Version 1 vs 5
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- Edit by Armanelgtron, Version 5
- Jun 17 2021 2:59 PM
- Edit by Armanelgtron, Version 1
- Jun 30 2020 3:42 PM
Edit Older Version 1... | Edit Current Version 5... |
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Content Changes
The commands listed below are the active and working commands that can only be found in sty+ct+ap.
To view the full list of available commands, see [list of commands](http://durf.cf/tools/ConsoleSearch+ap/0.1/)
# ADMIN_LOG
Enabling this will ensure that all admin commands will be written to ./var/adminlog.txt file.
# ARENA_BOUNDARY Commands
## ARENA_BOUNDARY
This is the distance players can travel outside the arena boundary.
## ARENA_BOUNDARY_KILL
If set to 1, Players beyond the ARENA_BOUNDARY will be killed.
# BANNED_WORDS_* Commands
## BANNED_WORDS
This command stores all the bad words you want filtered out in your server/client depending on `BANNED_WORDS_OPTIONS` setting you chose.
`BANNED_WORDS 4r5e;5h1t;5hit;a55;anal;ar5e;arrse;arse;ass;ass-fucker;assfucker;assfukka;asshole;asswhole;b!tch;b00bs;b17ch;b1tch;ballbag;balls;ballsack;bastard;beastiality;bi+ch;bitch;bloody;blowjob;boiolas;boobs;booobs;boooobs;booooobs;booooooobs;breasts;buceta;bunny fucker;buttmuch;c0ck;c0cksucker;cawk;chink;cipa;cl1t;clit;clit;clits;cnut;cock;cock-sucker;cockface;cockhead;cockmunch;cockmuncher;cocksucker;cocksuka;cocksukka;cok;cokmuncher;coksucka;cox;cum;cunt;cyalis;d1ck;dick;dickhead;dildo;dirsa;dlck;dog-fucker;doggin;dogging;donkeyribber;doosh;duche;ejakulate;f u c k e r;f4nny;fag;faggitt;faggot;fanny;fannyflaps;fannyfucker;fanyy;fatass;fcuk;fcuker;fcuking;feck;fecker;fook;fooker;fuck;fuck;fucka;fucker;fuckhead;fuckin;fucking;fuckingshitmotherfucker;fuckwhit;fuckwit;fuk;fuker;fukker;fukkin;fukwhit;fukwit;fux;fux0r;gaylord;goatse;heshe;hoare;hoer;hore;jackoff;jism;kawk;knob;knobead;knobed;knobhead;knobjocky;knobjokey;l3i+ch;l3itch;m0f0;m0fo;m45terbate;ma5terb8;ma5terbate;master-bate;masterb8;masterbat*;masterbat3;masterbation;masterbations;masturbate;mo-fo;mof0;mofo;motherfucker;motherfuckka;mutha;muthafecker;muthafuckker;muther;mutherfucker;n1gga;n1gger;nazi;nigg3r;nigg4h;nigga;niggah;niggas;niggaz;nigger;nob;nob jokey;nobhead;nobjocky;nobjokey;numbnuts;nutsack;p0rn;pawn;penis;penisfucker;phuck;pigfucker;pimpis;piss;pissflaps;porn;prick;pron;pusse;pussi;pussy;rimjaw;rimming;s.o.b.;schlong;scroat;scrote;scrotum;sh!+;sh!t;sh1t;shag;shagger;shaggin;shagging;shemale;shi+;shit;shit;shitdick;shite;shited;shitey;shitfuck;shithead;shitter;slut;smut;snatch;spac;t1tt1e5;t1tties;teets;teez;testical;testicle;titfuck;tits;titt;tittie5;tittiefucker;titties;tittyfuck;tittywank;titwank;tw4t;twat;twathead;twatty;twunt;twunter;v14gra;v1gra;viagra;w00se;wang;wank;wanker;wanky;whoar;whore;willies;willy;shank;goot;motherfucking;`
## BANNED_WORDS_OPTIONS [0|1|2]
`BANNED_WORDS_OPTIONS 0`
The available options. are 0, 1 and 2\. Default value is set to 0 which disables the activation of checking bad words in message.
Normally this allows users to easily send messages to each other. If this setting is set to 1 or 2, different actions will be triggered.
If setting is set to 1, the message will get blocked. Along with that, a message of warning will be sent to the user, their message contained one or many bad words. Due to that their message is blocked. This message will be different if each server owner decides to write something different.
If setting is set to 2, the message will get parsed. While parsing, the found bad words will get replaced by the selected characters placed in english_base.txt
## BANNED_WORDS_ADD [word]
`BANNED_WORDS_ADD [word]`
This command allows users to add a new word. If the word already exists in the container, then the word to add will be ignored.
## BANNED_WORDS_REMOVE [word]
`BANNED_WORDS_REMOVE [word]`
This command allows users to remove the entered word. If the word exists in the container, then the word will be removed. If it doesn't, then it will get ignored.
## BANNED_WORDS_LIST
This command allows users to list the words that exist in the banned words container. The <id>is a number area which only accepts number values from 0 to 9.</id>
If the <id>area is given blank, then it will display words from 0 to 9 ids. Otherwise you can give the number of id to view the word and the ten from that <id>will appear on your chat display.</id></id>
# CHATTERS_ Commands
### CHATTERS_KILL
If this command has been executed, all players in chat mode and are playing on the grid, are killed!
### CHATTERS_SUSPEND [rounds]
Suspends all players that were in chat mode for the following rounds.
### CHATTERS_SILENCE
Silences all chatters during play. This command is closely linked with
`SILENCE_ALL`
To give their voices back, simply do
`VOICE_ALL`
### CHATTERS_LIST
Displays the list of currently chatting or players who have entered idle mode up on your screen.
# CLEAR_ Commands
`CLEAR_LADDERLOG Clear all data from ladderlog.txt located in ./var folder.`
`CLEAR_SCORELOG Clear all data from scorelog.txt located in ./var folder.`
`CLEAR_CHATLOG Clear all data from chatlog.txt located in ./var folder.`
# COLLAPSE | DESTROY Commands
`COLLAPSE_ZONE [zone_name]`
This command causes the selected zone(s) to shrink in size and disappear smoothly.
`DESTROY_ZONE [zone_name]`
This command causes the selected zone(s) to vanish instantly.
`COLLAPSE_ZONE_ID [zone_id]`
This command is similar to `COLLAPSE_ZONE` but uses the zone's ID instead to locate and make that zone disappear smoothly.
`DESTROY_ZONE_ID [zone_id]`
This command is similar to `DESTROY_ZONE` but uses the zone's ID instead to locate zone and make it disappear instantly.
# CUSTOM_ Commands
## CUSTOM_MESSAGE
Calls upon the string located within your language file
`CUSTOM_MESSAGE hello_world`
If "hello_world" exists within the language file, it loads the string.
Inside Language File: hello_world Hello World!\n The output will be displayed on the client's screen as:
Hello World!
Example 1:
`CUSTOM_MESSAGE player_reach_race`
Output Similar to: 1 finished with 10 points in seconds
Example 2:
`CUSTOM_MESSAGE player_reach_race lover$boy 5 15.5432`
Output : lover$boy finished with 5 points in 15.5432 seconds
This command not only loads in the language string command, it also replaces those \1, \2, \3 indicators. In example 2 you see those indicators as:
Language String Command: player_reach_race \1 0xfffffffinished with \2 points in \3 seconds.\n **\1 = lover$boy**
**\2 = 5**
**\3 = 15.5432**
So to speak, it looks like this: CUSTOM_MESSAGE player_reach_race **\1** **\2** **\3** ...
They can go on depending on your choosing of calling this command.
## CUSTOM_PLAYER_MESSAGE
`CUSTOM_PLAYER_MESSAGE player_name language_command parameters...`
This command works similarly to the `CUSTOM_MESSAGE` but the message will be sent to the given player and the sender only. Similar to how `PLAYER_MESSAGE` and `/msg` work.
# CUSTOM_SHORTHAND commands
### CUSTOM_SHORTHAND_ENABLED [0|1]
If set to 1 and CUSTOM_SHORTHAND is found, then CUSTOM_SHORTHAND_CONNECTION will be used to connect.
### CUSTOM_SHORTHAND<authority></authority>
The custom authority to trigger when a player tries to login.
### CUSTOM_SHORTHAND_CONNECTION
The link to connect to when using custom shorthand. Do not include [`http://`](http://).
# CYCLE_RUBBER_DEPLETE_ Commands
The following commands are the very core of rubber reduction behavior in client and server alike.
`CYCLE_RUBBER_DEPLETE_SELF # if set to 0, it will not reduce rubber like normal when you hit your own tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_ENEMY # if set to 0, it will not reduce rubber like normal when you hit enemy's tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_TEAM # if set to 0, it will not reduce rubber like normal when you hit team's tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_RIM # if set to 0, it will not reduce rubber like normal when you hit the rim wall; Default 1.`
For the proper use of these commands players require a recent or latest sty+ct+ap game client. For other regular game clients it will bug out and cause glitches for them.
# DEADLY_ Commands
### DEADLY_EXPLOSIONS [0|1]
If set to 1, cycles in the blast radius of an explosion be destroyed
### SCORE_EXPLOSION_OWNER [points]
Points the owner of an explosion gains for destroying another enemy cycle.
### SCORE_EXPLOSION [points]
Points the enemy cycle destroyed in an explosion gains.
# DEATHZONE_RANDOM_COLORS [0|1]
Default: 0; If set to 1, deathzones will have their colors by randomness for each round.
# DECLARE_ROUND_WINNER
`DECLARE_ROUND_WINNER [player_name | team_name]`
This command declares a winner of the round depending on the player name given or the team they belonged to at the time.
Command can only be used once per round and there's no taking back after declaring someone a winner. So, choose wisely.
# DELAY_COMMAND_CLEAR
Clears all stored commands in DELAY_COMMAND
# DISPLAY_MAP_ Commands
## DISPLAY_MAP_DETAILS
`DISPLAY_MAP_DETAILS [0|1]`
If set to 1, then map details will appear in everyone's clients and it will show the name, author, version and axes for it. This however is dependent on the following commands
## DISPLAY_MAP_NAME
`DISPLAY_MAP_NAME [0|1]`
If set to 1, map's name will be displayed at the beginning of each round.
## DISPLAY_MAP_AUTHOR
`DISPLAY_MAP_AUTHOR[0|1]`
If set to 1, map's author will be displayed at the beginning of each round.
## DISPLAY_MAP_VERSION
`DISPLAY_MAP_VERSION [0|1]`
If set to 1, map's version will be displayed at the beginning of each round.
## DISPLAY_MAP_AXES
`DISPLAY_MAP_AXES[0|1]`
If set to 1, map's axes will be displayed at the beginning of each round.
# ENABLE_MATES_CASING
`ENABLE_MATES_CASING [0|1]`
Enabling this is a personal choice.
It is clear of irregular letters in name causes some hassle for server but this choice setting will be good for those preferred to search for mates use that kind of name.
# DISPLAY_SCORES_DURING_CHAT [0|1]
Tabbing during chat gets annoying when the scores keep appearing and disappearing. This command works individually and is enabled right now but you can choose to disable it and have a good time tabbing names without having to worry about appearing score board.
# _GRIDPOS Commands
## PLAYER_GRIDPOS_INTERVAL
`PLAYER_GRIDPOS_INTERVAL`
Set the number of seconds of interval between each ladderlog output of `PLAYER_GRTIDPOS`
## ZONE_GRIDPOS_INTERVAL
`ZONE_GRIDPOS_INTERVAL`
Set the number of seconds of interval between each ladderlog output of `ZONE_GRTIDPOS`.
# HIDE_CYCLES
The following commands can only be executed from within a client.
## HIDE_CYCLES 0|1
`HIDE_CYCLES 0|1`
If set to 1, all cycles on the grid will vanish from view. This will only work while you are alive.
## HIDE_CYCLE_WALLS 0|1
`HIDE_CYCLE_WALLS 0|1`
If set to 1, the tails of all cycles will vanish from view. This will only work while you are alive.
# HIGHLIGHT_NAME
If set to 1, your name will get highlited in string.
# QUEUE Commands
### QUEUE_MAP<name></name>
`QUEUE_MAP MAP_FILE.xml`
Stores map that exist in MAP_ROTATION. Stops rotation temporarily to complete the listed maps.
