&lt;br /&gt;
                // while we&#039;re in the water&lt;br /&gt;
                wait 100&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        contents 32 // CONTENTS_WATER&lt;br /&gt;
                        clipmask 32 // CONTENTS_WATER&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
        [...]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As described by the comments, this fixes the problem that sometimes caused players to be pushed around uncontrollably while underwater in the tunnel.&lt;br /&gt;
&lt;br /&gt;
Both create and set recognize some keys that can&#039;t normally be used while mapping. Normally, most of these are computed automatically (often at map compile time); however, there are some cases when the compiled value is unusable, and there are some cases where you might want to set these values when spawning a new entity.&lt;br /&gt;
&lt;br /&gt;
===Additional supported keys===&lt;br /&gt;
The additional keys supported are:&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Key&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;mins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the lower corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.mins&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;maxs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the upper corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.maxs&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;contents&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contents flags - description above (&#039;&#039;ent-&amp;amp;gt;r.contents&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;svflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Server flags (&#039;&#039;ent-&amp;amp;gt;r.svFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;clipmask&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brush content types to collide with. (&#039;&#039;ent-&amp;amp;gt;clipmask&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;count2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;entity-specific (&#039;&#039;ent-&amp;amp;gt;count2&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;eflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Entity flags (&#039;&#039;ent-&amp;amp;gt;s.eFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory type (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;apos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory type (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;classname_nospawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the class name, but doesn&#039;t re-spawn the entity. (&#039;&#039;ent-&amp;amp;gt;classname&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customaxisimage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Custom command map image for the Axis team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customalliesimage&amp;lt;br&amp;gt;customalliedimage&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Custom command map image for the Allied team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;allowteams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Teams allowed to use an entity (&#039;&#039;ent-&amp;amp;gt;allowteams&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(You may wish to refer to the ET SDK for additional information.)&lt;br /&gt;
===The func_fakebrush entity===&lt;br /&gt;
Finally, ET Pro offers the func_fakebrush entity (also available by ORing EF_FAKEBMODEL (65536 or 0x10000) to eFlags), which allows the limited ability to spawn brush entities. The fake model must be a hexahedron, defined by mins and maxs, and will not work for all brush entity types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick]==&lt;br /&gt;
===Example 1: Additional Axis spawn in the trainyard tower on Railgun===&lt;br /&gt;
[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick] made a [http://en.wikipedia.org/wiki/Diff diff] for the Railgun map script to provide the axis with an additional spawn point in the trainyard tower.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004&lt;br /&gt;
@@ -6,6 +6,83 @@&lt;br /&gt;
 {&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
+               // SS - new spawns for Axis&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       targetname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       description &amp;quot;Axis Tower&amp;quot;&lt;br /&gt;
+                       origin &amp;quot;2050 5100 625&amp;quot;&lt;br /&gt;
+                       classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
                //bani - bug fixes&lt;br /&gt;
                create&lt;br /&gt;
                { &amp;lt;/pre&amp;gt;&lt;br /&gt;
===Example 2: Depot Yard capture for Axis when Tug loaded on Railgun===&lt;br /&gt;
This is another diff that makes it so that when the first tug gets loaded with ammo, the Depot Yard spawn point gets captured permanently for the axis.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004 &lt;br /&gt;
@@ -3088,6 +3165,8 @@&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
                wm_set_main_objective   2 0&lt;br /&gt;
                wm_set_main_objective   2 1&lt;br /&gt;
+&lt;br /&gt;
+               trigger depotflag axis_capture_forgood  // SS - depot now permanently axis&lt;br /&gt;
        }&lt;br /&gt;
 }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
@@ -6022,18 +6101,35 @@&lt;br /&gt;
                wait 200&lt;br /&gt;
                setstate capturespawn invisible&lt;br /&gt;
                accum 0 set 0&lt;br /&gt;
+               accum 1 set 0  // SS - nobody had flag last&lt;br /&gt;
        }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
        trigger axis_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagred&lt;br /&gt;
                trigger depotflag setaxis&lt;br /&gt;
+               accum 1 set 2  // SS - axis had flag last&lt;br /&gt;
+       }&lt;br /&gt;
+&lt;br /&gt;
+&lt;br /&gt;
+       // SS - give depot yard to axis permanently&lt;br /&gt;
+       trigger axis_capture_forgood&lt;br /&gt;
+       {&lt;br /&gt;
+               trigger game_manager depotflagred&lt;br /&gt;
+               trigger depotflag setaxis&lt;br /&gt;
+&lt;br /&gt;
+               alertentity depotspawn  // wake it up&lt;br /&gt;
+               setstate depotflag invisible  // remove flag&lt;br /&gt;
+               accum 1 abort_if_less_than 2  // should be done if allies or nobody had it&lt;br /&gt;
+               alertentity depotspawn  // switch to axis&lt;br /&gt;
+               wm_announce &amp;quot;Axis have permanently captured the Depot Yard!&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger allied_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagblue&lt;br /&gt;
                trigger depotflag setallies&lt;br /&gt;
+               accum 1 set 1  // SS - allied had flag last&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger setaxis &amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] and the [http://www.nd80usa.net/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=11941&amp;amp;start=49 ND80 forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2793 DerSaidin]==&lt;br /&gt;
===Example 1: Spawning an entity which uses brushwork from the bsp===&lt;br /&gt;
This example shows how existing entity brushwork from the bsp can be used for a new entity. In this example, the assult ramp on battery is reproduced to make a ramp up to the MG nest, so players don&#039;t need to trickjump. (script for the purpose of example only)&lt;br /&gt;
&lt;br /&gt;
First, you need to find out what the brushwork you want has been called. To do this, open the bsp in notepad (or a similar editor). Most of the bsp file is not readable, however the entities are still quite readable (other than line breaks, depending on your editor).&lt;br /&gt;
&lt;br /&gt;
An extract from the battery.bsp (starting line 12377, col 890):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
&amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;scriptname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;func_static&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the entity which is the assult ramp. You can see that the brushwork associated with this entity is referenced by the key/value &amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;. I believe the &amp;quot;*1&amp;quot; is the name allocated to that brushwork during the compile. This will be used to set the brushwork for the new entity.&lt;br /&gt;
&lt;br /&gt;
The relevant script in the battery.script.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		//...&lt;br /&gt;
		//dersaidin ramp to MG nest&lt;br /&gt;
		create&lt;br /&gt;
		{&lt;br /&gt;
			scriptName &amp;quot;dsrampspawn&amp;quot;&lt;br /&gt;
			classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
			origin &amp;quot;-800 -5400 230&amp;quot; &lt;br /&gt;
			model &amp;quot;*1&amp;quot;	&lt;br /&gt;
			spawnflags 2	// SOLID&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
	}&lt;br /&gt;
	//...&lt;br /&gt;
}&lt;br /&gt;
//...&lt;br /&gt;
//dersaidin - new ramp spawned&lt;br /&gt;
dsrampspawn&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		wait 50&lt;br /&gt;
		faceangles 0 90 0 1&lt;br /&gt;
		//rotate the entity correctly&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, this brushwork from the bsp has its origin at the origin of the map, any transforms on the new entity should take this into account. The faceangles in this new entity&#039;s scriptblock is rotating about the origin of the new brushwork, not the visible faces.&lt;br /&gt;
&lt;br /&gt;
Also, there can be vis issues with the new entity (it may go invisible to players). I believe this is due to the origin of the brushwork being in an odd location.&lt;br /&gt;
&lt;br /&gt;
===Example 2: Removing an entity by origin===&lt;br /&gt;
&lt;br /&gt;
This method of removing entities can be usefull if you wish to replace or remove entities which do not have a script name defined. If the entity does have a script name, then an easier way to remove it is to use the command &amp;quot;remove&amp;quot; in the spawn script block of the entity&#039;s script block.&lt;br /&gt;
&lt;br /&gt;
The script for removing entities by their origin is similar to the script to create new entities. Deletes should go in the game_manager&#039;s spawn block to remove entities from the map.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		//...&lt;br /&gt;
		delete&lt;br /&gt;
		{&lt;br /&gt;
			origin &amp;quot;-864 -1966 318&amp;quot;	&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
	}&lt;br /&gt;
	//...&lt;br /&gt;
}&lt;br /&gt;
//...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Origins of existing entities can be found by opening the .bsp file in a text editor, as described above in Example 1.&lt;br /&gt;
&lt;br /&gt;
==Unresolved issues==&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k]&#039;s destroyable team door on Radar===&lt;br /&gt;
I played around with the ETPro scripts and tried to make the axis team door next to the main gate satchable.&lt;br /&gt;
As first step I simply copied over the code for the battery backdoor and only changed the origin-key.&lt;br /&gt;
When I start the map I can throw a satchel next to the team door and get 7.5XP when I blast it. But I get no message and the teamdoor doesnt disapper.&lt;br /&gt;
It seems that the trigger &amp;quot;death&amp;quot; for &amp;quot;backdoor_obj&amp;quot; isn&#039;t called.&lt;br /&gt;
Can you say what is wrong?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
         spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
         eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
         svflags 1   // SVF_NOCLIENT&lt;br /&gt;
      }&lt;br /&gt;
&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
         spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
         track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
         shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
         customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
backdoor&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      wait 50&lt;br /&gt;
      constructible_class 2&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
backdoor_obj&lt;br /&gt;
{&lt;br /&gt;
   death&lt;br /&gt;
   {&lt;br /&gt;
      wm_announce &amp;quot;Allied team has destroyed the Axis Team Door!&amp;quot;&lt;br /&gt;
      trigger teamonlydoor1 hide&lt;br /&gt;
&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
teamonlydoor1&lt;br /&gt;
{&lt;br /&gt;
   trigger hide&lt;br /&gt;
   {&lt;br /&gt;
      remove&lt;br /&gt;
      // setstate teamonlydoor1 invisible&lt;br /&gt;
   }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
The trigger backdoor_obj-&amp;gt;death isn&#039;t called (I don&#039;t see the text from the wm_announce) . But the func_explosive &amp;quot;backdoor&amp;quot; I created is deystroyed (I get the XP for it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try placing the death{} block in the &amp;quot;backdoor&amp;quot; (func_explosive) script block instead.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany]&#039;s Health and Ammo Cabinets===&lt;br /&gt;
Ok, now I want to get it to show up on the command map&lt;br /&gt;
I already have&lt;br /&gt;
&amp;lt;pre&amp;gt;game_manager&lt;br /&gt;
{&lt;br /&gt;
spawn&lt;br /&gt;
            {&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_supply&amp;quot;&lt;br /&gt;
        angle &amp;quot;270&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;100&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;ammo&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;40&amp;quot;&lt;br /&gt;
        ammorate &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_ammo&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;health&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_health&amp;quot;&lt;br /&gt;
        angle &amp;quot;360&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        targetname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_heal&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        healtotal &amp;quot;400&amp;quot;&lt;br /&gt;
        healrate &amp;quot;10&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
        target &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        track &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        shortname &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        spawnflags &amp;quot;is_healthammocabinet&amp;quot;&lt;br /&gt;
        customimage &amp;quot;gfx/limbo/cm_healthammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1352 -1179 256&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;misc_commandmap_marker&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        targetname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
                 }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Its works and has a &amp;quot;You are near Health and Ammo&amp;quot; message, but what do I need to do to get it to show up ont he command map?&lt;br /&gt;
I did have script_mover parts as well before I removed them:&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
     spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
         spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
                           }&amp;lt;/pre&amp;gt;&lt;br /&gt;
But, no matter what properties i removed, it still said a model was required for script_mover. Is a script_mover class really that important? And if so, what do I need to do to fix it? If not, then what must be done for it to show up on the command map? Thanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try using a misc_commandmap_marker targeted by the TOI.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
[[Category:ETPro]][[Category:ETPro:Mapping]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Lua_Mod_API&amp;diff=2764</id>
		<title>Lua Mod API</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Lua_Mod_API&amp;diff=2764"/>
		<updated>2007-06-21T02:45:08Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: spelling &amp;quot;beeying&amp;quot; fixed to &amp;quot;being&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[ETPro]] now supports server-side mods via the [http://www.lua.org/ Lua] scripting language. For more information about Lua, visit the [http://www.lua.org/manual/5.0/ Reference manual], the online edition of the book [http://www.lua.org/pil/ Programming in Lua] or the [http://lua-users.org/wiki/ lua-users wiki].&lt;br /&gt;
&lt;br /&gt;
ETPro has an embedded Lua 5.0.2 interpreter, and if present will load user-defined scripts from the ETPro directory.  It also provides an &amp;quot;et&amp;quot; library of function calls for Lua that allow access to the server engine, and provides callbacks so a server side mod may trigger on specific server events.&lt;br /&gt;
&lt;br /&gt;
The following standard Lua libraries are initialized by default and available to ETPro Lua scripts:&lt;br /&gt;
[http://www.lua.org/manual/5.0/manual.html#5.1 basic], [http://www.lua.org/manual/5.0/manual.html#5.4 table], [http://www.lua.org/manual/5.0/manual.html#5.6 i/o], [http://www.lua.org/manual/5.0/manual.html#5.7 os] (available features vary depending on your OS), [http://www.lua.org/manual/5.0/manual.html#5.3 string], [http://www.lua.org/manual/5.0/manual.html#5.5 math].&lt;br /&gt;
&lt;br /&gt;
A list of ETPro mods can be found [[:Category:ETPro:Mods|here]].&lt;br /&gt;
&lt;br /&gt;
A tutorial about ETPro Lua scripting can be found [[Lua Tutorials|here]].&lt;br /&gt;
&lt;br /&gt;
API requests can be discussed at the [[Talk:Lua_Mod_API|Lua Mod API talk page]].&lt;br /&gt;
&lt;br /&gt;
==client commands==&lt;br /&gt;
===lua_status===&lt;br /&gt;
:lists all currently loaded lua modules.&lt;br /&gt;
:&#039;&#039;lua mods cannot override this client command.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==server commands==&lt;br /&gt;
===lua_status===&lt;br /&gt;
:lists all currently loaded lua modules.&lt;br /&gt;
&lt;br /&gt;
==cvars==&lt;br /&gt;
===lua_modules===&lt;br /&gt;
:(default &amp;quot;&amp;quot;, disabled)&lt;br /&gt;
:space separated list of lua modules for ETPro to load. modules will be run in the order listed.&lt;br /&gt;
&lt;br /&gt;
===lua_allowedmodules===&lt;br /&gt;
:(default &amp;quot;&amp;quot;, disabled)&lt;br /&gt;
:if set, only lua modules with the matching sha1 signatures listed in this cvar will be allowed to load.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:changing either cvar will cause all currently loaded modules to :quit and be unloaded until the next map_restart.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==et library calls==&lt;br /&gt;
&lt;br /&gt;
===modules===&lt;br /&gt;
et.RegisterModname( &#039;&#039;&#039;modname&#039;&#039;&#039; )&lt;br /&gt;
:Registers a descriptive string &#039;&#039;&#039;modname&#039;&#039;&#039; for this mod.&lt;br /&gt;
&#039;&#039;&#039;vmnumber&#039;&#039;&#039; = et.FindSelf()&lt;br /&gt;
:Returns a number indicating the VM slot the current mod is loaded into.&lt;br /&gt;
&#039;&#039;&#039;modname&#039;&#039;&#039;, &#039;&#039;&#039;signature&#039;&#039;&#039; = et.FindMod( &#039;&#039;&#039;vmnumber&#039;&#039;&#039; )&lt;br /&gt;
:Returns the &#039;&#039;&#039;modname&#039;&#039;&#039; and sha1 &#039;&#039;&#039;signature&#039;&#039;&#039; for the mod loaded in the VM slot &#039;&#039;&#039;vmnumber&#039;&#039;&#039;. Returns nil, nil if the VM slot is invalid.&lt;br /&gt;
&#039;&#039;&#039;success&#039;&#039;&#039; = et.IPCSend( &#039;&#039;&#039;vmnumber&#039;&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; )&lt;br /&gt;
:Sends the string &#039;&#039;&#039;message&#039;&#039;&#039; to the mod in the VM slot indicated by &#039;&#039;&#039;vmnumber&#039;&#039;&#039;. The mod receiving &#039;&#039;&#039;message&#039;&#039;&#039; must have an &#039;&#039;et_IPCReceive()&#039;&#039; callback. If the message is successfully sent, &#039;&#039;&#039;success&#039;&#039;&#039; will be 1. On failure it will be 0. See the [[Lua:IPC|Lua IPC]] page for a simple example.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===printing===&lt;br /&gt;
et.G_Print( &#039;&#039;&#039;text&#039;&#039;&#039; )&lt;br /&gt;
:Prints the string &#039;&#039;&#039;text&#039;&#039;&#039; to the server console.&lt;br /&gt;
et.G_LogPrint( &#039;&#039;&#039;text&#039;&#039;&#039; )&lt;br /&gt;
:Prints the string &#039;&#039;&#039;text&#039;&#039;&#039; to the server console and writes it to the server log.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===argument handling===&lt;br /&gt;
These functions are to be used within the [[#commands|command callback functions]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;args&#039;&#039;&#039; = et.ConcatArgs( &#039;&#039;&#039;index&#039;&#039;&#039; )&lt;br /&gt;
:Returns all arguments beginning from &#039;&#039;&#039;index&#039;&#039;&#039; concatenated into a single string &#039;&#039;&#039;args&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;argcount&#039;&#039;&#039; = et.trap_Argc()&lt;br /&gt;
:Returns a number indicating the number of command line arguments in the command buffer.&lt;br /&gt;
&#039;&#039;&#039;arg&#039;&#039;&#039; = et.trap_Argv( &#039;&#039;&#039;argnum&#039;&#039;&#039; )&lt;br /&gt;
:Returns the contents of the command line argument &#039;&#039;&#039;argnum&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===cvars===&lt;br /&gt;
&#039;&#039;&#039;cvarvalue&#039;&#039;&#039; = et.trap_Cvar_Get( &#039;&#039;&#039;cvarname&#039;&#039;&#039; )&lt;br /&gt;
:Returns the value of the cvar &#039;&#039;&#039;cvarname&#039;&#039;&#039; as a string. If there is no cvar named &#039;&#039;&#039;cvarname&#039;&#039;&#039;, returns a zero length string. &lt;br /&gt;
et.trap_Cvar_Set( &#039;&#039;&#039;cvarname&#039;&#039;&#039;, &#039;&#039;&#039;cvarvalue&#039;&#039;&#039; )&lt;br /&gt;
:Sets the cvar &#039;&#039;&#039;cvarname&#039;&#039;&#039; to &#039;&#039;&#039;cvarvalue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===configstrings===&lt;br /&gt;
&#039;&#039;&#039;configstringvalue&#039;&#039;&#039; = et.trap_GetConfigstring( &#039;&#039;&#039;index&#039;&#039;&#039; )&lt;br /&gt;
:Returns the string &#039;&#039;&#039;configstringvalue&#039;&#039;&#039; containing the contents of the configstring &#039;&#039;&#039;index&#039;&#039;&#039;&lt;br /&gt;
et.trap_SetConfigstring( &#039;&#039;&#039;index&#039;&#039;&#039;, &#039;&#039;&#039;configstringvalue&#039;&#039;&#039; )&lt;br /&gt;
:Sets the configstring &#039;&#039;&#039;index&#039;&#039;&#039; to the string &#039;&#039;&#039;configstringvalue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===server===&lt;br /&gt;
et.trap_SendConsoleCommand( &#039;&#039;&#039;when&#039;&#039;&#039;, &#039;&#039;&#039;command&#039;&#039;&#039; )&lt;br /&gt;
:Sends the command &#039;&#039;&#039;command&#039;&#039;&#039; to the server console, to be executed &#039;&#039;&#039;when&#039;&#039;&#039; (see et.EXEC_* constants)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===clients===&lt;br /&gt;
et.trap_DropClient( &#039;&#039;&#039;clientnum&#039;&#039;&#039;, &#039;&#039;&#039;reason&#039;&#039;&#039;, &#039;&#039;&#039;ban_time&#039;&#039;&#039; )&lt;br /&gt;
:Disconnects &#039;&#039;&#039;clientnum&#039;&#039;&#039; from the server, with descriptive string &#039;&#039;&#039;reason&#039;&#039;&#039; reported to clients. &#039;&#039;&#039;ban_time&#039;&#039;&#039; is the time in seconds to ban the client from the server. &#039;&#039;&#039;ban_time&#039;&#039;&#039; is optional and may be entirely omitted, in which case the ban time defaults to the cvar &#039;&#039;b_defaultbantime&#039;&#039;&lt;br /&gt;
et.trap_SendServerCommand( &#039;&#039;&#039;clientnum&#039;&#039;&#039;, &#039;&#039;&#039;[[SendServerCommand|command]]&#039;&#039;&#039; )&lt;br /&gt;
:Sends the command &#039;&#039;&#039;[[SendServerCommand|command]]&#039;&#039;&#039; to the client &#039;&#039;&#039;clientnum&#039;&#039;&#039;. If &#039;&#039;&#039;clientnum&#039;&#039;&#039; is -1, the &#039;&#039;&#039;[[SendServerCommand|command]]&#039;&#039;&#039; is broadcast to all connected clients.&lt;br /&gt;
et.G_Say( &#039;&#039;&#039;clientNum&#039;&#039;&#039;, &#039;&#039;&#039;mode&#039;&#039;&#039;, &#039;&#039;&#039;text&#039;&#039;&#039; )&lt;br /&gt;
:Sends a chat command on behalf of client &#039;&#039;&#039;clientNum&#039;&#039;&#039; with the mode &#039;&#039;&#039;mode&#039;&#039;&#039; (see et.SAY_* constants) and chat text &#039;&#039;&#039;text&#039;&#039;&#039;.&lt;br /&gt;
et.ClientUserinfoChanged( &#039;&#039;&#039;clientNum&#039;&#039;&#039; )&lt;br /&gt;
:Loads the new [[Userinfo]] of &#039;&#039;&#039;clientNum&#039;&#039;&#039; and stores it in the configstring and client variables&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===userinfo===&lt;br /&gt;
&#039;&#039;&#039;userinfo&#039;&#039;&#039; = et.trap_GetUserinfo( &#039;&#039;&#039;clientnum&#039;&#039;&#039; )&lt;br /&gt;
:Returns the contents of the [[Userinfo]] string for the client &#039;&#039;&#039;clientnum&#039;&#039;&#039;&lt;br /&gt;
et.trap_SetUserinfo( &#039;&#039;&#039;clientnum&#039;&#039;&#039;, &#039;&#039;&#039;userinfo&#039;&#039;&#039; )&lt;br /&gt;
:Sets the [[Userinfo]] string for the client &#039;&#039;&#039;clientnum&#039;&#039;&#039; to &#039;&#039;&#039;userinfo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===string utility functions===&lt;br /&gt;
&#039;&#039;&#039;infostring&#039;&#039;&#039; = et.Info_RemoveKey( &#039;&#039;&#039;infostring&#039;&#039;&#039;, &#039;&#039;&#039;key&#039;&#039;&#039; )&lt;br /&gt;
:Removes key &#039;&#039;&#039;key&#039;&#039;&#039; from infostring &#039;&#039;&#039;infostring&#039;&#039;&#039; and returns the modified infostring.&lt;br /&gt;
&#039;&#039;&#039;infostring&#039;&#039;&#039; = et.Info_SetValueForKey( &#039;&#039;&#039;infostring&#039;&#039;&#039;, &#039;&#039;&#039;key&#039;&#039;&#039;, &#039;&#039;&#039;value&#039;&#039;&#039; )&lt;br /&gt;
:Sets the key &#039;&#039;&#039;key&#039;&#039;&#039; in the infostring &#039;&#039;&#039;infostring&#039;&#039;&#039; to &#039;&#039;&#039;value&#039;&#039;&#039; and returns the modified infostring. If &#039;&#039;&#039;value&#039;&#039;&#039; is an empty string, &#039;&#039;&#039;key&#039;&#039;&#039; is removed from the string. &lt;br /&gt;
&#039;&#039;&#039;keyvalue&#039;&#039;&#039; = et.Info_ValueForKey( &#039;&#039;&#039;infostring&#039;&#039;&#039;, &#039;&#039;&#039;key&#039;&#039;&#039; )&lt;br /&gt;
:Returns the value of the key &#039;&#039;&#039;key&#039;&#039;&#039; in the infostring &#039;&#039;&#039;infostring&#039;&#039;&#039;. If &#039;&#039;&#039;key&#039;&#039;&#039; is not present in the string, an empty string is returned.&lt;br /&gt;
&#039;&#039;&#039;cleanstring&#039;&#039;&#039; = et.Q_CleanStr( &#039;&#039;&#039;string&#039;&#039;&#039; )&lt;br /&gt;
:Returns &#039;&#039;&#039;string&#039;&#039;&#039; stripped of all color codes&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ET filesystem===&lt;br /&gt;
