1XPILOT-NG-SERVER(6) Games XPILOT-NG-SERVER(6)
2
3
4
6 xpilot-ng-server - server for multiplayer space war game.
7
9 xpilot-ng-server [ options ]
10
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 -playerCollisionFuelDrain or playerFuelDrain <real>
91
92 How much fuel does a player collision cost?
93
94 -/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain
95
96 Does the fuel drain from shot hits depend on their mass and
97 speed? This should be set to false on Blood's Music maps.
98
99 -fireRepeatRate or fireRepeat <real>
100
101 Number of ticks per automatic fire (0=off).
102
103 -pulseSpeed <real>
104
105 Speed of laser pulses.
106
107 -pulseLife <real>
108
109 Life of laser pulses shot by ships, in ticks.
110
111 -pulseLength <real>
112
113 Max length of laser pulse.
114
115 -laserRepeatRate or laserRepeat <real>
116
117 Number of ticks per automatic laser pulse fire (0=off).
118
119 -maxRobots or robots <integer>
120
121 The maximum number of robots wanted. Adds robots if there are
122 less than maxRobots players.
123
124 -minRobots <integer>
125
126 The minimum number of robots wanted. At least minRobots robots
127 will be in the game, if there is room.
128
129 -robotFile <string>
130
131 The file containing parameters for robot details. [ Flags: com‐
132 mand, defaults, invisible ]
133
134 -/+robotsTalk
135
136 Do robots talk when they kill, die etc.?
137
138 -/+robotsLeave
139
140 Do robots leave the game?
141
142 -robotLeaveLife <integer>
143
144 After how many deaths does a robot want to leave? (0=off).
145
146 -robotTeam <integer>
147
148 Team to use for robots.
149
150 -/+restrictRobots
151
152 Are robots restricted to their own team?
153
154 -/+reserveRobotTeam
155
156 Is the robot team only for robots?
157
158 -robotUserName or robotRealName <string>
159
160 What is the robots' apparent user name?
161
162 -robotHostName <string>
163
164 What is the robots' apparent host name?
165
166 -tankUserName or tankRealName <string>
167
168 What is the tanks' apparent user name?
169
170 -tankHostName <string>
171
172 What is the tanks' apparent host name?
173
174 -tankScoreDecrement or tankDecrement <real>
175
176 How much lower is the tank's score than the player's?
177
178 -/+selfImmunity
179
180 Are players immune to their own weapons?
181
182 -defaultShipShape <string>
183
184 What is the default ship shape for people who do not have a ship
185 shape defined?
186
187 -tankShipShape <string>
188
189 What is the ship shape used for tanks?
190
191 -maxPlayerShots or shots <integer>
192
193 Maximum number of shots visible at the same time per player.
194
195 -/+shotsGravity
196
197 Are shots affected by gravity.
198
199 -/+Log
200
201 Log major server events to log file?
202
203 -/+idleRun or rawMode
204
205 Does server calculate frames and do robots keep on playing even
206 if all human players quit? [ Flags: command, defaults ]
207
208 -/+noQuit
209
210 Does the server wait for new human players to show up after all
211 players have left. [ Flags: command, defaults ]
212
213 -/+logRobots
214
215 Log the comings and goings of robots. [ Flags: command,
216 defaults ]
217
218 -mapWidth <integer>
219
220 Width of the world in pixels.
221
222 -mapHeight <integer>
223
224 Height of the world in pixels.
225
226 -mapFileName or map <string>
227
228 The filename of the map to use. [ Flags: command, defaults,
229 invisible ]
230
231 -mapName <string>
232
233 The title of the map.
234
235 -mapAuthor <string>
236
237 The name of the map author.
238
239 -mapData <string>
240
241 Block map topology. [ Flags: command, any, invisible ]
242
243 -contactPort or port <integer>
244
245 The server contact port number. [ Flags: command, defaults ]
246
247 -serverHost <string>
248
249 The server's fully qualified domain name (for multihomed hosts).
250 [ Flags: command, defaults ]
251
252 -greeting or xpilotGreeting <string>
253
254 Short greeting string for players when they login to server.
255
256 -/+allowPlayerCrashes
257
258 Can players overrun other players?
259
260 -/+allowPlayerBounces
261
262 Can players bounce with other players?
263
264 -/+allowPlayerKilling or killings
265
266 Should players be allowed to kill one other?
267
268 -/+allowShields or shields
269
270 Are shields allowed?
271
272 -/+playerStartsShielded or playerStartShielded
273
274 Do players start with shields up?
275
276 -/+shotsWallBounce
277
278 Do shots bounce off walls?
279
280 -/+ballsWallBounce
281
282 Do balls bounce off walls?
283
284 -/+ballCollisionDetaches or ballHitDetaches
285
286 Does a ball get freed by a collision with a player?
287
288 -/+ballCollisions
289
290 Can balls collide with other objects?
291
292 -/+ballSparkCollisions
293
294 Can balls be blown around by exhaust? (Needs ballCollisions too)
295
296 -/+minesWallBounce
297
298 Do mines bounce off walls?
299
300 -/+itemsWallBounce
301
302 Do items bounce off walls?
303
304 -/+missilesWallBounce
305
306 Do missiles bounce off walls?
307
308 -/+sparksWallBounce
309
310 Do thrust spark particles bounce off walls to give reactive
311 thrust?