### QUEUE_CONFIG<name></name>
`QUEUE_CONFIG config.cfg`
Stores config that exists in CONFIG_ROTATION. Stops rotation temporarly to complete the listed maps.
### RESET_MAP_QUEUEING
Resets all the maps in the queue.
### RESET_CONFIG_QUEUEING
Resets all the configs in the queue.
### QUEUE_LIMIT_ENABLED [0|1]
`QUEUE_LIMIT_ENABLED 0`
Should the people have limits when queueing?
### QUEUE_LIMIT [number]
`QUEUE_LIMIT 20`
This is the amount that players can use up for queueing maps or configs.
### QUEUE_LIMIT_EXCEMPT [access level]
`QUEUE_LIMIT_EXCEMPT 2`
Access level equal to or below this do not have queue limit.
### QUEUE_INCREMENT [number]
`QUEUE_INCREMENT 0`
If set to >0, players will get their queues increased during refill by this amount.
### QUEUE_REFILL_TIME [time in seconds]
`QUEUE_REFILL_TIME 2400`
How long each time should players refill take? This is measured in hours.
### QUEUE_REFILL_ACTIVE [0|1]
`QUEUE_REFILL_ACTIVE 0`
Should players be in server to have their queue refill active?
### QUEUE_MAX [number]
`QUEUE_MAX 30`
The maximum queues allowed due to the increase in their slots.
### QUEUE_LOG [0|1]
`QUEUE_LOG 0`
If set to 1, players queueing maps/configs will get written to queuelog.txt
### QUEUE_REFILL<name></name>
`QUEUE_REFILL`<player name=""></player>
Refill the queue fuel of the given player's name. Usage: QUEUE_REFILL<name></name>
### QUEUE_GIVE<player></player>
`QUEUE_GIVE`<player></player>
Give a set of queues to the given player's name. Usage: QUEUE_GIVE<name><amount></amount></name>
### QUEUERS_LIST
Displays the list of queuers and their queues.
# Racing Commands
### RACE_CHANCES [no_of_times]
This command is pretty simple. This gives each and every player on grid to continue to race, from the start, each time they die. Of-course, their chances deplete but this gives them extra chances to race and try to complete the course.
### RACE_END_DELAY [seconds]
If there was only one play still alive on the grid, this timer activates. Depending on this set, they get that many amount of seconds to try and cross the finish line.
### RACE_CHECKPOINT_COUNTDOWN [seconds]
Number of seconds to give individual racers to complete the race.
### RACE_CHECKPOINT_REQUIRE_HIT [0|1|2]
`RACE_CHECKPOINT_REQUIRE_HIT 1`
Explanation:
`0 : Will let you finish regarless of doing the checkpoints`
`1 : MUST complete all checkpoints but not in order`
`2 : MUST complete all checkpoints in order;`
### RACE_CHECKPOINT_LAPS [0|1]
`RACE_CHECKPOINT_LAPS 1`
Explanation:
`0 : Won't do anything`
`1 : After each completed lap, your completed checkpoints data is cleared to do again.`
### RACE_LAPS [number]
`RACE_LAPS 1`
If set to >1, these are the number of laps to complete to finish the race.
### RACE_SAFE_ANGLES [angle,angle,...]
`RACE_SAFE_ANGLES 0,45,90,135,180,225,270,315`
These are the angles that are safe to travel in. Anything else and your dead. Usage: degrees1,degrees2,degrees3,...
### RACE_UNSAFE_ANGLES_KILL [0|1]
`RACE_UNSAFE_ANGLES_KILL 0`
If set to 1, kills all players that are in the unsafe angles as they finish the race.
### RACE_FINISH_KILL [0|1]
If set to 1, players crossing the finish lines will get killed!
### RACE_FINISH_COLLAPSE [0|1]
If set to 1, all zones will collapse/disappear at the end of round.
### RACE_IDLE_KILL [0|1]
If set to 1, kills players that are idle for RACE_IDLE_TIME seconds.
### RACE_IDLE_TIME [seconds]
Number of seconds a player is idle on grid before being warned and then killed.\
### RACE_IDLE_SPEED [speed]
Set to >= 0, idle activates if players stay for RACE_IDLE_TIME under the set idle speed.
### RACE_LOG_LOGIN [0|1]
If enabled, it will only log the time records of players that have logged in.
### RACE_LOG_TIME [0|1]
If enabled, it displays the reached time and the position of arrival.
### RACE_LOG_UNFINISHED [0|1]
It set to 1, logs in the players that have not yet finished that racing course. Time values will be set to -1.
### RACE_POINTS_TYPE [0|1]
If set to 0, players receive points depending on SCORE_RACE_FINISH
If set to 1, players receive points depending on RACE_SCORE_DEPLETE
### RACE_SCORE_DEPLETE [points]
`RACE_SCORE_DEPLETE 1`
The number of points the race score deplete every time someone crosses the finish line. The points giver will remain at 1 if it were to reach 1.
### RACE_SMART_TIMER [0|1]
The smart timer is set to 0 by default. If it were to be enabled, smart timer loads the first 1/2/3 player's time ranks and then make a timer from that! If there are not ranks yet, it resorts to using RACE_END_DELAY timer instead.
### RACE_SMART_TIMER_FACTOR [number]
`RACE_SMART_TIMER_FACTOR 0.15`
The factor by which countdown is multiplied when smart timer is enabled.
### RACE_SMART_TIMER_NUM [number]
`RACE_SMART_TIMER_FACTOR 3`
The number of records to look to obtain the average time for the countdown.
### RACE_TIMER_ENABLED [0|1]
`RACE_TIMER_ENABLED 0`
By default, this is disabled. The only way to enable this is for everyone to spectate or enable it in your config files.
### SCORE_RACE [points]
`SCORE_RACE 10`
The points you receive for being the first to cross the finish line. Default is set to 10.
### SCORE_RACE_FINISH [points]
`SCORE_RACE_FINISH 1`
The points players receive for crossing the finish line.
### RACE_RANKS_SHOW_START [0|1|2]
This command is for ranks to be shown at the beginning of the round.
Default: 1\. Set to 0 to disable records shown at the beginning of the round.
If set to 1, ranks from top RACE_NUM_RANKS_SHOW_START will appear to all players.
If set to 2, shows the relative position of the player above and below them and their current rank with respect to their position.
### RACE_RANKS_SHOW_END [0|1|2]
This command is for ranks to be shown at the end of the round.
Default: 2\. Set to 0 to disable records shown at the end of the round.
If set to 1, ranks from top RACE_NUM_RANKS_SHOW_END will appear to all players.
If set to 2, shows the relative position of the player above and below them and their current rank with respect to their position.
### RACE_NUM_RANKS_SHOW_START [number]
`RACE_NUM_RANKS_SHOW_START 3`
The number of ranks to display at the start of round.
### RACE_NUM_RANKS_SHOW_END [number]
`RACE_NUM_RANKS_SHOW_END 3`
The number of ranks to display at the end of round.
### RACE_RANK_SHOW_PLAYER_LENGTH [number]
`RACE_RANK_SHOW_PLAYER_LENGTH 15`
The limit length of players to display in the display of ranks.
### RACE_RANK_SHOW_LENGTH [number]
`RACE_RANK_SHOW_LENGTH 7`
The length of the name of the rank should the rank be aligned by.
### RACE_RANK_HEADER_ORDER [number]
`RACE_RANK_HEADER_ORDER 1`
The order in which the "rank" header will appear. Default: 1.
### RACE_RANK_HEADER_PLAYER_ORDER [number]
`RACE_RANK_HEADER_PLAYER_ORDER 2`
The order in which the "player" header will appear. Default: 2.
### RACE_RANK_HEADER_TIME_ORDER [number]
`RACE_RANK_HEADER_TIME_ORDER 3`
The order in which the "time" header will appear. Default: 3.
### RACE_RANK_HEADER_LENGTH [number]
`RACE_RANK_HEADER_LENGTH 8`
The length of the header "rank" should be.
### RACE_RANK_HEADER_PLAYER_LENGTH [number]
`RACE_RANK_HEADER_PLAYER_LENGTH 16`
The length of the header "player" should be.
### RACE_RANK_HEADER_TIME_LENGTH [number]
`RACE_RANK_HEADER_TIME_LENGTH 0`
The length of the header "time" should be.
# ROTATION Settings
## MAP_ROTATION
`MAP_ROTATION map1.aamap.xml|`<round>`;map2.aamap.xml|`<round>`;`</round></round>
As you have seen above, this command works like a rotation script that causes the stored maps to change every round or match, depending on how you set ROTATION_TYPE to.
Also, as you can see from
`map1.aamap.xml|`<round>`;`</round>
You can also set which <round>you want that map to load in. However, this can only be activated if **ROTATION_TYPE 6** is set.</round>
**Setting the <round>is optional!</round>**
## CONFIG_ROTATION
`CONFIG_ROTATION config.cfg1|`<round>`;config2.cfg|`<round>`;`</round></round>
As you have seen above, this command works like a rotation script that causes the stored config files to change every round or match, depending on how you set ROTATION_TYPE to.
Also, as you can see from
`config.cfg1|>`<round>`;`</round>
You can also set which <round>you want that map to load in. However, this can only be activated if **ROTATION_TYPE 6** is set.</round>
**Setting the <round>is optional!</round>**
## CONFIG_ROTATION_TYPE
`CONFIG_ROTATION_TYPE [0|1]`
How should the configs from the config_rotation be loaded?
`0 # INCLUDE`
`1 # RINCLUDE`
## ROTATION_TYPE
`ROTATION_TYPE [0|1|2|3|4|5|6]`
This command is quite nice. It controls how to `MAP/CONFIG_ROTATION` setting works.
Bellow are the list of each of it's values. Th values are restricted, so don't bother trying to go higher than 4 or below then 0.
* 0 = This value ensures no rotation will take place.
* 1 = This value ensures maps are rotated in their respective order every round
* 2 = This value ensures maps are rotated in their respective order every match
* 3 = This value ensures maps are rotated randomly every round
* 4 = This value ensures maps are rotated randomly every match
* 5 = Activates ROTATION_MAX.
* 6 = Activates for rotation where maps and configs load depending on the round they are set for.
## ROTATION_MAX
`ROTATION_MAX 3`
If set to >0 and rotation is enabled, current rotation item will remain the same until till ROTATION_MAX. After which, the rotation will activate ORDERLY type and change map/config.
## MAP_STORAGE
`MAP_STORAGE map1;map2;map3; ...`
### Similarities
* `MAP_ROTATION`
* Each map separated by the `;`
### Differences
* Cannot specify a round
* Is to be used for non-rotation. Only for queueing.
## CONFIG_STORAGE
`CONFIG_STORAGE config1;config2;config3; ...`
### Similarities
* `CONFIG_ROTATION`
* Each config separated by the `;`
### Differences
* Cannot specify a round
* Is to be used for non-rotation. Only for queueing.
## COMMANDS
`/mr` <id>`# Shows list of maps by either leaving` <id>`blank or` <id_number>`from the mao_rotation. Shows only ten maps per call.`
`/cr` <id>`# Shows list of configs by either leaving` <id>`blank or` <id_number>`from the config_rotation. Shows only ten configs per call.`</id_number></id></id></id_number></id></id>
`/mq` <add|remove|list>`# add` <map_file>`| adds the corresponding map to the map queue if that map exists within MAP_ROTATION`
`# remove` <map_file>`| if map exists in the queue, it will be removed`
`# list | shows the list of all maps in queue`</map_file></map_file></add|remove|list>
`/cq` <add|remove|list>`# add` <config_file>`| adds the corresponding config to the queue if that config exists within CONFIG_ROTATION`
`# remove` <config_file>`| if config exists in the queue, it will be removed`
`# list | shows the list of all configs in queue`</config_file></config_file></add|remove|list>
`/ms` <add|remove|list>`# add` <map_file>`| adds the corresponding map to the map queue if that map exists within MAP_STORAGE`
`# remove` <map_file>`| if map exists in the queue, it will be removed`
`# list | shows the list of all maps in queue`</map_file></map_file></add|remove|list>
`/cs` <add|remove|list>`# add` <config_file>`| adds the corresponding config to the queue if that config exists within CONFIG_STORAGE`
`# remove` <config_file>`| if config exists in the queue, it will be removed`
`# list | shows the list of all configs in queue`</config_file></config_file></add|remove|list>
# Custom TEAMNAME Commands
These are the custom team name commands that have been recently added as a new feature. This has been taken directly from 0.4 Trunk version of Armagetron Advanced.
