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Part |
Description |
Status |
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|
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Part 1 |
Infrastructure required |
Available |
Part 2 |
What you need to run a server |
Available |
Part 3 |
Dedicted servers |
Available |
Part 4 |
Client servers |
Available |
Part 5 |
Configuring your server |
Available |
Part 6 |
Connecting to the server |
Available |
Part 7 |
Administration on the go |
Available |
Part 8 |
Coping with multiple AQ2 mods |
Available |
Appendix
A |
Server variables |
Available |
Appendix
B |
Deathmatch flags |
Available |
Appendix
C |
Configuration examples |
Available |
Appendix
D |
Setting up your own LAN |
Under construction |
Appendix A - Server
variables
There's a whole shed-load of server variables that you can set
up when you're running an Action Quake2 server. The Action readme
file covers them all in pretty good depth, but here's my views on
them. They're in alphabetical order, just to make you think that
I'm really an organised sort of guy. Hahah!
Note that I am assuming you're using the latest release of
Action for your server, currently 1.52.
Action-specific server variables -
Teamplay and Deathmatch
These are Action Quake2 settings that will work in both Teamplay
and Deathmatch gameplay modes.
Variable |
Possible values |
Description |
actionmaps |
0 or 1 |
This controls whether or not you want to use the map rotation
which you've specified in your action.ini file. 0 ignores this and
attempts to use the standard Quake2 rotation, which, let's face it,
is a pile of tosh. If you want a decent map rotation system, use
the one provided by Action.
Maps will change whenever a player reaches the specified
fraglimit or the timelimit has been hit.
Default:
1 (use rotation)
|
allitem |
0 or 1 |
Setting this to 1 gives each player one of each special item -
i.e. one lasersight, one bandolier, one Kevlar vest, one pair of
stealth slippers etc. Makes the game a bit mad, but great fun for
the odd laugh.
After changing this setting, each player will get a full
complement of items when they next respawn.
Default:
0 (players must pick up items as normal)
|
allweapon |
0 or 1 |
Now this makes for a very interesting game - setting this
to 1 gives each player one of every weapon. This makes is quite
explosive, as you can imagine!
After changing this, each player will receive a mini arsenal
every time they spawn. Yikes!
Default:
0 (players pick up weapons as per usual)
|
ir |
0 or 1 |
Determines whether or not players with a bandolier can use the
irvision command. some people think irvision is sort of cheating,
so you can set this to 0 to disable the irvision facility. But
that's no fun!
Default:
1 (enables irvision for bandoliers)
|
items |
number |
Number of unique items that the player can carry around with
them - e.g. bandolier, Kevlar vest, silencer etc.
Default:
1 (allows player to pick up a single special item)
|
motd_time |
number |
Length of time the 'Message of the Day' (MOTD) stays on the
screen when you first connect to a map. It's not a good idea to
have this on too long, as the player won't be able to see a
flippin' thing if the MOTD is too long!
For reasons best known to the A-Team, this value is rounded to
the nearest 2 seconds. You can only guess why...
Default:
2 (2 seconds)
|
nohud |
0 or 1 |
Set this to 1 to disable the standard status display (heath,
ammo, special weapon icons etc.) The A-Team suggest this for
recording of demos, other than this there's no other real benefit
to be gained.
Default:
0 (status info displayed as normal)
|
skipmotd |
0 or 1 |
Setting this to 1 disables the Message of the Day that players
get when they first connect to the map. Well, almost, it still
displays the top two lines - the copyright and URL of the
developers.
Default:
0 (display all of MOTD)
|
teamplay |
0 or 1 |
Set this to 1 if you want teamplay, 0 if you want DM.
Requires a map
restart before the change takes effect.
Default:
0 (deathmatch)
|
weapons |
number |
The number of 'special' weapons any player can carry at once.
Normally this will be 1, unless you want to be silly. The bandolier
will always allow a player to carry one more weapon than this
value.
Requires a map
restart before the change takes effect.
Default:
1 (one special weapon per player)
|
Action-specific server variables
-LAN goodies
These variables control those nice little touches that just
aren't feasible when you're connected to a server using the
relatively slow Internet.
Variable |
Possible values |
Description |
bholelimit |
number |
Sets the number of bulletholes that the server will remember for
the complete level. Setting this to a number other than zero means
that when your bullets hit the walls, ceiling etc. in a map, they
leave marks.
When this is set to a smallish value, if you hang around for a
while in the one place you can watch your bulletholes 'heal'
themselves!
Default:
0 (no bulletholes)
|
breakableglass |
0 or 1 |
Enables or disables breakable glass - assuming that the map
you're playing supports it. Currently, there are two examples -
office3 and coverme.
Setting to 0 will disable breakable glass, or 1 to enable.
