1XPILOT-NG-SERVER(6)                  Games                 XPILOT-NG-SERVER(6)
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4

NAME

6       xpilot-ng-server - server for multiplayer space war game.
7

SYNOPSIS

9       xpilot-ng-server [ options ]
10

DESCRIPTION

12              Copyright © 1991-2005 by Bjørn Stabell, Ken Ronny Schouten, Bert
13              Gijsbers, Dick Balaska, Uoti Urpala,  Juha  Lindström,  Kristian
14              Söderblom  and Erik Andersson.  XPilot NG 4.7.2 comes with ABSO‐
15              LUTELY NO WARRANTY; for details see the provided COPYING file.
16
17       Option flags specify where an option can be used and whether it is vis‐
18       ible or not.  Default flags are "any" if not otherwise specified by one
19       or more of these keywords:
20
21       command       May be specified on the command-line.  passwordfile   May
22       be  specified  in the password file.  defaults      May be specified in
23       the defaults file.  any           May be specified  in  the  map  file,
24       defaults file,
25
26              or on the command line.
27
28       invisible     Is not displayed when a list of options is
29
30              requested from the server by an operator.
31
32       The possible options include:
33
34       -help
35
36              Print out this help message.
37
38       -version
39
40              Print version information.
41
42       -dump
43
44              Print  all options and their default values in defaultsfile for‐
45              mat.
46
47       -expand <list>
48
49              Expand a comma separated list  of  predefined  settings.   These
50              settings  can be defined in either the defaults file or in a map
51              file using the "define:" operator.  [ Flags: command,  invisible
52              ]
53
54       -gravity <real>
55
56              Gravity strength.
57
58       -shipMass <real>
59
60              Mass of fighters.
61
62       -ballMass <real>
63
64              Mass of balls.
65
66       -minItemMass <real>
67
68              The minimum mass per item when carried by a ship.
69
70       -shotMass <real>
71
72              Mass of bullets.
73
74       -shotSpeed <real>
75
76              Maximum speed of bullets.
77
78       -shotLife <real>
79
80              Life of bullets in ticks.
81
82       -/+treasureCollisionKills or treasureKills
83
84              Does a player die when hitting a ballarea?
85
86       -ballCollisionFuelDrain or ballFuelDrain <real>
87
88              How much fuel does a ball collision cost?
89
90       -/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain
91
92              Does  the  fuel  drain  from  shot hits depend on their mass and
93              speed?  This should be set to false on Blood's Music maps.
94
95       -fireRepeatRate or fireRepeat <real>
96
97              Number of ticks per automatic fire (0=off).
98
99       -pulseSpeed <real>
100
101              Speed of laser pulses.
102
103       -pulseLife <real>
104
105              Life of laser pulses shot by ships, in ticks.
106
107       -pulseLength <real>
108
109              Max length of laser pulse.
110
111       -laserRepeatRate or laserRepeat <real>
112
113              Number of ticks per automatic laser pulse fire (0=off).
114
115       -maxRobots or robots <integer>
116
117              The maximum number of robots wanted.  Adds robots if  there  are
118              less than maxRobots players.
119
120       -minRobots <integer>
121
122              The  minimum number of robots wanted.  At least minRobots robots
123              will be in the game, if there is room.
124
125       -robotFile <string>
126
127              The file containing parameters for robot details.  [ Flags: com‐
128              mand, defaults, invisible ]
129
130       -/+robotsTalk
131
132              Do robots talk when they kill, die etc.?
133
134       -/+robotsLeave
135
136              Do robots leave the game?
137
138       -robotLeaveLife <integer>
139
140              After how many deaths does a robot want to leave? (0=off).
141
142       -robotTeam <integer>
143
144              Team to use for robots.
145
146       -/+restrictRobots
147
148              Are robots restricted to their own team?
149
150       -/+reserveRobotTeam
151
152              Is the robot team only for robots?
153
154       -robotUserName or robotRealName <string>
155
156              What is the robots' apparent user name?
157
158       -robotHostName <string>
159
160              What is the robots' apparent host name?
161
162       -tankUserName or tankRealName <string>
163
164              What is the tanks' apparent user name?
165
166       -tankHostName <string>
167
168              What is the tanks' apparent host name?
169
170       -tankScoreDecrement or tankDecrement <real>
171
172              How much lower is the tank's score than the player's?
173
174       -/+selfImmunity
175
176              Are players immune to their own weapons?
177
178       -defaultShipShape <string>
179
180              What is the default ship shape for people who do not have a ship
181              shape defined?
182
183       -tankShipShape <string>
184
185              What is the ship shape used for tanks?
186
187       -maxPlayerShots or shots <integer>
188
189              Maximum number of shots visible at the same time per player.
190
191       -/+shotsGravity
192
193              Are shots affected by gravity.
194
195       -/+Log
196
197              Log major server events to log file?
198
199       -/+idleRun or rawMode
200
201              Does server calculate frames and do robots keep on playing  even
202              if all human players quit?  [ Flags: command, defaults ]
203
204       -/+noQuit
205
206              Does  the server wait for new human players to show up after all
207              players have left.  [ Flags: command, defaults ]
208
209       -/+logRobots
210
211              Log the  comings  and  goings  of  robots.   [  Flags:  command,
212              defaults ]
213
214       -mapWidth <integer>
215
216              Width of the world in pixels.
217
218       -mapHeight <integer>
219
220              Height of the world in pixels.
221
222       -mapFileName or map <string>
223
224              The  filename  of  the  map to use.  [ Flags: command, defaults,
225              invisible ]
226
227       -mapName <string>
228
229              The title of the map.
230
231       -mapAuthor <string>
232
233              The name of the map author.
234
235       -mapData <string>
236
237              Block map topology.  [ Flags: command, any, invisible ]
238
239       -contactPort or port <integer>
240
241              The server contact port number.  [ Flags: command, defaults ]
242
243       -serverHost <string>
244
245              The server's fully qualified domain name (for multihomed hosts).
246              [ Flags: command, defaults ]