&#039;&#039;&#039;fd&#039;&#039;&#039;, &#039;&#039;&#039;len&#039;&#039;&#039; = et.trap_FS_FOpenFile( &#039;&#039;&#039;filename&#039;&#039;&#039;, &#039;&#039;&#039;mode&#039;&#039;&#039; )&lt;br /&gt;
:Attempts to open the file &#039;&#039;&#039;filename&#039;&#039;&#039; with the access mode &#039;&#039;&#039;mode&#039;&#039;&#039; (see et.FS_ constants). Returns the filedescriptor &#039;&#039;&#039;fd&#039;&#039;&#039; and file length &#039;&#039;&#039;len&#039;&#039;&#039;. On error, &#039;&#039;&#039;len&#039;&#039;&#039; returns -1.&lt;br /&gt;
&#039;&#039;&#039;filedata&#039;&#039;&#039; = et.trap_FS_Read( fd, count )&lt;br /&gt;
:Reads &#039;&#039;&#039;count&#039;&#039;&#039; bytes from filedescriptor &#039;&#039;&#039;fd&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;count&#039;&#039;&#039; = et.trap_FS_Write( &#039;&#039;&#039;filedata&#039;&#039;&#039;, &#039;&#039;&#039;count&#039;&#039;&#039;, &#039;&#039;&#039;fd&#039;&#039;&#039; )&lt;br /&gt;
:Attempts to write &#039;&#039;&#039;count&#039;&#039;&#039; bytes of &#039;&#039;&#039;filedata&#039;&#039;&#039; to filedescriptor &#039;&#039;&#039;fd&#039;&#039;&#039;. Returns number of bytes successfully written.&lt;br /&gt;
et.trap_FS_Rename( &#039;&#039;&#039;oldname&#039;&#039;&#039;, &#039;&#039;&#039;newname&#039;&#039;&#039; )&lt;br /&gt;
:Renames file &#039;&#039;&#039;oldname&#039;&#039;&#039; to &#039;&#039;&#039;newname&#039;&#039;&#039;.&lt;br /&gt;
et.trap_FS_FCloseFile( &#039;&#039;&#039;fd&#039;&#039;&#039; )&lt;br /&gt;
:Closes filedescriptor &#039;&#039;&#039;fd&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===indexes===&lt;br /&gt;
&#039;&#039;&#039;soundindex&#039;&#039;&#039; = et.G_SoundIndex( &#039;&#039;&#039;filename&#039;&#039;&#039; )&lt;br /&gt;
:Returns an index to the soundfile indicated by &#039;&#039;&#039;filename&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;modelindex&#039;&#039;&#039; = et.G_ModelIndex( &#039;&#039;&#039;filename&#039;&#039;&#039; )&lt;br /&gt;
:Returns an index to the model indicated by &#039;&#039;&#039;filename&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===sound===&lt;br /&gt;
et.G_globalSound( &#039;&#039;&#039;sound&#039;&#039;&#039; )&lt;br /&gt;
:Plays the global sound indicated by the filename &#039;&#039;&#039;sound&#039;&#039;&#039;.&lt;br /&gt;
et.G_Sound( &#039;&#039;&#039;entnum&#039;&#039;&#039;, &#039;&#039;&#039;soundindex&#039;&#039;&#039; )&lt;br /&gt;
:Plays the sound &#039;&#039;&#039;soundindex&#039;&#039;&#039; at the location of entity &#039;&#039;&#039;entnum&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===miscellaneous===&lt;br /&gt;
&#039;&#039;&#039;milliseconds&#039;&#039;&#039; = et.trap_Milliseconds()&lt;br /&gt;
:Returns a number indicating the current server time in milliseconds.&lt;br /&gt;
et.G_Damage( &#039;&#039;&#039;target&#039;&#039;&#039;, &#039;&#039;&#039;inflictor&#039;&#039;&#039;, &#039;&#039;&#039;attacker&#039;&#039;&#039;, &#039;&#039;&#039;damage&#039;&#039;&#039;, &#039;&#039;&#039;[[etdamage|dflags]]&#039;&#039;&#039;, &#039;&#039;&#039;[[etdamage|mod]]&#039;&#039;&#039; )&lt;br /&gt;
:Does &#039;&#039;&#039;damage&#039;&#039;&#039; amount of damage on &#039;&#039;&#039;target&#039;&#039;&#039; inflicted by &#039;&#039;&#039;inflictor&#039;&#039;&#039; and cased by &#039;&#039;&#039;attacker&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;target&#039;&#039;&#039;, &#039;&#039;&#039;inflictor&#039;&#039;&#039;, &#039;&#039;&#039;attacker&#039;&#039;&#039; are entity numbers&lt;br /&gt;
:&#039;&#039;&#039;[[etdamage|dflags]]&#039;&#039;&#039; is a [[Bitmask-cvar|bitflag]] number to decide how the damage is inflickted, see &#039;&#039;&#039;[[etdamage|dflags]]&#039;&#039;&#039; [[etdamage|flaglist]]&lt;br /&gt;
:&#039;&#039;&#039;[[etdamage|mod]]&#039;&#039;&#039; is a number from 0 up to 64 o set the type of damage, see &#039;&#039;&#039;[[etdamage|mod]]&#039;&#039;&#039; [[etdamage|list]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===entities===&lt;br /&gt;
&#039;&#039;&#039;entnum&#039;&#039;&#039; = et.G_Spawn()&lt;br /&gt;
:Spawns a new entity and returns the new entity number.&lt;br /&gt;
&#039;&#039;&#039;entnum&#039;&#039;&#039; = et.G_TempEntity( &#039;&#039;&#039;origin&#039;&#039;&#039;, &#039;&#039;&#039;event&#039;&#039;&#039; )&lt;br /&gt;
:Spawns a new TempEntity of event type &#039;&#039;&#039;event&#039;&#039;&#039; and places it at &#039;&#039;&#039;origin&#039;&#039;&#039; in the world.&lt;br /&gt;
et.G_FreeEntity( &#039;&#039;&#039;entnum&#039;&#039;&#039; )&lt;br /&gt;
:Frees the entity &#039;&#039;&#039;entnum&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;spawnval&#039;&#039;&#039; = et.G_GetSpawnVar( &#039;&#039;&#039;entnum&#039;&#039;&#039;, &#039;&#039;&#039;key&#039;&#039;&#039; )&lt;br /&gt;
:Returns the value of spawnvar &#039;&#039;&#039;key&#039;&#039;&#039; for entity &#039;&#039;&#039;entnum&#039;&#039;&#039;&lt;br /&gt;
et.G_SetSpawnVar( &#039;&#039;&#039;entnum&#039;&#039;&#039;, &#039;&#039;&#039;key&#039;&#039;&#039;, &#039;&#039;&#039;value&#039;&#039;&#039; )&lt;br /&gt;
:Sets the spawnvar &#039;&#039;&#039;key&#039;&#039;&#039; to &#039;&#039;&#039;value&#039;&#039;&#039; for entity &#039;&#039;&#039;entnum&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;integer entnum&#039;&#039;&#039; = et.G_SpawnGEntityFromSpawnVars( string spawnvar, string spawnvalue, ... )&lt;br /&gt;
:This function can only be called inside the &#039;&#039;&#039;et_InitGame&#039;&#039;&#039; callback&lt;br /&gt;
et.trap_LinkEntity( &#039;&#039;&#039;entnum&#039;&#039;&#039; )&lt;br /&gt;
:Links the entity &#039;&#039;&#039;entnum&#039;&#039;&#039;&lt;br /&gt;
et.trap_UnlinkEntity( &#039;&#039;&#039;entnum&#039;&#039;&#039; )&lt;br /&gt;
:Unlinks the entity &#039;&#039;&#039;entnum&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(variable)&#039;&#039;&#039; = et.gentity_get ( &#039;&#039;&#039;entnum&#039;&#039;&#039;, &#039;&#039;&#039;[[Fieldname]]&#039;&#039;&#039; &#039;&#039;,arrayindex&#039;&#039; )&lt;br /&gt;
:Gets the value of &#039;&#039;&#039;[[Fieldname]]&#039;&#039;&#039; from entity &#039;&#039;&#039;entnum&#039;&#039;&#039; out of the g_entity struct. For NULL entities or clients, &#039;&#039;nil&#039;&#039; is returned.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;arrayindex&#039;&#039; is used to specify which element of an array entity field to get. It is required when accessing array type fields. Entity field array indexes start at 0.&lt;br /&gt;
et.gentity_set( &#039;&#039;&#039;entnum&#039;&#039;&#039;, &#039;&#039;&#039;[[Fieldname]]&#039;&#039;&#039;, &#039;&#039;arrayindex,&#039;&#039; &#039;&#039;&#039;(value)&#039;&#039;&#039; )&lt;br /&gt;
:Sets the value of &#039;&#039;&#039;[[Fieldname]]&#039;&#039;&#039; from entity &#039;&#039;&#039;entnum&#039;&#039;&#039; in the g_entity struct to &#039;&#039;&#039;(value)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;arrayindex&#039;&#039; is used to specify which element of an array entity field to set.&lt;br /&gt;
et.G_AddEvent( &#039;&#039;&#039;ent&#039;&#039;&#039;, &#039;&#039;&#039;event&#039;&#039;&#039;, &#039;&#039;&#039;eventparm&#039;&#039;&#039;&#039; )&lt;br /&gt;
:Adds event &#039;&#039;&#039;event&#039;&#039;&#039; whit eventparameter &#039;&#039;&#039;eventparm&#039;&#039;&#039;&#039; to entity &#039;&#039;&#039;ent&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==callbacks==&lt;br /&gt;
&lt;br /&gt;
===qagame execution===&lt;br /&gt;
et_InitGame( &#039;&#039;&#039;levelTime&#039;&#039;&#039;, &#039;&#039;&#039;randomSeed&#039;&#039;&#039;, &#039;&#039;&#039;restart&#039;&#039;&#039; )&lt;br /&gt;
:Called when qagame initializes. &#039;&#039;&#039;levelTime&#039;&#039;&#039; is the current level time in milliseconds. &#039;&#039;&#039;randomSeed&#039;&#039;&#039; is a number that can be used to seed random number generators. &#039;&#039;&#039;restart&#039;&#039;&#039; indicates if et_InitGame() is being called due to a map restart (1) or not (0).&lt;br /&gt;
et_ShutdownGame( &#039;&#039;&#039;restart&#039;&#039;&#039; )&lt;br /&gt;
:Called when qagame shuts down. &#039;&#039;&#039;restart&#039;&#039;&#039; indicates if the shutdown is being called due to a map_restart (1) or not (0).&lt;br /&gt;
et_RunFrame( &#039;&#039;&#039;levelTime&#039;&#039;&#039; )&lt;br /&gt;
:Called when qagame runs a server frame. &#039;&#039;&#039;levelTime&#039;&#039;&#039; is the current level time in milliseconds.&lt;br /&gt;
et_Quit()&lt;br /&gt;
:Called when ETPro unloads the mod. The mod should close all open filedescriptors and perform all cleanup.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===client management===&lt;br /&gt;
&#039;&#039;&#039;rejectreason&#039;&#039;&#039; = et_ClientConnect( &#039;&#039;&#039;clientNum&#039;&#039;&#039;, &#039;&#039;&#039;firstTime&#039;&#039;&#039;, &#039;&#039;&#039;isBot&#039;&#039;&#039; )&lt;br /&gt;
:Called when a client attempts to connect to the server. &#039;&#039;&#039;clientNum&#039;&#039;&#039; is the client slot id, &#039;&#039;&#039;firstTime&#039;&#039;&#039; indicates if this is a new connection (1) or a reconnection (0). &#039;&#039;&#039;isBot&#039;&#039;&#039; indicates if the client is a bot (1) or not (0). If the mod accepts the connection, it should return nil. Otherwise, the mod should return a string describing the reason the client connection was rejected.&lt;br /&gt;
et_ClientDisconnect( &#039;&#039;&#039;clientNum&#039;&#039;&#039; )&lt;br /&gt;
:Called when a client disconnects. &#039;&#039;&#039;clientNum&#039;&#039;&#039; is the client slot id.&lt;br /&gt;
et_ClientBegin( &#039;&#039;&#039;clientNum&#039;&#039;&#039; )&lt;br /&gt;
:Called when a client begins (becomes active, and enters the gameworld). &#039;&#039;&#039;clientNum&#039;&#039;&#039; is the client slot id.&lt;br /&gt;
et_ClientUserinfoChanged( &#039;&#039;&#039;clientNum&#039;&#039;&#039; )&lt;br /&gt;
:Called when a client&#039;s [[Userinfo]] string has changed. &#039;&#039;&#039;clientNum&#039;&#039;&#039; is the client slot id.&lt;br /&gt;
:&#039;&#039;&#039;note:&#039;&#039;&#039; In ETPro 3.2.6 and below, this only gets called when the players CS_PLAYERS config string changes, rather than every time the userinfo changes. This only happens for a subset of userinfo fields.&lt;br /&gt;
et_ClientSpawn( &#039;&#039;&#039;clientNum&#039;&#039;&#039;, &#039;&#039;&#039;revived&#039;&#039;&#039; )&lt;br /&gt;
:Called when a client is spawned. &#039;&#039;&#039;clientNum&#039;&#039;&#039; is the client slot id. &#039;&#039;&#039;revived&#039;&#039;&#039; is 1 if the client was spawned by being revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===commands===&lt;br /&gt;
&#039;&#039;&#039;intercepted&#039;&#039;&#039; = et_ClientCommand( &#039;&#039;&#039;clientNum&#039;&#039;&#039;, &#039;&#039;&#039;command&#039;&#039;&#039; )&lt;br /&gt;
:Called when a command is received from a client. &#039;&#039;&#039;clientNum&#039;&#039;&#039; is the client slot id. &#039;&#039;&#039;command&#039;&#039;&#039; is the command. The mod should return 1 if the command was intercepted by the mod, and 0 if the command was ignored by the mod and should be passed through to the server (and other mods in the chain).&lt;br /&gt;
:The actual command can be accessed through the [[#argument_handling|argument handling]] functions, as seen in the [[ETPro:Lua Sample Code]].&lt;br /&gt;
&#039;&#039;&#039;intercepted&#039;&#039;&#039; = et_ConsoleCommand()&lt;br /&gt;
:Called when a command is entered on the server console. The mod should return 1 if the command was intercepted by the mod, and 0 if the command was ignored by the mod and should be passed through to the server (and other mods in the chain).&lt;br /&gt;
:The actual command can be accessed through the [[#argument_handling|argument handling]] functions, as seen in the [[ETPro:Lua Sample Code]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===xp===&lt;br /&gt;
et_UpgradeSkill( &#039;&#039;&#039;cno&#039;&#039;&#039;, &#039;&#039;&#039;skill&#039;&#039;&#039; )&lt;br /&gt;
:Called when client on slot &#039;&#039;&#039;cno&#039;&#039;&#039; gets an upgrade on skill &#039;&#039;&#039;skill&#039;&#039;&#039;. Return -1 to override (abort) the qagame function, anything else to &amp;quot;passthrough&amp;quot;. Callback may modify skills (or do anything else it wants) during passthrough. &lt;br /&gt;
et_SetPlayerSkill( &#039;&#039;&#039;cno&#039;&#039;&#039;, &#039;&#039;&#039;skill&#039;&#039;&#039; )&lt;br /&gt;
:Called when clients (on slot &#039;&#039;&#039;cno&#039;&#039;&#039;) skill level &#039;&#039;&#039;skill&#039;&#039;&#039; is set. Return -1 to override (abort) the qagame function, anything else to &amp;quot;passthrough&amp;quot;. Callback may modify skills (or do anything else it wants) during passthrough.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===miscellaneous===&lt;br /&gt;
et_IPCReceive( &#039;&#039;&#039;vmnumber&#039;&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; )&lt;br /&gt;
:Called when another mod sends an et.IPCSend() message to this mod. &#039;&#039;&#039;vmnumber&#039;&#039;&#039; is the VM slot number of the sender, and &#039;&#039;&#039;message&#039;&#039;&#039; is the message.&lt;br /&gt;
et_Print( &#039;&#039;&#039;text&#039;&#039;&#039; )&lt;br /&gt;
:Called whenever the server or qagame prints a string to the console.&lt;br /&gt;
et_Obituary( &#039;&#039;&#039;victim&#039;&#039;&#039;, &#039;&#039;&#039;killer&#039;&#039;&#039;, &#039;&#039;&#039;meansOfDeath&#039;&#039;&#039; )&lt;br /&gt;
:Called whenever a player is killed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==predefined constants==&lt;br /&gt;
et.EXEC_NOW&amp;lt;br&amp;gt;&lt;br /&gt;
et.EXEC_INSERT&amp;lt;br&amp;gt;&lt;br /&gt;
et.EXEC_APPEND&amp;lt;br&amp;gt;&lt;br /&gt;
et.FS_READ&amp;lt;br&amp;gt;&lt;br /&gt;
et.FS_WRITE&amp;lt;br&amp;gt;&lt;br /&gt;
et.FS_APPEND&amp;lt;br&amp;gt;&lt;br /&gt;
et.FS_APPEND_SYNC&amp;lt;br&amp;gt;&lt;br /&gt;
et.SAY_ALL&amp;lt;br&amp;gt;&lt;br /&gt;
et.SAY_TEAM&amp;lt;br&amp;gt;&lt;br /&gt;
et.SAY_BUDDY&amp;lt;br&amp;gt;&lt;br /&gt;
et.SAY_TEAMNL&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
et.HOSTARCH&lt;br /&gt;
:set to WIN32 or UNIX depending on the host architecture qagame is running on.&lt;br /&gt;
LUA_PATH&lt;br /&gt;
:set to fs_homepath/fs_game/?.lua in order to ease use of the [http://www.lua.org/pil/8.1.html require] function.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==configs==&lt;br /&gt;
If a config is loaded, all modules are shutdown and reloaded. If a &#039;&#039;certified&#039;&#039; config is loaded, all modules are shutdown and reloaded, and additionally the following functions are disabled: &#039;&#039;&#039;require()&#039;&#039;&#039;, &#039;&#039;&#039;loadfile()&#039;&#039;&#039;, &#039;&#039;&#039;loadlib()&#039;&#039;&#039;, &#039;&#039;&#039;loadstring()&#039;&#039;&#039;, &#039;&#039;&#039;dofile()&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==caveats==&lt;br /&gt;
Like qagame, lua modules are unloaded and reloaded on map_restart and map changes. This means that all global variables and other information is lost. Mods may choose to store persistent data in cvars or external files.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&lt;br /&gt;
Q: OMG I hate the libary prefix et.* on everything!!11!1oneone&amp;lt;br&amp;gt;&lt;br /&gt;
A: table.foreach(et, function (func, value) _G[func] = value; end)&lt;br /&gt;
&lt;br /&gt;
Q: How do a reload my lua file without restarting the whole server?&amp;lt;br&amp;gt;&lt;br /&gt;
A: Use &#039;&#039;map_restart&#039;&#039;, &#039;&#039;reset_match&#039;&#039; or simply change the map.&lt;br /&gt;
&lt;br /&gt;
Q: Can I see some sample code?&amp;lt;br&amp;gt;&lt;br /&gt;
A: [[ETPro:Lua Sample Code|Lua sample code]]&lt;br /&gt;
&lt;br /&gt;
Q: Is there a list of [[ETPro]] Lua mods?&amp;lt;br&amp;gt;&lt;br /&gt;
A: Yes, [[:Category:ETPro:Mods|here]].&lt;br /&gt;
&lt;br /&gt;
Q: OMG my mod doesn&#039;t work!&amp;lt;br&amp;gt;&lt;br /&gt;
A: Make sure you added your mod&#039;s filename to the lua_modules cvar (e.g. set lua_modules mymod.lua).&lt;br /&gt;
&lt;br /&gt;
Q: OMG why has et_ClientSay been removed?&amp;lt;br&amp;gt;&lt;br /&gt;
A: That&#039;s a secret but, to keep the function as it was, just add the following code to your et_ClientCommand() function&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;	-- et_ClientSay had to be removed in order to intercept all commands &lt;br /&gt;
	-- so here&#039;s a wrapper for that&lt;br /&gt;
		arg0 = et.trap_Argv(0) -- get the main command&lt;br /&gt;
		&lt;br /&gt;
		if arg0 == &amp;quot;say&amp;quot; then&lt;br /&gt;
			return et_ClientSay( clientNum, et.SAY_ALL, et.ConcatArgs(1))&lt;br /&gt;
		elseif arg0 == &amp;quot;say_team&amp;quot; then&lt;br /&gt;
			return et_ClientSay( clientNum, et.SAY_TEAM, et.ConcatArgs(1))&lt;br /&gt;
		elseif arg0 == &amp;quot;say_buddy&amp;quot; then&lt;br /&gt;
			return et_ClientSay( clientNum, et.SAY_BUDDY, et.ConcatArgs(1))&lt;br /&gt;
		elseif arg0 == &amp;quot;say_teamnl&amp;quot; then&lt;br /&gt;
			return et_ClientSay( clientNum, et.SAY_TEAMNL, et.ConcatArgs(1))&lt;br /&gt;
		end&lt;br /&gt;
	-- et_ClientSay wrapper end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lua]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=2760</id>
		<title>Map scripting</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=2760"/>
		<updated>2007-06-13T10:33:56Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
In [[ETPro]] version 3 the [[ETPro]] team has improved and changed the scripting system to a quite big extent. This article presents some of the new [[ETPro]] map scripting features.&lt;br /&gt;
&lt;br /&gt;
Some things cannot be done by scripting. These include:&lt;br /&gt;
* making a part of terrain mineable/unmineable.&lt;br /&gt;
&lt;br /&gt;
==mapscript related cvars==&lt;br /&gt;
* [[ETPro:Server_cvar_list|b_mapscriptdirectory]] is an etpro cvar which specifies what directory too look for the map script. As always, the game looks under fs_game first, so you should not include etpro or etmain in the value of b_mapscriptdirectory. If not specified, the default is &amp;lt;tt&amp;gt;maps/&amp;lt;/tt&amp;gt;. ETPro includes bug fix only scripts in &amp;lt;tt&amp;gt;etpro/maps&amp;lt;/tt&amp;gt; and modified scripts in &amp;lt;tt&amp;gt;etpro/etpromapscripts&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[g_scriptname]] is an etmain cvar which specifies the filename of the script to be used. It is reset every time a map is loaded. The default is to use &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;.script&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;_lms.script&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* [[g_scriptdebug]] 1 outputs verbose information about the script in the server console.&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku]==&lt;br /&gt;
Here I&#039;ll show a few examples of the new scripting allowed in ETPro, and attempt to explain what exactly it&#039;s doing. First off, I&#039;ll start with a simple example, where a model (in this case, a dinghy) is inserted into the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
      model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t exactly the cleanest example of scripting (mainly due to my lackluster job of clipping the model off,) but what it produces is this:&lt;br /&gt;
http://games.theteamkillers.net/rtcw/dinghy/2004-01-14-234844-battery.jpg&lt;br /&gt;
&lt;br /&gt;
Now, to break down how it works. The create{ } command will place an entity into the map, at the spot specified by the &amp;quot;origin&amp;quot; key. The scriptname specifies the name that the entity will have in the map, and it is what seperates it from other entities in the map (which can cause quite a few problems).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The code above will do nothing, it creates an entity (not even of a specified type, it will do nothing) and places into the map at 2650,600,100. To find your position on a map to place an entity (you&#039;ll need to find an origin for almost every entity), use the command &amp;quot;/viewpos&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the code has advanced a bit further and the entity now has a specified type, misc_gamemodel. A misc_gamemodel is a model placed into the map during load (compared to a misc_model, which are permanently static objects that get compiled into the map at compile). Misc_gamemodels can be used for almost anything, from walls (although this would be a terrible way of making a map) to moving tanks (all of the vehicles, construction boxes, command posts, etc. in game are all misc_gamemodels), but in this script it&#039;s just used for placing a model (provided with the ET mapping tools, available at http://www.qeradiant.com).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the model has a defined scale, 1. A scale of .5 would cause it to be half of the size of the model in the file that will be referenced, and a scale of 2 would cause it to be twice the size. Most flags that are used on an entity can be found in the entities.def file that is provided with the mapping tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
   model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, for the clipping. The contents flag specifies the type of surfaceflag that the entity will be. Surfaceflags that are defined in the ET source (found in src/game/surfaceflags.h, if you&#039;re interested) are listed [http://bani.anime.net/banimod/forums/viewtopic.php?t=3328&amp;amp;start=0#surfaceflags here]. The mins and maxs specify how far out from the origin of the model (in each direction) the clipping will extend to. The coordinates on this model aren&#039;t accurate, but they get the job done.&lt;br /&gt;
&lt;br /&gt;
This was a very basic example of scripting, and now I&#039;ll be listing some more advanced examples of scripting.&lt;br /&gt;
&lt;br /&gt;
===Example 1: Battery&#039;s Back Door and Dynamite===&lt;br /&gt;
&amp;lt;pre&amp;gt;//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4594 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
   spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
   eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
   svflags 1   // SVF_NOCLIENT&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4601 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
   spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
   track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
   shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
   customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani - bug fixes&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;bugfix1&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_fakebrush&amp;quot;&lt;br /&gt;
   origin &amp;quot;3632 -4313 881&amp;quot;&lt;br /&gt;
   contents 65536  // CONTENTS_PLAYERCLIP&lt;br /&gt;
   mins &amp;quot;-40 -1 -20&amp;quot;&lt;br /&gt;
   maxs &amp;quot;40 1 10&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example 2: Fueldump and Spawning at the Command Post===&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10853 -2036 6&amp;quot;   // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES(2)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn1&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn2&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn3&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn4&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn5&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn6&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{      &lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn7&amp;quot;      &lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn8&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hopefully you&#039;ll be able to understand what each of those flags are doing. If you can&#039;t figure it out, see if you can figure it out from the [http://games.theteamkillers.net/rtcw/ent/ entities.def] file (from [http://user.tninet.se/~fzo823r/], this is not the original ET entities.def file but everything in it should work - it contains new things that weren&#039;t included with the stock def), or come and bug the [[ETPro]] team (|Rain|, [av]bani, zinx, fretn, s2ikkyo) on [irc://irc.freenode.net/etpro irc.freenode.net, #etpro].&lt;br /&gt;
&lt;br /&gt;
===Contents Flags===&lt;br /&gt;
* SOLID 1&amp;lt;br&amp;gt;&lt;br /&gt;
* LIGHTGRID 4&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* LAVA 8&amp;lt;br&amp;gt;&lt;br /&gt;
* SLIME 16&amp;lt;br&amp;gt;&lt;br /&gt;
* WATER 32&amp;lt;br&amp;gt;&lt;br /&gt;
* FOG 64&amp;lt;br&amp;gt;&lt;br /&gt;
* MISSILECLIP 128&amp;lt;br&amp;gt;&lt;br /&gt;
* ITEM 256&amp;lt;br&amp;gt;&lt;br /&gt;
* MOVER 16384&amp;lt;br&amp;gt;&lt;br /&gt;
* AREAPORTAL 32768&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* PLAYERCLIP 65536&amp;lt;br&amp;gt;&lt;br /&gt;
* MONSTERCLIP 131072&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* TELEPORTER 262144&amp;lt;br&amp;gt;&lt;br /&gt;
* JUMPPAD 524288&amp;lt;br&amp;gt;&lt;br /&gt;
* CLUSTERPORTAL 1048576&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER 2097152&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER_LARGE 4194304&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* ORIGIN 16777216&amp;lt;br&amp;gt;&lt;br /&gt;
* BODY 33554432&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* CORPSE 67108864&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DETAIL 134217728&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* STRUCTURAL 268435456&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* TRANSLUCENT 536870912&amp;lt;br&amp;gt;&lt;br /&gt;
* TRIGGER 1073741824&amp;lt;br&amp;gt;&lt;br /&gt;
* NODROP 2147483648&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all of these surfaceflags will work, but the ones you will want to use should work. If you&#039;ve tested something and it doesn&#039;t work properly, send an email to dukeku AT theteamkillers DOT net and I&#039;ll fix it here.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;deg; These, as far as I know, are bot only commands - they will have no effect on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; These are flags that should not be used in a script, they&#039;re either reserved for strict-in game usage that doesn&#039;t relate to something that you would do in a script such as this, or are reserved for entities that are compiled into the map and have absolutely no use in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain]==&lt;br /&gt;
Additionally, players may modify keys on existing entities with the set command.&lt;br /&gt;
===Example 1: Oasis Axis Garrison spawn marker fix===&lt;br /&gt;
Here are a couple of examples from the oasis map script (etpro/maps/oasis.script):&lt;br /&gt;
&amp;lt;pre&amp;gt;axis_garrison_wobj&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        origin &amp;quot;7089 4852 -415&amp;quot;&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
