This is not a wish list! Only features that are in the code are detailed here.
All server options can be found in the Advanced Options menu.
Game Features Miscellaneous |
Notes | Server Options | Console Commands |
Realism Mode Differences:
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ctf_realism
This is a Boolean value. Setting this to 1 before starting the server activates Realism Mode. sv_bleeddelayBleed frequency, in seconds. sv_bleeddamageDamage inflicted each bleed. sv_bandagedelayTime taken for bandaging, when a player is bleeding. |
realism_bandage
Starts bandaging, when a player is bleeding. While bandaging, players can move around, but not fire weapons or pick up items. Bandaging continues for sv_bandagedelay seconds. |
Notes | Server Options | Console Commands |
Clan Mode is useful for tournament-style matches, to ensure that all players of both teams have joined the server before the match begins. |
ctf_clanmode
This is a Boolean value. Setting this to 1 enable Clan Mode. ctf_clandelayWhen the server starts, it will count for ctf_clandelay seconds. Any clients who join during this time will be unable to move until the delay has expired. This is to ensure that all clients have spawned into the level before the match begins. If the No-Frills Lag Reduction is not enabled, players are put into a stationary model select camera for the duration of the delay. | None |
Notes | Server Options | Console Commands |
Player Identify provides the following information: For Fellow Team Members:
For Enemy Team Members:
Player Identify does not work on players carrying the spirit rune. |
ctf_identify
This is a Boolean value. Setting this to 1 allows players to use Player Identify. Setting to 0 forces Player Identify off for all players. |
identify on
Switches on the Player Identify feature for the player who entered the command. If Player Identify is enabled in general from the server, then every player has Player Identify switched on by default. identify offSwitches off Player Identify for the player who entered the command. identify toggleToggles Player Identify on and off. Bind to a key for maximum effect. |
Notes | Server Options | Console Commands |
Hot weapon switching is off by default for all clients. Weapon assignments are kept in the file hotswitch.txt, which can be edited for custom weapon assignments. This file is handled client-side, so editing this file on the server will have no effect. This does not effect the bindings, so menu selection is not affected. |
None |
hotswitch on
Switches on Quake-style weapon switching. hotswitch offSwitches off Quake-style weapon switching, enabling the Half-Life standard weapon select. hotswitch toggleToggles Quake-style weapon switching on and off. Bind to a key for maximum effect. |
Notes | Server Options | Console Commands |
Choosing the No-Frills Lag Reduction option disables Model Select Mode. CCTF keeps a very tight grip on the models that players are allowed to use. Permitted models are kept in a server-side model list, in the text file models.txt. Red team player models are listed first, then blue, seperated by an equals sign. There must be at least one model defined for each team, and a maximum of seven for each. Clients should have copies of any player models specified in the server model list. |
None |
selectmodel
Activates Model Select Mode, places the player's viewpoint in a camera and gives the player a list of available models to select from. |
Notes | Server Options | Console Commands |
Runes do not appear in Realism Mode. Health Rune (Water)Health and Armour continually increase, up to maximum value. Speed Rune (Wind)Increases fire rate of most weapons, and increases flying speed of grapple. Damage Rune (Fire)Increases damage inflicted by weapons. Shield Rune (Earth)Decreases damage received. Predator Rune (Spirit)Makes player partially invisible. Invisibility level is linked to player's speed, higher speeds mean more visibility. Choosing the No-Frills Lag Reduction option disables animations on all runes, and prevents runes from jumping. |
sv_runesjump
This is a Boolean value. Set to 1 to make runes bounce around the level. sv_runejumpdelayDelay in seconds between each rune jump. Set to lower values to make runes difficult to catch. sv_runerespawndelayJust in case runes bounce themselves into inaccessible areas, they will respawn in a random spawn spot every sv_runerespawndelay seconds. sv_healthdelayPlayers with the health rune will have their health and armour increased by one every sv_healthdelay seconds. Set to zero to make the lucky player almost unkillable. sv_spiritlevelSets the base invisibility level for carriers of the spirit rune. Set to zero to make the player completely invisible when still. sv_shieldlevelThis, somewhat perversely, sets the percentage damage received for carriers of the shield rune. For example, setting this to 50 halves any damage inflicted. Set to zero to make the player completely invulnerable to weapon damage. sv_damagelevelThis sets the percentage damage inflicted by the weapons of the carrier of the damage rune. Setting this to 200 will double the damage inflicted. sv_speedlevelThis sets the percentage cycle time of the weapons of the carrier of the speed rune. Set this to fifty to double the rate of fire. Set to about 5 to turn the shotgun into an uzi. Remember, aim low... |