247
248       -greeting or xpilotGreeting <string>
249
250              Short greeting string for players when they login to server.
251
252       -/+allowPlayerCrashes
253
254              Can players overrun other players?
255
256       -/+allowPlayerBounces
257
258              Can players bounce with other players?
259
260       -/+allowPlayerKilling or killings
261
262              Should players be allowed to kill one other?
263
264       -/+allowShields or shields
265
266              Are shields allowed?
267
268       -/+playerStartsShielded or playerStartShielded
269
270              Do players start with shields up?
271
272       -/+shotsWallBounce
273
274              Do shots bounce off walls?
275
276       -/+ballsWallBounce
277
278              Do balls bounce off walls?
279
280       -/+ballCollisionDetaches or ballHitDetaches
281
282              Does a ball get freed by a collision with a player?
283
284       -/+ballCollisions
285
286              Can balls collide with other objects?
287
288       -/+ballSparkCollisions
289
290              Can balls be blown around by exhaust? (Needs ballCollisions too)
291
292       -/+minesWallBounce
293
294              Do mines bounce off walls?
295
296       -/+itemsWallBounce
297
298              Do items bounce off walls?
299
300       -/+missilesWallBounce
301
302              Do missiles bounce off walls?
303
304       -/+sparksWallBounce
305
306              Do  thrust  spark  particles  bounce  off walls to give reactive
307              thrust?
308
309       -/+debrisWallBounce
310
311              Do explosion debris particles bounce off walls?
312
313       -/+asteroidsWallBounce
314
315              Do asteroids bounce off walls?
316
317       -/+pulsesWallBounce
318
319              Do laser pulses bounce off walls?
320
321       -/+cloakedExhaust
322
323              Do engines of cloaked ships generate exhaust?
324
325       -maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>
326
327              The maximum allowed speed for objects to bounce off walls.
328
329       -maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>
330
331              The maximum allowed speed for sparks to bounce off walls.
332
333       -maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real>
334
335              The max allowed speed for a shielded player to bounce off walls.
336
337       -maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real>
338
339              Max allowed speed for an unshielded player to bounce off walls.
340
341       -playerWallBounceType or wallBounceType <integer>
342
343              What kind of ship wall bounces to use.
344
345              A value of 0 gives the old XPilot wall bounces, where  the  ship
346              velocity  in the direction perpendicular to the wall is reversed
347              after which the velocity is multiplied by the value of the play‐
348              erWallBounceBrakeFactor option.
349
350              A value of 1 gives the "separate multipliers" implementation.
351
352              A  value  of  2 causes Mara's suggestion for the speed change in
353              the direction parallel to the wall  to  be  used.   Vtangent2  =
354              (1-Vnormal1/Vtotal1*wallfriction)*Vtangent1
355
356              A value of 3 causes Uau's suggestion to be used: change the par‐
357              allel one by MIN(C1*perpendicular_change, C2*parallel_speed)  if
358              you assume the wall has a coefficient of friction C1.  .
359
360       -playerWallBounceBrakeFactor or playerWallBrake <real>
361
362              Factor  to slow down ship in direction perpendicular to the wall
363              when a wall is hit (0 to 1).
364
365       -playerBallBounceBrakeFactor or playerBallBrake <real>
366
367              Elastic or inelastic properties of the player-ball  collision  1
368              means fully elastic, 0 fully inelastic.
369
370       -playerWallFriction or wallFriction <real>
371
372              Player-wall friction (0 to 1).
373
374       -objectWallBounceBrakeFactor or objectWallBrake <real>
375
376              Factor to slow down objects when they hit the wall (0 to 1).
377
378       -objectWallBounceLifeFactor <real>
379
380              Factor to reduce the life of objects after bouncing (0 to 1).
381
382       -afterburnerPowerMult or afterburnerPower <real>
383
384              Multiplication factor for afterburner power.
385
386       -wallBounceDestroyItemProb <real>
387
388              The  probability  for  each  item a player owns to get destroyed
389              when the player bounces against a wall.
390
391       -/+reportToMetaServer or reportMeta
392
393              Keep the meta server informed about our game?  [ Flags: command,
394              defaults ]
395
396       -metaUpdateMaxSize <integer>
397
398              Maximum size of meta update messages.
399
400       -/+searchDomainForXPilot
401
402              Search  the  local domain for the existence of xpilot.domain?  [
403              Flags: command, defaults ]
404
405       -denyHosts <string>
406
407              List of network addresses of computers which are denied service.
408              Addresses  may  be  followed  by  a slash and a network mask.  [
409              Flags: command, defaults ]
410
411       -/+limitedVisibility
412
413              Should the players have a limited visibility?
414
415       -minVisibilityDistance or minVisibility <real>
416
417              Minimum block distance for limited visibility, 0 for default.
418
419       -maxVisibilityDistance or maxVisibility <real>
420
421              Maximum block distance for limited visibility, 0 for default.
422
423       -/+limitedLives
424
425              Should players have limited lives?  See also worldLives.
426
427       -worldLives or lives <integer>
428
429              Number of lives each player has (no sense without limitedLives).
430
431       -/+reset
432
433              Does the world reset when the end of  round  is  reached?   When
434              true  all  mines, missiles, shots and explosions will be removed
435              from the world and all players including the winner(s)  will  be
436              transported back to their homebases.  This option is only effec‐
437              tive when limitedLives is turned on.
438
439       -resetOnHuman or humanReset <integer>
440
441              Normally, new players have to wait until  a  round  is  finished
442              before  they  can  start  playing. With this option, the first N
443              human players to enter will cause the round to be restarted.  In
444              other words, if this option is set to 0, nothing special happens
445              and you have to wait as usual until the round ends (if there are
446              rounds at all, otherwise this option doesn't do anything). If it
447              is set to 1, the round is ended  when  the  first  human  player
448              enters.  This  is  useful  if  the robots have already started a
449              round and you don't want to wait for them to finish.  If  it  is
450              set  to  2, this also happens for the second human player.  This
451              is useful when you got bored waiting for another player to  show
452              up  and  have  started  playing against the robots. When someone
453              finally joins you, they won't have to wait for you to finish the
454              round  before they can play too. For higher numbers it works the
455              same. So this option gives the last human player  for  whom  the
456              round  is  restarted.  Anyone who enters after that does have to
457              wait until the round is over.