`TEAMNAME_1 Team 1`
`TEAMNAME_2 Team 2`
`TEAMNAME_3 Team 3`
`TEAMNAME_4 Team 4`
This feature won't work on most server because they are being blocked but if you host this yourself, you and everyone else with this client can have your own custom team name. The only times they don't become active is in team matches, like Fortress and Capture The Flag.
# SOCCER Commands
### SOCCER_GOAL_KILL_ENEMIES [0|1]
If set to 1, enemies entering other team's goal will be killed.
### SOCCER_GOAL_SCORE [points]
Number of points scoring team gains for shooting the socc`er ball through the other team's goal.
### SOCCER_GOAL_RESPAWN_ALLIES [0|1]
If set to 1, team mates will respawn after entering their own goal
### SOCCER_GOAL_RESPAWN_ENEMIES [0|1]
If set to 1, enemies will respawn if the other team enters their goal
### SOCCER_BALL_FIRST_WIN [0|1]
If set to 1, first goal made by a team will be declared the winners of that round.
### SOCCER_BALL_SHOTS_WIN [0|1]
If set > 0, the number of times the ball must enter other team's goal. Sending the ball in their own goal does not count.
Once these many shots have been accounted for, the round winner will be decided by the team with the leading score.
Comparing the score between the shooting team and the team owner of the goal.
### SOCCER_BALL_SLOWDOWN [0|1]
If set to 1, soccer balls slow down.
### SOCCER_BALL_SLOWDOWN_SPEED [slowness]
If SOCCER_BALL_SLOWDOWN is set to 1, then the soccer ball will slow down depending on the value set for this command.
Cannot have values over 1 or less than 0.
# SET_ZONE_ID Commands
`SET_ZONE_ID_COLOR` <id>`{r} {g} {b} # Change the color of a zone`
`SET_ZONE_ID_EXPANSION` <id><expansion>`# Change the Expansion rate of a zone`
`SET_ZONE_ID_POSITION` <id><x><y>`# Change a zones position`
`SET_ZONE_ID_RADIUS` <id><radius>`# Change zones radius`
`SET_ZONE_ID_ROTATION` <id><rotation>`# Change the rotation speed of a zone`
`SET_ZONE_ID_SPEED` <id><speed>`# Change a zones speed`</speed></id></rotation></id></radius></id></y></x></id></expansion></id></id>
# SHOT_ Commands
## SHOT_BASE_RESPAWN
`SHOT_BASE_RESPAWN 1`
If set to 1, when you shoot at your team base, your teammates will be revived.
## SHOT_BASE_ENEMY_RESPAWN
`SHOT_BASE_ENEMY_RESPAWN 1`
If set to 1, when you shoot at your enemy team's base, your enemies will be revived.
## SHOT_PENETRATE_WALLS
`SHOT_PENETRATE_WALLS 0`
If set to 1, when you shoot, your zone will go through the walls. Once it reaches the boundary of the arena, it will disappear if bouncing is either not enabled or finished.
# SPAWN_* Commands
## SPAWN_ZONE
The ability to spawn all different types of zones via the command line or a script.
These zones no longer are required to be specified in the map and can be spawned either via the console using /admin SPAWN_ZONE, <setting>...</setting> elements in the map or by using a script.
### Types of zones
### Command Usage
`SPAWN_ZONE <win|death|ball|target|blast|object|koh> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <acceleration|speed> <speed> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <rubber|rubberadjust> <x> <y> <size> <growth> <xdir> <ydir> <rubber> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE teleport <x> <y> <size> <growth> <xdir> <ydir> <xjump> <yjump> <rel|abs> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <fortress|flag|deathTeam|ballTeam> <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE sumo <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE zombie <player> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE zombieOwner <player> <owner> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
### Abbreviations
abs{{!}}cycle|rel and abs are relative or absolute using the map basis. cycle is relative using the cycle basis. it means 100 10 is a jump of 100 forward then 10 left (as trigonometric angles, left is +, right is -). This is to be understand before any direction change.that means depending of the direction you entering the zone, you are teleported in a different direction SmileDefault value is rel.}}
### Examples
`SPAWN_ZONE death 100 100 10 0 0 0 false 15 0 0 10 false`
This spawns a death zone with the following attributes:
`coordinates : x=100 and y=100`
`size/radius : 10`
`growth rate : 0`
`speed/velocity: xdir=0 and ydir=0`
`bounce of wall: false`
`color of zone : red=15 and green=0 and blue=0`
`target size : 10`
`penetrate wall: false`
## SPAWN_OBJECTZONE
### Usage
`SPAWN_OBJECTZONE <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <seek_owner> <seek_speed> <seek_update_time>`
### Abbreviations
# SILENCE_ Commands
## SILENCE_ALL
Silence everyone in the game.
## UNSILENCE_ALL
Reverts the SILENCE_ALL command. Meaning, give voices back to all of those who lost their ability to chat.
## VOICE_ALL
Similar to UNSILENCE_ALL. Gives the ability to chat again to everyone.
## SILENCE_ENEMIES
If set to 1, chat sent from enemies is not displayed on your client if you are alive. If you are dead all chat is displayed. This is a client setting.
# TAB_COMPLETION
## TAB_COMPLETION [0|1]
If set to 1, the tab completion of names or commands will be enabled.
## TAB_COMPLETION_WITH_COLORS [0|1]
If set to 1, the tab completion of names or commands will be in colors.
# TIMER_ Settings
### TIMER_START [seconds]
Starts a ingame timer, giving players <seconds>to do something before getting killed.</seconds>
### TIMER_STOP
Perfectly stops the ingame timer.
### TIMER_RESUME
If the timer was previously stopped, it resumes from where it last stopped.
### TIMER_RESET
Resets the ingame timer back to default.
### TIMER_MODE
* If set to 0, TIMER will count downwards until it reaches `TIMER_MIN`
* If set to 1, TIMER will count upwards until it reaches `TIMER_MAX`
* If set to 2, TIMER will count up or down, depending on the `target_time` given.
### TIMER_TYPE
* If set to 0, TIMER will do nothing once the min or max is reached.
* If set to 1, TIMER will kill all active cycles on the grid.
* If set to 2, TIMER will destroy all active zones on the grid.
* If set to 3, TIMER will kill all active cycles and destroys all zones.
### TIMER_MIN
`TIMER_MIN 0`
This is the minimal time for the timer to reach.
### TIMER_MAX
`TIMER_MAX 80`
This is the maximum time for the timer to reach.
The commands listed below are some of the active and working commands, mostly ones that can only be found in sty+ct+ap.
To view the full list of available commands, see [list of commands](http://durf.cf/tools/ConsoleSearch+ap/0.1/)
# ADMIN_LOG
Enabling this will ensure that all admin commands will be written to ./var/adminlog.txt file.
# ARENA_BOUNDARY Commands
## ARENA_BOUNDARY
This is the distance players can travel outside the arena boundary.
## ARENA_BOUNDARY_KILL
If set to 1, Players beyond the ARENA_BOUNDARY will be killed.
# BANNED_WORDS_* Commands
## BANNED_WORDS
This command stores all the bad words you want filtered out or censored in your server/client depending on `BANNED_WORDS_OPTIONS` setting you chose.
clean example:
`BANNED_WORDS stupid;idiot;dumb;`
LOVER$BOY included an array of bad words by default.
You may wish to use BANNED_WORDS_ADD and BANNED_WORDS_REMOVE
## BANNED_WORDS_OPTIONS [0|1|2]
`BANNED_WORDS_OPTIONS 0`
The available options. are 0, 1 and 2. Default value is set to 0 which disables the activation of checking bad words in message.
Normally this allows users to easily send messages to each other. If this setting is set to 1 or 2, different actions will be triggered.
If setting is set to 1, the message will get blocked. Along with that, a message of warning will be sent to the user, their message contained one or many bad words. Due to that their message is blocked. This message will be different if each server owner decides to write something different.
If setting is set to 2, the message will get parsed. While parsing, the found bad words will get replaced by the selected characters placed in english_base.txt
## BANNED_WORDS_ADD [word]
`BANNED_WORDS_ADD [word]`
This command allows users to add a new word. If the word already exists in the container, then the word to add will be ignored.
## BANNED_WORDS_REMOVE [word]
`BANNED_WORDS_REMOVE [word]`
This command allows users to remove the entered word. If the word exists in the container, then the word will be removed. If it doesn't, then it will get ignored.
## BANNED_WORDS_LIST
This command allows users to list the words that exist in the banned words container. The <id>is a number area which only accepts number values from 0 to 9.
If the <id>area is given blank, then it will display words from 0 to 9 ids. Otherwise you can give the number of id to view the word and the ten from that <id>will appear on your chat display.
# CHATTERS_ Commands
### CHATTERS_KILL
If this command has been executed, all players in chat mode and are playing on the grid, are killed!
### CHATTERS_SUSPEND [rounds]
Suspends all players that were in chat mode for the following rounds.
### CHATTERS_SILENCE
Silences all chatters during play. This command is closely linked with
`SILENCE_ALL`
To give their voices back, simply do
`VOICE_ALL`
### CHATTERS_LIST
Displays the list of currently chatting or players who have entered idle mode up on your screen.
# CLEAR_ Commands
`CLEAR_LADDERLOG Clear all data from ladderlog.txt located in ./var folder.`
`CLEAR_SCORELOG Clear all data from scorelog.txt located in ./var folder.`
`CLEAR_CHATLOG Clear all data from chatlog.txt located in ./var folder.`
# COLLAPSE | DESTROY Commands
`COLLAPSE_ZONE [zone_name]`
This command causes the selected zone(s) to shrink in size and disappear smoothly.
`DESTROY_ZONE [zone_name]`
This command causes the selected zone(s) to vanish instantly.
`COLLAPSE_ZONE_ID [zone_id]`
This command is similar to `COLLAPSE_ZONE` but uses the zone's ID instead to locate and make that zone disappear smoothly.
`DESTROY_ZONE_ID [zone_id]`
This command is similar to `DESTROY_ZONE` but uses the zone's ID instead to locate zone and make it disappear instantly.
# CUSTOM_ Commands
## CUSTOM_MESSAGE
Calls upon the string located within your language file
`CUSTOM_MESSAGE hello_world`
If "hello_world" exists within the language file, it loads the string.
Inside Language File: hello_world Hello World!\n The output will be displayed on the client's screen as:
Hello World!
Example 1:
`CUSTOM_MESSAGE player_reach_race`
Output Similar to: 1 finished with 10 points in seconds
Example 2:
`CUSTOM_MESSAGE player_reach_race lover$boy 5 15.5432`
Output : lover$boy finished with 5 points in 15.5432 seconds
This command not only loads in the language string command, it also replaces those \1, \2, \3 indicators. In example 2 you see those indicators as:
Language String Command: player_reach_race \1 0xfffffffinished with \2 points in \3 seconds.\n **\1 = lover$boy**
**\2 = 5**
**\3 = 15.5432**
So to speak, it looks like this: CUSTOM_MESSAGE player_reach_race **\1** **\2** **\3** ...
They can go on depending on your choosing of calling this command.
## CUSTOM_PLAYER_MESSAGE
`CUSTOM_PLAYER_MESSAGE player_name language_command parameters...`
This command works similarly to the `CUSTOM_MESSAGE` but the message will be sent to the given player and the sender only. Similar to how `PLAYER_MESSAGE` and `/msg` work.
# CUSTOM_SHORTHAND commands
### CUSTOM_SHORTHAND_ENABLED [0|1]
If set to 1 and CUSTOM_SHORTHAND is found, then CUSTOM_SHORTHAND_CONNECTION will be used to connect.
### CUSTOM_SHORTHAND<authority>
The custom authority to trigger when a player tries to login.
### CUSTOM_SHORTHAND_CONNECTION
The link to connect to when using custom shorthand. Do not include [`http://`](http://).
# CYCLE_RUBBER_DEPLETE_ Commands
The following commands are the very core of rubber reduction behavior in client and server alike.