This changes the position of the spawn marker for the Axis garrison to (7089, 4852, -415). (This was done to correct player spawn location after setautospawn usage was fixed.)&lt;br /&gt;
===Example 2: Oasis caves water fix===&lt;br /&gt;
Here&#039;s another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;water_tunnel&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                // rain - these are put into the world as CONTENTS_SOLID,&lt;br /&gt;
                // which is a Bad Thing if WolfReviveBBox gets called&lt;br /&gt;
                // while we&#039;re in the water&lt;br /&gt;
                wait 100&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        contents 32 // CONTENTS_WATER&lt;br /&gt;
                        clipmask 32 // CONTENTS_WATER&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
        [...]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As described by the comments, this fixes the problem that sometimes caused players to be pushed around uncontrollably while underwater in the tunnel.&lt;br /&gt;
&lt;br /&gt;
Both create and set recognize some keys that can&#039;t normally be used while mapping. Normally, most of these are computed automatically (often at map compile time); however, there are some cases when the compiled value is unusable, and there are some cases where you might want to set these values when spawning a new entity.&lt;br /&gt;
&lt;br /&gt;
===Additional supported keys===&lt;br /&gt;
The additional keys supported are:&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Key&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;mins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the lower corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.mins&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;maxs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the upper corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.maxs&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;contents&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contents flags - description above (&#039;&#039;ent-&amp;amp;gt;r.contents&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;svflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Server flags (&#039;&#039;ent-&amp;amp;gt;r.svFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;clipmask&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brush content types to collide with. (&#039;&#039;ent-&amp;amp;gt;clipmask&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;count2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;entity-specific (&#039;&#039;ent-&amp;amp;gt;count2&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;eflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Entity flags (&#039;&#039;ent-&amp;amp;gt;s.eFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory type (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;apos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory type (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;classname_nospawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the class name, but doesn&#039;t re-spawn the entity. (&#039;&#039;ent-&amp;amp;gt;classname&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customaxisimage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Custom command map image for the Axis team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customalliesimage&amp;lt;br&amp;gt;customalliedimage&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Custom command map image for the Allied team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;allowteams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Teams allowed to use an entity (&#039;&#039;ent-&amp;amp;gt;allowteams&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(You may wish to refer to the ET SDK for additional information.)&lt;br /&gt;
===The func_fakebrush entity===&lt;br /&gt;
Finally, ET Pro offers the func_fakebrush entity (also available by ORing EF_FAKEBMODEL (65536 or 0x10000) to eFlags), which allows the limited ability to spawn brush entities. The fake model must be a hexahedron, defined by mins and maxs, and will not work for all brush entity types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick]==&lt;br /&gt;
===Example 1: Additional Axis spawn in the trainyard tower on Railgun===&lt;br /&gt;
[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick] made a [http://en.wikipedia.org/wiki/Diff diff] for the Railgun map script to provide the axis with an additional spawn point in the trainyard tower.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004&lt;br /&gt;
@@ -6,6 +6,83 @@&lt;br /&gt;
 {&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
+               // SS - new spawns for Axis&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       targetname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       description &amp;quot;Axis Tower&amp;quot;&lt;br /&gt;
+                       origin &amp;quot;2050 5100 625&amp;quot;&lt;br /&gt;
+                       classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
                //bani - bug fixes&lt;br /&gt;
                create&lt;br /&gt;
                { &amp;lt;/pre&amp;gt;&lt;br /&gt;
===Example 2: Depot Yard capture for Axis when Tug loaded on Railgun===&lt;br /&gt;
This is another diff that makes it so that when the first tug gets loaded with ammo, the Depot Yard spawn point gets captured permanently for the axis.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004 &lt;br /&gt;
@@ -3088,6 +3165,8 @@&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
                wm_set_main_objective   2 0&lt;br /&gt;
                wm_set_main_objective   2 1&lt;br /&gt;
+&lt;br /&gt;
+               trigger depotflag axis_capture_forgood  // SS - depot now permanently axis&lt;br /&gt;
        }&lt;br /&gt;
 }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
@@ -6022,18 +6101,35 @@&lt;br /&gt;
                wait 200&lt;br /&gt;
                setstate capturespawn invisible&lt;br /&gt;
                accum 0 set 0&lt;br /&gt;
+               accum 1 set 0  // SS - nobody had flag last&lt;br /&gt;
        }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
        trigger axis_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagred&lt;br /&gt;
                trigger depotflag setaxis&lt;br /&gt;
+               accum 1 set 2  // SS - axis had flag last&lt;br /&gt;
+       }&lt;br /&gt;
+&lt;br /&gt;
+&lt;br /&gt;
+       // SS - give depot yard to axis permanently&lt;br /&gt;
+       trigger axis_capture_forgood&lt;br /&gt;
+       {&lt;br /&gt;
+               trigger game_manager depotflagred&lt;br /&gt;
+               trigger depotflag setaxis&lt;br /&gt;
+&lt;br /&gt;
+               alertentity depotspawn  // wake it up&lt;br /&gt;
+               setstate depotflag invisible  // remove flag&lt;br /&gt;
+               accum 1 abort_if_less_than 2  // should be done if allies or nobody had it&lt;br /&gt;
+               alertentity depotspawn  // switch to axis&lt;br /&gt;
+               wm_announce &amp;quot;Axis have permanently captured the Depot Yard!&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger allied_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagblue&lt;br /&gt;
                trigger depotflag setallies&lt;br /&gt;
+               accum 1 set 1  // SS - allied had flag last&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger setaxis &amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] and the [http://www.nd80usa.net/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=11941&amp;amp;start=49 ND80 forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2793 DerSaidin]==&lt;br /&gt;
===Example 1: Spawning an entity which uses brushwork from the bsp===&lt;br /&gt;
This example shows how existing entity brushwork from the bsp can be used for a new entity. In this example, the assult ramp on battery is reproduced to make a ramp up to the MG nest, so players don&#039;t need to trickjump. (script for the purpose of example only)&lt;br /&gt;
&lt;br /&gt;
First, you need to find out what the brushwork you want has been called. To do this, open the bsp in notepad (or a similar editor). Most of the bsp file is not readable, however the entities are still quite readable (other than line breaks, depending on your editor).&lt;br /&gt;
&lt;br /&gt;
An extract from the battery.bsp (starting line 12377, col 890):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
&amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;scriptname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;func_static&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the entity which is the assult ramp. You can see that the brushwork associated with this entity is referenced by the key/value &amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;. I believe the &amp;quot;*1&amp;quot; is the name allocated to that brushwork during the compile. This will be used to set the brushwork for the new entity.&lt;br /&gt;
&lt;br /&gt;
The relevant script in the battery.script.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		//...&lt;br /&gt;
		//dersaidin ramp to MG nest&lt;br /&gt;
		create&lt;br /&gt;
		{&lt;br /&gt;
			scriptName &amp;quot;dsrampspawn&amp;quot;&lt;br /&gt;
			classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
			origin &amp;quot;-800 -5400 230&amp;quot; &lt;br /&gt;
			model &amp;quot;*1&amp;quot;	&lt;br /&gt;
			spawnflags 2	// SOLID&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
	}&lt;br /&gt;
	//...&lt;br /&gt;
}&lt;br /&gt;
//...&lt;br /&gt;
//dersaidin - new ramp spawned&lt;br /&gt;
dsrampspawn&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		wait 50&lt;br /&gt;
		faceangles 0 90 0 1&lt;br /&gt;
		//rotate the entity correctly&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, this brushwork from the bsp has its origin at the origin of the map, any transforms on the new entity should take this into account. The faceangles in this new entity&#039;s scriptblock is rotating about the origin of the new brushwork, not the visible faces.&lt;br /&gt;
&lt;br /&gt;
Also, there can be vis issues with the new entity (it may go invisible to players). I believe this is due to the origin of the brushwork being in an odd location.&lt;br /&gt;
&lt;br /&gt;
==Unresolved issues==&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k]&#039;s destroyable team door on Radar===&lt;br /&gt;
I played around with the ETPro scripts and tried to make the axis team door next to the main gate satchable.&lt;br /&gt;
As first step I simply copied over the code for the battery backdoor and only changed the origin-key.&lt;br /&gt;
When I start the map I can throw a satchel next to the team door and get 7.5XP when I blast it. But I get no message and the teamdoor doesnt disapper.&lt;br /&gt;
It seems that the trigger &amp;quot;death&amp;quot; for &amp;quot;backdoor_obj&amp;quot; isn&#039;t called.&lt;br /&gt;
Can you say what is wrong?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
         spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
         eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
         svflags 1   // SVF_NOCLIENT&lt;br /&gt;
      }&lt;br /&gt;
&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
         spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
         track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
         shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
         customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
backdoor&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      wait 50&lt;br /&gt;
      constructible_class 2&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
backdoor_obj&lt;br /&gt;
{&lt;br /&gt;
   death&lt;br /&gt;
   {&lt;br /&gt;
      wm_announce &amp;quot;Allied team has destroyed the Axis Team Door!&amp;quot;&lt;br /&gt;
      trigger teamonlydoor1 hide&lt;br /&gt;
&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
teamonlydoor1&lt;br /&gt;
{&lt;br /&gt;
   trigger hide&lt;br /&gt;
   {&lt;br /&gt;
      remove&lt;br /&gt;
      // setstate teamonlydoor1 invisible&lt;br /&gt;
   }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
The trigger backdoor_obj-&amp;gt;death isn&#039;t called (I don&#039;t see the text from the wm_announce) . But the func_explosive &amp;quot;backdoor&amp;quot; I created is deystroyed (I get the XP for it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try placing the death{} block in the &amp;quot;backdoor&amp;quot; (func_explosive) script block instead.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany]&#039;s Health and Ammo Cabinets===&lt;br /&gt;
Ok, now I want to get it to show up on the command map&lt;br /&gt;
I already have&lt;br /&gt;
&amp;lt;pre&amp;gt;game_manager&lt;br /&gt;
{&lt;br /&gt;
spawn&lt;br /&gt;
            {&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_supply&amp;quot;&lt;br /&gt;
        angle &amp;quot;270&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;100&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;ammo&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;40&amp;quot;&lt;br /&gt;
        ammorate &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_ammo&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;health&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_health&amp;quot;&lt;br /&gt;
        angle &amp;quot;360&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        targetname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_heal&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        healtotal &amp;quot;400&amp;quot;&lt;br /&gt;
        healrate &amp;quot;10&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
        target &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        track &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        shortname &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        spawnflags &amp;quot;is_healthammocabinet&amp;quot;&lt;br /&gt;
        customimage &amp;quot;gfx/limbo/cm_healthammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1352 -1179 256&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;misc_commandmap_marker&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        targetname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
                 }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Its works and has a &amp;quot;You are near Health and Ammo&amp;quot; message, but what do I need to do to get it to show up ont he command map?&lt;br /&gt;
I did have script_mover parts as well before I removed them:&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
     spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
         spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
                           }&amp;lt;/pre&amp;gt;&lt;br /&gt;
But, no matter what properties i removed, it still said a model was required for script_mover. Is a script_mover class really that important? And if so, what do I need to do to fix it? If not, then what must be done for it to show up on the command map? Thanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try using a misc_commandmap_marker targeted by the TOI.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
[[Category:ETPro]][[Category:ETPro:Mapping]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=2759</id>
		<title>Map scripting</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Map_scripting&amp;diff=2759"/>
		<updated>2007-06-13T10:30:38Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
In [[ETPro]] version 3 the [[ETPro]] team has improved and changed the scripting system to a quite big extent. This article presents some of the new [[ETPro]] map scripting features.&lt;br /&gt;
&lt;br /&gt;
Some things cannot be done by scripting. These include:&lt;br /&gt;
* making a part of terrain mineable/unmineable.&lt;br /&gt;
&lt;br /&gt;
==mapscript related cvars==&lt;br /&gt;
* [[ETPro:Server_cvar_list|b_mapscriptdirectory]] is an etpro cvar which specifies what directory too look for the map script. As always, the game looks under fs_game first, so you should not include etpro or etmain in the value of b_mapscriptdirectory. If not specified, the default is &amp;lt;tt&amp;gt;maps/&amp;lt;/tt&amp;gt;. ETPro includes bug fix only scripts in &amp;lt;tt&amp;gt;etpro/maps&amp;lt;/tt&amp;gt; and modified scripts in &amp;lt;tt&amp;gt;etpro/etpromapscripts&amp;lt;/tt&amp;gt;&lt;br /&gt;
* [[g_scriptname]] is an etmain cvar which specifies the filename of the script to be used. It is reset every time a map is loaded. The default is to use &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;.script&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;_lms.script&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* [[g_scriptdebug]] 1 outputs verbose information about the script in the server console.&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku]==&lt;br /&gt;
Here I&#039;ll show a few examples of the new scripting allowed in ETPro, and attempt to explain what exactly it&#039;s doing. First off, I&#039;ll start with a simple example, where a model (in this case, a dinghy) is inserted into the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
      model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t exactly the cleanest example of scripting (mainly due to my lackluster job of clipping the model off,) but what it produces is this:&lt;br /&gt;
http://games.theteamkillers.net/rtcw/dinghy/2004-01-14-234844-battery.jpg&lt;br /&gt;
&lt;br /&gt;
Now, to break down how it works. The create{ } command will place an entity into the map, at the spot specified by the &amp;quot;origin&amp;quot; key. The scriptname specifies the name that the entity will have in the map, and it is what seperates it from other entities in the map (which can cause quite a few problems).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The code above will do nothing, it creates an entity (not even of a specified type, it will do nothing) and places into the map at 2650,600,100. To find your position on a map to place an entity (you&#039;ll need to find an origin for almost every entity), use the command &amp;quot;/viewpos&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the code has advanced a bit further and the entity now has a specified type, misc_gamemodel. A misc_gamemodel is a model placed into the map during load (compared to a misc_model, which are permanently static objects that get compiled into the map at compile). Misc_gamemodels can be used for almost anything, from walls (although this would be a terrible way of making a map) to moving tanks (all of the vehicles, construction boxes, command posts, etc. in game are all misc_gamemodels), but in this script it&#039;s just used for placing a model (provided with the ET mapping tools, available at http://www.qeradiant.com).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the model has a defined scale, 1. A scale of .5 would cause it to be half of the size of the model in the file that will be referenced, and a scale of 2 would cause it to be twice the size. Most flags that are used on an entity can be found in the entities.def file that is provided with the mapping tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptname &amp;quot;dinghy1&amp;quot;&lt;br /&gt;
   origin &amp;quot;2650 600 100&amp;quot;&lt;br /&gt;
   classname &amp;quot;misc_gamemodel&amp;quot;&lt;br /&gt;
   modelscale 1&lt;br /&gt;
   contents 1&lt;br /&gt;
   mins &amp;quot;-90 -90 -25&amp;quot;&lt;br /&gt;
   maxs &amp;quot;90 90 25&amp;quot;&lt;br /&gt;
   clipmask 1&lt;br /&gt;
   model &amp;quot;models/mapobjects/dinghy_sd/dinghy.md3&amp;quot;   &lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, for the clipping. The contents flag specifies the type of surfaceflag that the entity will be. Surfaceflags that are defined in the ET source (found in src/game/surfaceflags.h, if you&#039;re interested) are listed [http://bani.anime.net/banimod/forums/viewtopic.php?t=3328&amp;amp;start=0#surfaceflags here]. The mins and maxs specify how far out from the origin of the model (in each direction) the clipping will extend to. The coordinates on this model aren&#039;t accurate, but they get the job done.&lt;br /&gt;
&lt;br /&gt;
This was a very basic example of scripting, and now I&#039;ll be listing some more advanced examples of scripting.&lt;br /&gt;
&lt;br /&gt;
===Example 1: Battery&#039;s Back Door and Dynamite===&lt;br /&gt;
&amp;lt;pre&amp;gt;//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4594 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
   spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
   eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
   svflags 1   // SVF_NOCLIENT&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
   targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
   target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
   origin &amp;quot;4608 -4601 1024&amp;quot;&lt;br /&gt;
   mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
   maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
   spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
   track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
   shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
   customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//bani - bug fixes&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;bugfix1&amp;quot;&lt;br /&gt;
   classname &amp;quot;func_fakebrush&amp;quot;&lt;br /&gt;
   origin &amp;quot;3632 -4313 881&amp;quot;&lt;br /&gt;
   contents 65536  // CONTENTS_PLAYERCLIP&lt;br /&gt;
   mins &amp;quot;-40 -1 -20&amp;quot;&lt;br /&gt;
   maxs &amp;quot;40 1 10&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example 2: Fueldump and Spawning at the Command Post===&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_obj&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10853 -2036 6&amp;quot;   // z = CC_FILTER_ALLIES(2) | CC_FILTER_SPAWNS(4)&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES(2)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn1&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn2&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn3&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn4&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2448 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn5&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;11072 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn6&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10995 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{      &lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn7&amp;quot;      &lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10918 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
create&lt;br /&gt;
{&lt;br /&gt;
   scriptName &amp;quot;fueldumphq_spawn8&amp;quot;&lt;br /&gt;
   classname &amp;quot;team_CTF_bluespawn&amp;quot;&lt;br /&gt;
   targetname &amp;quot;fueldumphq_spawn&amp;quot;&lt;br /&gt;
   origin &amp;quot;-10841 -2288 512&amp;quot;&lt;br /&gt;
   spawnflags 2   // TEAM_ALLIES&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hopefully you&#039;ll be able to understand what each of those flags are doing. If you can&#039;t figure it out, see if you can figure it out from the [http://games.theteamkillers.net/rtcw/ent/ entities.def] file (from [http://user.tninet.se/~fzo823r/], this is not the original ET entities.def file but everything in it should work - it contains new things that weren&#039;t included with the stock def), or come and bug the [[ETPro]] team (|Rain|, [av]bani, zinx, fretn, s2ikkyo) on [irc://irc.freenode.net/etpro irc.freenode.net, #etpro].&lt;br /&gt;
&lt;br /&gt;
===Contents Flags===&lt;br /&gt;
* SOLID 1&amp;lt;br&amp;gt;&lt;br /&gt;
* LIGHTGRID 4&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* LAVA 8&amp;lt;br&amp;gt;&lt;br /&gt;
* SLIME 16&amp;lt;br&amp;gt;&lt;br /&gt;
* WATER 32&amp;lt;br&amp;gt;&lt;br /&gt;
* FOG 64&amp;lt;br&amp;gt;&lt;br /&gt;
* MISSILECLIP 128&amp;lt;br&amp;gt;&lt;br /&gt;
* ITEM 256&amp;lt;br&amp;gt;&lt;br /&gt;
* MOVER 16384&amp;lt;br&amp;gt;&lt;br /&gt;
* AREAPORTAL 32768&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* PLAYERCLIP 65536&amp;lt;br&amp;gt;&lt;br /&gt;
* MONSTERCLIP 131072&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* TELEPORTER 262144&amp;lt;br&amp;gt;&lt;br /&gt;
* JUMPPAD 524288&amp;lt;br&amp;gt;&lt;br /&gt;
* CLUSTERPORTAL 1048576&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER 2097152&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* DONOTENTER_LARGE 4194304&amp;amp;deg;&amp;lt;br&amp;gt;&lt;br /&gt;
* ORIGIN 16777216&amp;lt;br&amp;gt;&lt;br /&gt;
* BODY 33554432&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* CORPSE 67108864&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* DETAIL 134217728&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* STRUCTURAL 268435456&amp;amp;bull;&amp;lt;br&amp;gt;&lt;br /&gt;
* TRANSLUCENT 536870912&amp;lt;br&amp;gt;&lt;br /&gt;
* TRIGGER 1073741824&amp;lt;br&amp;gt;&lt;br /&gt;
* NODROP 2147483648&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all of these surfaceflags will work, but the ones you will want to use should work. If you&#039;ve tested something and it doesn&#039;t work properly, send an email to dukeku AT theteamkillers DOT net and I&#039;ll fix it here.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;deg; These, as far as I know, are bot only commands - they will have no effect on other players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; These are flags that should not be used in a script, they&#039;re either reserved for strict-in game usage that doesn&#039;t relate to something that you would do in a script such as this, or are reserved for entities that are compiled into the map and have absolutely no use in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=226 duke&#039;ku].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain]==&lt;br /&gt;
Additionally, players may modify keys on existing entities with the set command.&lt;br /&gt;
===Example 1: Oasis Axis Garrison spawn marker fix===&lt;br /&gt;
Here are a couple of examples from the oasis map script (etpro/maps/oasis.script):&lt;br /&gt;
&amp;lt;pre&amp;gt;axis_garrison_wobj&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        origin &amp;quot;7089 4852 -415&amp;quot;&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
This changes the position of the spawn marker for the Axis garrison to (7089, 4852, -415). (This was done to correct player spawn location after setautospawn usage was fixed.)&lt;br /&gt;
===Example 2: Oasis caves water fix===&lt;br /&gt;
Here&#039;s another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;water_tunnel&lt;br /&gt;
{&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
                // rain - these are put into the world as CONTENTS_SOLID,&lt;br /&gt;
                // which is a Bad Thing if WolfReviveBBox gets called&lt;br /&gt;