458
459       -/+allowAlliances or alliances
460
461              Are alliances  between  players  allowed?   Alliances  are  like
462              teams,  except  they  can  be  formed and dissolved at any time.
463              Notably,  teamImmunity  works  for  alliances  too.   To  manage
464              alliances,  use  the '/ally' talk command: '/ally invite <player
465              name>' to invite another player to join you.  '/ally cancel'  to
466              cancel  such  an  invitation.   '/ally  refuse <player name>' to
467              decline an invitation from a player.  '/ally refuse' to  decline
468              all  the invitations you received.  '/ally accept <player name>'
469              to join the other player.  '/ally  accept'  to  accept  all  the
470              invitations  you  received.  '/ally leave' to leave the alliance
471              you are currently in.  '/ally list' lists the  members  of  your
472              current alliance.  If members from different alliances join, all
473              their allies do so.
474
475       -/+announceAlliances
476
477              Are changes in alliances made public?  If  this  option  is  on,
478              changes  in  alliances are sent to all players and all alliances
479              are shown in the score list. Invitations for alliances are never
480              sent to anyone but the invited players.
481
482       -/+teamPlay or teams
483
484              Is the map a team play map?
485
486       -/+lockOtherTeam
487
488              Can  you  watch opposing players when rest of your team is still
489              alive?
490
491       -/+teamFuel
492
493              Do fuelstations belong to teams?
494
495       -/+teamCannons
496
497              Do cannons belong to teams?
498
499       -cannonSmartness <integer>
500
501              0: dumb (straight ahead), 1: default (random direction), 2: good
502              (small  error), 3: accurate (aims at predicted player position).
503              Also influences use of weapons.
504
505       -/+cannonsPickupItems
506
507              Do cannons pick up items?
508
509       -/+cannonFlak or cannonAAA
510
511              Do cannons fire flak or normal bullets?
512
513       -cannonDeadTicks <real>
514
515              How many ticks do cannons stay dead?   Replaces  option  cannon‐
516              DeadTime.
517
518       -cannonShotSpeed <real>
519
520              Speed of cannon shots.
521
522       -minCannonShotLife <real>
523
524              Minimum life of cannon shots, measured in ticks.  If this is set
525              to a  value  greater  than  maxCannonShotLife,  then  maxCannon‐
526              ShotLife will be set to that same value.
527
528       -maxCannonShotLife <real>
529
530              Maximum life of cannon shots, measured in ticks.  If this is set
531              to a value less than minCannonShotLife,  then  minCannonShotLife
532              will be set to that same value.
533
534       -cannonInitialFuel <integer>
535
536              How much fuel cannons start with.
537
538       -cannonInitialTanks <integer>
539
540              How many tanks cannons start with.
541
542       -cannonInitialECMs <integer>
543
544              How many ECMs cannons start with.
545
546       -cannonInitialArmor or cannonInitialArmors <integer>
547
548              How much armor cannons start with.
549
550       -cannonInitialMines <integer>
551
552              How many mines cannons start with.
553
554       -cannonInitialMissiles <integer>
555
556              How many missiles cannons start with.
557
558       -cannonInitialCloaks <integer>
559
560              How many cloaks cannons start with.
561
562       -cannonInitialSensors <integer>
563
564              How many sensors cannons start with.
565
566       -cannonInitialWideangles <integer>
567
568              How many wideangles cannons start with.
569
570       -cannonInitialRearshots <integer>
571
572              How many rearshots cannons start with.
573
574       -cannonInitialAfterburners <integer>
575
576              How many afterburners cannons start with.
577
578       -cannonInitialTransporters <integer>
579
580              How many transporters cannons start with.
581
582       -cannonInitialMirrors <integer>
583
584              How many mirrors cannons start with.
585
586       -cannonInitialDeflectors <integer>
587
588              How many deflectors cannons start with.
589
590       -cannonInitialHyperJumps <integer>
591
592              How many hyperjumps cannons start with.
593
594       -cannonInitialPhasings <integer>
595
596              How many phasing devices cannons start with.
597
598       -cannonInitialLasers <integer>
599
600              How many lasers cannons start with.
601
602       -cannonInitialEmergencyThrusts <integer>
603
604              How many emergency thrusts cannons start with.
605
606       -cannonInitialTractorBeams <integer>
607
608              How many tractor/pressor beams cannons start with.
609
610       -cannonInitialAutopilots <integer>
611
612              How many autopilots cannons start with.
613
614       -cannonInitialEmergencyShields <integer>
615
616              How many emergency shields cannons start with.
617
618       -/+keepShots
619
620              Do shots, mines and missiles remain after their owner leaves?
621
622       -/+teamImmunity
623
624              Should  other  team  members  be  immune to various shots thrust
625              etc.?  This works for alliances too.
626
627       -/+ecmsReprogramMines
628
629              Is it possible to reprogram mines with ECMs?
630
631       -/+ecmsReprogramRobots
632
633              Are robots reprogrammed by ECMs instead of blinded?
634
635       -/+targetKillTeam
636
637              Do team members die when their last target explodes?
638
639       -/+targetTeamCollision or targetCollision
640
641              Do team members collide with their own target or not.
642
643       -/+targetSync
644
645              Do all the targets of a team reappear/repair at the same time?
646
647       -targetDeadTicks <real>
648
649              How many ticks do targets stay destroyed?  Replaces option  tar‐
650              getDeadTime.
651
652       -/+treasureKillTeam
653
654              Do team members die when their treasure is destroyed?
655
656       -/+captureTheFlag or ctf
657
658              Does a team's treasure have to be safe before enemy balls can be
659              cashed?
660
661       -specialBallTeam or specialBall <integer>
662
663              Balls that belong to this team are 'special'  balls  that  score
664              against all other teams.