Default:
0 (don't even think about it on an Internet server!)
|
glassfragmentlimit |
number |
Specifies how many fragments of glass that the server remembers.
Even on a LAN, large values can impair the speed of the game, so
modify this accordingly.
Default:
Default:
30 (thirty great big sharp shards of glass!)
|
knifelimit |
number |
Determines the number of knives that can left lying around in
the level. A high number will make a lot of or work for someone
connected over the Internet, but on a LAN it doesn't matter
normally, so you can set this to whatever value you wish.
The prospect of hundreds of knives littering the ground in a map
makes me shake with excitement!
Default:
40 (Forty knives!? Not even enough for a bit of harmless fun!)
|
shelloff |
0 or 1 |
Setting this to 0 enables the dropping of spent shells or
cartridges from your weapon. Every time you fire your weapon, the
shells will fly out and bounce across the ground, with a nice
little tinkling sound.
Default:
1 (no shell graphics/sounds)
|
splatlimit |
number |
Like bulletholes, except this one specifies how many pools of
blood/lumps of guts are allowed on the map at one time.
Yeeeuuchh!
Default:
0 (no gooey bits)
|
Action-specific server variables -
Teamplay specific
Settings that only have an effect on teamplay games.
Variable |
Possible values |
Description |
limchasecam |
0, 1 or 2 |
Restricts the ability of players to 'chasecam' when they die in
a team game. This prevents cheats from using the chasecam in
conjunction with other communication devices (Roger Wilco,
telephone or shouting!) to help their surviving team members
win.
0: Allow all chasecamming - through eyes view, chase view and
free-floating.
1: Only allows through eyes view and chase view for surviving
team mates, not for the enemy.
2: Only allows through eyes view of surviving team mates.
Default:
0 (all chasecamming is allowed)
|
maxteamkills |
number |
If friendly fire is enabled, this specifies the number of
teammates a player can kill before he is kicked from the server.
Wounding a teammate counts as a quarter of a kill for this
purpose.
Default:
0 (you really trust your teammates... yeah, right!)
|
noscore |
0 or 1 |
Set this to 1 to disable the recording of individual scores for
players (i.e. your frag or kill count). Once this is set, only team
scores and total kills for the team are recorded. Can be useful to
hide how embarrassingly poor you're playing!
Default:
0 (record individual kill counts)
|
roundlimit |
number |
Set this to the number of games a team must win before the
server changes to the next map in the rotation.
Default:
0 (no limit)
|
roundtimelimit |
number |
Specifies the time (in minutes) that elapses before the current
round ends. This is the teamplay equivalent of the standard
timelimit setting.
Default:
0 (no limit)
|
tgren |
number |
Sets how many grenades a player will get by default when they
choose the bandolier in teamplay mode.
The value you choose here is purely personal preference, but I'd
recommend 1 for a serious game. Having said that, setting it to 20
makes for an interesting experience to say the least!
Default:
0 (no grenades)
|
tkbanrounds |
number |
How many rounds a player is banned after being kicked for
massacring his teammates.
Default:
2 (player has to wait for two roundlimits/roundtimelimits before
rejoining)
|
twbanrounds |
number |
How many rounds a player is banned after being kicked for merely
wounding his teammates.
Default:
2 (player has to wait for two roundlimits/roundtimelimits before
rejoining)
|
General Quake2 server
variables
These variables are standard Quake2 ones, rather than being
Action specific.
Variable |
Possible values |
Description |
dmflags |
number |
Defines some basic Quake2 settings - see Appendix B for more info.
|
fraglimit |
number |
Number of kills that the winning player makes in deathmatch mode
before the map changes to the next one in the rotation. Set this to
0 to disable the fraglimit.
|
hostname |
text |
Name of the server. Something along the lines of "Action DM"
seems sensible, indicated a Deathmatch server.
You should name your server appropriately if there is likely to
be more than one server on your LAN - e.g. use DM for Deathmatch
and TP for teamplay.
Default:
On a network, this will normally default to the name of your
computer.
|
port |
number |
Advanced users
only!
Determines which TCPIP port the server will use. Normally you
shouldn't need to change this, as the default port of 27910 will be
used.
If you're getting a bit advanced though, you may need to change
this to avoid clashes with something else on your LAN. It can also
be used to run multiple servers on a single PC - for example,
teamplay and deathmatch servers on the same PC would require
distinct port numbers.
To set this, you have to use '+set port value' on the command
line that you use to run your server. For example, if you wish to
run a server on a different port to the default, you'd add:
+set port 27920
To your command line.
Default:
27910
|
timelimit |
number |
Determines the number of minutes that will pass in a deathmatch
before a new map is started. Of course, if the fraglimit is reached
first, this setting won't have any effect.