                // while we&#039;re in the water&lt;br /&gt;
                wait 100&lt;br /&gt;
                set&lt;br /&gt;
                {&lt;br /&gt;
                        contents 32 // CONTENTS_WATER&lt;br /&gt;
                        clipmask 32 // CONTENTS_WATER&lt;br /&gt;
                }&lt;br /&gt;
        }&lt;br /&gt;
        [...]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
As described by the comments, this fixes the problem that sometimes caused players to be pushed around uncontrollably while underwater in the tunnel.&lt;br /&gt;
&lt;br /&gt;
Both create and set recognize some keys that can&#039;t normally be used while mapping. Normally, most of these are computed automatically (often at map compile time); however, there are some cases when the compiled value is unusable, and there are some cases where you might want to set these values when spawning a new entity.&lt;br /&gt;
&lt;br /&gt;
===Additional supported keys===&lt;br /&gt;
The additional keys supported are:&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Key&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;mins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the lower corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.mins&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;maxs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A point describing the location of the upper corner of the bounding box.  (&#039;&#039;ent-&amp;amp;gt;r.maxs&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;contents&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contents flags - description above (&#039;&#039;ent-&amp;amp;gt;r.contents&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;svflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Server flags (&#039;&#039;ent-&amp;amp;gt;r.svFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;clipmask&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brush content types to collide with. (&#039;&#039;ent-&amp;amp;gt;clipmask&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;count2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;entity-specific (&#039;&#039;ent-&amp;amp;gt;count2&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;eflags&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Entity flags (&#039;&#039;ent-&amp;amp;gt;s.eFlags&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory type (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Position trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.pos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;apos_trType&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory type (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;pos_trDelta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Angle trajectory delta &amp;amp;#916; (&#039;&#039;ent-&amp;amp;gt;s.apos.trType&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;classname_nospawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the class name, but doesn&#039;t re-spawn the entity. (&#039;&#039;ent-&amp;amp;gt;classname&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customaxisimage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Custom command map image for the Axis team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;customalliesimage&amp;lt;br&amp;gt;customalliedimage&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Custom command map image for the Allied team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;allowteams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Teams allowed to use an entity (&#039;&#039;ent-&amp;amp;gt;allowteams&#039;&#039;)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(You may wish to refer to the ET SDK for additional information.)&lt;br /&gt;
===The func_fakebrush entity===&lt;br /&gt;
Finally, ET Pro offers the func_fakebrush entity (also available by ORing EF_FAKEBMODEL (65536 or 0x10000) to eFlags), which allows the limited ability to spawn brush entities. The fake model must be a hexahedron, defined by mins and maxs, and will not work for all brush entity types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick]==&lt;br /&gt;
===Example 1: Additional Axis spawn in the trainyard tower on Railgun===&lt;br /&gt;
[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick] made a [http://en.wikipedia.org/wiki/Diff diff] for the Railgun map script to provide the axis with an additional spawn point in the trainyard tower.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004&lt;br /&gt;
@@ -6,6 +6,83 @@&lt;br /&gt;
 {&lt;br /&gt;
        spawn&lt;br /&gt;
        {&lt;br /&gt;
+               // SS - new spawns for Axis&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       targetname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;axistowermarker&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       description &amp;quot;Axis Tower&amp;quot;&lt;br /&gt;
+                       origin &amp;quot;2050 5100 625&amp;quot;&lt;br /&gt;
+                       classname &amp;quot;team_WOLF_objective&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5175 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5175 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;-135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2100 5050 360&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;135&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
+               create&lt;br /&gt;
+               {&lt;br /&gt;
+                       classname &amp;quot;team_CTF_redspawn&amp;quot;&lt;br /&gt;
+                       scriptname &amp;quot;redspawn_00&amp;quot;&lt;br /&gt;
+                       spawnflags 3&lt;br /&gt;
+                       origin &amp;quot;2000 5050 625&amp;quot;&lt;br /&gt;
+                       angle &amp;quot;45&amp;quot;&lt;br /&gt;
+                       mins &amp;quot;-30 -30 -30&amp;quot;&lt;br /&gt;
+                       maxs &amp;quot;30 30 30&amp;quot;&lt;br /&gt;
+               }&lt;br /&gt;
+&lt;br /&gt;
                //bani - bug fixes&lt;br /&gt;
                create&lt;br /&gt;
                { &amp;lt;/pre&amp;gt;&lt;br /&gt;
===Example 2: Depot Yard capture for Axis when Tug loaded on Railgun===&lt;br /&gt;
This is another diff that makes it so that when the first tug gets loaded with ammo, the Depot Yard spawn point gets captured permanently for the axis.&lt;br /&gt;
&amp;lt;pre&amp;gt;--- railgun.script.etpro.orig   Wed Mar 31 20:01:18 2004&lt;br /&gt;
+++ railgun.script      Mon Aug 23 10:11:08 2004 &lt;br /&gt;
@@ -3088,6 +3165,8 @@&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
                wm_set_main_objective   2 0&lt;br /&gt;
                wm_set_main_objective   2 1&lt;br /&gt;
+&lt;br /&gt;
+               trigger depotflag axis_capture_forgood  // SS - depot now permanently axis&lt;br /&gt;
        }&lt;br /&gt;
 }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
@@ -6022,18 +6101,35 @@&lt;br /&gt;
                wait 200&lt;br /&gt;
                setstate capturespawn invisible&lt;br /&gt;
                accum 0 set 0&lt;br /&gt;
+               accum 1 set 0  // SS - nobody had flag last&lt;br /&gt;
        }&lt;br /&gt;
                                                                                                                                                             &lt;br /&gt;
        trigger axis_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagred&lt;br /&gt;
                trigger depotflag setaxis&lt;br /&gt;
+               accum 1 set 2  // SS - axis had flag last&lt;br /&gt;
+       }&lt;br /&gt;
+&lt;br /&gt;
+&lt;br /&gt;
+       // SS - give depot yard to axis permanently&lt;br /&gt;
+       trigger axis_capture_forgood&lt;br /&gt;
+       {&lt;br /&gt;
+               trigger game_manager depotflagred&lt;br /&gt;
+               trigger depotflag setaxis&lt;br /&gt;
+&lt;br /&gt;
+               alertentity depotspawn  // wake it up&lt;br /&gt;
+               setstate depotflag invisible  // remove flag&lt;br /&gt;
+               accum 1 abort_if_less_than 2  // should be done if allies or nobody had it&lt;br /&gt;
+               alertentity depotspawn  // switch to axis&lt;br /&gt;
+               wm_announce &amp;quot;Axis have permanently captured the Depot Yard!&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger allied_capture&lt;br /&gt;
        {&lt;br /&gt;
                trigger game_manager depotflagblue&lt;br /&gt;
                trigger depotflag setallies&lt;br /&gt;
+               accum 1 set 1  // SS - allied had flag last&lt;br /&gt;
        }&lt;br /&gt;
 &lt;br /&gt;
        trigger setaxis &amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] and the [http://www.nd80usa.net/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;t=11941&amp;amp;start=49 ND80 forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1448 SiliconSlick].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scripting Examples by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2793 DerSaidin]==&lt;br /&gt;
===Example 1: Spawning an entity which uses brushwork from the bsp===&lt;br /&gt;
This example shows how existing entity brushwork from the bsp can be used for a new entity. In this example, the assult ramp on battery is reproduced to make a ramp up to the MG nest, so players don&#039;t need to trickjump. (script for the purpose of example only)&lt;br /&gt;
&lt;br /&gt;
First, you need to find out what the brushwork you want has been called. To do this, open the bsp in notepad (or a similar editor). Most of the bsp file is not readable, however the entities are still quite readable (other than line breaks, depending on your editor).&lt;br /&gt;
&lt;br /&gt;
An extract from the battery.bsp (starting line 12377, col 890):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
&amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;scriptname&amp;quot; &amp;quot;beachplanks_lms&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;func_static&amp;quot;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the entity which is the assult ramp. You can see that the brushwork associated with this entity is referenced by the key/value &amp;quot;model&amp;quot; &amp;quot;*1&amp;quot;. This will be used to set the brushwork for the new entity.&lt;br /&gt;
&lt;br /&gt;
The relevant script in the battery.script.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		//...&lt;br /&gt;
		//dersaidin ramp to MG nest&lt;br /&gt;
		create&lt;br /&gt;
		{&lt;br /&gt;
			scriptName &amp;quot;dsrampspawn&amp;quot;&lt;br /&gt;
			classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
			origin &amp;quot;-800 -5400 230&amp;quot; &lt;br /&gt;
			model &amp;quot;*1&amp;quot;	&lt;br /&gt;
			spawnflags 2	// SOLID&lt;br /&gt;
		}&lt;br /&gt;
		//...&lt;br /&gt;
	}&lt;br /&gt;
	//...&lt;br /&gt;
}&lt;br /&gt;
//...&lt;br /&gt;
//dersaidin - new ramp spawned&lt;br /&gt;
dsrampspawn&lt;br /&gt;
{&lt;br /&gt;
	spawn&lt;br /&gt;
	{&lt;br /&gt;
		wait 50&lt;br /&gt;
		faceangles 0 90 0 1&lt;br /&gt;
		//rotate the entity correctly&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, this brushwork from the bsp has its origin at the origin of the map, any transforms on the new entity should take this into account. The faceangles in this new entity&#039;s scriptblock is rotating about the origin of the new brushwork, not the visible faces.&lt;br /&gt;
&lt;br /&gt;
==Unresolved issues==&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k]&#039;s destroyable team door on Radar===&lt;br /&gt;
I played around with the ETPro scripts and tried to make the axis team door next to the main gate satchable.&lt;br /&gt;
As first step I simply copied over the code for the battery backdoor and only changed the origin-key.&lt;br /&gt;
When I start the map I can throw a satchel next to the team door and get 7.5XP when I blast it. But I get no message and the teamdoor doesnt disapper.&lt;br /&gt;
It seems that the trigger &amp;quot;death&amp;quot; for &amp;quot;backdoor_obj&amp;quot; isn&#039;t called.&lt;br /&gt;
Can you say what is wrong?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
game_manager&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         classname &amp;quot;func_explosive&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-63 -10 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;63 10 128&amp;quot;&lt;br /&gt;
         spawnflags 1   // AXIS_OBJECTIVE(1)&lt;br /&gt;
         eflags 65536   // EF_FAKEBMODEL&lt;br /&gt;
         svflags 1   // SVF_NOCLIENT&lt;br /&gt;
      }&lt;br /&gt;
&lt;br /&gt;
      create&lt;br /&gt;
      {&lt;br /&gt;
         scriptName &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
         targetname &amp;quot;backdoor_obj&amp;quot;&lt;br /&gt;
         target &amp;quot;backdoor&amp;quot;&lt;br /&gt;
         origin &amp;quot;-1518 16 1406&amp;quot;&lt;br /&gt;
         mins &amp;quot;-95 -85 0&amp;quot;&lt;br /&gt;
         maxs &amp;quot;95 85 128&amp;quot;&lt;br /&gt;
         spawnflags 17   // AXIS_OBJECTIVE(1) | CUSTOMIMAGE&lt;br /&gt;
         track &amp;quot;the Back Door&amp;quot;&lt;br /&gt;
         shortname &amp;quot;Back Door&amp;quot;&lt;br /&gt;
         customaxisimage &amp;quot;gfx/limbo/cm_radar_maindoor&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
               .&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
backdoor&lt;br /&gt;
{&lt;br /&gt;
   spawn&lt;br /&gt;
   {&lt;br /&gt;
      wait 50&lt;br /&gt;
      constructible_class 2&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
backdoor_obj&lt;br /&gt;
{&lt;br /&gt;
   death&lt;br /&gt;
   {&lt;br /&gt;
      wm_announce &amp;quot;Allied team has destroyed the Axis Team Door!&amp;quot;&lt;br /&gt;
      trigger teamonlydoor1 hide&lt;br /&gt;
&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
teamonlydoor1&lt;br /&gt;
{&lt;br /&gt;
   trigger hide&lt;br /&gt;
   {&lt;br /&gt;
      remove&lt;br /&gt;
      // setstate teamonlydoor1 invisible&lt;br /&gt;
   }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
The trigger backdoor_obj-&amp;gt;death isn&#039;t called (I don&#039;t see the text from the wm_announce) . But the func_explosive &amp;quot;backdoor&amp;quot; I created is deystroyed (I get the XP for it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1859 Ragnar_40k].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try placing the death{} block in the &amp;quot;backdoor&amp;quot; (func_explosive) script block instead.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
===[http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany]&#039;s Health and Ammo Cabinets===&lt;br /&gt;
Ok, now I want to get it to show up on the command map&lt;br /&gt;
I already have&lt;br /&gt;
&amp;lt;pre&amp;gt;game_manager&lt;br /&gt;
{&lt;br /&gt;
spawn&lt;br /&gt;
            {&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_supply&amp;quot;&lt;br /&gt;
        angle &amp;quot;270&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;100&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;ammo&amp;quot;&lt;br /&gt;
        ammototal &amp;quot;40&amp;quot;&lt;br /&gt;
        ammorate &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1373 -1100 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_ammo&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammoarea&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        targetname &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;health&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        classname &amp;quot;misc_cabinet_health&amp;quot;&lt;br /&gt;
        angle &amp;quot;360&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45 -25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        model &amp;quot;models/mapobjects/supplystands/stand_ammo.md3&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        target &amp;quot;health&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        targetname &amp;quot;healtharea&amp;quot;&lt;br /&gt;
        classname &amp;quot;trigger_heal&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
        healtotal &amp;quot;400&amp;quot;&lt;br /&gt;
        healrate &amp;quot;10&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;trigger_objective_info&amp;quot;&lt;br /&gt;
        target &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        track &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        targetname &amp;quot;ammo_info_toi&amp;quot;&lt;br /&gt;
        shortname &amp;quot;Health and Ammo Cabinets&amp;quot;&lt;br /&gt;
        spawnflags &amp;quot;is_healthammocabinet&amp;quot;&lt;br /&gt;
        customimage &amp;quot;gfx/limbo/cm_healthammo&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1352 -1179 256&amp;quot;&lt;br /&gt;
        modelscale &amp;quot;1&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        mins &amp;quot;-45 -45-25&amp;quot;&lt;br /&gt;
        maxs &amp;quot;45 45 25&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
        classname &amp;quot;misc_commandmap_marker&amp;quot;&lt;br /&gt;
        scriptname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        targetname &amp;quot;help_marker_toi&amp;quot;&lt;br /&gt;
        contents &amp;quot;1&amp;quot;&lt;br /&gt;
        clipmask &amp;quot;1&amp;quot;&lt;br /&gt;
        origin &amp;quot;-1488 -1175 192&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
                 }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Its works and has a &amp;quot;You are near Health and Ammo&amp;quot; message, but what do I need to do to get it to show up ont he command map?&lt;br /&gt;
I did have script_mover parts as well before I removed them:&lt;br /&gt;
&amp;lt;pre&amp;gt;create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;ammo_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
     spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
create&lt;br /&gt;
      {&lt;br /&gt;
     targetname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     scriptname &amp;quot;health_clip&amp;quot;&lt;br /&gt;
     classname &amp;quot;script_mover&amp;quot;&lt;br /&gt;
         spawnflags &amp;quot;2&amp;quot;&lt;br /&gt;
                           }&amp;lt;/pre&amp;gt;&lt;br /&gt;
But, no matter what properties i removed, it still said a model was required for script_mover. Is a script_mover class really that important? And if so, what do I need to do to fix it? If not, then what must be done for it to show up on the command map? Thanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originally posted in the [http://bani.anime.net/banimod/forums/ ETPro forums] by [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2786 MoB Seany].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Possible Solution 1 ====&lt;br /&gt;
Try using a misc_commandmap_marker targeted by the TOI.&lt;br /&gt;
--[[User:WeblionX|WeblionX]] 13:35, 14 February 2007 (PST)&lt;br /&gt;
[[Category:ETPro]][[Category:ETPro:Mapping]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=2530</id>
		<title>ETPro:Pluggable Config Files</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=2530"/>
		<updated>2006-10-19T08:29:37Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: /* Getting your config Certified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETPro supports &#039;&#039;&#039;Pluggable Config Files&#039;&#039;&#039;. These files provide servers the use of additional features not available from traditional &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
==Creation and Installation==&lt;br /&gt;
Config files must be located in &amp;lt;tt&amp;gt;etpro/configs&amp;lt;/tt&amp;gt; and their names must end in &amp;lt;tt&amp;gt;.config &amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Config file format==&lt;br /&gt;
The following shows the .config syntax. This is not a complete config, the ... indicates that in a real config many similar commands would follow&lt;br /&gt;
&lt;br /&gt;
 configname &amp;quot;^/foobar^f 6v6&amp;quot;&lt;br /&gt;
 // config for 6v6 foobar league&lt;br /&gt;
 version 1.2.3.4 foobar6v6.version.foobarleague.com &lt;br /&gt;
 init &lt;br /&gt;
 { &lt;br /&gt;
    setl sv_pure 1 &lt;br /&gt;
    setl sv_cheats 0 &lt;br /&gt;
    setl g_gametype 3 &lt;br /&gt;
 ...&lt;br /&gt;
    command &amp;quot;pb_sv_enable&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_kicklen 1&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_cvarempty&amp;quot; &lt;br /&gt;
 ...&lt;br /&gt;
 } &lt;br /&gt;
 map default &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 0 &lt;br /&gt;
    setl g_useralliedrespawntime 0 &lt;br /&gt;
    setl g_useraxisrespawntime 0 &lt;br /&gt;
    setl b_moverscale 1 &lt;br /&gt;
 } &lt;br /&gt;
 map radar &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 12 &lt;br /&gt;
    command &amp;quot;forcecvar r_drawfoliage 0&amp;quot; &lt;br /&gt;
 } &lt;br /&gt;
 ...&lt;br /&gt;
 signature deadbeefdeadbeefdeadbeefdeadbeefdeadbeef&lt;br /&gt;
===Config file details===&lt;br /&gt;
;comments : any text following  // is a comment and is ignored&lt;br /&gt;
&lt;br /&gt;
;version w.x.y.z some.dns.name : ET will check that version matches the IP returned form some.dns.name If it does, ETPro displays the message &amp;quot;config is latest version available&amp;quot; to all players in warmup. &#039;&#039;&#039;not fully implemented&#039;&#039;&#039; - etpro doesn&#039;t currently do the DNS check.&lt;br /&gt;
&lt;br /&gt;
;configname &amp;lt;name&amp;gt; : defines the name of the config. This name is displayed to players in warmup, but is &#039;&#039;&#039;not&#039;&#039;&#039; used to refer to the config in config related commands. The name may contain ET [[Color Codes]]&lt;br /&gt;
&lt;br /&gt;
;init : The init block is executed only once, when the config is loaded by referee or rcon/console. It is never reloaded. &lt;br /&gt;
&lt;br /&gt;
;map &amp;lt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;gt;|default : The map blocks are loaded on every map_restart. The parameter is the mapname to match to. A parameter of default will execute that block for all maps. map blocks are executed in order from first to last. Generally you want your default block first, and then specific map blocks to override it.&lt;br /&gt;
&lt;br /&gt;
;signature &amp;lt;sig&amp;gt; : provides crypotgraphic signature to verify that that the config is unmodified. ETPro displays the message &amp;quot;config is certified&amp;quot; to all players in warmup. The signature must be generated by the etpro team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init&#039;&#039;&#039; and &#039;&#039;&#039;map&#039;&#039;&#039; are followed by a block, delimited by curly braces {}. Each block can contain the following keywords&lt;br /&gt;
&lt;br /&gt;
;set &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value.&lt;br /&gt;
;setl &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value, and locks it so that it cannot be changed by rcon, forcecvar or other means until the config is unloaded&lt;br /&gt;
;command &amp;quot;command text&amp;quot; : execute &amp;quot;command text&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Config related commands==&lt;br /&gt;
;callvote  | ref config &amp;lt;config file name&amp;gt; : set the current config by vote or ref.&lt;br /&gt;
;config &amp;lt;config file name&amp;gt;|none : set the current config from the server console, or unload the current config. Settings set by the config remain in effect, but are no longer locked. Map specific blocks are no longer in effect. &lt;br /&gt;
&#039;&#039;notes&#039;&#039;: &lt;br /&gt;
:*&amp;lt;tt&amp;gt;config none&amp;lt;/tt&amp;gt; can only be used from the console (or rcon) not ref or vote.&lt;br /&gt;
:*you must use the filename of the .config (minus the .config extension), not the &#039;configname&#039; contained in the .config file. The &#039;configname&#039; is a longer (possibly colored etc) descriptive name.&lt;br /&gt;
:*&#039;&#039;&#039;do not&#039;&#039;&#039; try to load a config with &amp;lt;tt&amp;gt;set config &amp;lt;i&amp;gt;&amp;lt;configname&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;. This will cause the &amp;lt;tt&amp;gt;config&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ref config&amp;lt;/tt&amp;gt; commands to stop working until the server is restarted.&lt;br /&gt;
&lt;br /&gt;
==Getting your config Certified==&lt;br /&gt;
Talk to one of the [[ETPro Developer]]s on [[IRC]]&lt;br /&gt;
&lt;br /&gt;
See [http://bani.anime.net/banimod/forums/viewtopic.php?t=4558 this] thread for more info.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cvar Restrictions]]&lt;br /&gt;
*[[Forced Cvars]]&lt;br /&gt;
*[[WolfWiki:Community_Portal#Leagues / Competitions]] is a good place to find full config file examples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Server_cvar_list&amp;diff=2382</id>
		<title>Server cvar list</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Server_cvar_list&amp;diff=2382"/>
		<updated>2006-07-06T05:59:11Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: Server cvar list moved to ETPro:Server cvar list: All the cvars in the list are ETPro server cvars...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[ETPro:Server cvar list]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETPro:Server_cvar_list&amp;diff=2381</id>
		<title>ETPro:Server cvar list</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETPro:Server_cvar_list&amp;diff=2381"/>
		<updated>2006-07-06T05:59:11Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: Server cvar list moved to ETPro:Server cvar list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;ETPro server-side cvars&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
This list contains all ETPro server cvars.&lt;br /&gt;
&lt;br /&gt;
We have tried to include as much information in each description as possible, but some might require a more in-depth explaination.  These have links to their seperate page.&lt;br /&gt;
&lt;br /&gt;
=== Cvars/Commands ===&lt;br /&gt;
&lt;br /&gt;
Most of these cvars are either 0 (disabled) or 1 (enabled).  Those that differ have the values included in the description.  For an explanation of how bitmask cvars work see the [[Bitmask-cvar]] article.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pitatable columns=2 headlines=&amp;quot;Cvar/Command;Description&amp;quot; headerbgcolor=&amp;quot;0b53b4&amp;quot; headerfontcolor=&amp;quot;#FFFFFF&amp;quot; border1=2 border2=1 aligns=&amp;quot;left;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;Controls ETPro&#039;s anticheat: 0 = Disabled, 1 = Enabled (normal restriction, recommended, default), 2 = More restrictive, 3 = Only allow 100% clean players (&#039;&#039;&#039;not&#039;&#039;&#039; recommended)&lt;br /&gt;
b_antiwarp;Control that prevents players from abusing &#039;warping&#039;, 0 = Disabled, 1 = Enabled (default)&lt;br /&gt;