`CYCLE_RUBBER_DEPLETE_SELF # if set to 0, it will not reduce rubber like normal when you hit your own tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_ENEMY # if set to 0, it will not reduce rubber like normal when you hit enemy's tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_TEAM # if set to 0, it will not reduce rubber like normal when you hit team's tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_RIM # if set to 0, it will not reduce rubber like normal when you hit the rim wall; Default 1.`
While it these will indeed work on any game client, this is only implemented in sty+ct+ap currently. This essentially just means that on most clients the rubber meter will appear to be using rubber, but jump back down to the correct rubber every sync.
# DEADLY_ Commands
### DEADLY_EXPLOSIONS [0|1]
If set to 1, cycles in the blast radius of an explosion will be destroyed.
### SCORE_EXPLOSION_OWNER [points]
Points the owner of an explosion gains for destroying another enemy cycle.
### SCORE_EXPLOSION [points]
Points the enemy cycle destroyed in an explosion gains.
# DEATHZONE_RANDOM_COLORS [0|1]
Default: 0; If set to 1, deathzones will have their colors by randomness for each round.
Don't let your eyes bleed too much :P
# DECLARE_ROUND_WINNER
`DECLARE_ROUND_WINNER [player_name | team_name]`
This command declares a winner of the round depending on the player name given or the team they belonged to at the time.
Command can only be used once per round and there's no taking back after declaring someone a winner. So, choose wisely.
# DELAY_COMMAND
`DELAY_COMMAND [r<delay>] [+]<time> <string>`
The intent was to allow use of timing things asynchronously without having to script it. As all delay commands will be cleared between rounds, it may be most effective used in the map settings or used within everytime.cfg, to sort of "script" things happening.
The optional r<delay> allows repetitive commands executed in an interval.
The optional + before time indicates to the server that you want it to happen that amount of seconds from now.
For example:
`DELAY_COMMAND +3 SAY hello! `
Executes `say hello!` (Admin: hello!) 3 seconds later.
`DELAY_COMMAND 30 center_message Stage 2 `
will show a center message "Stage 2" when the round's timer reaches 30 seconds.
`DELAY_COMMAND r10 +3 Say hello `
will result in "Admin: Hello" every ten seconds starting in 3 seconds from now
`DELAY_COMMAND r10 30 Say hello`
starting at 30 seconds and every 10 seconds after it says "Admin: Hello"
## DELAY_COMMAND_CLEAR
Clears all stored commands in DELAY_COMMAND
# DISPLAY_MAP_ Commands
## DISPLAY_MAP_DETAILS
`DISPLAY_MAP_DETAILS [0|1]`
If set to 1, then map details will appear in everyone's clients and it will show the name, author, version and axes for it. This however is dependent on the following commands
## DISPLAY_MAP_NAME
`DISPLAY_MAP_NAME [0|1]`
If set to 1, map's name will be displayed at the beginning of each round.
## DISPLAY_MAP_AUTHOR
`DISPLAY_MAP_AUTHOR[0|1]`
If set to 1, map's author will be displayed at the beginning of each round.
## DISPLAY_MAP_VERSION
`DISPLAY_MAP_VERSION [0|1]`
If set to 1, map's version will be displayed at the beginning of each round.
## DISPLAY_MAP_AXES
`DISPLAY_MAP_AXES[0|1]`
If set to 1, map's axes will be displayed at the beginning of each round.
# ENABLE_MATES_CASING
`ENABLE_MATES_CASING [0|1]`
Enabling this is a personal choice.
It is clear of irregular letters in name causes some hassle for server but this choice setting will be good for those preferred to search for mates use that kind of name.
# DISPLAY_SCORES_DURING_CHAT [0|1]
Tabbing during chat gets annoying when the scores keep appearing and disappearing. This command works individually and is enabled right now but you can choose to disable it and have a good time tabbing names without having to worry about appearing score board.
# _GRIDPOS Commands
## PLAYER_GRIDPOS_INTERVAL
`PLAYER_GRIDPOS_INTERVAL`
Set the number of seconds of interval between each ladderlog output of `PLAYER_GRTIDPOS`
## ZONE_GRIDPOS_INTERVAL
`ZONE_GRIDPOS_INTERVAL`
Set the number of seconds of interval between each ladderlog output of `ZONE_GRTIDPOS`.
# HIDE_CYCLES
The following commands can only be executed from within a client.
## HIDE_CYCLES 0|1
`HIDE_CYCLES 0|1`
If set to 1, all cycles on the grid will vanish from view. This will only work while you are alive.
## HIDE_CYCLE_WALLS 0|1
`HIDE_CYCLE_WALLS 0|1`
If set to 1, the tails of all cycles will vanish from view. This will only work while you are alive.
# HIGHLIGHT_NAME
If set to 1, your name will get highlited in string.
# QUEUE Commands
### QUEUE_MAP <name>
`QUEUE_MAP MAP_FILE.xml`
Stores map that exist in MAP_ROTATION. Stops rotation temporarily to complete the listed maps.
### QUEUE_CONFIG <name>
`QUEUE_CONFIG config.cfg`
Stores config that exists in CONFIG_ROTATION. Stops rotation temporarly to complete the listed maps.
### RESET_MAP_QUEUEING
Resets all the maps in the queue.
### RESET_CONFIG_QUEUEING
Resets all the configs in the queue.
### QUEUE_LIMIT_ENABLED [0|1]
`QUEUE_LIMIT_ENABLED 0`
Should the people have limits when queueing?
### QUEUE_LIMIT [number]
`QUEUE_LIMIT 20`
This is the amount that players can use up for queueing maps or configs.
### QUEUE_LIMIT_EXCEMPT [access level]
`QUEUE_LIMIT_EXCEMPT 2`
Access level equal to or below this do not have queue limit.
### QUEUE_INCREMENT [number]
`QUEUE_INCREMENT 0`
If set to >0, players will get their queues increased during refill by this amount.
### QUEUE_REFILL_TIME [time in seconds]
`QUEUE_REFILL_TIME 2400`
How long each time should players refill take? This is measured in hours.
### QUEUE_REFILL_ACTIVE [0|1]
`QUEUE_REFILL_ACTIVE 0`
Should players be in server to have their queue refill active?
### QUEUE_MAX [number]
`QUEUE_MAX 30`
The maximum queues allowed due to the increase in their slots.
### QUEUE_LOG [0|1]
`QUEUE_LOG 0`
If set to 1, players queueing maps/configs will get written to queuelog.txt
### QUEUE_REFILL <name>
`QUEUE_REFILL <player name="">`
Refill the queue fuel of the given player's name. Usage: `QUEUE_REFILL <name>`
### QUEUE_GIVE <player>
`QUEUE_GIVE <player>`
Give a set of queues to the given player's name. Usage: `QUEUE_GIVE <name> <amount>`
### QUEUERS_LIST
Displays the list of queuers and their queues.
# Racing Commands
### RACE_CHANCES [no_of_times]
This command is pretty simple. This gives each and every player on grid to continue to race, from the start, each time they die. Of-course, their chances deplete but this gives them extra chances to race and try to complete the course.
### RACE_END_DELAY [seconds]
If there was only one play still alive on the grid, this timer activates. Depending on this set, they get that many amount of seconds to try and cross the finish line.
### RACE_CHECKPOINT_COUNTDOWN [seconds]
Number of seconds to give individual racers to complete the race.
### RACE_CHECKPOINT_REQUIRE_HIT [0|1|2]
`RACE_CHECKPOINT_REQUIRE_HIT 1`
Explanation:
`0 : Will let you finish regarless of doing the checkpoints`
`1 : MUST complete all checkpoints but not in order`
`2 : MUST complete all checkpoints in order;`
### RACE_CHECKPOINT_LAPS [0|1]
`RACE_CHECKPOINT_LAPS 1`
Explanation:
`0 : Won't do anything`
`1 : After each completed lap, your completed checkpoints data is cleared to do again.`
### RACE_LAPS [number]
`RACE_LAPS 1`
If set to >1, these are the number of laps to complete to finish the race.
### RACE_SAFE_ANGLES [angle,angle,...]
`RACE_SAFE_ANGLES 0,45,90,135,180,225,270,315`
These are the angles that are safe to travel in. Anything else and your dead. Usage: degrees1,degrees2,degrees3,...
### RACE_UNSAFE_ANGLES_KILL [0|1]
`RACE_UNSAFE_ANGLES_KILL 0`
If set to 1, kills all players that are in the unsafe angles as they finish the race.
### RACE_FINISH_KILL [0|1]
If set to 1, players crossing the finish lines will get killed!
### RACE_FINISH_COLLAPSE [0|1]
If set to 1, all zones will collapse/disappear at the end of round.
### RACE_IDLE_KILL [0|1]
If set to 1, kills players that are idle for RACE_IDLE_TIME seconds.
### RACE_IDLE_TIME [seconds]
Number of seconds a player is idle on grid before being warned and then killed.\
### RACE_IDLE_SPEED [speed]
Set to >= 0, idle activates if players stay for RACE_IDLE_TIME under the set idle speed.
### RACE_LOG_LOGIN [0|1]
If enabled, it will only log the time records of players that have logged in.
### RACE_LOG_TIME [0|1]
If enabled, it displays the reached time and the position of arrival.
### RACE_LOG_UNFINISHED [0|1]
It set to 1, logs in the players that have not yet finished that racing course. Time values will be set to -1.
### RACE_POINTS_TYPE [0|1]
If set to 0, players receive points depending on SCORE_RACE_FINISH
If set to 1, players receive points depending on RACE_SCORE_DEPLETE
### RACE_SCORE_DEPLETE [points]
`RACE_SCORE_DEPLETE 1`
The number of points the race score deplete every time someone crosses the finish line. The points giver will remain at 1 if it were to reach 1.
### RACE_SMART_TIMER [0|1]
The smart timer is set to 0 by default. If it were to be enabled, smart timer loads the first 1/2/3 player's time ranks and then make a timer from that! If there are not ranks yet, it resorts to using RACE_END_DELAY timer instead.
### RACE_SMART_TIMER_FACTOR [number]
`RACE_SMART_TIMER_FACTOR 0.15`
The factor by which countdown is multiplied when smart timer is enabled.
### RACE_SMART_TIMER_NUM [number]
`RACE_SMART_TIMER_FACTOR 3`
The number of records to look to obtain the average time for the countdown.
### RACE_TIMER_ENABLED [0|1]
`RACE_TIMER_ENABLED 0`
By default, this is disabled. The only way to enable this is for everyone to spectate or enable it in your config files.
### SCORE_RACE [points]
`SCORE_RACE 10`
The points you receive for being the first to cross the finish line. Default is set to 10.
### SCORE_RACE_FINISH [points]
`SCORE_RACE_FINISH 1`
The points players receive for crossing the finish line.
### RACE_RANKS_SHOW_START [0|1|2]
This command is for ranks to be shown at the beginning of the round.
Default: 1\. Set to 0 to disable records shown at the beginning of the round.
If set to 1, ranks from top RACE_NUM_RANKS_SHOW_START will appear to all players.
If set to 2, shows the relative position of the player above and below them and their current rank with respect to their position.
### RACE_RANKS_SHOW_END [0|1|2]
This command is for ranks to be shown at the end of the round.
Default: 2\. Set to 0 to disable records shown at the end of the round.
If set to 1, ranks from top RACE_NUM_RANKS_SHOW_END will appear to all players.
If set to 2, shows the relative position of the player above and below them and their current rank with respect to their position.
### RACE_NUM_RANKS_SHOW_START [number]
`RACE_NUM_RANKS_SHOW_START 3`
The number of ranks to display at the start of round.
### RACE_NUM_RANKS_SHOW_END [number]
`RACE_NUM_RANKS_SHOW_END 3`
The number of ranks to display at the end of round.
### RACE_RANK_SHOW_PLAYER_LENGTH [number]
`RACE_RANK_SHOW_PLAYER_LENGTH 15`
The limit length of players to display in the display of ranks.
### RACE_RANK_SHOW_LENGTH [number]
`RACE_RANK_SHOW_LENGTH 7`
The length of the name of the rank should the rank be aligned by.
### RACE_RANK_HEADER_ORDER [number]
`RACE_RANK_HEADER_ORDER 1`
The order in which the "rank" header will appear. Default: 1.