665
666       -/+treasureCollisionDestroys or treasureCollisionDestroy
667
668              Are balls destroyed when a player touches it?
669
670       -ballConnectorSpringConstant <real>
671
672              What is the spring constant for connectors?
673
674       -ballConnectorDamping <real>
675
676              What is the damping force on connectors?
677
678       -maxBallConnectorRatio <real>
679
680              How much longer or shorter can a connecter get before it breaks?
681
682       -ballConnectorLength <real>
683
684              How long is a normal connector string?
685
686       -/+connectorIsString
687
688              Can the connector get shorter?
689
690       -ballRadius <real>
691
692              What  radius, measured in pixels, the treasure balls have on the
693              server. In traditional XPilot, the ball was treated as  a  point
694              (radius  = 0), but visually appeared on the client with a radius
695              of 10 pixels.
696
697       -/+treasureCollisionMayKill or treasureUnshieldedCollisionKills
698
699              Does a ball kill a player when the player touches it unshielded?
700
701       -/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills
702
703              Can ships be destroyed when hit by wreckage?
704
705       -/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills
706
707              Can ships be destroyed when hit by an asteroid?
708
709       -/+ignore20MaxFPS
710
711              Ignore client maxFPS request if it is 20 (old default, too low).
712              [ Flags: command, defaults ]
713
714       -/+tagGame or tag
715
716              Are  we  going  to  play  a game of tag?  One player is 'it' (is
717              worth more points when  killed  than  the  others).  After  this
718              player  is  killed, the one who killed them becomes 'it', and so
719              on.
720
721       -tagKillItScoreMult or tagKillItMult <real>
722
723              Score multiplier for killing 'it' (tagGame must be on).
724
725       -tagItKillScoreMult or tagItKillMult <real>
726
727              Score multiplier when 'it' kills an enemy player  (tagGame  must
728              be on).
729
730       -/+timing or race
731
732              Enable race mode?
733
734       -/+ballrace
735
736              Is  timing  done  for balls (on) or players (off)?  Only used if
737              timing is on.
738
739       -/+ballraceConnected
740
741              Should a player be connected to a ball  to  pass  a  checkpoint?
742              Only used if timing and ballrace are both on.
743
744       -/+edgeWrap
745
746              Do objects wrap when they cross the edge of the Universe?.
747
748       -/+edgeBounce
749
750              Do objects bounce when they hit the edge of the Universe?.
751
752       -/+extraBorder
753
754              Give map an extra border of wall blocks?.
755
756       -gravityPoint <position>
757
758              If  the gravity is a point source where does that gravity origi‐
759              nate?  Specify the point in the form: x,y.
760
761       -gravityAngle <real>
762
763              If gravity is along a uniform line, at what angle is that line?
764
765       -/+gravityPointSource
766
767              Is gravity originating from a single point?
768
769       -/+gravityClockwise
770
771              If the gravity is a point source, is it clockwise?
772
773       -/+gravityAnticlockwise
774
775              If the gravity is a point source, is it anticlockwise?
776
777       -/+gravityVisible
778
779              Are gravity mapsymbols visible to players?
780
781       -/+wormholeVisible
782
783              Are wormhole mapsymbols visible to players?
784
785       -/+itemConcentratorVisible
786
787              Are itemconcentrator mapsymbols visible to players?
788
789       -/+asteroidConcentratorVisible
790
791              Are asteroidconcentrator mapsymbols visible to players?
792
793       -wormholeStableTicks <real>
794
795              Number of ticks wormholes will keep the same destination.
796
797       -defaultsFileName or defaults <string>
798
799              The filename of the defaults file to read on startup.  [  Flags:
800              command, invisible ]
801
802       -passwordFileName <string>
803
804              The  filename of the password file to read on startup.  [ Flags:
805              command, defaults, invisible ]
806
807       -motdFileName or motd <string>
808
809              The filename of the MOTD file to show to clients when they join.
810              [ Flags: command, defaults, invisible ]
811
812       -scoreTableFileName or scoretable <string>
813
814              The  filename  for  the  score table to be dumped to.  This is a
815              placeholder option which doesn't do anything.  [ Flags: command,
816              defaults, invisible ]
817
818       -adminMessageFileName or adminMessage <string>
819
820              The name of the file where player messages for the server admin‐
821              istrator will be saved.  For the messages to be saved  the  file
822              must  already exist.  Players can send these messages by writing
823              to god.  [ Flags: command, defaults, invisible ]
824
825       -adminMessageFileSizeLimit or adminMessageLimit <integer>
826
827              The maximum size in bytes of the admin message file.   [  Flags:
828              command, defaults, invisible ]
829
830       -rankFileName <string>
831
832              The  filename  for the XML file to hold server ranking data.  To
833              reset  the  ranking,  delete  this  file.   [  Flags:   command,
834              defaults, invisible ]
835
836       -rankWebpageFileName or rankWebpage <string>
837
838              The  filename  for  the webpage with the server ranking list.  [
839              Flags: command, defaults, invisible ]
840
841       -framesPerSecond or FPS <integer>
842
843              The number of frames per second the server should strive for.
844
845       -gameSpeed <real>
846
847              Rate at which game events happen. The  gameSpeed  specifies  how
848              many  ticks  of game time elapse each second. A value of 0 means
849              that the value of gameSpeed should be equal to the value of FPS.
