Mapping (configuration guide)

This section will go over all the settings you can use to configure how your map runs.

You do not need any of this to create and play a map, but the configuration options provided can greatly help fine tune your map how you want it to be played.

See file default_map_settings.cfg if you want a template you can make a copy of for your own map.

Note: If a game_player_equip in give mode exists in the map, the map cfg is ignored for per-player settings!

Contents

  1. Configuration files
  2. Equipment, weapons, and ammo
  3. Variables

Configuration files

The following files go in the maps folder along with your BSP to configure it. map-name must match your BSP map name to work. For example, if your map was volcano.bsp, your configuration file would be volcano.cfg in the same folder.

File Purpose
map-name.cfg Contains the equipment, weapons, ammo, and variables for your map.
map-name_motd.txt Contains a message to show players when they join the map. Good place to put mission briefings or an objective list.
map-name_skl.cfg Contains any modifications of the default skill configuration, found in skill.cfg. Simply copy things from the default skill configuration that you want to modify.
map-name_detail.txt Contains any texture high-definition overlays. For more details on this, please see this article at TWHL.

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Equipment, weapons, and ammo

In your map-name.cfg file you can put these statements inside to provide various weapons, equipment, and ammo to be provided when players spawn.

It is important that each statement is used once and once only!

Providing a weapon will also provide a small amount of the associated ammo with it, but not much. You should favour providing a fair amount of ammo in your configuration rather than supply rooms at the start of your map to ensure all players get an equal and fair amount of ammo. The exception to this tip is if your map is not the first in part of a series where you have cross-map inventories, in which case you should only provide a simple set of equipment.

Setting Values Default value Description
Health & armor/battery
starthealth 1 to 999 100 Amount of health to provide. This also becomes the maximum you can obtain from health kits, wall health kits, and being healed.
startarmor 0 to 999 0 Amount of HEV battery power (armour) to provide. This also becomes the maximum you can obtained from batteries and HEV chargers.
maxhealth 1 to 999 100 Maximum amount of health a player can have. This will override the starthealth setting.
maxarmor 0 to 999 100 Maximum amount of HEV battery power (armor) a player can have. This will override the starthealth setting.
Equipment
nomedkit No value for this Not present Do not provide a medkit.
nosuit No value for this Not present Do not provide a hazard suit (will disable the entire HEV and flashlight), not recommended!
item_longjump No value for this Not present Provide a long jump module.
Weapons
weapon_crowbar No value for this Present Provide a crowbar.
weapon_pipewrench No value for this Not present Provide a pipe wrench.
weapon_grapple No value for this Not present Provide a barnacle grapple.
weapon_glock No value for this Present Provide a 9mm pistol.
weapon_357 No value for this Not present Provide a .357 magnum.
weapon_uzi No value for this Not present Provide an uzi.
DO NOT USE WITH WEAPON_UZIAKIMBO! Use one or the other.
weapon_uziakimbo No value for this Not present Provide two uzis.
DO NOT USE WITH WEAPON_UZI! Use one or the other.
weapon_eagle No value for this Not present Provide a desert eagle.
weapon_shotgun No value for this Not present Provide a SPAS-12 shotgun.
weapon_mp5 No value for this Not present Provide an MP5a3 sub-machine gun.
weapon_m16 No value for this Not present Provide an M16 assault rifle with the M203 grenade launcher.
weapon_crossbow No value for this Not present Provide a crossbow.
weapon_rpg No value for this Not present Provide a rocket propelled grenade launcher.
weapon_gauss No value for this Not present Provide a gauss gun.
weapon_egon No value for this Not present Provide a gluon gun.
weapon_hornetgun No value for this Not present Provide a hornet gun.
weapon_handgrenade No value to provide 1, or specify the number of hand grenade packs to provide (value x5). Not present Provide 5 hand grenades.
weapon_satchel No value to provide 1, or specify the number of satchel charges to provide. Not present Provide a satchel charge.
weapon_tripmine No value to provide 1, or specify the number of tripmines to provide. Not present Provide a tripmine.
weapon_snark No value to provide 1, or specify the number of snark nests to provide (value x5). Not present Provide 5 snarks (1 snark nest).
weapon_sniperrifle No value for this Not present Provide a M40a1 sniper rifle.
weapon_saw No value for this Not present Provide a M249 SAW.
weapon_sporelauncher No value for this Not present Provide a spore launcher.
Ammo
ammo_9mm Number of clips. 2 Provide 9mm ammo clips (17 rounds). Used by the 9mm pistol, uzis, and MP5 submachine gun.
ammo_357 Number of clips. Not present Provide .357 ammo clips (6 rounds). Used by the .357 magnum and desert eagle.
ammo_buckshot Number of boxes. Not present Provide shell boxes (12 rounds). Used by the shotgun.
ammo_556 Number of clips. Not present Provide 5.56 mm ammo clips (200 rounds). Used by the M16 assault rifle, SAW, and minigun.
ammo_ARgrenades Number of assault rifle grenade pairs. Not present Provide two assault rifle grenades. Used by the M16's M203 grenade launcher.
ammo_crossbow Number of clips. Not present Provide bolt clips (5 bolts). Used by the crossbow.
ammo_gaussclip Number of modular batteries. Not present Provide gauss/gluon battery modules (20 charge units). Used by the gauss gun and gluon gun.
ammo_rpgclip Number of rocket pairs. Not present Provide rocket packs (2 rockets). Used by the RPG.
ammo_762 Number of clips. Not present Provide 7.62mm ammo clips (5 rounds). Used by the sniper rifle.
ammo_sporeclip Number of spores. Not present Provide a spore. Used by the spore launcher.
Alternative weapon modes
weaponmode_9mmhandgun 0 or 1 0 Enable this for the secondary function to add/remove a silencer
weaponmode_eagle 0 or 1 0 Enable this to remove the laser sight
weaponmode_mp5 0 or 1 0 Enable this to remove the scope
weaponmode_shotgun 0 or 1 0 Enable this for the secondary function to be a classic double blast (as in HLDM)
weaponmode_crossbow 0 or 1 0 Enable this to remove explosive bolts
weaponmode_rpg 0 or 1 0 Enable this to remove the laser sight