### RACE_RANK_HEADER_PLAYER_ORDER [number]
`RACE_RANK_HEADER_PLAYER_ORDER 2`
The order in which the "player" header will appear. Default: 2.
### RACE_RANK_HEADER_TIME_ORDER [number]
`RACE_RANK_HEADER_TIME_ORDER 3`
The order in which the "time" header will appear. Default: 3.
### RACE_RANK_HEADER_LENGTH [number]
`RACE_RANK_HEADER_LENGTH 8`
The length of the header "rank" should be.
### RACE_RANK_HEADER_PLAYER_LENGTH [number]
`RACE_RANK_HEADER_PLAYER_LENGTH 16`
The length of the header "player" should be.
### RACE_RANK_HEADER_TIME_LENGTH [number]
`RACE_RANK_HEADER_TIME_LENGTH 0`
The length of the header "time" should be.
# ROTATION Settings
## MAP_ROTATION
`MAP_ROTATION map1.aamap.xml|<round>;map2.aamap.xml|<round>;`
As you have seen above, this command works like a rotation script that causes the stored maps to change every round or match, depending on how you set ROTATION_TYPE to.
Also, as you can see from
`map1.aamap.xml|<round>;`
You can also set which <round>you want that map to load in. However, this can only be activated if **ROTATION_TYPE 6** is set.
**Setting the <round> is optional!**
## CONFIG_ROTATION
`CONFIG_ROTATION config.cfg1|<round>;config2.cfg|<round>;`
As you have seen above, this command works like a rotation script that causes the stored config files to change every round or match, depending on how you set ROTATION_TYPE to.
Also, as you can see from
`config.cfg1|><round>;`
You can also set which <round>you want that map to load in. However, this can only be activated if **ROTATION_TYPE 6** is set.
**Setting the <round> is optional!**
## CONFIG_ROTATION_TYPE
`CONFIG_ROTATION_TYPE [0|1]`
How should the configs from the config_rotation be loaded?
`0 # INCLUDE`
`1 # RINCLUDE`
## ROTATION_TYPE
`ROTATION_TYPE [0|1|2|3|4|5|6]`
This command is quite nice. It controls how to `MAP/CONFIG_ROTATION` setting works.
Bellow are the list of each of it's values. Th values are restricted, so don't bother trying to go higher than 4 or below then 0.
* 0 = This value ensures no rotation will take place.
* 1 = This value ensures maps are rotated in their respective order every round
* 2 = This value ensures maps are rotated in their respective order every match
* 3 = This value ensures maps are rotated randomly every round
* 4 = This value ensures maps are rotated randomly every match
* 5 = Activates ROTATION_MAX.
* 6 = Activates for rotation where maps and configs load depending on the round they are set for.
## ROTATION_MAX
`ROTATION_MAX 3`
If set to >0 and rotation is enabled, current rotation item will remain the same until till ROTATION_MAX. After which, the rotation will activate ORDERLY type and change map/config.
## MAP_STORAGE
`MAP_STORAGE map1;map2;map3; ...`
### Similarities
* `MAP_ROTATION`
* Each map separated by the `;`
### Differences
* Cannot specify a round
* Is to be used for non-rotation. Only for queueing.
## CONFIG_STORAGE
`CONFIG_STORAGE config1;config2;config3; ...`
### Similarities
* `CONFIG_ROTATION`
* Each config separated by the `;`
### Differences
* Cannot specify a round
* Is to be used for non-rotation. Only for queueing.
## COMMANDS
`/mr <id> # Shows list of maps by either leaving <id> blank or <id_number> from the mao_rotation. Shows only ten maps per call.`
`/cr <id> # Shows list of configs by either leaving <id> blank or <id_number> from the config_rotation. Shows only ten configs per call.`
`/mq <add|remove|list> # add <map_file>| adds the corresponding map to the map queue if that map exists within MAP_ROTATION`
`# remove <map_file>| if map exists in the queue, it will be removed`
`# list | shows the list of all maps in queue`
`/cq <add|remove|list> # add <config_file>| adds the corresponding config to the queue if that config exists within CONFIG_ROTATION`
`# remove <config_file>| if config exists in the queue, it will be removed`
`# list | shows the list of all configs in queue`
`/ms <add|remove|list> # add <map_file>| adds the corresponding map to the map queue if that map exists within MAP_STORAGE`
`# remove <map_file>| if map exists in the queue, it will be removed`
`# list | shows the list of all maps in queue`
`/cs <add|remove|list> # add <config_file>| adds the corresponding config to the queue if that config exists within CONFIG_STORAGE`
`# remove <config_file>| if config exists in the queue, it will be removed`
`# list | shows the list of all configs in queue`
# Custom TEAMNAME Commands
** Not to be confused with TEAM_NAME_* commands !!! **
These are the custom team name commands that have been recently added as a new feature. This has been taken directly from 0.4 Trunk version of Armagetron Advanced.
`TEAMNAME_1 Team 1`
`TEAMNAME_2 Team 2`
`TEAMNAME_3 Team 3`
`TEAMNAME_4 Team 4`
This feature will only work on servers that support it and are not using a team configuration that blocks the use of it. Clients that do not support it may also use the chat command /teamname to accomplish the same thing.
# SET_ZONE_ID Commands
`SET_ZONE_ID_COLOR <id> {r} {g} {b} # Change the color of a zone`
`SET_ZONE_ID_EXPANSION <id> <expansion> # Change the Expansion rate of a zone`
`SET_ZONE_ID_POSITION <id> <x> <y> # Change a zones position`
`SET_ZONE_ID_RADIUS <id> <radius> # Change zones radius`
`SET_ZONE_ID_ROTATION <id> <rotation> # Change the rotation speed of a zone`
`SET_ZONE_ID_SPEED <id> <speed> # Change a zones speed`
# SHOT_ Commands
## SHOT_BASE_RESPAWN
`SHOT_BASE_RESPAWN 1`
If set to 1, when you shoot at your team base, your teammates will be revived.
## SHOT_BASE_ENEMY_RESPAWN
`SHOT_BASE_ENEMY_RESPAWN 1`
If set to 1, when you shoot at your enemy team's base, your enemies will be revived.
## SHOT_PENETRATE_WALLS
`SHOT_PENETRATE_WALLS 0`
If set to 1, when you shoot, your zone will go through the walls. Once it reaches the boundary of the arena, it will disappear if bouncing is either not enabled or finished.
# SPAWN_* Commands
## SPAWN_ZONE
The ability to spawn all different types of zones via the command line or a script.
These zones no longer are required to be specified in the map and can be spawned either via the console using /admin SPAWN_ZONE, <setting> ... elements in the map or by using a script.
### Types of zones
### Command Usage
`SPAWN_ZONE <win|death|ball|target|blast|object|koh> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <acceleration|speed> <speed> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <rubber|rubberadjust> <x> <y> <size> <growth> <xdir> <ydir> <rubber> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE teleport <x> <y> <size> <growth> <xdir> <ydir> [<xjump> <yjump> <rel|abs> [<xdir> <ydir> <reloc>]] <interactive=true|false> <r> <g> <b> <target_size> <penetrate> `
`SPAWN_ZONE <fortress|flag|deathTeam|ballTeam> <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE sumo <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE zombie <player> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE zombieOwner <player> <owner> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
Please see [[../zones]] for a more complete explanation on most zone types, as well as what you can do after spawning them, including zone routes.
### Abbreviations
`team` - team name. team_blue would match Team Blue.
`x`, `y` - zone position
`size` - zone's radius
`growth` - How quickly, if at all, a zone grows or shrinks.
`xdir`, `ydir` - What direction and where the zone moves.
`interactive` - If the zone bounces on walls. true if it should, false if it shouldn't.
`r`, `g`, `b` - The amount of color a zone has, from 0-15 (values outside of this range are allowed too, though negative numbers only help make it invisible)
`rel|abs` - abs{{!}}cycle|rel and abs are relative or absolute using the map basis. cycle is relative using the cycle basis. it means 100 10 is a jump of 100 forward then 10 left (as trigonometric angles, left is +, right is -). This is to be understand before any direction change.that means depending of the direction you entering the zone, you are teleported in a different direction - Default value is rel.}}
`xdirdest`, `ydirdest` - the direction the player is sent when teleported, 0 will be current
`relocation_factor` - the relocation factor multiplied by the zone's radius, typically 0-1. Basically, how far away you are teleported from the destination. Used for making you leave a zone of the same size at destination, as well as enabling default teleport zone behavior (1) of just teleporting from one side of the zone to the other.
`target_size` - The final size of a zone after shrinking or growing from another size.
### Examples
`SPAWN_ZONE death 100 100 10 0 0 0 false 15 0 0 10 false`
This spawns a death zone with the following attributes:
`coordinates : x=100 and y=100`
`size/radius : 10`
`growth rate : 0`
`speed/velocity: xdir=0 and ydir=0`
`bounce of wall: false`
`color of zone : red=15 and green=0 and blue=0`
`target size : 10`
`penetrate wall: false`
## SPAWN_OBJECTZONE
### Usage
`SPAWN_OBJECTZONE <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <seek_owner> <seek_speed> <seek_update_time>`
### Abbreviations
`seek_owner` - Who the zone is targeting
`seek_speed` - The speed factor the zone moves towards the player, relative to the player's speed.
`seek_update_time` - How often the zone updates its movement. Lower values may allow more accuracy, but cause the server to resync the zone with the client more often which may also increase lag.
## SPAWN_SOCCER
### Usage
`SPAWN_SOCCER ball <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>`
`SPAWN_SOCCER goal <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>`
It is like the traditional fortress/ball combination in styball, but uses it's own separate class and its own commands.
Other primary differences are
* scoring is done by team instead of by player
* zone wall and player wall interaction happening at once is different, players can actually (usually) keep control of the ball even near a wall.
* speed decay is it's own separate thing and is enabled by default.
### Abbreviations
Please see SPAWN_ZONE's list of abbreviations above.
# SOCCER Commands
### SOCCER_GOAL_KILL_ENEMIES [0|1]
If set to 1, enemies entering other team's goal will be killed.
### SOCCER_GOAL_SCORE [points]
Number of points scoring team gains for shooting the soccer ball through the other team's goal.
### SOCCER_GOAL_RESPAWN_ALLIES [0|1]
If set to 1, team mates will respawn after entering their own goal
### SOCCER_GOAL_RESPAWN_ENEMIES [0|1]
If set to 1, enemies will respawn if the other team enters their goal
### SOCCER_BALL_FIRST_WIN [0|1]
If set to 1, first goal made by a team will be declared the winners of that round.
### SOCCER_BALL_SHOTS_WIN [0|1]
If set > 0, the number of times the ball must enter other team's goal. Sending the ball in their own goal does not count.
Once these many shots have been accounted for, the round winner will be decided by the team with the leading score.
Comparing the score between the shooting team and the team owner of the goal.
### SOCCER_BALL_SLOWDOWN [0|1]
If set to 1, soccer balls slow down.
### SOCCER_BALL_SLOWDOWN_SPEED [slowness]
If SOCCER_BALL_SLOWDOWN is set to 1, then the soccer ball will slow down depending on the value set for this command.
Cannot have values over 1 or less than 0.
# SILENCE_ Commands
## SILENCE_ALL
Silence everyone in the game.
## UNSILENCE_ALL
Reverts the SILENCE_ALL command. Meaning, give voices back to all of those who lost their ability to chat.
## VOICE_ALL
Similar to UNSILENCE_ALL. Gives the ability to chat again to everyone.
## SILENCE_ENEMIES
If set to 1, chat sent from enemies is not displayed on your client if you are alive. If you are dead all chat is displayed. This is a client setting.
# TAB_COMPLETION
## TAB_COMPLETION [0|1]
If set to 1, the tab completion of names or commands will be enabled.
## TAB_COMPLETION_WITH_COLORS [0|1]
If set to 1, the tab completion of names or commands will be in colors.
# TIMER_ Settings
### TIMER_START [seconds]
Starts a ingame timer, giving players <seconds> to do something before getting killed.
### TIMER_STOP
Perfectly stops the ingame timer.
### TIMER_RESUME
If the timer was previously stopped, it resumes from where it last stopped.
### TIMER_RESET
Resets the ingame timer back to default.
### TIMER_MODE
* If set to 0, TIMER will count downwards until it reaches `TIMER_MIN`
* If set to 1, TIMER will count upwards until it reaches `TIMER_MAX`
* If set to 2, TIMER will count up or down, depending on the `target_time` given.