850
851       -/+allowSmartMissiles or allowSmarts
852
853              Should smart missiles be allowed?
854
855       -/+allowHeatSeekers or allowHeats
856
857              Should heatseekers be allowed?
858
859       -/+allowTorpedoes or allowTorps
860
861              Should torpedoes be allowed?
862
863       -/+allowNukes or nukes
864
865              Should nuclear weapons be allowed?
866
867       -/+allowClusters or clusters
868
869              Should cluster weapons be allowed?
870
871       -/+allowModifiers or modifiers
872
873              Should the weapon modifiers be allowed?
874
875       -/+allowLaserModifiers or lasermodifiers
876
877              Can lasers be modified to be a different weapon?
878
879       -/+allowShipShapes or ShipShapes
880
881              Are players allowed to define their own ship shape?
882
883       -/+playersOnRadar or playersRadar
884
885              Are players visible on the radar.
886
887       -/+missilesOnRadar or missilesRadar
888
889              Are missiles visible on the radar.
890
891       -/+minesOnRadar or minesRadar
892
893              Are mines visible on the radar.
894
895       -/+nukesOnRadar or nukesRadar
896
897              Are nukes visible or highlighted on the radar.
898
899       -/+treasuresOnRadar or treasuresRadar
900
901              Are treasure balls visible or highlighted on the radar.
902
903       -/+asteroidsOnRadar or asteroidsRadar
904
905              Are asteroids visible on the radar.
906
907       -/+distinguishMissiles
908
909              Are different types of missiles distinguished (by length).
910
911       -maxMissilesPerPack <integer>
912
913              The number of missiles gotten by picking up one missile item.
914
915       -maxMinesPerPack <integer>
916
917              The number of mines gotten by picking up one mine item.
918
919       -/+identifyMines
920
921              Are mine owner's names displayed.
922
923       -/+shieldedItemPickup or shieldItem
924
925              Can items be picked up while shields are up?
926
927       -/+shieldedMining or shieldMine
928
929              Can mines be thrown and placed while shields are up?
930
931       -/+laserIsStunGun or stunGun
932
933              Is the laser weapon a stun gun weapon?
934
935       -nukeMinSmarts <integer>
936
937              The minimum number of missiles needed to fire one  nuclear  mis‐
938              sile.
939
940       -nukeMinMines <integer>
941
942              The minimum number of mines needed to make a nuclear mine.
943
944       -nukeClusterDamage <real>
945
946              How  much each cluster debris does damage wise from a nuke mine.
947              This helps to reduce the number of particles caused  by  nuclear
948              mine  explosions,  which  improves server response time for such
949              explosions.
950
951       -nukeDebrisLife <real>
952
953              Life of nuke debris, in ticks.
954
955       -mineFuseTicks <real>
956
957              Number of ticks after which owned mines become deadly (0=never).
958
959       -mineLife <real>
960
961              Life of mines in ticks.
962
963       -minMineSpeed <real>
964
965              Minimum speed of mines.
966
967       -missileLife <real>
968
969              Life of missiles in ticks.
970
971       -baseMineRange <real>
972
973              Minimum distance from base mines may be used (unit is blocks).
974
975       -mineShotDetonateDistance <real>
976
977              How close must a shot be to detonate a mine?  Set this to  0  to
978              turn it off.
979
980       -shotKillScoreMult <real>
981
982              Multiplication factor to scale score for shot kills.
983
984       -torpedoKillScoreMult <real>
985
986              Multiplication factor to scale score for torpedo kills.
987
988       -smartKillScoreMult <real>
989
990              Multiplication factor to scale score for smart missile kills.
991
992       -heatKillScoreMult <real>
993
994              Multiplication factor to scale score for heatseeker kills.
995
996       -clusterKillScoreMult <real>
997
998              Multiplication factor to scale score for cluster debris kills.
999
1000       -laserKillScoreMult <real>
1001
1002              Multiplication factor to scale score for laser kills.
1003
1004       -tankKillScoreMult <real>
1005
1006              Multiplication factor to scale score for tank kills.
1007
1008       -runoverKillScoreMult <real>
1009
1010              Multiplication factor to scale score for player runovers.
1011
1012       -ballKillScoreMult <real>
1013
1014              Multiplication factor to scale score for ball kills.
1015
1016       -explosionKillScoreMult <real>
1017
1018              Multiplication factor to scale score for explosion kills.
1019
1020       -shoveKillScoreMult <real>
1021
1022              Multiplication factor to scale score for shove kills.
1023
1024       -crashScoreMult <real>
1025
1026              Multiplication factor to scale score for player crashes.
1027
1028       -mineScoreMult <real>
1029
1030              Multiplication factor to scale score for mine hits.
1031
1032       -selfKillScoreMult <real>
1033
1034              Multiplication factor to scale score for killing yourself.
1035
1036       -selfDestructScoreMult <real>
1037
1038              Multiplication factor to scale score for self-destructing.
1039
1040       -unownedKillScoreMult <real>
1041
1042              Multiplication  factor to scale score for being killed by aster‐
1043              oids or other objects without an owner.
1044
1045       -cannonKillScoreMult <real>
1046
1047              Multiplication factor to scale score for being  killed  by  can‐
1048              nons.
1049
1050       -movingItemProb <real>
1051
1052              Probability for an item to appear as moving.
1053
1054       -randomItemProb <real>
1055
1056              Probability  for  an item to appear random.  Random items change
1057              their appearance every frame, so players cannot tell  what  item
1058              they have until they get it.
1059
1060       -dropItemOnKillProb <real>
1061
1062              Probability  for  dropping  an  item  (each  item)  when you are
1063              killed.
1064
1065       -detonateItemOnKillProb <real>
1066
1067              Probability for undropped items to detonate when you are killed.
1068
1069       -destroyItemInCollisionProb <real>
1070
1071              Probability for items (some items) to be destroyed in  a  colli‐
1072              sion.
1073
1074       -asteroidItemProb <real>
1075
1076              Probability for an asteroid to release items when it breaks.
1077
1078       -asteroidMaxItems <integer>
1079
1080              The maximum number of items a broken asteroid can release.
1081
1082       -itemProbMult or itemProbFact <real>
1083
1084              Item Probability Factor scales all item probabilities.
1085
1086       -cannonItemProbMult <real>
1087
1088              Average number of items a cannon gets per minute.
1089
1090       -maxItemDensity <real>
1091
1092              Maximum density for items (max items per block).
1093
1094       -asteroidProb <real>
1095
1096              Probability for an asteroid to appear.
1097
1098       -maxAsteroidDensity <real>
1099
1100              Maximum  density  [0.0-1.0]  for  asteroids  (max  asteroids per
1101              block.
1102
1103       -itemConcentratorRadius or itemConcentratorRange <real>
1104
1105              Range within which an item  concentrator  can  create  an  item.
1106              Sensible  values  are  in the range 1.0 to 20.0 (unit is 35 pix‐
1107              els).  If there are no item  concentrators,  items  might  popup
1108              anywhere.   Some clients draw item concentrators as three rotat‐
1109              ing triangles.