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Variables

Setting Default value Description
Physics
sv_accelerate 10 The speed players accelerate while on ground.
sv_airaccelerate 10 The speed players accelerate while in the air.
sv_friction 4 The amount of friction created by the ground.
sv_gravity 800 The amount of gravity (maximum units/second).
sv_maxspeed 270 The speed players can run on ground -- exluding aid from various triggers and effects (explosions etc) that can allow players to move faster.
sv_maxvelocity 4096 The speed players can be moved by force (trigger_push, explosions, etc).
sv_wateraccelerate 10 The speed players accelerate while underwater.
sv_waterfriction 1 Whether friction also applies to water.
sv_zmax 16000 The radius based distance from players of which the sky map will be rendered at, causing anything further than this to not be drawn. Only large maps will ever need to increase this.
Game play
mp_allowmonsterinfo 1 Allow monster information HUD messages.
mp_banana 1 Allow players to throw banana bombs.
mp_barnacle_paralyze 1 Deny players to use weapons whilst caught by a Barnacle.
mp_disable_autoclimb 0 Deny players to use the auto-climb feature.
mp_disable_medkit_points 0 Deny players to receive points for using their medkit.
mp_disable_player_rappel 0 Deny players to use the Barnacle grapple on each other.
mp_disable_pcbalancing 0 Disable player weapon damage balancing according to the mp_pcbalancing_factorlist setting.
mp_disablegaussjump 0 Disable vertical knock back caused by the gauss cannon's charge up shot. This can sometimes be used to exploit maps or get places players aren't meant to go. This is a direct copy of mp_allowgaussjump, which for some reason got inverted in Sven Co-op 3.0.
mp_dropweapons 1 Allow players to drop weapons and ammo. Miniguns and shock rifles can always be dropped.
mp_falldamage 1 Specify how players receive damage from falling.
  • -1: None, players never receive damage from falling.
  • 0: Simple, a maximum of 10 points of damage is dealt.
  • 1: Realistic, the speed and distance of the fall defines how much damage is dealt.
mp_flashlight 1 Allow players to use their flash light. Requires a HEV suit (provided by default).
mp_fraglimit 0 Map changes after someone obtains this many points. Not recommended in most cases.
mp_grapple_mode 1 Players are pulled to monsters bigger than headcrabs when grappled rather than the monster being pulled to a player.
mp_modelselection 1 Players are able to change their model. Set to 0 to disallow players to change their model.
mp_multiplespawn 1 Map always has multiple spawn points for players to use. If you switch this off the actual player respawn position will be shifted up to 92 units away from where the respawn point actually is, to help prevent spawn-fragging or players getting stuck in each other.
mp_no_akimbo_uzis 0 Deny players to have akimbo uzis. This may help balance power on some maps or large player capacities.
mp_noblastgibs 0 Deny monsters to be gibed (ripped apart) when killed with explosives.
mp_npckill 2 Set the behaviour of killing allied NPCs. This replaces the old killnpc setting.
  • 0: Disallows allied NPCs to be killed.
  • 1: Allows allied NPCs to be killed.
  • 2: Allows allied NPCs to be killed by anything other than players, allied NPCs, and human passive class.
mp_observer_mode 0 Enable observer mode for dead/connecting players.
mp_observer_cyclic 0 Set the behaviour of observer mode. Setting mp_observer_mode must be enabled for this to have any effect.
  • 0: Players will become observers until there is a respawn point available for use.
  • 1: Players will become observers until the map explicitly decides they can respawn as a player.
mp_pcbalancing_factorlist 1.0;1.8;1.4;1.2;1.1;1.0 Balance player weapon damage based on the amount of players present based on a sequence of multipliers. The default value means damage multipliers of 1x for 1 player, 1.8x for 2 players, 1.4x for 3 players, 1.2x for 4 players, 1.5x for 5 players, and 1x for 6 or more players.
mp_respawndelay 5 The time (seconds) a player must wait before respawning. This is 5 seconds by default to help encourage use of the new reviving feature.
mp_telefrag 1 Players will tele-frag other players if they are teleported inside another player. If you switch this off players may become stuck inside each other, become non-solid, or push each other aside when teleported to the same position.
mp_timelimit 60 Map changes after this amount of time (minutes) if the map hasn't been completed already. Time limit is infinite if set to 0, but the server's mp_timelimit_empty will end your map early if there are no players present.
mp_weapon_respawndelay
mp_ammo_respawndelay
mp_item_respawndelay
-2 Set a custom respawning delay for weapons, ammo, and items (i.e. long jump).
  • -2: Use game default delay.
  • -1: Never respawn.
  • 0: Instantly respawn.
  • >0: Respawn after this many seconds.
Individual entities within the map can override this global setting.
mp_weaponstay 1 Weapons can be picked up multiple times, with the exception of miniguns. Disabling this will result in a couple of players taking all the weapons leaving others with nothing.
npc_dropweapons 0 NPC's will drop their weapon upon death.
sv_ai_enemy_detection_mode 0 Allow NPC's to scan for enemies and fight even while no players are near enough.

For security reasons map configurations can only use settings for altering physics and game play. For example, you can't modify the server or RCON password from your map configuration, but you can modify the gravity or maximum running speed.

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