b_bannerlocation;Bitmask which determines the location of the banners print out area, valid values 0 – 248, you can still use the older values 0 – 4 this auto adds 64 and prints them to the console also.... 0 or 8 = Player chat area, 1 or 16 = Left popup area (not recommended), 2 or 32 = Centred (above the chat area), 3 or 64 = Console only, 4 or 128 = Banner area (top of screen, default, recommended).&lt;br /&gt;
b_banner&#039;&#039;n&#039;&#039;;Use for specifying the text of each banner, b_banner&#039;&#039;n&#039;&#039; defines the text to be displayed for banner number &#039;&#039;n&#039;&#039; in the banner rotation, where &#039;&#039;n&#039;&#039; is an integer between 1 &amp;amp; 999, (e.g. set banner1 &amp;quot;I’m a banner&amp;quot;, set banner2 &amp;quot;I’m another banner&amp;quot;, etc).&lt;br /&gt;
b_banners;Defines the number of rotating server banners, (using the example in b_banner, the banners (&amp;quot;I’m a banner&amp;quot;, &amp;quot;I’m another banner&amp;quot;) you would then set b_banners 2), default 0 disabled, valid values 0 - 999.&lt;br /&gt;
b_bannertime;Defines the duration between banners, default 0, valid values 0 – n, where n is the time in seconds between banners. Values below 30 (in our opinion) would be just spamming, especially if you are printing them in the centre print area, who what’s to play in a server that is bombarding them with banners.&lt;br /&gt;
b_brokenlogtimestamps;Controls whether timestamps are written in a fixed-width 7 character space. This should only be enabled if you are using a log file analyser that requires the broken timestamps in order to function properly, default 0, disabled.&lt;br /&gt;
b_campaignFile;Allows specifying a specific campaign file, so that clients aren&#039;t forced to download every referenced pk3 on the server, default &amp;quot;&amp;quot;, disabled. The syntax is &amp;quot;scripts/xxx.campaign&amp;quot;.&lt;br /&gt;
b_chargetransfer;Controls whether use of mines to transfer charge between players or &#039;store charge&#039; (exploit) is allowed, default 1, enabled (allowed).&lt;br /&gt;
b_cheatkicktime;Duration of auto-kick for cheater detections, (i.e. set b_cheatkicktime n, where n = how long in minutes a player is kicked for), default -1, disabled, if left disabled a report will still be logged in the b_cheatlog, if b_cheatlog is not set, it logs cheat messages to g_logfile.&lt;br /&gt;
b_cheatlog;Defines the name of the cheat log (ETPro anticheat), (i.e. set b_cheatlog &amp;quot;etpro_cheats.log&amp;quot;), default &amp;quot;&amp;quot;, disabled. If b_cheatlog is is not set, it will still log cheat messages to g_logfile.&lt;br /&gt;
b_crashlogpath;Set the cvar b_crashlogpath to the path you want to save crash dump files to, (e.g. on win32 set b_crashlogpath c:\ , on Linux set b_crashlogpath /home/etserver).&lt;br /&gt;
b_crashpopup;On win32 you can enable a gui crash popup window - !!warning!! server will be halted until the crash dialog box is closed –, default 0, disabled.&lt;br /&gt;
b_cursefilter;Determines which words you would like filtered out, but it’s not a good filter as players can spell swear words in many different ways using numbers, letter spacing etc and there are just to many variations to include in this filter. A good use for it, is to help protect your rcon, ref, semiadmin etc passwords, just in case a trusted member or even yourself forget to put the / (slash) before said passwords when signing in. Should you wish to use it, just list all the passwords/forbidden words leaving a space between each word (i.e. set b_cursefilter &amp;quot;pass1 pass2 swear1 swear2 etc&amp;quot;), default &amp;quot;&amp;quot;, disabled.&lt;br /&gt;
b_cursefilteraction;Controls what action to take with filtered words, default 3...... 0 = do nothing (not a wise choice if your wishing to filter certain words out lol), 1 = silently filter the messages (it will still appear to the player as though his/her message was sent), 2 = censor (e.g. &amp;quot;hey, you are a *******&amp;quot;), 3 = filter the message (it isn&#039;t displayed to anybody).&lt;br /&gt;
b_customVoiceChat;Controls whether to allow clients use custom voice chats, but not custom audio sound packs, default 1, enabled.&lt;br /&gt;
&lt;br /&gt;
b_damagexp;Controls whether certain types of XP will be rewarded based on the damage given to other players instead of the number of complete kills. This can help even game play on extremely offence-biased maps, it solves some problems with the original per-kill system (e.g. an air strike takes a player down to 1 health and blasts them into the air, but you receive no XP when they fall to their death.) The damage-based XP system rewards 1 XP per kill and 1 XP for each 50hp of damage inflicted on an enemy player, default 0, disabled.&lt;br /&gt;
b_defaultbantime;Defines the time in seconds for bans without explicitly defined ban time, default 300.&lt;br /&gt;
b_defaultskills;Defines the skill levels granted to new players when they connect, default &amp;quot;&amp;quot;, valid values 0 – 4 for each skill.This variable takes 7 space-separated integers to define each starting skill level in the following order: b_defaultskills &amp;quot;0 0 0 0 0 0 0&amp;quot;,  1st 0 = Battle Sense, 2nd 0 = Explosives and Construction (Engineering), 3rd 0 = First Aid (Medic), 4th 0 = Signals(Field Ops), 5th 0 = Light Weapons, 6th 0 = Heavy Weapons (Soldier), 7th 0 = Military Intelligence and Scoped Weapons (Covert Ops). Example: To give everyone default battle sense 2 and light weapons 3, you would set b_defaultskills &amp;quot;2 0 0 0 3 0 0&amp;quot;, To lock players permanently at those skill levels, you would additionally do b_noskillupgrades 1, See b_noskillupgrades for explanation.&lt;br /&gt;
b_distancefalloff;Controls whether bullets lose some of there hit point damage inflicted over long-range shots, default 1, enabled.&lt;br /&gt;
b_emptyscript;Assign the name of a script to execute when the last player leaves the server, default &amp;quot;&amp;quot;, disabled.&lt;br /&gt;
b_ettv_flags;Bitmask controlling special features for ETTV slave clients, default 3, valid values 0-3...... 0 = Disabled, 1 = Don&#039;t allow ETTV slaves to be kicked, 2 = Automatically give ETTV slaves shoutcaster status, 3 = 1 and 2.&lt;br /&gt;
b_extendedprone;Controls accurate hitbox for proning animations, and makes the prone animation transition through crouching, default 0, disabled.&lt;br /&gt;
b_fallingbugfix;Controls whether to enable/disable a fix in the physics code, which should prevent players from getting stuck on edges and subsequently falling to their death from a small height, default 1, enabled.&lt;br /&gt;
b_fixedphysics;Controls various physics fixes, default 0, valid values 0-2...... 0 = Standard ET physics, 1 = Don&#039;t snap positions (avoiding rounding error), jump velocity set to match etmain&#039;s at b_fixedphysicsfps fps, 2 = Standard ET physics with anti-333fps, doesn&#039;t snap positions above 166fps or change etmain jump velocity.&lt;br /&gt;
b_fixedphysicsfps;Controls jump velocity when using b_fixedphysics 1. Since jump height/velocity is so strongly tied to rounding error in etmain physics, the etmain velocity doesn&#039;t make sense when no longer rounding positions. To compensate, b_fixedphysics 1 will set the player&#039;s jump velocity to the etmain equivalent at whatever frame rate b_fixedphysicsfps is set to, default 125. See also b_fixedphysics.&lt;br /&gt;
b_floodMaxCommands;Controls the client only being able to send the specified number of rate-limited commands per 30 seconds, to protect the server from flooding, default 6.&lt;br /&gt;
b_flushItems;Controls whether dropped items like medic packs lay flush to the ground they land on (same angle), default 0, disabled.&lt;br /&gt;
b_headshot;Bitmask controlling ETPro headshot mode, default 0, valid values 0 – 15......... 0 = disabled, 1 = headshots only, 2 = instagib (see also b_instagibDamage), 4 = clients can only damage other clients, 8 = clients only receive damage from other clients.&lt;br /&gt;
b_helmetprotection;Controls whether damage is reduced for the first headshot received, default 1, enabled.&lt;br /&gt;
b_instagibDamage;Controls the damage done when b_headshot mode&#039;s instagib is enabled, (e.g. set this to 160 so that a player can still be revived after being shot.), default 400.&lt;br /&gt;
b_intermissiontime;Defines the duration of the end-round intermission between maps, in seconds, default 60.&lt;br /&gt;
b_intreadypercent;Determines the percentage of clients needed to press ready to skip intermission countdown and continue to the next map, default 75, valid values 0 – 100.&lt;br /&gt;
b_levels_battlesense;Defines the amount of XP required to reach each level upgrade, 1 - 4 space-separated integers. Omitting values will disable any of the levels higher than those specified. A value of -1 for any skill level also disables that particular level, although the associated skills will still be gained when reaching a higher level, if allowed. Leaving the value blank (&amp;quot;&amp;quot;) causes the default values to be used: &amp;quot;20 50 90 140&amp;quot;. Examples: Disable level 3 and 4 engineers: b_levels_engineer &amp;quot;20 50&amp;quot;, Don&#039;t give medics full revive until level 4: b_levels_medic &amp;quot;20 50 -1 140&amp;quot;, Give everyone binoculars almost immediately: b_levels_battlesense &amp;quot;5 50 90 140&amp;quot;.&lt;br /&gt;
b_levels_covertops;See b_levels_battlesense explanation, same rule applies.&lt;br /&gt;
b_levels_engineer;See b_levels_battlesense explanation, same rule applies.&lt;br /&gt;
b_levels_fieldops;See b_levels_battlesense explanation, same rule applies.&lt;br /&gt;
b_levels_lightweapons;See b_levels_battlesense explanation, same rule applies.&lt;br /&gt;
b_levels_medic;See b_levels_battlesense explanation, same rule applies.&lt;br /&gt;
b_levels_soldier;See b_levels_battlesense explanation, same rule applies.&lt;br /&gt;
b_logrealtimestamps;Controls whether to log the time of day (hh:mm:ss) or the amount of time the server has been on the current map, default 1 (hh:mm:ss).&lt;br /&gt;
b_mapconfigdirectory;Defines the folder name to look for map specific cfg/config files.&lt;br /&gt;
b_mapscriptdirectory;Defines the folder name to look for map scripts (i.e. set b_mapscriptdirectory &amp;quot;etpromapscripts&amp;quot;).&lt;br /&gt;
b_match_warmupjoin;Controls whether clients are able to join teams during warm-ups, default 0, disabled.&lt;br /&gt;
b_maxmortarpitch;Controls whether to limit effective range of ground slope angles for mortar deployment, (e.g. if set to 20, then a mortar deployed on a slope greater than 20 degrees (e.g. 30 or 40) would behave as if it were deployed on a slope of 20 degrees), default 0, disabled.&lt;br /&gt;
b_moverscale;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed.  Extremely high values will cause erratic behaviour, default 1.0.&lt;br /&gt;
b_multiview;Controls enabling/disabling OSP&#039;s multiview. Multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so not advisable unless you know your server can handle it, especially if a few specs are using it at the one time (lags server), default 1, enabled.&lt;br /&gt;
b_noskillupgrades;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades. This is especially useful in combination with b_defaultskills to even out game play when playing in non-campaign mode, default 0, disabled. See also b_defaultskills.&lt;br /&gt;
b_panzerlevelup;Determines the skill level at which the panzerfausts receive the &#039;Improved Projectile Resources&#039; upgrade. The mortar is unaffected. A value of 5 means that the panzerfaust will never be subject to this upgrade, default 1, valid values 1 – 5.&lt;br /&gt;
b_privatemessages;Determines the minimum number of allowable characters for name matching of private messages. A value of  &amp;quot;0&amp;quot; disables private messaging entirely, default 2, valid values 0 – 36.&lt;br /&gt;
b_pronedelay;Implements a delay in the client&#039;s proning action, default 0...... 0 = etmain normal behaviour, no spread change, players may not un-prone for 750ms, 1 = max spread for 1 second after proning, players may not un-prone for 1750ms.&lt;br /&gt;
b_realhead;Controls correcting the head hit box, when enabled, the head hit box is where the head is drawn on the client, instead of at the top-centre of the body-hit box, default 1, enabled. Settings other than 0/1 are for debugging.&lt;br /&gt;
b_riflegrenades;Controls whether to allow rifle grenades, default 1 enabled. See also team_maxriflegrenades.&lt;br /&gt;
b_semiAdminCmds;Defines what commands are available for each semiadmin level.&lt;br /&gt;
b_semiAdminLevels;Defines the number of semi admin levels. If undefined (&amp;quot;&amp;quot;) or 0, then the semi admin feature is disabled, default 0, disabled, valid values 0 – 99.&lt;br /&gt;
b_semiAdminPass;Defines the required password for clients to become a semi admin. A different password is required for each b_semiadminlevel.&lt;br /&gt;
b_shoutcastpassword;Defines the password required for special spectator class.&lt;br /&gt;
b_shove;Controls how strong shoves are, default 80, 0 to disable.&lt;br /&gt;
b_shove_noz;Controls vertical shoving, default 1, enabled. When enabled this prevents players shoving others over walls or up to unreachable places.&lt;br /&gt;
b_showClientCmds;Controls whether all commands clients send to the server are written to the log file, default 0, disabled.&lt;br /&gt;
b_shrug;Controls whether clients can use shrug, default 0, disabled.&lt;br /&gt;
b_spectatorNames;Controls whether spectators are allowed to see the player name popup when looking at another player, default 1. 0 = No names shown, disabled, 1 = Names shown to referees and semiadmins only, 2 = Names shown to all players.&lt;br /&gt;
b_statsaver;Controls whether client&#039;s xp and stats are restored if they exit, then return to the server. This is not XP save it’s only a stats saver, all stats will be reset whenever the game normally does a stats reset (e.g. when restarting a campaign or starting a new campaign), default 1, enabled.&lt;br /&gt;
b_stickycharge;When set to 1, per-class charge bars become &#039;sticky&#039;, players will only have their charge bar refilled on respawn if they were killed by an enemy player, default 1, valid values 0 – 2...... 0 = Full recharge, 1 = If killed by enemy, then full recharge, otherwise normal recharge, 2 = Normal recharge no matter how you died, Normal recharge = Gradually filling as if you weren’t killed.&lt;br /&gt;
b_sv_hitsounds;Controls whether clients are allowed use hit sounds, default 1, enabled.&lt;br /&gt;
b_watermark;Specifies the location of the watermark file, default &amp;quot;&amp;quot;, disabled. Automatically prepends &amp;quot;watermark/&amp;quot;. Links to more info at bottom of page.&lt;br /&gt;
b_watermarkFadeAfter;Determines how long the watermark will stay on the screen before fading away. A value of  -1 and the watermark will not fade off, default -1, valid values -1, 0, n, where n = the length of time in seconds before the watermark starts fading.&lt;br /&gt;
b_watermarkFadeTime;Determines the duration the watermark image takes to actually fade away, default 1.5, valid values: 0 - n, where n = the length of time in seconds before the watermark fades out.&lt;br /&gt;
b_wolfrof;Controls whether the SMG rate of fire is equal to that of RTCW&#039;s Thompson (much faster), default 0...... 0 = ET Standard SMG Rate of fire, 1 = RTCW Standard SMG Rate of fire.&lt;br /&gt;
b_xpstopwatch;Controls whether XP remains over stopwatch rounds, default 0, disabled. If set to 1 XP gained in the first round remains in the concluding round.&lt;br /&gt;
config;Used for loading an ETPro style config file (i.e. config clanwar, would load clanwar.config).&lt;br /&gt;
forcecvar;Used to force cvars to a specified value for all connected clients, (i.e. command &amp;quot;forcecvar r_drawfoliage 0&amp;quot;, commonly used for the map Radar). Link for more info at bottom of page.&lt;br /&gt;
lua_allowedmodules;If set, only lua modules with the matching sha1 signatures listed in this cvar will be allowed to load, default &amp;quot;&amp;quot;, disabled.&lt;br /&gt;
lua_modules;Space separated list of lua modules for ETPro to load, modules will be run in the order listed, default &amp;quot;&amp;quot;, disabled. Links for more info on Lua&#039;s at bottom of page.&lt;br /&gt;
p;Replaces Players_Allies and Players_axis. Goto link at bottom of page for better explanation.&lt;br /&gt;
sv_cvar;Used for ETPro cvar restrictions. Goto Link at bottom of page for an explanation on how to use them.&lt;br /&gt;
team_maxCovertops;Determines the max number of covert ops allowed on each team, default –1, unlimited&lt;br /&gt;
team_maxEngineers;Determines the max number of engineers allowed on each team, default –1, unlimited.&lt;br /&gt;
team_maxFieldops;Determines the max number of field ops allowed on each team, default –1, unlimited.&lt;br /&gt;
team_maxFlamers;Determines the max number of flamers allowed for each team, default –1, unlimited.&lt;br /&gt;
team_maxMedics;Determines the max number of medics allowed on each team, default –1, unlimited.&lt;br /&gt;
team_maxMg42s;Determines the max number of mobile MG&#039;s allowed for each team, default –1, unlimited.&lt;br /&gt;
team_maxMines;Determines the max number of mines available for each team, default 10, -1 unlimited&lt;br /&gt;
team_maxMortars;Determines the max number of mortars allowed for each team, default –1, unlimited.&lt;br /&gt;
team_maxPanzers;Determines the max number of panzerfausts allowed for each team, default –1, unlimited.&lt;br /&gt;
team_maxplayers;Determines the max number of players that can join each team.&lt;br /&gt;
team_maxriflegrenades;Determines the max number of riflegrenades allowed for each team, default –1, unlimited. See also b_riflegrenades.&lt;br /&gt;
team_maxSoldiers;Determines the max number of soldiers allowed on each team, default -1, unlimited.&lt;br /&gt;
vote_allow_cointoss;Controls the ability to vote for a cointoss.  0 = Disabled, 1 = Enabled (Default)&lt;br /&gt;
vote_allow_config;Specify config&#039;s that can be loaded by vote, default &amp;quot;&amp;quot;, disabled, &amp;quot;*&amp;quot; to allow all config&#039;s.&lt;br /&gt;
vote_allow_surrender;Controls whether teams can call a vote to surrender, default 1, enabled.&lt;br /&gt;
Commands;Action performed&lt;br /&gt;
b_cvarempty;Resets all ETPro cvars to their defaults. If using this in a cfg/config, make sure to place it at the start, anywhere else and all cvars adjusted before it will be reset to default.&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
*[[IAC]]&lt;br /&gt;
*[[AntiWarp]]&lt;br /&gt;
*[[Cursefilter]]&lt;br /&gt;
*[[ETPro_CVARS | Fixedphysics]]&lt;br /&gt;
*[[SemiAdmin]]&lt;br /&gt;
*[[Shoutcasting]]&lt;br /&gt;
*[http://bani.anime.net/etpro/adminguide.html Watermark]&lt;br /&gt;
*[http://bani.anime.net/banimod/forums/viewtopic.php?t=2033 Watermark]&lt;br /&gt;
*[[Forced_Cvars]]&lt;br /&gt;
*[[Lua_Mod_API | Lua Mod]]&lt;br /&gt;
*[[ETPro:Lua_Sample_Code | Lua Sample Code]]&lt;br /&gt;
*[[Cvar_Restrictions | sv_cvar Restrictions]]&lt;br /&gt;
*[[ETPro:Server_Configuration]]&lt;br /&gt;
*[[Extended_ASCII]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Originally by Birdman &amp;amp; =FF=im2good4u&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
If there is any ETPro server cvars/commands that you think we have omitted or any that you think the description is wrong then pm me [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=3475 here]. Before pm’ing are you sure it’s a ETPro cvar/command and not another mods or an ETmain one, if it is ETPro then let me know what cvar/command we’ve omitted, adding a short description of what it’s use if known to you. If you think a description is wrong, quote the cvar/command and it’s description adding your description of it.&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User_talk:Dersaidin&amp;diff=2380</id>
		<title>User talk:Dersaidin</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User_talk:Dersaidin&amp;diff=2380"/>
		<updated>2006-07-06T05:52:56Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: /* Heh, I was bored. Didnt notice that other list til after tbh :( */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good work but I&#039;ll give you a heads-up: ReyalP might end up slapping you with the preview stick ;-). [[User:Deej|deej]] 06:53, 5 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
He is not the only one ... --[[User:Deus|Deus]] 11:41, 5 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
well I would, but I don&#039;t want to discourage him from cleaning stuff up :D --[[User:ReyalP|ReyalP]] 14:20, 5 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
Heh, I was bored. Didnt notice that other list til after tbh :(&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User_talk:Dersaidin&amp;diff=2379</id>
		<title>User talk:Dersaidin</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User_talk:Dersaidin&amp;diff=2379"/>
		<updated>2006-07-06T05:52:39Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: Heh, I was bored. Didnt notice that other list til after tbh :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good work but I&#039;ll give you a heads-up: ReyalP might end up slapping you with the preview stick ;-). [[User:Deej|deej]] 06:53, 5 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
He is not the only one ... --[[User:Deus|Deus]] 11:41, 5 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
well I would, but I don&#039;t want to discourage him from cleaning stuff up :D --[[User:ReyalP|ReyalP]] 14:20, 5 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Heh, I was bored. Didnt notice that other list til after tbh :( ==&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2370</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2370"/>
		<updated>2006-07-04T07:36:43Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
Also see [[Server cvar list]].&lt;br /&gt;
&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;&amp;quot;&amp;quot;;Allow specification of a specific campaign file instead of having the server scan for them all, thereby referencing every pk3 containing a campaign file.;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_customVoiceChat;1;When enabled, players may use custom voicechat messages, e.g. &amp;quot;/vsay_team IAmSoldier Respawning Soldier w/Panzer&amp;quot; which would replace the text of the vsay.;&lt;br /&gt;
b_damagexp;0;When enabled, certain types of XP will be rewarded based on the damage given to other players instead of the number of complete kills. The damage-based XP system rewards 1 XP per kill and 1 XP for each 50hp of damage inflicted on an enemy player.;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;3;See Article (ETTV:Server Configuration);&lt;br /&gt;
b_extendedprone;0;When enabled, the stand-&amp;gt;prone animation will go through a crouch animation first, lengthening the time of the prone animation. This does not make people going prone easier to hit without b_realHead 3, so be sure to use that too.;&lt;br /&gt;
b_fallingbugfix;1;Enables a fix in the physics code which should prevent players from getting stuck on edges and subsequently falling to their death from 1 metre.;&lt;br /&gt;
b_fixedphysics;0;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;125;See Article (Physics cvars);&lt;br /&gt;
b_floodMaxCommands;6;Flood protection - this sets (approximately) how many rate-limited commands are allowed per 30 seconds, 0 disables.;&lt;br /&gt;
b_flushitems;0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection;1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_instagibDamage;400;Damage used for instagib mode (e.g. set this to 160 so that a player can still be revived after being shot.);&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_intreadypercent;75;Percentage of players required to be ready during intermission to abort the countdown and continue to the next map. (valid values: 0-100);&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_mapscriptdirectory;&amp;quot;&amp;quot;;Points to the directory where your map scripts reside; for example, b_mapscriptdirectory &amp;quot;etpromapscripts&amp;quot; will load scripts from .../etpro/etpromapscripts/, which contains the modified fueldump and battery.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;1;Defines the skill level at which the panzerfausts receive the &#039;Improved Projectile Resources&#039; upgrade.  The mortar is unaffected.  A value of &#039;5&#039; means that the panzerfaust will never be subject to this upgrade. (valid values: 0-5);&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;0;Don&#039;t allow players to turn or move for this many milliseconds after starting to go prone.;&lt;br /&gt;
b_realhead;1;When enabled, the head hitbox is where the head is drawn on the client, instead of at the top-center of the body hitbox. Additional values can be added for debugging, although g_smoothClients should be 0 for the debug lines to match up properly:&amp;lt;br/&amp;gt; 1 - enable real head hitbox, 2 - enable real body hitbox while proning (height only; for use with b_extendedprone), 256 - Show headbox every server frame, 512 - Show prone box every server frame, 1024 - Show body hitbox every server frame;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality. See Article (SemiAdmin);&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;. See Article (SemiAdmin);&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;. See Article (SemiAdmin);&lt;br /&gt;
b_shoutcastpassword;&amp;quot;&amp;quot;;Sets the shoutcaster password - when set, shoutcasters can login with &amp;quot;/sclogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot; or &amp;quot;/shoutcastlogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;Controls the maximum number of people who can spawn with Mortars per team, or -1 for no limit.;&lt;br /&gt;
team_maxFlamers;-1;Controls the maximum number of people who can spawn with Flamers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMg42s;-1;Controls the maximum number of people who can spawn with MG42s per team, or -1 for no limit.;&lt;br /&gt;
team_maxPanzers;-1;Controls the maximum number of people who can spawn with Panzers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMines;10;Controls the maximum number of mines each team can have armed, or -1 for no limit.;&lt;br /&gt;
team_maxriflegrenades;-1;Controls the maximum number of people who can spawn with rifle grenades per team, or -1 for no limit.;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2369</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2369"/>
		<updated>2006-07-04T07:32:36Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
Also see [[Server cvar list]].&lt;br /&gt;
&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;&amp;quot;&amp;quot;;Allow specification of a specific campaign file instead of having the server scan for them all, thereby referencing every pk3 containing a campaign file.;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_customVoiceChat;1;When enabled, players may use custom voicechat messages, e.g. &amp;quot;/vsay_team IAmSoldier Respawning Soldier w/Panzer&amp;quot; which would replace the text of the vsay.;&lt;br /&gt;