1110
1111       -itemConcentratorProb <real>
1112
1113              The chance for an item to appear near an item concentrator.   If
1114              this  is less than 1.0 or there are no item concentrators, items
1115              may also popup where there is no concentrator nearby.
1116
1117       -asteroidConcentratorRadius or asteroidConcentratorRange <real>
1118
1119              Range within which an asteroid concentrator can create an aster‐
1120              oid.   Sensible  values are in the range 1.0 to 20.0 (unit is 35
1121              pixels).  If there are  no  such  concentrators,  asteroids  can
1122              popup  anywhere.  Some clients draw these concentrators as three
1123              rotating squares.
1124
1125       -asteroidConcentratorProb <real>
1126
1127              The chance for an asteroid to appear near an asteroid concentra‐
1128              tor.   If this is less than 1.0 or there are no asteroid concen‐
1129              trators, asteroids may also appear where there is no  concentra‐
1130              tor nearby.
1131
1132       -rogueHeatProb <real>
1133
1134              Probability that unclaimed missile packs will go rogue.
1135
1136       -rogueMineProb <real>
1137
1138              Probability that unclaimed mine items will activate.
1139
1140       -itemEnergyPackProb <real>
1141
1142              Probability for an energy pack to appear.
1143
1144       -itemTankProb <real>
1145
1146              Probability for an extra tank to appear.
1147
1148       -itemECMProb <real>
1149
1150              Probability for an ECM item to appear.
1151
1152       -itemArmorProb <real>
1153
1154              Probability for an armor item to appear.
1155
1156       -itemMineProb <real>
1157
1158              Probability for a mine item to appear.
1159
1160       -itemMissileProb <real>
1161
1162              Probability for a missile item to appear.
1163
1164       -itemCloakProb <real>
1165
1166              Probability for a cloak item to appear.
1167
1168       -itemSensorProb <real>
1169
1170              Probability for a sensor item to appear.
1171
1172       -itemWideangleProb <real>
1173
1174              Probability for a wideangle item to appear.
1175
1176       -itemRearshotProb <real>
1177
1178              Probability for a rearshot item to appear.
1179
1180       -itemAfterburnerProb <real>
1181
1182              Probability for an afterburner item to appear.
1183
1184       -itemTransporterProb <real>
1185
1186              Probability for a transporter item to appear.
1187
1188       -itemMirrorProb <real>
1189
1190              Probability for a mirror item to appear.
1191
1192       -itemDeflectorProb <real>
1193
1194              Probability for a deflector item to appear.
1195
1196       -itemHyperJumpProb <real>
1197
1198              Probability for a hyperjump item to appear.
1199
1200       -itemPhasingProb <real>
1201
1202              Probability for a phasing item to appear.
1203
1204       -itemLaserProb <real>
1205
1206              Probability for a Laser item to appear.
1207
1208       -itemEmergencyThrustProb <real>
1209
1210              Probability for an Emergency Thrust item to appear.
1211
1212       -itemTractorBeamProb <real>
1213
1214              Probability for a Tractor Beam item to appear.
1215
1216       -itemAutopilotProb <real>
1217
1218              Probability for an Autopilot item to appear.
1219
1220       -itemEmergencyShieldProb <real>
1221
1222              Probability for an Emergency Shield item to appear.
1223
1224       -initialFuel <integer>
1225
1226              How much fuel players start with.
1227
1228       -initialTanks <integer>
1229
1230              How many tanks players start with.
1231
1232       -initialECMs <integer>
1233
1234              How many ECMs players start with.
1235
1236       -initialArmor or initialArmors <integer>
1237
1238              How much armor players start with.
1239
1240       -initialMines <integer>
1241
1242              How many mines players start with.
1243
1244       -initialMissiles <integer>
1245
1246              How many missiles players start with.
1247
1248       -initialCloaks <integer>
1249
1250              How many cloaks players start with.
1251
1252       -initialSensors <integer>
1253
1254              How many sensors players start with.
1255
1256       -initialWideangles <integer>
1257
1258              How many wideangles players start with.
1259
1260       -initialRearshots <integer>
1261
1262              How many rearshots players start with.
1263
1264       -initialAfterburners <integer>
1265
1266              How many afterburners players start with.
1267
1268       -initialTransporters <integer>
1269
1270              How many transporters players start with.
1271
1272       -initialMirrors <integer>
1273
1274              How many mirrors players start with.
1275
1276       -initialDeflectors <integer>
1277
1278              How many deflectors players start with.
1279
1280       -initialHyperJumps <integer>
1281
1282              How many hyperjumps players start with.
1283
1284       -initialPhasings <integer>
1285
1286              How many phasing devices players start with.
1287
1288       -initialLasers <integer>
1289
1290              How many lasers players start with.
1291
1292       -initialEmergencyThrusts <integer>
1293
1294              How many emergency thrusts players start with.
1295
1296       -initialTractorBeams <integer>
1297
1298              How many tractor/pressor beams players start with.
1299
1300       -initialAutopilots <integer>
1301
1302              How many autopilots players start with.
1303
1304       -initialEmergencyShields <integer>
1305
1306              How many emergency shields players start with.
1307
1308       -maxFuel <integer>
1309
1310              Upper limit on the amount of fuel per player.
1311
1312       -maxTanks <integer>
1313
1314              Upper limit on the number of tanks per player.
1315
1316       -maxECMs <integer>
1317
1318              Upper limit on the number of ECMs per player.
1319
1320       -maxMines <integer>
1321
1322              Upper limit on the number of mines per player.
1323
1324       -maxMissiles <integer>
1325
1326              Upper limit on the number of missiles per player.
1327
1328       -maxCloaks <integer>
1329
1330              Upper limit on the number of cloaks per player.
1331
1332       -maxSensors <integer>
1333
1334              Upper limit on the number of sensors per player.
1335
1336       -maxWideangles <integer>
1337
1338              Upper limit on the number of wides per player.
1339
1340       -maxRearshots <integer>
1341
1342              Upper limit on the number of rearshots per player.
1343
1344       -maxAfterburners <integer>
1345
1346              Upper limit on the number of afterburners per player.