droprune
Drop the rune that is currently being carried. Dropped runes respawn in a random spawn spot. |
Notes | Server Options | Console Commands |
Choosing the No-Frills Lag Reduction option disables all cameras. Note that player cameras are mostly used for testing purposes and will probably be removed to increase game speed in the final, as they are impractical to use in-game. |
None |
testcam on
Switches on the static cam, used mainly for testing and screenshots. Camera spawns in front of player and remains in place, keeping the player in shot. If the player moves out of shot, the camera repositions to keep the player in view. testcam offSwitches off the static cam. chasecam onSwitches on the chase cam, similar to the static cam except it follows the player around. chasecam offSwitches off the chase cam. |
Notes | Server Options | Console Commands |
Choosing the No-Frills Lag Reduction option disables Spectator Mode. In Spectator Mode, the current captures are displayed as well as the player in focus. |
ctf_spectatordelay
The server will check connected clients every ctf_spectatordelay seconds. Clients not affiliated with a team will be placed in Spectator Mode. Lowering this number will handle clients stuck in "limbo" more often, but may lag down the server. |
spectate
Entering "spectate" into the console while assigned to a team will remove a player from the game and place him/her in Spectator Mode. spectate nextSwitches focus to the next player in the game. spectate <netname>Transfers focus to the player specified by <netname>. |
Notes | Server Options | Console Commands |
Ghost Codes allow players to restore their score info, if they unexpectedly disconnect and are forced to reconnect during a game. If Ghost Codes are enabled, then clients are assigned a Ghost Code when they connect, and their scores are saved. When players reconnect, they can restore their scores by entering their Ghost Code. Ghost Codes rely on the player netname for authentication, so it is important that players do not change their netname between disconnection and reconnection, otherwise the code may not work. Ghost Codes are also unique to the player, and can be misused, so do not reveal a code to anyone else. |
ctf_ghostcodes
This is a Boolean value. Set to 1 to assign Ghost Codes to players. Set to 0 to disable Ghost Codes. |
ghost <ghostcode>
Attempts to activate <ghostcode> for the player. This will reset the player's score info to that last stored. |
Notes | Server Options | Console Commands |
Death messages are stored in a textfile, death.txt, and are used in rotation. File format is pretty easy to work out, and messages can be added and removed. Note that #'s are not comments! |
hud_deathnotice_type
This is a Boolean value. Set to 1 to enable CCTF Death Messages. Set to 0 to restore the original HL death notification. Note that changing this value in the middle of a game may cause weird things to happen. |
None |
Console Command | Notes |
dropflag |
If the player is carrying a flag, then drop it. |
flipteam |
Defect to the enemy team. Kills the player in the process. |
numspawns |
A mainly diagnostic command. Displays the numbers of team spawn points. |
captures |
Another diagnostic. Displays flag captures by team. |
Server Options | Notes |
mapcyclefile |
Specify a textfile containing a list of levels in the order to be played. |
ctf_caplimit |
Number of captures that triggers level transition. |
ctf_pointslimit |
Specify total team points that trigger level transition. |
mp_timelimit |
Time limit before level transition is triggered. |
mp_fraglimit |
Number of individual player kills that trigger level transition. |
ctf_alwaysteamspawn |
Boolean value: Set to 1 to make players always respawn on their team spawn spots. Set to 0 to make players respawn at info_player_deathmatch points. |
ctf_forceteams |
Boolean value: Set to 1 to force clients joining the server onto the team with fewest players, rather than giving them the choice. |
ctf_keepteams |
Boolean value: Set to 1 to keep players on the same team across level transitions. Set to 0 to allow players to choose their teams at the beginning of each new level. |
sv_nofrills |
Boolean value: Set to 1 to turn off many nice but potentially lag-inducing features. |
mp_falldamage |
Choose fixed or progressive falling damage. |