b_damagexp;0;When enabled, certain types of XP will be rewarded based on the damage given to other players instead of the number of complete kills. The damage-based XP system rewards 1 XP per kill and 1 XP for each 50hp of damage inflicted on an enemy player.;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;3;See Article (ETTV:Server Configuration);&lt;br /&gt;
b_extendedprone;0;When enabled, the stand-&amp;gt;prone animation will go through a crouch animation first, lengthening the time of the prone animation. This does not make people going prone easier to hit without b_realHead 3, so be sure to use that too.;&lt;br /&gt;
b_fallingbugfix;1;Enables a fix in the physics code which should prevent players from getting stuck on edges and subsequently falling to their death from 1 metre.;&lt;br /&gt;
b_fixedphysics;0;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;125;See Article (Physics cvars);&lt;br /&gt;
b_floodMaxCommands;6;Flood protection - this sets (approximately) how many rate-limited commands are allowed per 30 seconds, 0 disables.;&lt;br /&gt;
b_flushitems;0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection;1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_instagibDamage;400;Damage used for instagib mode (e.g. set this to 160 so that a player can still be revived after being shot.);&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_intreadypercent;75;Percentage of players required to be ready during intermission to abort the countdown and continue to the next map. (valid values: 0-100);&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_mapscriptdirectory;&amp;quot;&amp;quot;;Points to the directory where your map scripts reside; for example, b_mapscriptdirectory &amp;quot;etpromapscripts&amp;quot; will load scripts from .../etpro/etpromapscripts/, which contains the modified fueldump and battery.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;1;Defines the skill level at which the panzerfausts receive the &#039;Improved Projectile Resources&#039; upgrade.  The mortar is unaffected.  A value of &#039;5&#039; means that the panzerfaust will never be subject to this upgrade. (valid values: 0-5);&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;0;Don&#039;t allow players to turn or move for this many milliseconds after starting to go prone.;&lt;br /&gt;
b_realhead;1;When enabled, the head hitbox is where the head is drawn on the client, instead of at the top-center of the body hitbox. Additional values can be added for debugging, although g_smoothClients should be 0 for the debug lines to match up properly:&amp;lt;br/&amp;gt; 1 - enable real head hitbox, 2 - enable real body hitbox while proning (height only; for use with b_extendedprone), 256 - Show headbox every server frame, 512 - Show prone box every server frame, 1024 - Show body hitbox every server frame;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shoutcastpassword;&amp;quot;&amp;quot;;Sets the shoutcaster password - when set, shoutcasters can login with &amp;quot;/sclogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot; or &amp;quot;/shoutcastlogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;Controls the maximum number of people who can spawn with Mortars per team, or -1 for no limit.;&lt;br /&gt;
team_maxFlamers;-1;Controls the maximum number of people who can spawn with Flamers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMg42s;-1;Controls the maximum number of people who can spawn with MG42s per team, or -1 for no limit.;&lt;br /&gt;
team_maxPanzers;-1;Controls the maximum number of people who can spawn with Panzers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMines;10;Controls the maximum number of mines each team can have armed, or -1 for no limit.;&lt;br /&gt;
team_maxriflegrenades;-1;Controls the maximum number of people who can spawn with rifle grenades per team, or -1 for no limit.;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2368</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2368"/>
		<updated>2006-07-04T07:30:05Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may display banners to the clients on their server.&lt;br /&gt;
&lt;br /&gt;
== Banner Cvars: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_banners&#039;&#039;&#039; (default:0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_banner&amp;lt;n&amp;gt;&#039;&#039;&#039; (default: not set)&amp;lt;br/&amp;gt;&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &amp;lt;br/&amp;gt;&lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_bannerlocation&#039;&#039;&#039; (default: 128)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &amp;lt;br/&amp;gt;&lt;br /&gt;
*8 - player chat area&amp;lt;br/&amp;gt;&lt;br /&gt;
*16 - left popup area (not recommended)&amp;lt;br/&amp;gt;&lt;br /&gt;
*32 - centered above the chat area&amp;lt;br/&amp;gt;&lt;br /&gt;
*64 - console only &amp;lt;br/&amp;gt;&lt;br /&gt;
*128 - banner area (recommended).&amp;lt;br/&amp;gt;&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_bannertime&#039;&#039;&#039; (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
The time in seconds between the display of banners&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2367</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2367"/>
		<updated>2006-07-04T07:29:26Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may display banners to the clients on their server.&lt;br /&gt;
&lt;br /&gt;
== Banner Cvars: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_banners&#039;&#039;&#039; (default:0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_banner&amp;lt;n&amp;gt;&#039;&#039;&#039; (default: not set)&amp;lt;br/&amp;gt;&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &amp;lt;br/&amp;gt;&lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_bannerlocation&#039;&#039;&#039; (default: 128)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &amp;lt;br/&amp;gt;&lt;br /&gt;
8 - player chat area&amp;lt;br/&amp;gt;&lt;br /&gt;
16 - left popup area (not recommended)&amp;lt;br/&amp;gt;&lt;br /&gt;
32 - centered above the chat area&amp;lt;br/&amp;gt;&lt;br /&gt;
64 - console only &amp;lt;br/&amp;gt;&lt;br /&gt;
128 - banner area (recommended).&amp;lt;br/&amp;gt;&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_bannertime&#039;&#039;&#039; (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
The time in seconds between the display of banners&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=2366</id>
		<title>Cursefilter</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=2366"/>
		<updated>2006-07-04T07:28:48Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: /* How to use: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may enforce filters on public text chats. While the primary use is for keeping cursing under control, some admins have made creative use of the filter to prevent accidental security leaks, such as filtering rcon password typos.&lt;br /&gt;
&lt;br /&gt;
fireteam chats are never filtered, the logic behind this is that players who find someone&#039;s fireteam chats offensive may simply eject the offending player from the fireteam, or leave the fireteam themselves.&lt;br /&gt;
&lt;br /&gt;
Also the filter only works for complete words, without colour codes etc. So you will need to create additional filters for such methods of circumventing the original filter such as &amp;quot;&#039;&#039;s h i t&#039;&#039;&amp;quot;. But this also means that if you create a filter for the word &amp;quot;&#039;&#039;ass&#039;&#039;&amp;quot;, all words that contain &#039;&#039;ass&#039;&#039; would also be filtered such as &amp;quot;Cl&#039;&#039;&#039;ass&#039;&#039;&#039;&amp;quot; and &amp;quot;P&#039;&#039;&#039;ass&#039;&#039;&#039;word&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
== How to use: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_cursefilter&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
This cvar is a space separated list of words the cursefilter will watch for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_cursefilteraction&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
This cvar set the action to take when a word on the watchlist is found. there are 4 possible settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;0 - do nothing&lt;br /&gt;
1 - silently drop the chat (player sees their chat, but nobody else does)&lt;br /&gt;
2 - censor b_cursefilter words with asterisks&lt;br /&gt;
3 - (default) totally block any chat containing a b_cursefilter word&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=2365</id>
		<title>Cursefilter</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=2365"/>
		<updated>2006-07-04T07:28:26Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may enforce filters on public text chats. While the primary use is for keeping cursing under control, some admins have made creative use of the filter to prevent accidental security leaks, such as filtering rcon password typos.&lt;br /&gt;
&lt;br /&gt;
fireteam chats are never filtered, the logic behind this is that players who find someone&#039;s fireteam chats offensive may simply eject the offending player from the fireteam, or leave the fireteam themselves.&lt;br /&gt;
&lt;br /&gt;
Also the filter only works for complete words, without colour codes etc. So you will need to create additional filters for such methods of circumventing the original filter such as &amp;quot;&#039;&#039;s h i t&#039;&#039;&amp;quot;. But this also means that if you create a filter for the word &amp;quot;&#039;&#039;ass&#039;&#039;&amp;quot;, all words that contain &#039;&#039;ass&#039;&#039; would also be filtered such as &amp;quot;Cl&#039;&#039;&#039;ass&#039;&#039;&#039;&amp;quot; and &amp;quot;P&#039;&#039;&#039;ass&#039;&#039;&#039;word&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
== How to use: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_cursefilter&#039;&#039;&#039;&lt;br /&gt;
This cvar is a space separated list of words the cursefilter will watch for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_cursefilteraction&#039;&#039;&#039; &lt;br /&gt;
This cvar set the action to take when a word on the watchlist is found. there are 4 possible settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;0 - do nothing&lt;br /&gt;
1 - silently drop the chat (player sees their chat, but nobody else does)&lt;br /&gt;
2 - censor b_cursefilter words with asterisks&lt;br /&gt;
3 - (default) totally block any chat containing a b_cursefilter word&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Voicechat&amp;diff=2364</id>
		<title>Voicechat</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Voicechat&amp;diff=2364"/>
		<updated>2006-07-04T07:17:41Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specific variant ==&lt;br /&gt;
&lt;br /&gt;
ET Pro allows players more control over voicechats. For voicechats which have multiple variants (eg cheer, negative), players may specify specific voicechats to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;/vsay 2 cheer&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would always use the second cheer variant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom text ==&lt;br /&gt;
&lt;br /&gt;
If the admin has enabled custom voicechats (&#039;&#039;b_customVoiceChat 1&#039;&#039;, default) then players may use custom text for the voicechat, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;/vsay enemydisguised Enemy in da skies!&lt;br /&gt;
/vsay needengineer We need an engine ear!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may combine specific variants with custom text, for example:&lt;br /&gt;
&lt;br /&gt;
(as axis):&lt;br /&gt;
&amp;lt;pre&amp;gt;/vsay 1 negative 9!&lt;br /&gt;
/vsay 2 ftattack A TACK!(@*#&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Vsay scriptnames ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// wm_quickstatements // &lt;br /&gt;
&lt;br /&gt;
PathCleared &amp;quot;Path cleared.&amp;quot; &lt;br /&gt;
EnemyWeak &amp;quot;The enemy is weakened.&amp;quot; &lt;br /&gt;
AllClear &amp;quot;All clear.&amp;quot; &lt;br /&gt;
Incoming &amp;quot;Incoming!&amp;quot; &lt;br /&gt;
FireInTheHole &amp;quot;Fire in the hole!&amp;quot; &lt;br /&gt;
OnDefense &amp;quot;I&#039;m on defense.&amp;quot; &lt;br /&gt;
OnOffense &amp;quot;I&#039;m attacking.&amp;quot; &lt;br /&gt;
TakingFire &amp;quot;Taking fire!&amp;quot; &lt;br /&gt;
MinesCleared &amp;quot;Mines cleared.&amp;quot; &lt;br /&gt;
OnMyWay &amp;quot;On my way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickrequests // &lt;br /&gt;
&lt;br /&gt;
NeedBackup &amp;quot;I need backup!&amp;quot; &lt;br /&gt;
CoverMe &amp;quot;Cover me!&amp;quot; &lt;br /&gt;
NeedEngineer &amp;quot;We need an engineer!&amp;quot; &lt;br /&gt;
NeedOps &amp;quot;We need Covert Ops!&amp;quot; &lt;br /&gt;
Medic &amp;quot;Medic!&amp;quot; &lt;br /&gt;
NeedAmmo &amp;quot;I need ammo!&amp;quot; &lt;br /&gt;
// NeedTarget &amp;quot;I need a target!&amp;quot; &lt;br /&gt;
WhereTo &amp;quot;Where to?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickcommands // &lt;br /&gt;
&lt;br /&gt;
FollowMe &amp;quot;Follow me!&amp;quot; &lt;br /&gt;
LetsGo &amp;quot;Let&#039;s go!&amp;quot; &lt;br /&gt;
Move &amp;quot;Move!&amp;quot; &lt;br /&gt;
ClearPath &amp;quot;Clear the path!&amp;quot; &lt;br /&gt;
HoldFire &amp;quot;Hold fire!&amp;quot; &lt;br /&gt;
DefendObjective &amp;quot;Defend our objective!&amp;quot; &lt;br /&gt;
DisarmDynamite &amp;quot;Disarm the dynamite!&amp;quot; &lt;br /&gt;
ClearMines &amp;quot;Clear the mines!&amp;quot; &lt;br /&gt;
ReinforceDefense &amp;quot;Reinforce the defense!&amp;quot; &lt;br /&gt;
ReinforceOffense &amp;quot;Reinforce the offense!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// wm_quickattack // &lt;br /&gt;
&lt;br /&gt;
DestroyPrimary &amp;quot;Destroy the primary objective!&amp;quot; &lt;br /&gt;
DestroySecondary &amp;quot;Destroy the secondary objective!&amp;quot; &lt;br /&gt;
DestroyConstruction &amp;quot;Destroy the construction!&amp;quot; &lt;br /&gt;
ObjectiveDestroyed &amp;quot;Objective destroyed!&amp;quot; &lt;br /&gt;
RepairVehicle &amp;quot;Repair the vehicle!&amp;quot; &lt;br /&gt;
DestroyVehicle &amp;quot;Destroy the vehicle!&amp;quot; &lt;br /&gt;
EscortVehicle &amp;quot;Escort the vehicle!&amp;quot; &lt;br /&gt;
//FireOnTarget &amp;quot;Fire on my target!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickobjectives // &lt;br /&gt;
&lt;br /&gt;
CommandAcknowledged &amp;quot;Command acknowledged!&amp;quot; &lt;br /&gt;
CommandDeclined &amp;quot;Command declined!&amp;quot; &lt;br /&gt;
CommandCompleted &amp;quot;Command completed!&amp;quot; &lt;br /&gt;
ConstructionCommencing &amp;quot;Construction underway!&amp;quot; &lt;br /&gt;
ConstructionCompleted &amp;quot;Construction completed!&amp;quot; &lt;br /&gt;
ConstructionDestroyed &amp;quot;Construction destroyed!&amp;quot; &lt;br /&gt;
ObjectiveFailed &amp;quot;Objective failed!&amp;quot; &lt;br /&gt;
ObjectiveCompleted &amp;quot;Objective completed!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickmisc // &lt;br /&gt;
Affirmative &amp;quot;Yes!&amp;quot; &lt;br /&gt;
Negative &amp;quot;No!&amp;quot; &lt;br /&gt;
Thanks &amp;quot;Thanks a lot!&amp;quot; &lt;br /&gt;
Welcome &amp;quot;You&#039;re welcome.&amp;quot; &lt;br /&gt;
Oops &amp;quot;Oops!&amp;quot; &lt;br /&gt;
Sorry &amp;quot;Sorry!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickglobal // &lt;br /&gt;
Hi &amp;quot;Hi!&amp;quot; &lt;br /&gt;
Bye &amp;quot;Bye.&amp;quot; &lt;br /&gt;
Cheer &amp;quot;Yeah!&amp;quot; &lt;br /&gt;
GreatShot &amp;quot;Great shot!&amp;quot; &lt;br /&gt;
GoodGame &amp;quot;Good game!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_sayplayerclass // &lt;br /&gt;
IamSoldier &amp;quot;I&#039;m a soldier.&amp;quot; &lt;br /&gt;
IamMedic &amp;quot;I&#039;m a medic.&amp;quot; &lt;br /&gt;
IamEngineer &amp;quot;I&#039;m an engineer.&amp;quot; &lt;br /&gt;
IamFieldOps &amp;quot;I&#039;m a field ops.&amp;quot; &lt;br /&gt;
IamCovertOps &amp;quot;I&#039;m a covert ops.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickfireteams // &lt;br /&gt;
&lt;br /&gt;
FTMeetWaypoint &amp;quot;Meet at waypoint!&amp;quot; &lt;br /&gt;
FTAttackWaypoint &amp;quot;Attack waypoint!&amp;quot; &lt;br /&gt;
FTDefendWaypoint &amp;quot;Defend waypoint&amp;quot; &lt;br /&gt;
FTAttack &amp;quot;Attack!&amp;quot; &lt;br /&gt;
FTFallBack &amp;quot;Fall back!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickfireteamssoldier // &lt;br /&gt;
&lt;br /&gt;
FTCoverMe &amp;quot;Cover me!&amp;quot; &lt;br /&gt;
FTCoveringFire &amp;quot;Soldier, covering fire!&amp;quot; &lt;br /&gt;
FTMortar &amp;quot;Deploy mortar!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickfireteamsmedic // &lt;br /&gt;
&lt;br /&gt;
FTHealSquad &amp;quot;Heal the squad!&amp;quot; &lt;br /&gt;
FTHealMe &amp;quot;Heal me!&amp;quot; &lt;br /&gt;
FTReviveTeamMate &amp;quot;Revive team mate!&amp;quot; &lt;br /&gt;
FTReviveMe &amp;quot;Revive me!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickfireteamsengineer // &lt;br /&gt;
&lt;br /&gt;
FTDestroyObjective &amp;quot;Destroy objective!&amp;quot; &lt;br /&gt;
FTRepairObjective &amp;quot;Repair objective!&amp;quot; &lt;br /&gt;
FTConstructObjective &amp;quot;Construct the objective!&amp;quot; &lt;br /&gt;
FTDisarmDynamite &amp;quot;Disarm the dynamite!&amp;quot; &lt;br /&gt;
FTDeployLandmines &amp;quot;Deploy landmines!&amp;quot; &lt;br /&gt;
FTDisarmLandmines &amp;quot;Disarm landmines!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickfireteamsfieldops // &lt;br /&gt;
&lt;br /&gt;
FTCallAirStrike &amp;quot;Call airstrike!&amp;quot; &lt;br /&gt;
FTCallArtillery &amp;quot;Call artillery!&amp;quot; &lt;br /&gt;
FTMortarBarrage &amp;quot;Call mortar barrage!&amp;quot; &lt;br /&gt;
FTResupplySquad &amp;quot;Resupply squad!&amp;quot; &lt;br /&gt;
FTResupplyMe &amp;quot;Resupply me!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
// wm_quickfireteamscovertops // &lt;br /&gt;
&lt;br /&gt;
FTExploreArea &amp;quot;Explore area!&amp;quot; &lt;br /&gt;
FTExploreAtCoordinates &amp;quot;Explore at co-ordinates!&amp;quot; &lt;br /&gt;
FTSatchelObjective &amp;quot;Destroy satchel objective!&amp;quot; &lt;br /&gt;
FTInfiltrate &amp;quot;Infiltrate!&amp;quot; &lt;br /&gt;
FTGoUndercover &amp;quot;Go undercover!&amp;quot; &lt;br /&gt;
FTProvideSniperCover &amp;quot;Provide sniper cover!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=EDV&amp;diff=2363</id>
		<title>EDV</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=EDV&amp;diff=2363"/>
		<updated>2006-07-04T07:12:54Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EDV stands for Extended Demo Viewer it&#039;s a tool which gives you camera-moving possibilities. The most important options are the freecam and the weaponcam.&lt;br /&gt;
&lt;br /&gt;
The freecam gives you the ability to watch a demo as a spectator, in other words you can freely fly around the map using your ingame movement&lt;br /&gt;
keys. type &#039;&#039;/freecam&#039;&#039; in the console to enable it. If you want fly through walls, you can use the well known &amp;quot;noclip&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you move&lt;br /&gt;
out of the pvs of the demo (the pvs of the player who recorded the demo), you won&#039;t see anything at all. Sometimes it&#039;s hard to find your way&lt;br /&gt;
back to the pvs, if you set the cvar b_demo_pvshint to 1, a line will be drawn from the camera origin to the demo-recorder&#039;s origin, in addition of noclip you will easily find your way back to the pvs. If &#039;&#039;b_predefineddemokeys&#039;&#039; is set to 1 you will be able to use the&lt;br /&gt;
hardcoded keys from the demohelpmenu, KP_ENTER is the key to toggle freecam, but I recommend that you set &#039;&#039;b_predefineddemokeys&#039;&#039; to 0 because in this doc the cvars/cmd&#039;s will be explained.&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;freecamgetpos&amp;quot; you can retrieve the position of the camera, and with freecamsetpos you can set it. When you set &#039;&#039;b_demo_lookat&#039;&#039; to a clientNum (default value is -1 = turned off) the camera will always look at&lt;br /&gt;
that player, you can reveal the clientNums with b_demo_nametag +4, nametags are actually floating playernames, +1 draws nametags from players who are in your pvs, +2 from every player, +4 adds the clientnumber to the nametag, +8 adds the class (letter) to the nametag , the same option exists&lt;br /&gt;
for dynamites: &#039;&#039;b_demo_dynamitecounter&#039;&#039; which draws a floating timer for every dynamite in your current fov.&lt;br /&gt;
If you want turn the camera with some keys, use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+freecam_turnup&lt;br /&gt;
+freecam_turndown&lt;br /&gt;
+freecam_turnleft&lt;br /&gt;
+freecam_turnright&lt;br /&gt;
+freecam_rollleft&lt;br /&gt;
+freecam_rollright&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
the cvars &#039;&#039;&#039;b_demo_yawturnspeed b_demo_pitchturnspeed b_demo_rollspeed&#039;&#039;&#039;, will control the speed of these commands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_demo_playersprites&#039;&#039; turns of player sprites in demoplay (the docs icon, the ! mark, ...)&lt;br /&gt;
&lt;br /&gt;
The weaponcam attaches the camera to a missile (grenade, panzer, dynamite)&lt;br /&gt;
&lt;br /&gt;
set:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_demo_grenadecam +1 to follow grenades&lt;br /&gt;
b_demo_grenadecam +2 to follow airstrike/smokegrenade cannisters&lt;br /&gt;
b_demo_mortarcam 1 to follow mortars&lt;br /&gt;
b_demo_panzercam 1 to follow panzers&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
b_demo_teamonlymissilecam 1 if you only want to see the missiles of your teammates&lt;br /&gt;
&lt;br /&gt;
next cvars control the distance from the camera to the missile:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_demo_followxDistance&lt;br /&gt;
b_demo_followyDistance&lt;br /&gt;
b_demo_followzDistance&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;b_demo_nopitch&#039;&#039; toggles the camera pitching when attached to a missile&lt;br /&gt;
&lt;br /&gt;
if you want a good config, read this thread: http://bani.anime.net/banimod/forums/viewtopic.php?t=3207&lt;br /&gt;
&lt;br /&gt;
auto change timescale to b_demo_autotimescale in weaponcam if the weapon is set in b_demo_autotimescaleweapons (bitflag)&lt;br /&gt;
* 1 = panzer&lt;br /&gt;
* 2 = grenade&lt;br /&gt;
* 4 = dynamite&lt;br /&gt;
* 8 = mortar&lt;br /&gt;
* 16 = smoke&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User:Dersaidin&amp;diff=2362</id>
		<title>User:Dersaidin</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User:Dersaidin&amp;diff=2362"/>
		<updated>2006-07-04T07:00:13Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Into ==&lt;br /&gt;
* I live in Australia.&lt;br /&gt;
* I play ET.&lt;br /&gt;
** &amp;lt;3 ET.&lt;br /&gt;
* I&#039;ve Admined a cup here and there. &lt;br /&gt;
* I make some maps and stuff in my spare time.&lt;br /&gt;
&lt;br /&gt;
== Maps and stuff ==&lt;br /&gt;
* I&#039;m the Author of Adlernest&lt;br /&gt;
([http://splashdamage.com/index.php?name=pnPHPbb2&amp;amp;file=viewtopic&amp;amp;t=14430 Link to splashdamage thread])&lt;br /&gt;
* Adlernest Source (.map file) is available in that thread&lt;br /&gt;
&lt;br /&gt;
* I&#039;ve also made other stuff like bright skins and mapscripts (email me for links)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m currently working on a new competition map :D&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
* dersaidin at gmail dot com :)&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User:Dersaidin&amp;diff=2361</id>
		<title>User:Dersaidin</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User:Dersaidin&amp;diff=2361"/>
		<updated>2006-07-04T06:58:53Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Into ==&lt;br /&gt;
I live in Australia.&lt;br /&gt;
I play ET.&lt;br /&gt;
&amp;lt;3 ET.&lt;br /&gt;
Admin a cup here and there. Make some maps and stuff in my spare time.&lt;br /&gt;
&lt;br /&gt;
== Maps and stuff ==&lt;br /&gt;
I&#039;m the Author of Adlernest&lt;br /&gt;
([http://splashdamage.com/index.php?name=pnPHPbb2&amp;amp;file=viewtopic&amp;amp;t=14430 Link to splashdamage thread])&lt;br /&gt;
Adlernest Source (.map file) is available in that thread&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also made other stuff like bright skins and mapscripts (email me for links)&lt;br /&gt;
&lt;br /&gt;
I&#039;m currently working on a new competition map :D&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
dersaidin at gmail dot com :)&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2360</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2360"/>
		<updated>2006-07-04T06:49:33Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;&amp;quot;&amp;quot;;Allow specification of a specific campaign file instead of having the server scan for them all, thereby referencing every pk3 containing a campaign file.;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_customVoiceChat;1;When enabled, players may use custom voicechat messages, e.g. &amp;quot;/vsay_team IAmSoldier Respawning Soldier w/Panzer&amp;quot; which would replace the text of the vsay.;&lt;br /&gt;
b_damagexp;0;When enabled, certain types of XP will be rewarded based on the damage given to other players instead of the number of complete kills. The damage-based XP system rewards 1 XP per kill and 1 XP for each 50hp of damage inflicted on an enemy player.;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;3;See Article (ETTV:Server Configuration);&lt;br /&gt;
b_extendedprone;0;When enabled, the stand-&amp;gt;prone animation will go through a crouch animation first, lengthening the time of the prone animation. This does not make people going prone easier to hit without b_realHead 3, so be sure to use that too.;&lt;br /&gt;
b_fallingbugfix;1;Enables a fix in the physics code which should prevent players from getting stuck on edges and subsequently falling to their death from 1 metre.;&lt;br /&gt;
b_fixedphysics;0;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;125;See Article (Physics cvars);&lt;br /&gt;
b_floodMaxCommands;6;Flood protection - this sets (approximately) how many rate-limited commands are allowed per 30 seconds, 0 disables.;&lt;br /&gt;
