CPMA.cfg | 20110703
Here's CMPA server config originally written by (HK)RATSALAD (and modified by wasp*beast and rrm::illca).
Current version: 20110703 (03 Jul 2011)
Changelog:
20110703
-fix: compatibility to e+ 2.2a;
-add: CA uses now scoring system like in OSP;
-chg: instead of annoying option StartWeapon = WP_ROCKET
CA has now startWeapon = WP_LAST_USED
;
-chg: FTAG has now completely different settings than CA (in prev version FTAG was like CA with thawing) based on experience from playing FTAG in cpma 1.48; new e+ option 'score penatly' makes it even closer to cpma: losing team is thawed, winning team is NOT;
-chg: shotgun settings updated to what can be seen in e+ changelog.
20101101
-chg: restored setting cpm physics when gameplay hasn't been specified correctly (either cpm or vq3);
-chg: changed default amount of rockets for CA and FTAG: 25 -> 50;
20100705
-fix: vq3 physics (set to no_ramp_jumps);
-fix: mistyping in poweruprespawn validation :/;
20100615
-add: item, weapon, powerup and health restoration upon new round (FTAG and CA).
20100425
-chg: updated cfg title and cfg file name according to ali's note;
-add: validity check for 'poweruprespawn' var (should be 30..120 secs), if value exceeds range - reset to default (90 secs).
20100424
-chg: default value for weapon respawn (30->15 sec - seen on several russian cpma servers and this is default in CPMA/OSP 1.46 (26 Apr 08));
-add: support for 'weaponrespawn' cvar (as in cmpa mod) which sets weapon respawn time for all game types except CTF, RTF, 1FCTF and FFA;
-add: support for 'poweruprespawn' cvar (as in cmpa mod) which sets powerup respawn time for all game types except 1VS1, CA, FTAG;
-add: support for 'footsteps' cvar (as in cmpa mod) which turns footsteps on/off.
20100310/11
-fix: obvious mistyping at L:C 126:14 (modifiItem);
-fix: parameter names in weaponTime topic (adjusted with 2.0a);
-fix: regenFactor parameter transormed to Regen Factors topic (adjusted with 2.0a);
-fix: suit factor parameter ransformed to Suit Factors topic (adjusted with 2.0a) (direct is 0.25, splash is 0 - according to beast's note);
-chg: pellet count for shotgun updated to 16 (according to beast's note);
-add: support for 'gameplay' cvar (as in cmpa mod), which accepts values 'cpm' or 'vq3' or '' (empty) (empty is automatically replaced to 'cpm'). you can set this cvar in your server start script or in cmdline. cfg will set corresponding physics.
one can add mentioned cvars to the xp_vote list to make them voteable (if a cvar's value is changed you will have to restart map for changes to take effect).
Hi,
I have a comment about the name of the cfg file :
- the file name is a bit long and not easy to type for server admins : cpma_xp20a.cfg should be renamed simply to cpma.cfg.
- and the name ingame is sooooo long : ^1C^7PM^4A ^7version ^320100424^7: A thorough emu by ^1(HK) ^0RATSALAD
one question... i try on mi3 public server on clan arena but items don't appear.. there is some command like under plusn? no items no health no nothing
one question... i try on mi3 public server on clan arena but items don't appear.. there is some command like under plusn? no items no health no nothing
CA doesnt have any items. In quake, it's special cos you start with all weapons and have no items
too much e+ freeze
i wonder when will CA will come into e+ ?? cause the strategies and tactics will be/should different ...
after you die you die till the next round!
++++++++
epsilowhealth
CA on e+ would be pointless, it's basically a more boring version of freeze tag. It doesn't work well because you die so fast as opposed to how it's played in QL. At least in tag you can get thawed if you died to some random spam bullshit, but considering how spammy and random e+ gameplay is, i don't think it's worth to consider CA as a viable gametype.
depends on the config mad.
somebody up for writing a ql config?
Uploaded on our server MI3 clan arena public
thanx for comment, ali. i'll change both to meet your advice