Setting this to 0 disables the timelimit on a level.
|
Appendix B - Deathmatch
flags
The deathmatch flags, or 'dmflags' specify various core Quake2
settings. Action uses some of these for its own purposes, and
ignores some as well. The ones that Action currently uses are
listed below.
DMflag value |
Description |
4 |
In standard Quake2 this enables weaponstay - i.e. once someone
picks up a rocket launcher or whatever, someone else can come along
after them and pick up the same weapon.
In Action, the weaponstay that this implements is rather odd -
once you pick up a special weapon (like the shotgun or M5) you
can't drop it! I'm sure this has its uses, but the only thing I can
think of is to prevent players in a team game from picking up
dropped weapons.
|
8 |
This disables falling damage - so you can fall as far as you
like from tall buildings in Urban2, or jump from the tallest ledge
in Cliff2, without fear of death or injury. Might even make the old
classic 'Cliff' playable!
|
256 |
Turns off friendly fire. If you don't have this setting, then
your teammates are quite capable of killing you in teamplay mode.
Not that they'd dare...
|
512 |
'Spawn furthest'. The theory here is that after you die you'll
spawn as far away as possible from all other players. Which
normally isn't very far at all...
|
1024 |
Forces players to respawn immediately after the die, rather than
giving them a little breather before they press the fire button to
rejoin the game. I have no idea why you'd want to do this.
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So, how do you go about setting the dmflags server variable?
Well, easy really. You mightn't even need a calculator or pencil
and paper like I do!
Look at the selection of options in the table above, and simply
add together the numbers of the features you want to use, then set
the dmflags variable to this number.
So, if you want no friendly fire (256) and no falling damage
(8), 256 + 8 = 264, so add the following to your server
configuration file:
dmflags 264
If you don't want any of the features, set dmflags to 0.
Appendix C - Configuration
examples
Here's a few example configuration files that you can download
if you like.
Deathmatch Configuration file
You can download this file, complete with comments, by clicking
here.
// Deathmatch LAN Action server configuration
hostname "Action DM"
// Set a sensible host name for the server
rcon_password wibble
// Rcon password to allow remote administration
set fraglimit 40
// Set fraglimit to 40
set timelimit 0
// No time limit
set maxclients 12
// Maximum of 12 players on this serber
set deathmatch 1
// Tell Quake2 that we want deathmatch mode. You never know...
set dmflags 264
// Set dmflags to disable friendly fire and falling damage
set actionmaps 1
// We want to use the map rotation in the action.ini
// Now the LAN goodies
set bholelimit 50
// Allow up to 50 bulletholes on the map
set splatlimit 30
// Allow 30 bloodsplats
set shelloff 0
// Enable shell noises and graphics
set breakableglass 1
// Yeah, let's break some glass!
set glassfragmentlimit 0
// But turn off fragments, to speed things up
//And finally...
teamplay 0
// Tell Action that we want a deathmatch
map jungle1
// Finally, choose a map.
Teamplay Configuration file
You can download this file, complete with comments, by clicking
here.
// Teamplay LAN Action server configuration
hostname "Action TP (FF)"
// Set a sensible host name for the server
rcon_password wibble
// Rcon password to allow remote administration
set fraglimit 40
// Set fraglimit to 40
set timelimit 0
// No time limit
set maxclients 12
// Maximum of 12 players on this serber
set deathmatch 1
// Tell Quake2 that we want deathmatch mode. You never know...
set dmflags 8
// Friendly fire is on, and falling damage is disabled
set actionmaps 1
// We want to use the map rotation in the action.ini
// Now the LAN goodies
set bholelimit 50
// Allow up to 50 bulletholes on the map
set splatlimit 30
// Allow 30 bloodsplats
set shelloff 0
// Enable shell noises and graphics
set breakableglass 1
// Yeah, let's break some glass!
set glassfragmentlimit 0
// But turn off fragments, to speed things up
// Set up some teamplay options
set tgren 2
// Two grenades when you have the bandolier
set roundlimit 8
// Change maps when a team wins 8 rounds
set roundtimelimit 3
// Allow three minutes per round. Real fast!
//And finally...
teamplay 1
// Tell Action that we want teamplay
map teamjungle
// Finally, choose a map.
Action.ini
You can download this file, complete with comments, by clicking
here.
// Hashes aren't really needed any more, but
they
// don't do any harm.
// set 'actionmaps' server variable to 1 to
enable rotation
// This file must be called action.ini and be in
your quake2\action directory.
// Don't put comments in the sections below.
// Specify team names, models and skins here.
The first
// line of each section is the team name and the
second
// line specifies the model and skin.
[team1]
Goodies
sas/sas-urban
###
[team2]
Baddies
aqmarine/marine2
###
// List of maps to use in the rotation
[maplist]
cliff2
jungle1
lighthouse
coverme
Appendix D - Setting up your own
LAN
Under construction!
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