b_flushitems;0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection;1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_instagibDamage;400;Damage used for instagib mode (e.g. set this to 160 so that a player can still be revived after being shot.);&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_intreadypercent;75;Percentage of players required to be ready during intermission to abort the countdown and continue to the next map. (valid values: 0-100);&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_mapscriptdirectory;&amp;quot;&amp;quot;;Points to the directory where your map scripts reside; for example, b_mapscriptdirectory &amp;quot;etpromapscripts&amp;quot; will load scripts from .../etpro/etpromapscripts/, which contains the modified fueldump and battery.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;1;Defines the skill level at which the panzerfausts receive the &#039;Improved Projectile Resources&#039; upgrade.  The mortar is unaffected.  A value of &#039;5&#039; means that the panzerfaust will never be subject to this upgrade. (valid values: 0-5);&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;0;Don&#039;t allow players to turn or move for this many milliseconds after starting to go prone.;&lt;br /&gt;
b_realhead;1;When enabled, the head hitbox is where the head is drawn on the client, instead of at the top-center of the body hitbox. Additional values can be added for debugging, although g_smoothClients should be 0 for the debug lines to match up properly:&amp;lt;br/&amp;gt; 1 - enable real head hitbox, 2 - enable real body hitbox while proning (height only; for use with b_extendedprone), 256 - Show headbox every server frame, 512 - Show prone box every server frame, 1024 - Show body hitbox every server frame;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shoutcastpassword;&amp;quot;&amp;quot;;Sets the shoutcaster password - when set, shoutcasters can login with &amp;quot;/sclogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot; or &amp;quot;/shoutcastlogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;Controls the maximum number of people who can spawn with Mortars per team, or -1 for no limit.;&lt;br /&gt;
team_maxFlamers;-1;Controls the maximum number of people who can spawn with Flamers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMg42s;-1;Controls the maximum number of people who can spawn with MG42s per team, or -1 for no limit.;&lt;br /&gt;
team_maxPanzers;-1;Controls the maximum number of people who can spawn with Panzers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMines;10;Controls the maximum number of mines each team can have armed, or -1 for no limit.;&lt;br /&gt;
team_maxriflegrenades;-1;Controls the maximum number of people who can spawn with rifle grenades per team, or -1 for no limit.;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2359</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2359"/>
		<updated>2006-07-04T06:43:30Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;&amp;quot;&amp;quot;;Allow specification of a specific campaign file instead of having the server scan for them all, thereby referencing every pk3 containing a campaign file.;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_customVoiceChat;1;When enabled, players may use custom voicechat messages, e.g. &amp;quot;/vsay_team IAmSoldier Respawning Soldier w/Panzer&amp;quot; which would replace the text of the vsay.;&lt;br /&gt;
b_damagexp;0;When enabled, certain types of XP will be rewarded based on the damage given to other players instead of the number of complete kills. The damage-based XP system rewards 1 XP per kill and 1 XP for each 50hp of damage inflicted on an enemy player.;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;3;See Article (ETTV:Server Configuration);&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_floodMaxCommands;6;Flood protection - this sets (approximately) how many rate-limited commands are allowed per 30 seconds, 0 disables.;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection;1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_instagibDamage;400;Damage used for instagib mode (e.g. set this to 160 so that a player can still be revived after being shot.);&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_intreadypercent;75;Percentage of players required to be ready during intermission to abort the countdown and continue to the next map. (valid values: 0-100);&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_mapscriptdirectory;&amp;quot;&amp;quot;;Points to the directory where your map scripts reside; for example, b_mapscriptdirectory &amp;quot;etpromapscripts&amp;quot; will load scripts from .../etpro/etpromapscripts/, which contains the modified fueldump and battery.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;1;Defines the skill level at which the panzerfausts receive the &#039;Improved Projectile Resources&#039; upgrade.  The mortar is unaffected.  A value of &#039;5&#039; means that the panzerfaust will never be subject to this upgrade. (valid values: 0-5);&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shoutcastpassword;&amp;quot;&amp;quot;;Sets the shoutcaster password - when set, shoutcasters can login with &amp;quot;/sclogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot; or &amp;quot;/shoutcastlogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;Controls the maximum number of people who can spawn with Mortars per team, or -1 for no limit.;&lt;br /&gt;
team_maxFlamers;-1;Controls the maximum number of people who can spawn with Flamers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMg42s;-1;Controls the maximum number of people who can spawn with MG42s per team, or -1 for no limit.;&lt;br /&gt;
team_maxPanzers;-1;Controls the maximum number of people who can spawn with Panzers per team, or -1 for no limit.;&lt;br /&gt;
team_maxMines;10;Controls the maximum number of mines each team can have armed, or -1 for no limit.;&lt;br /&gt;
team_maxriflegrenades;-1;Controls the maximum number of people who can spawn with rifle grenades per team, or -1 for no limit.;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2358</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2358"/>
		<updated>2006-07-04T06:41:05Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;&amp;quot;&amp;quot;;Allow specification of a specific campaign file instead of having the server scan for them all, thereby referencing every pk3 containing a campaign file.;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_customVoiceChat;1;When enabled, players may use custom voicechat messages, e.g. &amp;quot;/vsay_team IAmSoldier Respawning Soldier w/Panzer&amp;quot; which would replace the text of the vsay.;&lt;br /&gt;
b_damagexp;0;When enabled, certain types of XP will be rewarded based on the damage given to other players instead of the number of complete kills. The damage-based XP system rewards 1 XP per kill and 1 XP for each 50hp of damage inflicted on an enemy player.;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;3;See Article (ETTV:Server Configuration);&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_floodMaxCommands;6;Flood protection - this sets (approximately) how many rate-limited commands are allowed per 30 seconds, 0 disables.;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection;1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_instagibDamage;400;Damage used for instagib mode (e.g. set this to 160 so that a player can still be revived after being shot.);&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_intreadypercent;75;Percentage of players required to be ready during intermission to abort the countdown and continue to the next map. (valid values: 0-100);&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_mapscriptdirectory;&amp;quot;&amp;quot;;Points to the directory where your map scripts reside; for example, b_mapscriptdirectory &amp;quot;etpromapscripts&amp;quot; will load scripts from .../etpro/etpromapscripts/, which contains the modified fueldump and battery.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;1;Defines the skill level at which the panzerfausts receive the &#039;Improved Projectile Resources&#039; upgrade.  The mortar is unaffected.  A value of &#039;5&#039; means that the panzerfaust will never be subject to this upgrade. (valid values: 0-5);&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shoutcastpassword;&amp;quot;&amp;quot;;Sets the shoutcaster password - when set, shoutcasters can login with &amp;quot;/sclogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot; or &amp;quot;/shoutcastlogin &amp;lt;shoutcastpassword&amp;gt;&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;;&lt;br /&gt;
team_maxFlamers;-1;;&lt;br /&gt;
team_maxMg42s;-1;;&lt;br /&gt;
team_maxPanzers;-1;;&lt;br /&gt;
team_maxMines;10;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2357</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2357"/>
		<updated>2006-07-04T06:30:40Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;3;See Article (ETTV:Server Configuration);&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;;&lt;br /&gt;
team_maxFlamers;-1;;&lt;br /&gt;
team_maxMg42s;-1;;&lt;br /&gt;
team_maxPanzers;-1;;&lt;br /&gt;
team_maxMines;10;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2356</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2356"/>
		<updated>2006-07-04T06:28:10Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_mapconfigdirectory;&amp;quot;&amp;quot;;Define the directory to look for default map configs. When a new map loads, the server looks for mapdefault_mapname.cfg and executes it if found. If not found, it looks for mapdefault.cfg. (this setting will be ignored when a certified configuration is loaded);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;1;Allows free floating spectators to see player names. 0: nobody but shoutcastersc an see names in spectator mode 1: referees/semiadmins/shoutcasters can see names 2: anybody can see names. (valid values: 0-2);&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;;&lt;br /&gt;
team_maxFlamers;-1;;&lt;br /&gt;
team_maxMg42s;-1;;&lt;br /&gt;
team_maxPanzers;-1;;&lt;br /&gt;
team_maxMines;10;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2355</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2355"/>
		<updated>2006-07-04T06:25:36Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_brokenlogtimestamps;0;Use the broken timestamp format for the server logfiles.  This option exists for reverse compatibility. (valid values: 0, 1);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_logrealtimestamps;1;Log the time of day (as hh:mm.ss) instead of the amount of time the server has been on the current map. (valid values: 0, 1);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;1;Enables/disables rifle grenades for engineers carrying the Garand or K43. (valid values: 0, 1);&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_showClientCommands;0;Log every command (e.g. say, vsay, team) that a client performs to the server log and console. (valid values: 0, 1);&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;1;If set to 1, class chargebars will be &#039;sticky&#039; across respawns - that is, class chargebars will only recharge while that class is being played and the player is alive unless they die at the hands of an enemy player. If set to 2, enemy players don&#039;t reset the charge, either.;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;;&lt;br /&gt;
team_maxFlamers;-1;;&lt;br /&gt;
team_maxMg42s;-1;;&lt;br /&gt;
team_maxPanzers;-1;;&lt;br /&gt;
team_maxMines;10;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2354</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2354"/>
		<updated>2006-07-04T06:21:18Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;1;Controls how fast most movers (i.e. vehicles) will move compared to their normal speed. Extremely high values will cause erratic behavior.;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
team_maxMortars;-1;;&lt;br /&gt;
team_maxFlamers;-1;;&lt;br /&gt;
team_maxMg42s;-1;;&lt;br /&gt;
team_maxPanzers;-1;;&lt;br /&gt;
team_maxMines;10;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2353</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2353"/>
		<updated>2006-07-04T06:18:27Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;See Article (Physics cvars);&lt;br /&gt;
b_fixedphysicsfps;;See Article (Physics cvars);&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2352</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2352"/>
		<updated>2006-07-04T06:14:52Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article (IAC);&lt;br /&gt;
b_antiwarp;1;See article (AntiWarp);&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article (Cursefilter);&lt;br /&gt;
b_cursefilteraction;;See article (Cursefilter);&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=2351</id>
		<title>Cursefilter</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=2351"/>
		<updated>2006-07-04T06:11:59Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may enforce filters on public text chats. While the primary use is for keeping cursing under control, some admins have made creative use of the filter to prevent accidental security leaks, such as filtering rcon password typos.&lt;br /&gt;
&lt;br /&gt;
fireteam chats are never filtered, the logic behind this is that players who find someone&#039;s fireteam chats offensive may simply eject the offending player from the fireteam, or leave the fireteam themselves.&lt;br /&gt;
&lt;br /&gt;
Also the filter only works for complete words, without colour codes etc. So you will need to create additional filters for such methods of circumventing the original filter such as &amp;quot;&#039;&#039;s h i t&#039;&#039;&amp;quot;. But this also means that if you create a filter for the word &amp;quot;&#039;&#039;ass&#039;&#039;&amp;quot;, all words that contain &#039;&#039;ass&#039;&#039; would also be filtered such as &amp;quot;Cl&#039;&#039;&#039;ass&#039;&#039;&#039;&amp;quot; and &amp;quot;P&#039;&#039;&#039;ass&#039;&#039;&#039;word&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
== How to use: ==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;b_cursefilter&#039;&#039; ====&lt;br /&gt;
This cvar is a space separated list of words the cursefilter will watch for.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;b_cursefilteraction&#039;&#039; ==== &lt;br /&gt;
This cvar set the action to take when a word on the watchlist is found. there are 4 possible settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;0 - do nothing&lt;br /&gt;
1 - silently drop the chat (player sees their chat, but nobody else does)&lt;br /&gt;
2 - censor b_cursefilter words with asterisks&lt;br /&gt;
3 - (default) totally block any chat containing a b_cursefilter word&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2350</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2350"/>
		<updated>2006-07-04T06:11:13Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article;&lt;br /&gt;
b_antiwarp;1;See article;&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article;&lt;br /&gt;
b_cursefilteraction;;See article;&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2349</id>
		<title>XP Settings</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2349"/>
		<updated>2006-07-04T06:09:42Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stat-Saver (XP Restore) ==&lt;br /&gt;
b_statsaver - enables/disables the stat saver feature, which will&lt;br /&gt;
save player stats across disconnects.  see the admin guide for details.&lt;br /&gt;
default: 1		valid values: 0, 1&lt;br /&gt;
set b_statsaver 1&lt;br /&gt;
&lt;br /&gt;
== Skills Settings ==&lt;br /&gt;
==== &#039;&#039;b_defaultskills&#039;&#039; ==== (default: &amp;quot;&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
New players start with these skill levels in each class. The classes in order are:&amp;lt;br/&amp;gt;&lt;br /&gt;
battle sense, explosives and construction (engineer), first aid (medic),&lt;br /&gt;
signals (field ops), light weapons, and heavy weapons (soldier).&amp;lt;br/&amp;gt;&lt;br /&gt;
Therefore, to start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;.  Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill)&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_defaultskills &amp;quot;&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;b_noskillupgrades&#039;&#039; ==== (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_noskillupgrades 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;b_levels_&amp;lt;class&amp;gt;&#039;&#039; ==== (default: &amp;quot;&amp;quot;) &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;class&amp;gt; is: &amp;quot;battlesense&amp;quot; or &amp;quot;engineer&amp;quot;, &amp;quot;medic&amp;quot;, &amp;quot;fieldops&amp;quot;, &amp;quot;lightweapons&amp;quot;, &amp;quot;soldier&amp;quot;, &amp;quot;covertops&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Configures the number of XP required for each class upgrade.  Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value means that the default values (20, 50, 90, 140) are used. Examples:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_levels_battlesense &amp;quot;20 30 60 100&amp;quot; // upgrade battle sense faster&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;20 50 90&amp;quot; // disable level 4 medics&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
set b_levels_battlesense &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_engineer &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_fieldops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_lightweapons &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_soldier &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_covertops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== XP Save ==&lt;br /&gt;
Please note that ETPro &#039;&#039;does not&#039;&#039; contain an XP save function.  It only has Stat-Saver&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2348</id>
		<title>XP Settings</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2348"/>
		<updated>2006-07-04T06:08:27Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stat-Saver (XP Restore) ===&lt;br /&gt;
b_statsaver - enables/disables the stat saver feature, which will&lt;br /&gt;
save player stats across disconnects.  see the admin guide for details.&lt;br /&gt;
default: 1		valid values: 0, 1&lt;br /&gt;
set b_statsaver 1&lt;br /&gt;
&lt;br /&gt;
=== Skills Settings ===&lt;br /&gt;
====&#039;&#039;b_defaultskills&#039;&#039;==== (default: &amp;quot;&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
New players start with these skill levels in each class. The classes in order are:&amp;lt;br/&amp;gt;&lt;br /&gt;
battle sense, explosives and construction (engineer), first aid (medic),&lt;br /&gt;
signals (field ops), light weapons, and heavy weapons (soldier).&amp;lt;br/&amp;gt;&lt;br /&gt;
Therefore, to start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;.  Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill)&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_defaultskills &amp;quot;&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
b_noskillupgrades (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_noskillupgrades 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skill Upgrade levels ===&lt;br /&gt;
b_levels_&amp;lt;class&amp;gt; (default: &amp;quot;&amp;quot;) &amp;lt;class&amp;gt; is: &amp;quot;battlesense&amp;quot; or &amp;quot;engineer&amp;quot;, &amp;quot;medic&amp;quot;, &amp;quot;fieldops&amp;quot;, &amp;quot;lightweapons&amp;quot;, &amp;quot;soldier&amp;quot;, &amp;quot;covertops&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
Configures the number of XP required for each class upgrade.  Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value means that the default values (20, 50, 90, 140) are used. Examples:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_levels_battlesense &amp;quot;20 30 60 100&amp;quot; // upgrade battle sense faster&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;20 50 90&amp;quot; // disable level 4 medics&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
set b_levels_battlesense &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_engineer &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_fieldops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_lightweapons &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_soldier &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_covertops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== XP Save ===&lt;br /&gt;
Please note that ETPro &#039;&#039;does not&#039;&#039; contain an XP save function.  It only has Stat-Saver&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2347</id>
		<title>XP Settings</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2347"/>
		<updated>2006-07-04T06:08:05Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stat-Saver (XP Restore) ===&lt;br /&gt;
b_statsaver - enables/disables the stat saver feature, which will&lt;br /&gt;
save player stats across disconnects.  see the admin guide for details.&lt;br /&gt;
default: 1		valid values: 0, 1&lt;br /&gt;
set b_statsaver 1&lt;br /&gt;
&lt;br /&gt;
=== Skills Settings ===&lt;br /&gt;
&#039;&#039;b_defaultskills&#039;&#039; (default: &amp;quot;&amp;quot;)&amp;lt;br/&amp;gt;&lt;br /&gt;
New players start with these skill levels in each class. The classes in order are:&amp;lt;br/&amp;gt;&lt;br /&gt;
battle sense, explosives and construction (engineer), first aid (medic),&lt;br /&gt;
signals (field ops), light weapons, and heavy weapons (soldier).&amp;lt;br/&amp;gt;&lt;br /&gt;
Therefore, to start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;.  Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill)&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_defaultskills &amp;quot;&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
b_noskillupgrades (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1)&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_noskillupgrades 0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skill Upgrade levels ===&lt;br /&gt;
b_levels_&amp;lt;class&amp;gt; (default: &amp;quot;&amp;quot;) &amp;lt;class&amp;gt; is: &amp;quot;battlesense&amp;quot; or &amp;quot;engineer&amp;quot;, &amp;quot;medic&amp;quot;, &amp;quot;fieldops&amp;quot;, &amp;quot;lightweapons&amp;quot;, &amp;quot;soldier&amp;quot;, &amp;quot;covertops&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
Configures the number of XP required for each class upgrade.  Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value means that the default values (20, 50, 90, 140) are used. Examples:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_levels_battlesense &amp;quot;20 30 60 100&amp;quot; // upgrade battle sense faster&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;20 50 90&amp;quot; // disable level 4 medics&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
set b_levels_battlesense &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_engineer &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_fieldops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_lightweapons &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_soldier &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_covertops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== XP Save ===&lt;br /&gt;
Please note that ETPro &#039;&#039;does not&#039;&#039; contain an XP save function.  It only has Stat-Saver&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2346</id>
		<title>XP Settings</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2346"/>
		<updated>2006-07-04T06:05:52Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stat-Saver (XP Restore) ===&lt;br /&gt;
b_statsaver - enables/disables the stat saver feature, which will&lt;br /&gt;
save player stats across disconnects.  see the admin guide for details.&lt;br /&gt;
default: 1		valid values: 0, 1&lt;br /&gt;
set b_statsaver 1&lt;br /&gt;
&lt;br /&gt;
=== Skills Settings ===&lt;br /&gt;
&#039;&#039;b_defaultskills&#039;&#039; - new players start with these skill levels in each&lt;br /&gt;
class.  The classes in order are:&lt;br /&gt;
battle sense, explosives and construction (engineer), first aid (medic),&lt;br /&gt;
signals (field ops), light weapons, and heavy weapons (soldier);&lt;br /&gt;
therefore, to start everyone with level 2 battle sense and level 3&lt;br /&gt;
light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;.  Leaving this&lt;br /&gt;
setting blank or using 0s for each class uses the normal behavior.&lt;br /&gt;
default: &amp;quot;&amp;quot;		valid values: 0-4 for each skill&lt;br /&gt;
set b_defaultskills &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
b_noskillupgrades - when set to 1, players may still score XP, but&lt;br /&gt;
they will no longer gain skill or rank upgrades.  This is especially&lt;br /&gt;
useful in combination with b_defaultskills to even out gameplay when&lt;br /&gt;
playing in non-campaign mode.&lt;br /&gt;
default: 0		valid values: 0, 1&lt;br /&gt;
set b_noskillupgrades 0&lt;br /&gt;
&lt;br /&gt;
=== Skill Upgrade levels ===&lt;br /&gt;
b_levels_&amp;lt;class&amp;gt; (default: &amp;quot;&amp;quot;) &amp;lt;class&amp;gt; is: &amp;quot;battlesense&amp;quot; or &amp;quot;engineer&amp;quot;, &amp;quot;medic&amp;quot;, &amp;quot;fieldops&amp;quot;, &amp;quot;lightweapons&amp;quot;, &amp;quot;soldier&amp;quot;, &amp;quot;covertops&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
Configures the number of XP required for each class upgrade.  Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value means that the default values (20, 50, 90, 140) are used.&amp;lt;br/&amp;gt;&lt;br /&gt;
Examples:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;set b_levels_battlesense &amp;quot;20 30 60 100&amp;quot; // upgrade battle sense faster&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;20 50 90&amp;quot; // disable level 4 medics&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
set b_levels_battlesense &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_engineer &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_fieldops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_lightweapons &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_soldier &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_covertops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== XP Save ===&lt;br /&gt;
Please note that ETPro &#039;&#039;does not&#039;&#039; contain an XP save function.  It only has Stat-Saver&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2345</id>
		<title>XP Settings</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2345"/>
		<updated>2006-07-04T06:05:07Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stat-Saver (XP Restore) ===&lt;br /&gt;
b_statsaver - enables/disables the stat saver feature, which will&lt;br /&gt;
save player stats across disconnects.  see the admin guide for details.&lt;br /&gt;
default: 1		valid values: 0, 1&lt;br /&gt;
set b_statsaver 1&lt;br /&gt;
&lt;br /&gt;
=== Skills Settings ===&lt;br /&gt;
&#039;&#039;b_defaultskills&#039;&#039; - new players start with these skill levels in each&lt;br /&gt;
class.  The classes in order are:&lt;br /&gt;
battle sense, explosives and construction (engineer), first aid (medic),&lt;br /&gt;
signals (field ops), light weapons, and heavy weapons (soldier);&lt;br /&gt;
therefore, to start everyone with level 2 battle sense and level 3&lt;br /&gt;
light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;.  Leaving this&lt;br /&gt;