312
313 -/+debrisWallBounce
314
315 Do explosion debris particles bounce off walls?
316
317 -/+asteroidsWallBounce
318
319 Do asteroids bounce off walls?
320
321 -/+pulsesWallBounce
322
323 Do laser pulses bounce off walls?
324
325 -/+cloakedExhaust
326
327 Do engines of cloaked ships generate exhaust?
328
329 -maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>
330
331 The maximum allowed speed for objects to bounce off walls.
332
333 -maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>
334
335 The maximum allowed speed for sparks to bounce off walls.
336
337 -maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real>
338
339 The max allowed speed for a shielded player to bounce off walls.
340
341 -maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real>
342
343 Max allowed speed for an unshielded player to bounce off walls.
344
345 -playerWallBounceType or wallBounceType <integer>
346
347 What kind of ship wall bounces to use.
348
349 A value of 0 gives the old XPilot wall bounces, where the ship
350 velocity in the direction perpendicular to the wall is reversed
351 after which the velocity is multiplied by the value of the play‐
352 erWallBounceBrakeFactor option.
353
354 A value of 1 gives the "separate multipliers" implementation.
355
356 A value of 2 causes Mara's suggestion for the speed change in
357 the direction parallel to the wall to be used. Vtangent2 =
358 (1-Vnormal1/Vtotal1*wallfriction)*Vtangent1
359
360 A value of 3 causes Uau's suggestion to be used: change the par‐
361 allel one by MIN(C1*perpendicular_change, C2*parallel_speed) if
362 you assume the wall has a coefficient of friction C1. .
363
364 -playerWallBounceBrakeFactor or playerWallBrake <real>
365
366 Factor to slow down ship in direction perpendicular to the wall
367 when a wall is hit (0 to 1).
368
369 -playerBallBounceBrakeFactor or playerBallBrake <real>
370
371 Elastic or inelastic properties of the player-ball collision 1
372 means fully elastic, 0 fully inelastic.
373
374 -playerWallFriction or wallFriction <real>
375
376 Player-wall friction (0 to 1).
377
378 -objectWallBounceBrakeFactor or objectWallBrake <real>
379
380 Factor to slow down objects when they hit the wall (0 to 1).
381
382 -objectWallBounceLifeFactor <real>
383
384 Factor to reduce the life of objects after bouncing (0 to 1).
385
386 -afterburnerPowerMult or afterburnerPower <real>
387
388 Multiplication factor for afterburner power.
389
390 -wallBounceDestroyItemProb <real>
391
392 The probability for each item a player owns to get destroyed
393 when the player bounces against a wall.
394
395 -/+reportToMetaServer or reportMeta
396
397 Keep the meta server informed about our game? [ Flags: command,
398 defaults ]
399
400 -metaUpdateMaxSize <integer>
401
402 Maximum size of meta update messages.
403
404 -/+searchDomainForXPilot
405
406 Search the local domain for the existence of xpilot.domain? [
407 Flags: command, defaults ]
408
409 -denyHosts <string>
410
411 List of network addresses of computers which are denied service.
412 Addresses may be followed by a slash and a network mask. [
413 Flags: command, defaults ]
414
415 -/+limitedVisibility
416
417 Should the players have a limited visibility?
418
419 -minVisibilityDistance or minVisibility <real>
420
421 Minimum block distance for limited visibility, 0 for default.
422
423 -maxVisibilityDistance or maxVisibility <real>
424
425 Maximum block distance for limited visibility, 0 for default.
426
427 -/+limitedLives
428
429 Should players have limited lives? See also worldLives.
430
431 -worldLives or lives <integer>
432
433 Number of lives each player has (no sense without limitedLives).
434
435 -/+reset
436
437 Does the world reset when the end of round is reached? When
438 true all mines, missiles, shots and explosions will be removed
439 from the world and all players including the winner(s) will be
440 transported back to their homebases. This option is only effec‐
441 tive when limitedLives is turned on.