### TIMER_TYPE
* If set to 0, TIMER will do nothing once the min or max is reached.
* If set to 1, TIMER will kill all active cycles on the grid.
* If set to 2, TIMER will destroy all active zones on the grid.
* If set to 3, TIMER will kill all active cycles and destroys all zones.
### TIMER_MIN
`TIMER_MIN 0`
This is the minimal time for the timer to reach.
### TIMER_MAX
`TIMER_MAX 80`
This is the maximum time for the timer to reach.
The commands listed below are some of the active and working commands, mostly ones that can only be found in sty+ct+ap.
To view the full list of available commands, see [list of commands](http://durf.cf/tools/ConsoleSearch+ap/0.1/)
# ADMIN_LOG
Enabling this will ensure that all admin commands will be written to ./var/adminlog.txt file.
# ARENA_BOUNDARY Commands
## ARENA_BOUNDARY
This is the distance players can travel outside the arena boundary.
## ARENA_BOUNDARY_KILL
If set to 1, Players beyond the ARENA_BOUNDARY will be killed.
# BANNED_WORDS_* Commands
## BANNED_WORDS
This command stores all the bad words you want filtered out or censored in your server/client depending on `BANNED_WORDS_OPTIONS` setting you chose.
`BANNED_WORDS 4r5e;5h1t;5hit;a55;anal;ar5e;arrse;arse;ass;ass-fucker;assfucker;assfukka;asshole;asswhole;b!tch;b00bs;b17ch;b1tch;ballbag;balls;ballsack;bastard;beastiality;bi+ch;bitch;bloody;blowjob;boiolas;boobs;booobs;boooobs;booooobs;booooooobs;breasts;buceta;bunny fucker;buttmuch;c0ck;c0cksucker;cawk;chink;cipa;cl1t;clit;clit;clits;cnut;cock;cock-sucker;cockface;cockhead;cockmunch;cockmuncher;cocksucker;cocksuka;cocksukka;cok;cokmuncher;coksucka;cox;cum;cunt;cyalis;d1ck;dick;dickhead;dildo;dirsa;dlck;dog-fucker;doggin;dogging;donkeyribber;doosh;duche;ejakulate;f u c k e r;f4nny;fag;faggitt;faggot;fanny;fannyflaps;fannyfucker;fanyy;fatass;fcuk;fcuker;fcuking;feck;fecker;fook;fooker;fuck;fuck;fucka;fucker;fuckhead;fuckin;fucking;fuckingshitmotherfucker;fuckwhit;fuckwit;fuk;fuker;fukker;fukkin;fukwhit;fukwit;fux;fux0r;gaylord;goatse;heshe;hoare;hoer;hore;jackoff;jism;kawk;knob;knobead;knobed;knobhead;knobjocky;knobjokey;l3i+ch;l3itch;m0f0;m0fo;m45terbate;ma5terb8;ma5terbate;master-bate;masterb8;masterbat*;masterbat3;masterbation;masterbations;masturbate;mo-fo;mof0;mofo;motherfucker;motherfuckka;mutha;muthafecker;muthafuckker;muther;mutherfucker;n1gga;n1gger;nazi;nigg3r;nigg4h;nigga;niggah;niggas;niggaz;nigger;nob;nob jokey;nobhead;nobjocky;nobjokey;numbnuts;nutsack;p0rn;pawn;penis;penisfucker;phuck;pigfucker;pimpis;piss;pissflaps;porn;prick;pron;pusse;pussi;pussy;rimjaw;rimming;s.o.b.;schlong;scroat;scrote;scrotum;sh!+;sh!t;sh1t;shag;shagger;shaggin;shagging;shemale;shi+;shit;shit;shitdick;shite;shited;shitey;shitfuck;shithead;shitter;slut;smut;snatch;spac;t1tt1e5;t1tties;teets;teez;testical;testicle;titfuck;tits;titt;tittie5;tittiefucker;titties;tittyfuck;tittywank;titwank;tw4t;twat;twathead;twatty;twunt;twunter;v14gra;v1gra;viagra;w00se;wang;wank;wanker;wanky;whoar;whore;willies;willy;shank;goot;motherfucking;`clean example:
`BANNED_WORDS stupid;idiot;dumb;`
LOVER$BOY included an array of bad words by default.
You may wish to use BANNED_WORDS_ADD and BANNED_WORDS_REMOVE
## BANNED_WORDS_OPTIONS [0|1|2]
`BANNED_WORDS_OPTIONS 0`
The available options. are 0, 1 and 2\. Default value is set to 0 which disables the activation of checking bad words in message.
Normally this allows users to easily send messages to each other. If this setting is set to 1 or 2, different actions will be triggered.
If setting is set to 1, the message will get blocked. Along with that, a message of warning will be sent to the user, their message contained one or many bad words. Due to that their message is blocked. This message will be different if each server owner decides to write something different.
If setting is set to 2, the message will get parsed. While parsing, the found bad words will get replaced by the selected characters placed in english_base.txt
## BANNED_WORDS_ADD [word]
`BANNED_WORDS_ADD [word]`
This command allows users to add a new word. If the word already exists in the container, then the word to add will be ignored.
## BANNED_WORDS_REMOVE [word]
`BANNED_WORDS_REMOVE [word]`
This command allows users to remove the entered word. If the word exists in the container, then the word will be removed. If it doesn't, then it will get ignored.
## BANNED_WORDS_LIST
This command allows users to list the words that exist in the banned words container. The <id>is a number area which only accepts number values from 0 to 9.</id>
If the <id>area is given blank, then it will display words from 0 to 9 ids. Otherwise you can give the number of id to view the word and the ten from that <id>will appear on your chat display.</id></id>
# CHATTERS_ Commands
### CHATTERS_KILL
If this command has been executed, all players in chat mode and are playing on the grid, are killed!
### CHATTERS_SUSPEND [rounds]
Suspends all players that were in chat mode for the following rounds.
### CHATTERS_SILENCE
Silences all chatters during play. This command is closely linked with
`SILENCE_ALL`
To give their voices back, simply do
`VOICE_ALL`
### CHATTERS_LIST
Displays the list of currently chatting or players who have entered idle mode up on your screen.
# CLEAR_ Commands
`CLEAR_LADDERLOG Clear all data from ladderlog.txt located in ./var folder.`
`CLEAR_SCORELOG Clear all data from scorelog.txt located in ./var folder.`
`CLEAR_CHATLOG Clear all data from chatlog.txt located in ./var folder.`
# COLLAPSE | DESTROY Commands
`COLLAPSE_ZONE [zone_name]`
This command causes the selected zone(s) to shrink in size and disappear smoothly.
`DESTROY_ZONE [zone_name]`
This command causes the selected zone(s) to vanish instantly.
`COLLAPSE_ZONE_ID [zone_id]`
This command is similar to `COLLAPSE_ZONE` but uses the zone's ID instead to locate and make that zone disappear smoothly.
`DESTROY_ZONE_ID [zone_id]`
This command is similar to `DESTROY_ZONE` but uses the zone's ID instead to locate zone and make it disappear instantly.
# CUSTOM_ Commands
## CUSTOM_MESSAGE
Calls upon the string located within your language file
`CUSTOM_MESSAGE hello_world`
If "hello_world" exists within the language file, it loads the string.
Inside Language File: hello_world Hello World!\n The output will be displayed on the client's screen as:
Hello World!
Example 1:
`CUSTOM_MESSAGE player_reach_race`
Output Similar to: 1 finished with 10 points in seconds
Example 2:
`CUSTOM_MESSAGE player_reach_race lover$boy 5 15.5432`
Output : lover$boy finished with 5 points in 15.5432 seconds
This command not only loads in the language string command, it also replaces those \1, \2, \3 indicators. In example 2 you see those indicators as:
Language String Command: player_reach_race \1 0xfffffffinished with \2 points in \3 seconds.\n **\1 = lover$boy**
**\2 = 5**
**\3 = 15.5432**
So to speak, it looks like this: CUSTOM_MESSAGE player_reach_race **\1** **\2** **\3** ...
They can go on depending on your choosing of calling this command.
## CUSTOM_PLAYER_MESSAGE
`CUSTOM_PLAYER_MESSAGE player_name language_command parameters...`
This command works similarly to the `CUSTOM_MESSAGE` but the message will be sent to the given player and the sender only. Similar to how `PLAYER_MESSAGE` and `/msg` work.
# CUSTOM_SHORTHAND commands
### CUSTOM_SHORTHAND_ENABLED [0|1]
If set to 1 and CUSTOM_SHORTHAND is found, then CUSTOM_SHORTHAND_CONNECTION will be used to connect.
### CUSTOM_SHORTHAND<authority></authority>
The custom authority to trigger when a player tries to login.
### CUSTOM_SHORTHAND_CONNECTION
The link to connect to when using custom shorthand. Do not include [`http://`](http://).
# CYCLE_RUBBER_DEPLETE_ Commands
The following commands are the very core of rubber reduction behavior in client and server alike.
`CYCLE_RUBBER_DEPLETE_SELF # if set to 0, it will not reduce rubber like normal when you hit your own tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_ENEMY # if set to 0, it will not reduce rubber like normal when you hit enemy's tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_TEAM # if set to 0, it will not reduce rubber like normal when you hit team's tail; Default 1.`
`CYCLE_RUBBER_DEPLETE_RIM # if set to 0, it will not reduce rubber like normal when you hit the rim wall; Default 1.`
For the proper use of these commands players require a recent or latest sty+ct+ap game client.While it these will indeed work on any game client, this is only implemented in sty+ct+ap currently. This essentially just means that on most clients the rubber meter will appear to be using rubber, For other regular game clients it will bug out and cause glitches for thembut jump back down to the correct rubber every sync.
# DEADLY_ Commands
### DEADLY_EXPLOSIONS [0|1]
If set to 1, cycles in the blast radius of an explosion will be destroyed.
### SCORE_EXPLOSION_OWNER [points]
Points the owner of an explosion gains for destroying another enemy cycle.
### SCORE_EXPLOSION [points]
Points the enemy cycle destroyed in an explosion gains.
# DEATHZONE_RANDOM_COLORS [0|1]
Default: 0; If set to 1, deathzones will have their colors by randomness for each round.
Don't let your eyes bleed too much :P
# DECLARE_ROUND_WINNER
`DECLARE_ROUND_WINNER [player_name | team_name]`
This command declares a winner of the round depending on the player name given or the team they belonged to at the time.
Command can only be used once per round and there's no taking back after declaring someone a winner. So, choose wisely.
# DELAY_COMMAND
`DELAY_COMMAND [r<delay>] [+]<time> <string>`
The intent was to allow use of timing things asynchronously without having to script it. As all delay commands will be cleared between rounds, it may be most effective used in the map settings or used within everytime.cfg, to sort of "script" things happening.
The optional r<delay> allows repetitive commands executed in an interval.
The optional + before time indicates to the server that you want it to happen that amount of seconds from now.
For example:
`DELAY_COMMAND +3 SAY hello! `
Executes `say hello!` (Admin: hello!) 3 seconds later.
`DELAY_COMMAND 30 center_message Stage 2 `
will show a center message "Stage 2" when the round's timer reaches 30 seconds.
`DELAY_COMMAND r10 +3 Say hello `
will result in "Admin: Hello" every ten seconds starting in 3 seconds from now
`DELAY_COMMAND r10 30 Say hello`
starting at 30 seconds and every 10 seconds after it says "Admin: Hello"
## DELAY_COMMAND_CLEAR
Clears all stored commands in DELAY_COMMAND
# DISPLAY_MAP_ Commands
## DISPLAY_MAP_DETAILS
`DISPLAY_MAP_DETAILS [0|1]`
If set to 1, then map details will appear in everyone's clients and it will show the name, author, version and axes for it. This however is dependent on the following commands
## DISPLAY_MAP_NAME
`DISPLAY_MAP_NAME [0|1]`
If set to 1, map's name will be displayed at the beginning of each round.
## DISPLAY_MAP_AUTHOR
`DISPLAY_MAP_AUTHOR[0|1]`
If set to 1, map's author will be displayed at the beginning of each round.
## DISPLAY_MAP_VERSION
`DISPLAY_MAP_VERSION [0|1]`
If set to 1, map's version will be displayed at the beginning of each round.