1347
1348       -maxTransporters <integer>
1349
1350              Upper limit on the number of transporters per player.
1351
1352       -maxArmor or maxArmors <integer>
1353
1354              Upper limit on the amount of armor per player.
1355
1356       -maxMirrors <integer>
1357
1358              Upper limit on the number of mirrors per player.
1359
1360       -maxDeflectors <integer>
1361
1362              Upper limit on the number of deflectors per player.
1363
1364       -maxPhasings <integer>
1365
1366              Upper limit on the number of phasing devices per players.
1367
1368       -maxHyperJumps <integer>
1369
1370              Upper limit on the number of hyperjumps per player.
1371
1372       -maxEmergencyThrusts <integer>
1373
1374              Upper limit on the number of emergency thrusts per player.
1375
1376       -maxLasers <integer>
1377
1378              Upper limit on the number of lasers per player.
1379
1380       -maxTractorBeams <integer>
1381
1382              Upper limit on the number of tractorbeams per player.
1383
1384       -maxAutopilots <integer>
1385
1386              Upper limit on the number of autopilots per player.
1387
1388       -maxEmergencyShields <integer>
1389
1390              Upper limit on the number of emergency shields per player.
1391
1392       -gameDuration or time <real>
1393
1394              The duration of the game in minutes (aka. pizza mode).
1395
1396       -/+baselessPausing
1397
1398              Should  paused  players  keep  their bases?  Can only be used on
1399              teamplay maps for now.
1400
1401       -survivalScore <real>
1402
1403              Multiplicator for quadratic score increase  over  time  survived
1404              with lowered shield
1405
1406       -pauseTax <real>
1407
1408              How many points to subtract from pausing players each second.
1409
1410       -friction <real>
1411
1412              Fraction of velocity ship loses each frame.
1413
1414       -blockFriction <real>
1415
1416              Fraction  of  velocity ship loses each frame when it is in fric‐
1417              tion blocks.
1418
1419       -/+blockFrictionVisible
1420
1421              Are friction blocks visible?  If true, friction blocks  show  up
1422              as decor; if false, they don't show up at all.
1423
1424       -coriolis <real>
1425
1426              The  clockwise  angle  (in degrees) a ship's velocity turns each
1427              time unit.
1428
1429       -checkpointRadius <real>
1430
1431              How close you have to be  to  a  checkpoint  to  register  -  in
1432              blocks.
1433
1434       -raceLaps <integer>
1435
1436              How many laps per race.
1437
1438       -/+loseItemDestroys
1439
1440              Destroy item that player drops. Otherwise drop it.
1441
1442       -/+useDebris
1443
1444              Are  debris  particles  created where appropriate?  Value affect
1445              ship exhaust sparks and cluster  debris.   To  disallow  cluster
1446              weapons but not sparks, set allowClusters off.
1447
1448       -/+useWreckage
1449
1450              Do destroyed ships leave wreckage?
1451
1452       -maxOffensiveItems <integer>
1453
1454              How many offensive items a player can carry.
1455
1456       -maxDefensiveItems <integer>
1457
1458              How many defensive items a player can carry.
1459
1460       -maxRoundTime <integer>
1461
1462              The maximum duration of each round, in seconds.
1463
1464       -roundsToPlay or numRounds <integer>
1465
1466       The number of rounds to play.
1467              Unlimited if 0.
1468
1469       -maxVisibleObject or maxVisibleObjects <integer>
1470
1471              What is the maximum number of objects a player can see.
1472
1473       -/+pLockServer
1474
1475              Whether  the  server is prevented from being swapped out of mem‐
1476              ory.  [ Flags: command, defaults ]
1477
1478       -/+sound
1479
1480              Does the server send sound events to players that request sound.
1481
1482       -timerResolution <integer>
1483
1484              If set to nonzero xpilots will requests signals from the  OS  at
1485              1/timerResolution  second  intervals.  The server will then com‐
1486              pute a new frame FPS times out of every timerResolution signals.
1487              [ Flags: command, defaults ]
1488
1489       -password <string>
1490
1491              The password needed to obtain operator privileges.  If specified
1492              on the command line, on many systems other users will be able to
1493              see the password.  Therefore, using the password file instead is
1494              recommended.  [ Flags: command, passwordfile, defaults,  invisi‐
1495              ble ]
1496
1497       -clientPortStart <integer>
1498
1499              Use  UDP ports clientPortStart - clientPortEnd (for firewalls) [
1500              Flags: command, defaults ]
1501
1502       -clientPortEnd <integer>
1503
1504              Use UDP ports clientPortStart - clientPortEnd (for firewalls)  [
1505              Flags: command, defaults ]
1506
1507       -maxPauseTime <integer>
1508
1509              The  maximum  time  a  player  can  stay paused for, in seconds.
1510              After being paused this long, the player  will  be  kicked  off.
1511              Setting this option to 0 disables the feature.
1512
1513       -maxIdleTime <integer>
1514
1515              The maximum time a player can stay idle, in seconds.  After hav‐
1516              ing idled this long, the player will be  paused.   Setting  this
1517              option to 0 disables the feature.
1518
1519       -maxClientsPerIP or maxPerIP <integer>
1520
1521              Maximum  number  of  clients  per IP address allowed to connect.
1522              This prevents unfriendly players from occupying all  the  bases,
1523              effectively  "kicking"  paused players and denying other players
1524              to join.  Setting this to 0 means any number of clients from the
1525              same IP address can join.  [ Flags: command, defaults ]
1526
1527       -playerLimit <integer>
1528
1529              Allow  playerLimit players to enter at once.  If set to 0, allow
1530              10 more players than there are bases.   (If  baselessPausing  is
1531              off,  more than bases cannot enter.)  During game, cannot be set
1532              higher than the starting value.
1533
1534       -recordMode <integer>
1535
1536              If this is set to 1 when the server starts, the game is saved in
1537              the  file  specified  by recordFileName. If set to 2 at startup,
1538              the server replays the recorded game. Joining players are  spec‐
1539              tators  who can watch the recorded game from anyone's viewpoint.