setting blank or using 0s for each class uses the normal behavior.&lt;br /&gt;
default: &amp;quot;&amp;quot;		valid values: 0-4 for each skill&lt;br /&gt;
set b_defaultskills &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
b_noskillupgrades - when set to 1, players may still score XP, but&lt;br /&gt;
they will no longer gain skill or rank upgrades.  This is especially&lt;br /&gt;
useful in combination with b_defaultskills to even out gameplay when&lt;br /&gt;
playing in non-campaign mode.&lt;br /&gt;
default: 0		valid values: 0, 1&lt;br /&gt;
set b_noskillupgrades 0&lt;br /&gt;
&lt;br /&gt;
=== Skill Upgrade levels ===&lt;br /&gt;
b_levels_&amp;lt;class&amp;gt; (default: &amp;quot;&amp;quot;) &amp;lt;class&amp;gt; is: &amp;quot;battlesense&amp;quot; or &amp;quot;engineer&amp;quot;, &amp;quot;medic&amp;quot;, &amp;quot;fieldops&amp;quot;, &amp;quot;lightweapons&amp;quot;, &amp;quot;soldier&amp;quot;, &amp;quot;covertops&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
Configures the number of XP required for each class upgrade.  Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value means that the default values (20, 50, 90, 140) are used.&amp;lt;br/&amp;gt;&lt;br /&gt;
Examples:&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_battlesense &amp;quot;20 30 60 100&amp;quot; // upgrade battle sense faster&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;20 50 90&amp;quot; // disable level 4 medics&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
set b_levels_battlesense &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_engineer &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_medic &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_fieldops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_lightweapons &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_soldier &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_levels_covertops &amp;quot;&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== XP Save ===&lt;br /&gt;
Please note that ETPro &#039;&#039;does not&#039;&#039; contain an XP save function.  It only has Stat-Saver&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2344</id>
		<title>XP Settings</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=XP_Settings&amp;diff=2344"/>
		<updated>2006-07-04T06:03:06Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stat-Saver (XP Restore) ===&lt;br /&gt;
b_statsaver - enables/disables the stat saver feature, which will&lt;br /&gt;
save player stats across disconnects.  see the admin guide for details.&lt;br /&gt;
default: 1		valid values: 0, 1&lt;br /&gt;
set b_statsaver 1&lt;br /&gt;
&lt;br /&gt;
=== Skills Settings ===&lt;br /&gt;
&#039;&#039;b_defaultskills&#039;&#039; - new players start with these skill levels in each&lt;br /&gt;
class.  The classes in order are:&lt;br /&gt;
battle sense, explosives and construction (engineer), first aid (medic),&lt;br /&gt;
signals (field ops), light weapons, and heavy weapons (soldier);&lt;br /&gt;
therefore, to start everyone with level 2 battle sense and level 3&lt;br /&gt;
light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;.  Leaving this&lt;br /&gt;
setting blank or using 0s for each class uses the normal behavior.&lt;br /&gt;
default: &amp;quot;&amp;quot;		valid values: 0-4 for each skill&lt;br /&gt;
set b_defaultskills &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
b_noskillupgrades - when set to 1, players may still score XP, but&lt;br /&gt;
they will no longer gain skill or rank upgrades.  This is especially&lt;br /&gt;
useful in combination with b_defaultskills to even out gameplay when&lt;br /&gt;
playing in non-campaign mode.&lt;br /&gt;
default: 0		valid values: 0, 1&lt;br /&gt;
set b_noskillupgrades 0&lt;br /&gt;
&lt;br /&gt;
=== Skill Upgrade levels ===&lt;br /&gt;
b_levels_&amp;lt;class&amp;gt; (default: &amp;quot;&amp;quot;)&lt;br /&gt;
Configures the number of XP required for each class upgrade.  Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value means that the default values (20, 50, 90, 140) are used.&lt;br /&gt;
examples:&lt;br /&gt;
set b_levels_battlesense &amp;quot;20 30 60 100&amp;quot; // upgrade battle sense faster&lt;br /&gt;
set b_levels_medic &amp;quot;20 50 90&amp;quot; // disable level 4 medics&lt;br /&gt;
&lt;br /&gt;
set b_levels_battlesense &amp;quot;&amp;quot;&lt;br /&gt;
set b_levels_engineer &amp;quot;&amp;quot;&lt;br /&gt;
set b_levels_medic &amp;quot;&amp;quot;&lt;br /&gt;
set b_levels_fieldops &amp;quot;&amp;quot;&lt;br /&gt;
set b_levels_lightweapons &amp;quot;&amp;quot;&lt;br /&gt;
set b_levels_soldier &amp;quot;&amp;quot;&lt;br /&gt;
set b_levels_covertops &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== XP Save ===&lt;br /&gt;
Please note that ETPro &#039;&#039;does not&#039;&#039; contain an XP save function.  It only has Stat-Saver&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2343</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2343"/>
		<updated>2006-07-04T06:00:05Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article;&lt;br /&gt;
b_antiwarp;1;See article;&lt;br /&gt;
b_banners;0;See article (Banners);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;See article (Banners);&lt;br /&gt;
b_bannerlocation;128;See article (Banners);&lt;br /&gt;
b_bannertime;0;See article (Banners);&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article;&lt;br /&gt;
b_cursefilteraction;;See article;&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2342</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2342"/>
		<updated>2006-07-04T05:58:37Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may display banners to the clients on their server.&lt;br /&gt;
&lt;br /&gt;
== Banner Cvars: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banners&#039;&#039; (default:0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banner&amp;lt;n&amp;gt;&#039;&#039; (default: not set)&amp;lt;br/&amp;gt;&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &amp;lt;br/&amp;gt;&lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannerlocation&#039;&#039; (default: 128)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &amp;lt;br/&amp;gt;&lt;br /&gt;
8 - player chat area&amp;lt;br/&amp;gt;&lt;br /&gt;
16 - left popup area (not recommended)&amp;lt;br/&amp;gt;&lt;br /&gt;
32 - centered above the chat area&amp;lt;br/&amp;gt;&lt;br /&gt;
64 - console only &amp;lt;br/&amp;gt;&lt;br /&gt;
128 - banner area (recommended).&amp;lt;br/&amp;gt;&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannertime&#039;&#039; (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
The time in seconds between the display of banners&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2341</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2341"/>
		<updated>2006-07-04T05:58:13Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may display banners to the clients on their server.&lt;br /&gt;
&lt;br /&gt;
== Banner Cvars: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banners&#039;&#039; (default:0)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banner&amp;lt;n&amp;gt;&#039;&#039; (default: not set)&amp;lt;br/&amp;gt;&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannerlocation&#039;&#039; (default: 128)&amp;lt;br/&amp;gt;&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &lt;br /&gt;
8 - player chat area&lt;br /&gt;
16 - left popup area (not recommended)&lt;br /&gt;
32 - centered above the chat area&lt;br /&gt;
64 - console only &lt;br /&gt;
128 - banner area (recommended).&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannertime&#039;&#039; (default: 0)&amp;lt;br/&amp;gt;&lt;br /&gt;
The time in seconds between the display of banners&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2340</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2340"/>
		<updated>2006-07-04T05:57:47Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may display banners to the clients on their server.&lt;br /&gt;
&lt;br /&gt;
== Banner Cvars: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banners&#039;&#039; (default:0)&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banner&amp;lt;n&amp;gt;&#039;&#039; (default: not set)&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannerlocation&#039;&#039; (default: 128)&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &lt;br /&gt;
8 - player chat area&lt;br /&gt;
16 - left popup area (not recommended)&lt;br /&gt;
32 - centered above the chat area&lt;br /&gt;
64 - console only &lt;br /&gt;
128 - banner area (recommended).&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannertime&#039;&#039; (default: 0)&lt;br /&gt;
The time in seconds between the display of banners&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2339</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2339"/>
		<updated>2006-07-04T05:55:37Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Banner Cvars ==&lt;br /&gt;
&#039;&#039;b_banners&#039;&#039; (default:0)&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_banner&amp;lt;n&amp;gt;&#039;&#039; (default: not set)&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannerlocation&#039;&#039; (default: 128)&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &lt;br /&gt;
8 - player chat area&lt;br /&gt;
16 - left popup area (not recommended)&lt;br /&gt;
32 - centered above the chat area&lt;br /&gt;
64 - console only &lt;br /&gt;
128 - banner area (recommended).&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_bannertime&#039;&#039; (default: 0)&lt;br /&gt;
The time in seconds between the display of banners&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2338</id>
		<title>Banners</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Banners&amp;diff=2338"/>
		<updated>2006-07-04T05:53:52Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Banner Cvars ==&lt;br /&gt;
b_banners (default:0)&lt;br /&gt;
Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999)&lt;br /&gt;
&lt;br /&gt;
b_banner&amp;lt;n&amp;gt; (default: not set)&lt;br /&gt;
Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: &lt;br /&gt;
set b_banner1 &amp;quot;This is the first banner&amp;quot;&lt;br /&gt;
set b_banner2 &amp;quot;This is the second banner&amp;quot;&lt;br /&gt;
&lt;br /&gt;
b_bannerlocation (default: 128)&lt;br /&gt;
Defines the locations where banners are printed add together the following values: &lt;br /&gt;
8 - player chat area&lt;br /&gt;
16 - left popup area (not recommended)&lt;br /&gt;
32 - centered above the chat area&lt;br /&gt;
64 - console only &lt;br /&gt;
128 - banner area (recommended).&lt;br /&gt;
For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.&lt;br /&gt;
&lt;br /&gt;
b_bannertime (default: 0)&lt;br /&gt;
The time in seconds between the display of banners&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2337</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2337"/>
		<updated>2006-07-04T05:46:51Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article;&lt;br /&gt;
b_antiwarp;1;See article;&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article;&lt;br /&gt;
b_cursefilteraction;;See article;&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;See Article (XP Settings);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;See Article (XP Settings);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;See Article (XP Settings);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2336</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2336"/>
		<updated>2006-07-04T05:44:07Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_anticheat;1;See article;&lt;br /&gt;
b_antiwarp;1;See article;&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;See article;&lt;br /&gt;
b_cursefilteraction;;See article;&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;New players start with these skill levels in each class.  The classes in order are: battle sense, explosives and construction (engineer), first aid (medic), signals (field ops), light weapons, and heavy weapons (soldier). To start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;. Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;See article;&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;Enables/disables the stat saver feature, which will save player stats across disconnects. See the admin guide for details. (valid values: 0, 1);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2335</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2335"/>
		<updated>2006-07-04T05:37:55Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (articles linked) (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_antiwarp;;[[AntiWarp|See article]];&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;[[Cursefilter|See article]];&lt;br /&gt;
b_cursefilteraction;;[[Cursefilter|See article]];&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;New players start with these skill levels in each class.  The classes in order are: battle sense, explosives and construction (engineer), first aid (medic), signals (field ops), light weapons, and heavy weapons (soldier). To start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;. Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;Enables headshot mode, add these values together for custom headshot modes: 1 - headshots only, 2 - instagib, 4 - clients can only damage other clients, 8 - clients can only receive damage from other clients (valid values: 0-15) [[Headshot_Mode]];&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;Enables/disables the stat saver feature, which will save player stats across disconnects. See the admin guide for details. (valid values: 0, 1);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2334</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2334"/>
		<updated>2006-07-04T05:34:30Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (articles linked) (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_antiwarp;;[[AntiWarp|See article]];&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;[[Cursefilter|See article]];&lt;br /&gt;
b_cursefilteraction;;[[Cursefilter|See article]];&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;New players start with these skill levels in each class.  The classes in order are: battle sense, explosives and construction (engineer), first aid (medic), signals (field ops), light weapons, and heavy weapons (soldier). To start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;. Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;Enables headshot mode, add these values together for custom headshot modes: 1 - headshots only, 2 - instagib, 4 - clients can only damage other clients, 8 - clients can only receive damage from other clients (valid values: 0-15) [[Headshot_Mode]];&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;Enables/disables the stat saver feature, which will save player stats across disconnects. See the admin guide for details. (valid values: 0, 1);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2333</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2333"/>
		<updated>2006-07-04T05:34:10Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (articles linked) (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_antiwarp;;[[[AntiWarp|See article]]];&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;[[Cursefilter|See article]];&lt;br /&gt;
b_cursefilteraction;;[[Cursefilter|See article]];&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;New players start with these skill levels in each class.  The classes in order are: battle sense, explosives and construction (engineer), first aid (medic), signals (field ops), light weapons, and heavy weapons (soldier). To start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;. Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;Enables headshot mode, add these values together for custom headshot modes: 1 - headshots only, 2 - instagib, 4 - clients can only damage other clients, 8 - clients can only receive damage from other clients (valid values: 0-15) [[Headshot_Mode]];&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;Enables/disables the stat saver feature, which will save player stats across disconnects. See the admin guide for details. (valid values: 0, 1);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2332</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2332"/>
		<updated>2006-07-04T05:24:48Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (articles linked) (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_antiwarp;;[[antiwarp|See article]];&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;[[Cursefilter]];&lt;br /&gt;
b_cursefilteraction;;[[Cursefilter]];&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;New players start with these skill levels in each class.  The classes in order are: battle sense, explosives and construction (engineer), first aid (medic), signals (field ops), light weapons, and heavy weapons (soldier). To start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;. Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;Enables headshot mode, add these values together for custom headshot modes: 1 - headshots only, 2 - instagib, 4 - clients can only damage other clients, 8 - clients can only receive damage from other clients (valid values: 0-15) [[Headshot_Mode]];&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;Enables/disables the stat saver feature, which will save player stats across disconnects. See the admin guide for details. (valid values: 0, 1);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2331</id>
		<title>Category:ETPro:Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Category:ETPro:Server_Cvars&amp;diff=2331"/>
		<updated>2006-07-04T05:21:57Z</updated>

		<summary type="html">&lt;p&gt;Dersaidin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains all articles with references to server-side cvars.&lt;br /&gt;
== List of server cvars (articles linked) (a little more complete) ==&lt;br /&gt;
&amp;lt;pitatable columns=3 headlines=&amp;quot;Cvar;Default;Description&amp;quot; aligns=&amp;quot;left;center;left&amp;quot;&amp;gt;&lt;br /&gt;
b_antiwarp;;[[AntiWarp]];&lt;br /&gt;
b_banners;0;Defines the number of banners you would like displayed in rotation.  The default value of 0 disables banners altogether. (valid values: 0-999);&lt;br /&gt;
b_banner&amp;lt;n&amp;gt;;&amp;quot;&amp;quot;;Define the banner text, where n is 1 to whatever number you set b_banners to.  For example, you could set b_banners to 2 and use the following commands to define the banner text: set b_banner1 &amp;quot;This is the first banner&amp;quot; set b_banner2 &amp;quot;This is the second banner&amp;quot;;&lt;br /&gt;
b_bannerlocation;128;Defines the locations where banners are printed add together the following values: 8 - player chat area 16 - left popup area (not recommended) 32 - centered above the chat area 64 - console only 128 - banner area (recommended). For compatibility, the old-style locations (from 0-4) are also supported. The client defaults to b_logbanners 1, which effectively adds 64 to the locations list if it&#039;s not already present, so adding 64 isn&#039;t necessary unless you want to force the messages to be logged to the console.;&lt;br /&gt;
b_bannertime;0;The time in seconds between the display of banners;&lt;br /&gt;
b_campaignfile;;;&lt;br /&gt;
b_chargetransfer;1;0 = Disallow use of mines to transfer charge between players or &#039;store charge&#039;. 1 = Default etmain behavior, allow charge transfer and storage.;&lt;br /&gt;
b_cheatkicktime;-1;Defines the time in minutes that cheaters will be banned for when kicked by etpro&#039;s anti-cheat system. -1 = Disabled;&lt;br /&gt;
b_cheatlog;&amp;quot;&amp;quot;;Defines the name of a separate log for the anti-cheat system when set to an empty string, the anti-cheat system uses the main system log file;&lt;br /&gt;
b_cursefilter;;[[Cursefilter]];&lt;br /&gt;
b_cursefilteraction;;[[Cursefilter]];&lt;br /&gt;
b_damagexp;;;&lt;br /&gt;
b_defaultbantime;300;Time in seconds for bans without explicitly defined ban time.;&lt;br /&gt;
b_defaultskills;&amp;quot;&amp;quot;;New players start with these skill levels in each class.  The classes in order are: battle sense, explosives and construction (engineer), first aid (medic), signals (field ops), light weapons, and heavy weapons (soldier). To start everyone with level 2 battle sense and level 3 light weapons, you could set this to &amp;quot;2 0 0 0 3 0 0&amp;quot;. Leaving this setting blank or using 0s for each class uses the normal behavior. (valid values: 0-4 for each skill);&lt;br /&gt;
b_distancefalloff; 1; 0 = Disable distance damage falloff for bullet weapons. 1 = Enable distance damage falloff for bullet weapons.;&lt;br /&gt;
b_emptyscript;&amp;quot;&amp;quot;;Name of a script to execute when the last player leaves the server.;&lt;br /&gt;
b_ettv_flags;;;&lt;br /&gt;
b_extendedprone;;;&lt;br /&gt;
b_fallingbugfix;;;&lt;br /&gt;
b_fixedphysics;;;&lt;br /&gt;
b_fixedphysicsfps;;;&lt;br /&gt;
b_flushitems; 0;Enables/disables ground-oriented items (medpacks, ammopacks).;&lt;br /&gt;
b_headshot;0;Enables headshot mode, add these values together for custom headshot modes: 1 - headshots only, 2 - instagib, 4 - clients can only damage other clients, 8 - clients can only receive damage from other clients (valid values: 0-15) [[Headshot_Mode]];&lt;br /&gt;
b_helmetprotection; 1;Allows server to enable/disable helmet damage reduction.;&lt;br /&gt;
b_intermissiontime;60;The maximum number of seconds the debriefing/intermission screen will be active before switching to the next map.;&lt;br /&gt;
b_levels_battlesense;&amp;quot;&amp;quot;;Configures the number of XP required for each battlesense upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_engineer;&amp;quot;&amp;quot;;Configures the number of XP required for each engineering upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_medic;&amp;quot;&amp;quot;;Configures the number of XP required for each first aid upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_fieldops;&amp;quot;&amp;quot;;Configures the number of XP required for each signals upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_lightweapons;&amp;quot;&amp;quot;;Configures the number of XP required for each light weapons upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_soldier;&amp;quot;&amp;quot;;Configures the number of XP required for each soldier upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_levels_covertops;&amp;quot;&amp;quot;;Configures the number of XP required for each covert ops upgrade Setting a skill level to 0 means that a player will start with that skill level, while setting a skill level to -1 or omitting it means that a skill level is disabled.  A blank value uses default values.;&lt;br /&gt;
b_match_warmupjoin;0;Controls whether or not players are allowed to join a team during the warmup countdown. (valid values: 0, 1);&lt;br /&gt;
b_maxmortarpitch; 0;Allows server to limit effective range of ground slope angles for mortar deployment. If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or 40) would behave as if it were deployed on a slope of 20 degrees.;&lt;br /&gt;
b_moverscale;;;&lt;br /&gt;
b_multiview;0;Enable OSP&#039;s multiview.  multiview allows spectators to view multiple players at the same time, but clients who are using multiview consume slightly more bandwidth and CPU time than normal spectators, so this feature can be disabled. (valid values: 0, 1);&lt;br /&gt;
b_noskillupgrades;0;When set to 1, players may still score XP, but they will no longer gain skill or rank upgrades.  This is especially useful in combination with b_defaultskills to even out gameplay when playing in non-campaign mode. (valid values: 0, 1);&lt;br /&gt;
b_panzerlevelup;;;&lt;br /&gt;
b_privatemessages;2;The minimum number of characters needed for the name match when sending a private message. Setting to 0 will disable private messaging. (valid values: 0-36);&lt;br /&gt;
b_pronedelay;;;&lt;br /&gt;
b_realhead;;;&lt;br /&gt;
b_riflegrenades;;;&lt;br /&gt;
b_semiAdminLevels;0;Defines the number of semiadmin levels to use. The default value of 0 disables semiadmin functionality.;&lt;br /&gt;
b_semiAdminPass&amp;lt;n&amp;gt;;;Defines the password for semiadmin level &amp;lt;n&amp;gt;, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels.  For example: set b_semiAdminPass1 &amp;quot;topsecret&amp;quot;;&lt;br /&gt;
b_semiAdminCmds&amp;lt;n&amp;gt;;;Defines the commands that semiadmin level &amp;lt;n&amp;gt; is allowed to perform, where &amp;lt;n&amp;gt; is a number from 1 to b_semiAdminLevels. For example: set b_semiAdminCmds1 &amp;quot;kick clientkick say&amp;quot;;&lt;br /&gt;
b_shove;80;Defines the amount of knockback inflicted upon someone that a player shoves.  Set to 0 to disable shoving.;&lt;br /&gt;
b_shove_noz;1;Disables Z-axis (vertical) shoving to prevent players from shoving others over walls;&lt;br /&gt;
b_shrug; 0;0 = Disable /shrug. 1 = Enable /shrug.;&lt;br /&gt;
b_spectatornames;;;&lt;br /&gt;
b_statsaver;1;Enables/disables the stat saver feature, which will save player stats across disconnects. See the admin guide for details. (valid values: 0, 1);&lt;br /&gt;
b_stickycharge;;;&lt;br /&gt;
b_sv_hitsounds; 1;0 = Server globally disables hitsounds. 1 = Server allows clients to use hitsounds.;&lt;br /&gt;
b_watermark;&amp;quot;&amp;quot;;Enables a server watermark on the client&#039;s display. See the admin guide for full details.  This should be the name of the image without the extension, or blank to disable; for example: set b_watermark &amp;quot;ourclan/logo&amp;quot;;&lt;br /&gt;
b_watermarkFadeAfter;-1;Controls how many seconds the watermark remains on the player&#039;s display after each map change before fading away.  Setting this to -1 means that the watermark will never fade away, although clients can still disable the watermark display.;&lt;br /&gt;
b_watermarkFadeTime;1.5;Controls how many seconds the watermark takes to fade away after displaying for b_watermarkFadeAfter seconds.  Setting this to 0 means that the watermark will instantly disappear rather than fading away.;&lt;br /&gt;
b_wolfrof; 0;0 = ET Standard SMG Rate of fire. 1 = RTCW Standard SMG Rate of fire.;&lt;br /&gt;
b_xpstopwatch;0;Controls whether or not XP is kept across both rounds of a stopwatch match. (valid values: 0, 1);&lt;br /&gt;
lua_modules;;;&lt;br /&gt;
lua_allowedmodules;;;&lt;br /&gt;
vote_allow_cointoss;1;Controls whether voting for a coin toss is allowed. (valid values: 0, 1);&lt;br /&gt;
vote_allow_config;&amp;quot;&amp;quot;;Use a space delimited list of league configurations (.config files) available for voting and to referees, for example: vote_allow_config &amp;quot;leaguea leaguec&amp;quot;.  A value of &amp;quot;*&amp;quot; means that all existing configs may be voted for.;&lt;br /&gt;
vote_allow_surrender;1;Enables/disables surrender callvoting. (valid values: 0, 1);&lt;br /&gt;
&amp;lt;/pitatable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Dersaidin</name></author>
	</entry>
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