## DISPLAY_MAP_AXES
`DISPLAY_MAP_AXES[0|1]`
If set to 1, map's axes will be displayed at the beginning of each round.
# ENABLE_MATES_CASING
`ENABLE_MATES_CASING [0|1]`
Enabling this is a personal choice.
It is clear of irregular letters in name causes some hassle for server but this choice setting will be good for those preferred to search for mates use that kind of name.
# DISPLAY_SCORES_DURING_CHAT [0|1]
Tabbing during chat gets annoying when the scores keep appearing and disappearing. This command works individually and is enabled right now but you can choose to disable it and have a good time tabbing names without having to worry about appearing score board.
# _GRIDPOS Commands
## PLAYER_GRIDPOS_INTERVAL
`PLAYER_GRIDPOS_INTERVAL`
Set the number of seconds of interval between each ladderlog output of `PLAYER_GRTIDPOS`
## ZONE_GRIDPOS_INTERVAL
`ZONE_GRIDPOS_INTERVAL`
Set the number of seconds of interval between each ladderlog output of `ZONE_GRTIDPOS`.
# HIDE_CYCLES
The following commands can only be executed from within a client.
## HIDE_CYCLES 0|1
`HIDE_CYCLES 0|1`
If set to 1, all cycles on the grid will vanish from view. This will only work while you are alive.
## HIDE_CYCLE_WALLS 0|1
`HIDE_CYCLE_WALLS 0|1`
If set to 1, the tails of all cycles will vanish from view. This will only work while you are alive.
# HIGHLIGHT_NAME
If set to 1, your name will get highlited in string.
# QUEUE Commands
### QUEUE_MAP<name></ <name>
`QUEUE_MAP MAP_FILE.xml`
Stores map that exist in MAP_ROTATION. Stops rotation temporarily to complete the listed maps.
### QUEUE_CONFIG<name></ <name>
`QUEUE_CONFIG config.cfg`
Stores config that exists in CONFIG_ROTATION. Stops rotation temporarly to complete the listed maps.
### RESET_MAP_QUEUEING
Resets all the maps in the queue.
### RESET_CONFIG_QUEUEING
Resets all the configs in the queue.
### QUEUE_LIMIT_ENABLED [0|1]
`QUEUE_LIMIT_ENABLED 0`
Should the people have limits when queueing?
### QUEUE_LIMIT [number]
`QUEUE_LIMIT 20`
This is the amount that players can use up for queueing maps or configs.
### QUEUE_LIMIT_EXCEMPT [access level]
`QUEUE_LIMIT_EXCEMPT 2`
Access level equal to or below this do not have queue limit.
### QUEUE_INCREMENT [number]
`QUEUE_INCREMENT 0`
If set to >0, players will get their queues increased during refill by this amount.
### QUEUE_REFILL_TIME [time in seconds]
`QUEUE_REFILL_TIME 2400`
How long each time should players refill take? This is measured in hours.
### QUEUE_REFILL_ACTIVE [0|1]
`QUEUE_REFILL_ACTIVE 0`
Should players be in server to have their queue refill active?
### QUEUE_MAX [number]
`QUEUE_MAX 30`
The maximum queues allowed due to the increase in their slots.
### QUEUE_LOG [0|1]
`QUEUE_LOG 0`
If set to 1, players queueing maps/configs will get written to queuelog.txt
### QUEUE_REFILL<name></ <name>
`QUEUE_REFILL` <player name=""></player>`
Refill the queue fuel of the given player's name. Usage: `QUEUE_REFILL <name></name>`
### QUEUE_GIVE<player></ <player>
`QUEUE_GIVE` <player></player>`
Give a set of queues to the given player's name. Usage: `QUEUE_GIVE <name><amount></ <amount></name>`
### QUEUERS_LIST
Displays the list of queuers and their queues.
# Racing Commands
### RACE_CHANCES [no_of_times]
This command is pretty simple. This gives each and every player on grid to continue to race, from the start, each time they die. Of-course, their chances deplete but this gives them extra chances to race and try to complete the course.
### RACE_END_DELAY [seconds]
If there was only one play still alive on the grid, this timer activates. Depending on this set, they get that many amount of seconds to try and cross the finish line.
### RACE_CHECKPOINT_COUNTDOWN [seconds]
Number of seconds to give individual racers to complete the race.
### RACE_CHECKPOINT_REQUIRE_HIT [0|1|2]
`RACE_CHECKPOINT_REQUIRE_HIT 1`
Explanation:
`0 : Will let you finish regarless of doing the checkpoints`
`1 : MUST complete all checkpoints but not in order`
`2 : MUST complete all checkpoints in order;`
### RACE_CHECKPOINT_LAPS [0|1]
`RACE_CHECKPOINT_LAPS 1`
Explanation:
`0 : Won't do anything`
`1 : After each completed lap, your completed checkpoints data is cleared to do again.`
### RACE_LAPS [number]
`RACE_LAPS 1`
If set to >1, these are the number of laps to complete to finish the race.
### RACE_SAFE_ANGLES [angle,angle,...]
`RACE_SAFE_ANGLES 0,45,90,135,180,225,270,315`
These are the angles that are safe to travel in. Anything else and your dead. Usage: degrees1,degrees2,degrees3,...
### RACE_UNSAFE_ANGLES_KILL [0|1]
`RACE_UNSAFE_ANGLES_KILL 0`
If set to 1, kills all players that are in the unsafe angles as they finish the race.
### RACE_FINISH_KILL [0|1]
If set to 1, players crossing the finish lines will get killed!
### RACE_FINISH_COLLAPSE [0|1]
If set to 1, all zones will collapse/disappear at the end of round.
### RACE_IDLE_KILL [0|1]
If set to 1, kills players that are idle for RACE_IDLE_TIME seconds.
### RACE_IDLE_TIME [seconds]
Number of seconds a player is idle on grid before being warned and then killed.\
### RACE_IDLE_SPEED [speed]
Set to >= 0, idle activates if players stay for RACE_IDLE_TIME under the set idle speed.
### RACE_LOG_LOGIN [0|1]
If enabled, it will only log the time records of players that have logged in.
### RACE_LOG_TIME [0|1]
If enabled, it displays the reached time and the position of arrival.
### RACE_LOG_UNFINISHED [0|1]
It set to 1, logs in the players that have not yet finished that racing course. Time values will be set to -1.
### RACE_POINTS_TYPE [0|1]
If set to 0, players receive points depending on SCORE_RACE_FINISH
If set to 1, players receive points depending on RACE_SCORE_DEPLETE
### RACE_SCORE_DEPLETE [points]
`RACE_SCORE_DEPLETE 1`
The number of points the race score deplete every time someone crosses the finish line. The points giver will remain at 1 if it were to reach 1.
### RACE_SMART_TIMER [0|1]
The smart timer is set to 0 by default. If it were to be enabled, smart timer loads the first 1/2/3 player's time ranks and then make a timer from that! If there are not ranks yet, it resorts to using RACE_END_DELAY timer instead.
### RACE_SMART_TIMER_FACTOR [number]
`RACE_SMART_TIMER_FACTOR 0.15`
The factor by which countdown is multiplied when smart timer is enabled.
### RACE_SMART_TIMER_NUM [number]
`RACE_SMART_TIMER_FACTOR 3`
The number of records to look to obtain the average time for the countdown.
### RACE_TIMER_ENABLED [0|1]
`RACE_TIMER_ENABLED 0`
By default, this is disabled. The only way to enable this is for everyone to spectate or enable it in your config files.
### SCORE_RACE [points]
`SCORE_RACE 10`
The points you receive for being the first to cross the finish line. Default is set to 10.
### SCORE_RACE_FINISH [points]
`SCORE_RACE_FINISH 1`
The points players receive for crossing the finish line.
### RACE_RANKS_SHOW_START [0|1|2]
This command is for ranks to be shown at the beginning of the round.
Default: 1\. Set to 0 to disable records shown at the beginning of the round.
If set to 1, ranks from top RACE_NUM_RANKS_SHOW_START will appear to all players.
If set to 2, shows the relative position of the player above and below them and their current rank with respect to their position.
### RACE_RANKS_SHOW_END [0|1|2]
This command is for ranks to be shown at the end of the round.
Default: 2\. Set to 0 to disable records shown at the end of the round.
If set to 1, ranks from top RACE_NUM_RANKS_SHOW_END will appear to all players.
If set to 2, shows the relative position of the player above and below them and their current rank with respect to their position.
### RACE_NUM_RANKS_SHOW_START [number]
`RACE_NUM_RANKS_SHOW_START 3`
The number of ranks to display at the start of round.
### RACE_NUM_RANKS_SHOW_END [number]
`RACE_NUM_RANKS_SHOW_END 3`
The number of ranks to display at the end of round.
### RACE_RANK_SHOW_PLAYER_LENGTH [number]
`RACE_RANK_SHOW_PLAYER_LENGTH 15`
The limit length of players to display in the display of ranks.
### RACE_RANK_SHOW_LENGTH [number]
`RACE_RANK_SHOW_LENGTH 7`
The length of the name of the rank should the rank be aligned by.
### RACE_RANK_HEADER_ORDER [number]
`RACE_RANK_HEADER_ORDER 1`
The order in which the "rank" header will appear. Default: 1.
### RACE_RANK_HEADER_PLAYER_ORDER [number]
`RACE_RANK_HEADER_PLAYER_ORDER 2`
The order in which the "player" header will appear. Default: 2.
### RACE_RANK_HEADER_TIME_ORDER [number]
`RACE_RANK_HEADER_TIME_ORDER 3`
The order in which the "time" header will appear. Default: 3.
### RACE_RANK_HEADER_LENGTH [number]
`RACE_RANK_HEADER_LENGTH 8`
The length of the header "rank" should be.
### RACE_RANK_HEADER_PLAYER_LENGTH [number]
`RACE_RANK_HEADER_PLAYER_LENGTH 16`
The length of the header "player" should be.
### RACE_RANK_HEADER_TIME_LENGTH [number]
`RACE_RANK_HEADER_TIME_LENGTH 0`
The length of the header "time" should be.
# ROTATION Settings
## MAP_ROTATION
`MAP_ROTATION map1.aamap.xml|`<round>`;;map2.aamap.xml|`<round>`;`</round></round>;`
As you have seen above, this command works like a rotation script that causes the stored maps to change every round or match, depending on how you set ROTATION_TYPE to.
Also, as you can see from
`map1.aamap.xml|`<round>`;`</round>;`
You can also set which <round>you want that map to load in. However, this can only be activated if **ROTATION_TYPE 6** is set.</round>
**Setting the <round> is optional!</round>****
## CONFIG_ROTATION
`CONFIG_ROTATION config.cfg1|`<round>`;;config2.cfg|`<round>`;`</round></round>;`
As you have seen above, this command works like a rotation script that causes the stored config files to change every round or match, depending on how you set ROTATION_TYPE to.
Also, as you can see from
`config.cfg1|>`<round>`;`</round>;`
You can also set which <round>you want that map to load in. However, this can only be activated if **ROTATION_TYPE 6** is set.</round>
**Setting the <round> is optional!</round>****
## CONFIG_ROTATION_TYPE
`CONFIG_ROTATION_TYPE [0|1]`
How should the configs from the config_rotation be loaded?
`0 # INCLUDE`
`1 # RINCLUDE`
## ROTATION_TYPE
`ROTATION_TYPE [0|1|2|3|4|5|6]`
This command is quite nice. It controls how to `MAP/CONFIG_ROTATION` setting works.
Bellow are the list of each of it's values. Th values are restricted, so don't bother trying to go higher than 4 or below then 0.
* 0 = This value ensures no rotation will take place.
* 1 = This value ensures maps are rotated in their respective order every round
* 2 = This value ensures maps are rotated in their respective order every match
* 3 = This value ensures maps are rotated randomly every round
* 4 = This value ensures maps are rotated randomly every match
* 5 = Activates ROTATION_MAX.
* 6 = Activates for rotation where maps and configs load depending on the round they are set for.
## ROTATION_MAX
`ROTATION_MAX 3`
If set to >0 and rotation is enabled, current rotation item will remain the same until till ROTATION_MAX. After which, the rotation will activate ORDERLY type and change map/config.