1540              Can be set to 0 in the middle of a  game  to  stoprecording.   [
1541              Flags: command, defaults, invisible ]
1542
1543       -recordFileName or recordFile <string>
1544
1545              Name  of  the  file where server recordings are saved.  [ Flags:
1546              command, defaults, invisible ]
1547
1548       -recordFlushInterval or recordWait <integer>
1549
1550              If set to a nonzero value x, the server will flush all recording
1551              data in memory to the record file at least once every x seconds.
1552              This is useful if you want to replay the game on another  server
1553              while  it is still being played. There is a small overhead (some
1554              dozens of bytes extra recording file size) for each flush.
1555
1556       -/+constantScoring
1557
1558              Whether the scores given from various things are fixed.
1559
1560       -/+zeroSumScoring or zeroSum
1561
1562              Use Zero sum scoring?  [ Flags: command ]
1563
1564       -/+elimination
1565
1566              Race mode where the last player drops out each lap.
1567
1568       -dataURL <string>
1569
1570              URL where the client can get extra data for this map.
1571
1572       -/+polygonMode
1573
1574              Force use of polygon protocol when communicating  with  clients?
1575              (useful for debugging if you want to see the polygons created in
1576              the blocks to polygons conversion function).
1577
1578       -/+fastAim
1579
1580              When calculating a frame, turn the  ship  before  firing.   This
1581              means you can change aim one frame faster.  Added this option to
1582              see how much difference changing the order would make.
1583
1584       -/+ngControls
1585
1586              Enable improved precision steering and aiming of main gun.
1587
1588       -/+legacyMode
1589
1590              Try to emulate classic xpilot behavior.
1591
1592       -constantSpeed or oldThrust <real>
1593
1594              Make ship move forward at a constant speed when  thrust  key  is
1595              held  down, in addition to the normal acceleration. The constant
1596              speed is proportional to the product of the acceleration of  the
1597              ship  (varying with ship mass and afterburners) and the value of
1598              this option. Note that this option is quite unphysical  and  can
1599              using  it  can  cause  weird effects (with bounces for example).
1600              Low values close to 0.5 (maybe in the range 0.3 to 1)  for  this
1601              option  can be used if you want to increase ship agility without
1602              increasing speeds otherwise. This can improve gameplay for exam‐
1603              ple on the Blood's Music map. Higher values make the ship behav‐
1604              iour visibly weird.
1605
1606       -turnPushPersistence or pushPersist <real>
1607
1608              How much of the turnpush to remain as player velocity. (0.0-1.0)
1609
1610       -turnGrip or turnPushGrip <real>
1611
1612              How much of of the turnPush should pull  the  ship  sideways  by
1613              gripping to the friction of the wall?. (0.0-1.0)
1614
1615       -thrustWidth or sprayWidth <real>
1616
1617              Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.
1618
1619       -thrustMass or sparkWeight <real>
1620
1621              Weight of thrust sparks.
1622
1623       -sparkSpeed or sparkVel <real>
1624
1625              Multiplier  affecting  avg.  speed  (relative  ship)  of  thrust
1626              sparks.
1627
1628       -/+ballStyles
1629
1630              Send ball styles to clients.
1631
1632       -/+ignoreMaxFPS
1633
1634              Ignore client maxFPS requests and always send all frames.   This
1635              is  a  hack  for  demonstration  purposes  to allow changing the
1636              server FPS when there are old clients with  broken  maxFPS  han‐
1637              dling.  Those  clients  could  be  better dealt with separately.
1638              This option will be removed in the future (hopefully).
1639
1640       -pausedFramesPerSecond or pausedFPS <integer>
1641
1642              Maximum FPS shown to paused players.  0  means  full  framerate.
1643              Can be used to reduce server bandwidth consumption.
1644
1645       -waitingFramesPerSecond or waitingFPS <integer>
1646
1647              Maximum  FPS  shown  to  players in waiting state.  0 means full
1648              framerate. Can be used to limit bandwidth used.  Waiting players
1649              are  those  that  have just joined a game and have to wait until
1650              next round starts. Note that in clients, a W is  shown  next  to
1651              waiting players' names in the score list.
1652
1653       -deadFramesPerSecond or deadFPS <integer>
1654
1655              Maximum  FPS shown to players in dead state.  0 means full fram‐
1656              erate. Can be used to limit bandwidth used.  This option  should
1657              only  be  used  if  pausedFPS and waitingFPS options don't limit
1658              bandwidth usage enough.  Dead players are those that have played
1659              this  round but have run out of lives. Note that in clients, a D
1660              is shown next to dead players' names in the score list.
1661
1662       -/+teamcup
1663
1664              Is this a teamcup match?.  [ Flags: command, any, invisible ]
1665
1666       -teamcupName <string>
1667
1668              The name of the teamcup (used  only  if  teamcup  is  true).   [
1669              Flags: command, any, invisible ]
1670
1671       -teamcupMailAddress <string>
1672
1673              The  mail  address  where  players should send match results.  [
1674              Flags: command, any, invisible ]
1675
1676       -teamcupScoreFileNamePrefix <string>
1677
1678              First part of file name for  teamcup  score  files.   The  whole
1679              filename  will  be  this followed by the match number.  [ Flags:
1680              command, any, invisible ]
1681
1682       -teamcupMatchNumber or match <integer>
1683
1684              The number of the teamcup match.  [ Flags: command ]
1685
1686       -mainLoopTime <real>
1687
1688              Duration of last Main_loop() function  call  (in  milliseconds).
1689              This option is read only.  [ Flags: command ]
1690
1691       -cellGetObjectsThreshold or cellThreshold <integer>
1692
1693              Use Cell_get_objects if there is this many objects or more.
1694
1695              The  probabilities  are in the range [0.0-1.0] and they refer to
1696              the probability that an event will occur in a block per  second.
1697              Boolean options are turned off by using +<option>.
1698
1699              Please  refer  to  the  manual  pages, xpilot-ng-server(6), xpi‐
1700              lot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.
1701
1702              XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY;  for  details
1703              see the provided COPYING file.
1704
1705       XPilot NG 4.7.2
1706
1707
1708
1709xpilot.sourceforge.net          September 2005             XPILOT-NG-SERVER(6)
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