## MAP_STORAGE
`MAP_STORAGE map1;map2;map3; ...`
### Similarities
* `MAP_ROTATION`
* Each map separated by the `;`
### Differences
* Cannot specify a round
* Is to be used for non-rotation. Only for queueing.
## CONFIG_STORAGE
`CONFIG_STORAGE config1;config2;config3; ...`
### Similarities
* `CONFIG_ROTATION`
* Each config separated by the `;`
### Differences
* Cannot specify a round
* Is to be used for non-rotation. Only for queueing.
## COMMANDS
`/mr` <id>`# # Shows list of maps by either leaving` <id>` blank or` <id_number>` from the mao_rotation. Shows only ten maps per call.`
`/cr` <id>`# # Shows list of configs by either leaving` <id>` blank or` <id_number>` from the config_rotation. Shows only ten configs per call.`</id_number></id></id></id_number></id></id>
`/mq` <add|remove|list>` # add` <map_file>`|| adds the corresponding map to the map queue if that map exists within MAP_ROTATION`
`# remove` <map_file>`|| if map exists in the queue, it will be removed`
`# list | shows the list of all maps in queue`</map_file></map_file></add|remove|list>
`/cq` <add|remove|list>` # add` <config_file>`|| adds the corresponding config to the queue if that config exists within CONFIG_ROTATION`
`# remove` <config_file>`|| if config exists in the queue, it will be removed`
`# list | shows the list of all configs in queue`</config_file></config_file></add|remove|list>
`/ms` <add|remove|list>` # add` <map_file>`|| adds the corresponding map to the map queue if that map exists within MAP_STORAGE`
`# remove` <map_file>`|| if map exists in the queue, it will be removed`
`# list | shows the list of all maps in queue`</map_file></map_file></add|remove|list>
`/cs` <add|remove|list>` # add` <config_file>`|| adds the corresponding config to the queue if that config exists within CONFIG_STORAGE`
`# remove` <config_file>`|| if config exists in the queue, it will be removed`
`# list | shows the list of all configs in queue`</config_file></config_file></add|remove|list>
# Custom TEAMNAME Commands
** Not to be confused with TEAM_NAME_* commands !!! **
These are the custom team name commands that have been recently added as a new feature. This has been taken directly from 0.4 Trunk version of Armagetron Advanced.
`TEAMNAME_1 Team 1`
`TEAMNAME_2 Team 2`
`TEAMNAME_3 Team 3`
`TEAMNAME_4 Team 4`
This feature won't work on most server because they are being blocked but if you host this yourself, you and everyone else with this client can have your own custom team name. The only times they don't become active is in team matches, like Fortress and Capture The Flag.
# SOCCER Commands
### SOCCER_GOAL_KILL_ENEMIES [0|1]
If set to 1, enemies entering other team's goal will be killed.
### SOCCER_GOAL_SCORE [points]
Number of points scoring team gains for shooting the socc`er ball through the other team's goal.
### SOCCER_GOAL_RESPAWN_ALLIES [0|1]
If set to 1, team mates will respawn after entering their own goal
### SOCCER_GOAL_RESPAWN_ENEMIES [0|1]
If set to 1, enemies will respawn if the other team enters their goal
### SOCCER_BALL_FIRST_WIN [0|1]
If set to 1, first goal made by a team will be declared the winners of that round.
### SOCCER_BALL_SHOTS_WIN [0|1]
If set > 0, the number of times the ball must enter other team's goal. Sending the ball in their own goal does not count.
Once these many shots have been accounted for, the round winner will be decided by the team with the leading score.
Comparing the score between the shooting team and the team owner of the goal.
### SOCCER_BALL_SLOWDOWN [0|1]
If set to 1, soccer balls slow down.
### SOCCER_BALL_SLOWDOWN_SPEED [slowness]
If SOCCER_BALL_SLOWDOWN is set to 1,will only work on servers that support it and are not using a team configuration that blocks the use of it. then the soccer ball will slow down depending on the value set for thisClients that do not support it may also use the chat command.
Cannot have values over 1 or less than 0 /teamname to accomplish the same thing.
# SET_ZONE_ID Commands
`SET_ZONE_ID_COLOR` <id>`{r} {r} {g} {b} # Change the color of a zone`
`SET_ZONE_ID_EXPANSION` <id> <expansion>`# # Change the Expansion rate of a zone`
`SET_ZONE_ID_POSITION` <id><x><y>`# <x> <y> # Change a zones position`
`SET_ZONE_ID_RADIUS` <id> <radius>` # Change zones radius`
`SET_ZONE_ID_ROTATION` <id> <rotation>`# # Change the rotation speed of a zone`
`SET_ZONE_ID_SPEED` <id> <speed>` # Change a zones speed`</speed></id></rotation></id></radius></id></y></x></id></expansion></id></id>
# SHOT_ Commands
## SHOT_BASE_RESPAWN
`SHOT_BASE_RESPAWN 1`
If set to 1, when you shoot at your team base, your teammates will be revived.
## SHOT_BASE_ENEMY_RESPAWN
`SHOT_BASE_ENEMY_RESPAWN 1`
If set to 1, when you shoot at your enemy team's base, your enemies will be revived.
## SHOT_PENETRATE_WALLS
`SHOT_PENETRATE_WALLS 0`
If set to 1, when you shoot, your zone will go through the walls. Once it reaches the boundary of the arena, it will disappear if bouncing is either not enabled or finished.
# SPAWN_* Commands
## SPAWN_ZONE
The ability to spawn all different types of zones via the command line or a script.
These zones no longer are required to be specified in the map and can be spawned either via the console using /admin SPAWN_ZONE, <setting>...</setting> ... elements in the map or by using a script.
### Types of zones
### Command Usage
`SPAWN_ZONE <win|death|ball|target|blast|object|koh> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <acceleration|speed> <speed> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE <rubber|rubberadjust> <x> <y> <size> <growth> <xdir> <ydir> <rubber> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE teleport <x> <y> <size> <growth> <xdir> <ydir> [<xjump> <yjump> <rel|abs> [<xdir> <ydir> <reloc>]] <interactivee=true|false> <r> <g> <b> <target_size> <penetrate> `
`SPAWN_ZONE <fortress|flag|deathTeam|ballTeam> <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE sumo <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE zombie <player> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
`SPAWN_ZONE zombieOwner <player> <owner> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <penetrate>`
Please see [[../zones]] for a more complete explanation on most zone types, as well as what you can do after spawning them, including zone routes.
### Abbreviations
abs{{!}}cycle|rel and abs are relative or absolute using the map basis.`team` - team name. team_blue would match Team Blue.
`x`, cycle is relative using the cycle basis. it means 100 10 is a jump of 100 forward then 10 left (as trigonometric angles, left is +`y` - zone position
`size` - zone's radius
`growth` - How quickly, right is -).if at all, This is to be understand before any direction change.that means depending of the direction you entering the zone, you are teleported in a different direction SmileDefault value is rel.}}a zone grows or shrinks.
`xdir`, `ydir` - What direction and where the zone moves.
`interactive` - If the zone bounces on walls. true if it should, false if it shouldn't.
`r`, `g`, `b` - The amount of color a zone has, from 0-15 (values outside of this range are allowed too, though negative numbers only help make it invisible)
`rel|abs` - abs{{!}}cycle|rel and abs are relative or absolute using the map basis. cycle is relative using the cycle basis. it means 100 10 is a jump of 100 forward then 10 left (as trigonometric angles, left is +, right is -). This is to be understand before any direction change.that means depending of the direction you entering the zone, you are teleported in a different direction - Default value is rel.}}
`xdirdest`, `ydirdest` - the direction the player is sent when teleported, 0 will be current
`relocation_factor` - the relocation factor multiplied by the zone's radius, typically 0-1. Basically, how far away you are teleported from the destination. Used for making you leave a zone of the same size at destination, as well as enabling default teleport zone behavior (1) of just teleporting from one side of the zone to the other.
`target_size` - The final size of a zone after shrinking or growing from another size.
### Examples
`SPAWN_ZONE death 100 100 10 0 0 0 false 15 0 0 10 false`
This spawns a death zone with the following attributes:
`coordinates : x=100 and y=100`
`size/radius : 10`
`growth rate : 0`
`speed/velocity: xdir=0 and ydir=0`
`bounce of wall: false`
`color of zone : red=15 and green=0 and blue=0`
`target size : 10`
`penetrate wall: false`
## SPAWN_OBJECTZONE
### Usage
`SPAWN_OBJECTZONE <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> <seek_owner> <seek_speed> <seek_update_time>`
### Abbreviations
`seek_owner` - Who the zone is targeting
`seek_speed` - The speed factor the zone moves towards the player, relative to the player's speed.
`seek_update_time` - How often the zone updates its movement. Lower values may allow more accuracy, but cause the server to resync the zone with the client more often which may also increase lag.
## SPAWN_SOCCER
### Usage
`SPAWN_SOCCER ball <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>`
`SPAWN_SOCCER goal <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>`
It is like the traditional fortress/ball combination in styball, but uses it's own separate class and its own commands.
Other primary differences are
* scoring is done by team instead of by player
* zone wall and player wall interaction happening at once is different, players can actually (usually) keep control of the ball even near a wall.
* speed decay is it's own separate thing and is enabled by default.
### Abbreviations
Please see SPAWN_ZONE's list of abbreviations above.
# SOCCER Commands
### SOCCER_GOAL_KILL_ENEMIES [0|1]
If set to 1, enemies entering other team's goal will be killed.
### SOCCER_GOAL_SCORE [points]
Number of points scoring team gains for shooting the soccer ball through the other team's goal.
### SOCCER_GOAL_RESPAWN_ALLIES [0|1]
If set to 1, team mates will respawn after entering their own goal
### SOCCER_GOAL_RESPAWN_ENEMIES [0|1]
If set to 1, enemies will respawn if the other team enters their goal
### SOCCER_BALL_FIRST_WIN [0|1]
If set to 1, first goal made by a team will be declared the winners of that round.
### SOCCER_BALL_SHOTS_WIN [0|1]
If set > 0, the number of times the ball must enter other team's goal. Sending the ball in their own goal does not count.
Once these many shots have been accounted for, the round winner will be decided by the team with the leading score.
Comparing the score between the shooting team and the team owner of the goal.
### SOCCER_BALL_SLOWDOWN [0|1]
If set to 1, soccer balls slow down.
### SOCCER_BALL_SLOWDOWN_SPEED [slowness]
If SOCCER_BALL_SLOWDOWN is set to 1, then the soccer ball will slow down depending on the value set for this command.
Cannot have values over 1 or less than 0.
# SILENCE_ Commands
## SILENCE_ALL
Silence everyone in the game.
## UNSILENCE_ALL
Reverts the SILENCE_ALL command. Meaning, give voices back to all of those who lost their ability to chat.
## VOICE_ALL
Similar to UNSILENCE_ALL. Gives the ability to chat again to everyone.
## SILENCE_ENEMIES
If set to 1, chat sent from enemies is not displayed on your client if you are alive. If you are dead all chat is displayed. This is a client setting.
# TAB_COMPLETION
## TAB_COMPLETION [0|1]
If set to 1, the tab completion of names or commands will be enabled.
## TAB_COMPLETION_WITH_COLORS [0|1]
If set to 1, the tab completion of names or commands will be in colors.
# TIMER_ Settings
### TIMER_START [seconds]
Starts a ingame timer, giving players <seconds> to do something before getting killed.</seconds>
### TIMER_STOP
Perfectly stops the ingame timer.
### TIMER_RESUME
If the timer was previously stopped, it resumes from where it last stopped.
### TIMER_RESET
Resets the ingame timer back to default.
### TIMER_MODE
* If set to 0, TIMER will count downwards until it reaches `TIMER_MIN`
* If set to 1, TIMER will count upwards until it reaches `TIMER_MAX`
* If set to 2, TIMER will count up or down, depending on the `target_time` given.
### TIMER_TYPE
* If set to 0, TIMER will do nothing once the min or max is reached.
* If set to 1, TIMER will kill all active cycles on the grid.
* If set to 2, TIMER will destroy all active zones on the grid.
* If set to 3, TIMER will kill all active cycles and destroys all zones.
### TIMER_MIN
`TIMER_MIN 0`
This is the minimal time for the timer to reach.
### TIMER_MAX
`TIMER_MAX 80`
This is the maximum time for the timer to reach.