442
443 -resetOnHuman or humanReset <integer>
444
445 Normally, new players have to wait until a round is finished
446 before they can start playing. With this option, the first N
447 human players to enter will cause the round to be restarted. In
448 other words, if this option is set to 0, nothing special happens
449 and you have to wait as usual until the round ends (if there are
450 rounds at all, otherwise this option doesn't do anything). If it
451 is set to 1, the round is ended when the first human player
452 enters. This is useful if the robots have already started a
453 round and you don't want to wait for them to finish. If it is
454 set to 2, this also happens for the second human player. This
455 is useful when you got bored waiting for another player to show
456 up and have started playing against the robots. When someone
457 finally joins you, they won't have to wait for you to finish the
458 round before they can play too. For higher numbers it works the
459 same. So this option gives the last human player for whom the
460 round is restarted. Anyone who enters after that does have to
461 wait until the round is over.
462
463 -/+allowAlliances or alliances
464
465 Are alliances between players allowed? Alliances are like
466 teams, except they can be formed and dissolved at any time.
467 Notably, teamImmunity works for alliances too. To manage
468 alliances, use the '/ally' talk command: '/ally invite <player
469 name>' to invite another player to join you. '/ally cancel' to
470 cancel such an invitation. '/ally refuse <player name>' to
471 decline an invitation from a player. '/ally refuse' to decline
472 all the invitations you received. '/ally accept <player name>'
473 to join the other player. '/ally accept' to accept all the
474 invitations you received. '/ally leave' to leave the alliance
475 you are currently in. '/ally list' lists the members of your
476 current alliance. If members from different alliances join, all
477 their allies do so.
478
479 -/+announceAlliances
480
481 Are changes in alliances made public? If this option is on,
482 changes in alliances are sent to all players and all alliances
483 are shown in the score list. Invitations for alliances are never
484 sent to anyone but the invited players.
485
486 -/+teamPlay or teams
487
488 Is the map a team play map?
489
490 -/+lockOtherTeam
491
492 Can you watch opposing players when rest of your team is still
493 alive?
494
495 -/+teamFuel
496
497 Do fuelstations belong to teams?
498
499 -/+teamCannons
500
501 Do cannons belong to teams?
502
503 -cannonSmartness <integer>
504
505 0: dumb (straight ahead), 1: default (random direction), 2: good
506 (small error), 3: accurate (aims at predicted player position).
507 Also influences use of weapons.
508
509 -/+cannonsPickupItems
510
511 Do cannons pick up items?
512
513 -/+cannonFlak or cannonAAA
514
515 Do cannons fire flak or normal bullets?
516
517 -cannonDeadTicks <real>
518
519 How many ticks do cannons stay dead? Replaces option cannon‐
520 DeadTime.
521
522 -cannonShotSpeed <real>
523
524 Speed of cannon shots.
525
526 -minCannonShotLife <real>
527
528 Minimum life of cannon shots, measured in ticks. If this is set
529 to a value greater than maxCannonShotLife, then maxCannon‐
530 ShotLife will be set to that same value.
531
532 -maxCannonShotLife <real>
533
534 Maximum life of cannon shots, measured in ticks. If this is set
535 to a value less than minCannonShotLife, then minCannonShotLife
536 will be set to that same value.
537
538 -cannonInitialFuel <integer>
539
540 How much fuel cannons start with.
541
542 -cannonInitialTanks <integer>
543
544 How many tanks cannons start with.
545
546 -cannonInitialECMs <integer>
547
548 How many ECMs cannons start with.
549
550 -cannonInitialArmor or cannonInitialArmors <integer>
551
552 How much armor cannons start with.
553
554 -cannonInitialMines <integer>
555
556 How many mines cannons start with.
557
558 -cannonInitialMissiles <integer>
559
560 How many missiles cannons start with.
561
562 -cannonInitialCloaks <integer>
563
564 How many cloaks cannons start with.
565
566 -cannonInitialSensors <integer>
567
568 How many sensors cannons start with.
569
570 -cannonInitialWideangles <integer>
571
572 How many wideangles cannons start with.
573
574 -cannonInitialRearshots <integer>
575
576 How many rearshots cannons start with.
577
578 -cannonInitialAfterburners <integer>
579
580 How many afterburners cannons start with.
581
582 -cannonInitialTransporters <integer>
583
584 How many transporters cannons start with.
585
586 -cannonInitialMirrors <integer>
587
588 How many mirrors cannons start with.
589
590 -cannonInitialDeflectors <integer>
591
592 How many deflectors cannons start with.
593
594 -cannonInitialHyperJumps <integer>
595
596 How many hyperjumps cannons start with.
597
598 -cannonInitialPhasings <integer>
599
600 How many phasing devices cannons start with.
601
602 -cannonInitialLasers <integer>
603
604 How many lasers cannons start with.
605
606 -cannonInitialEmergencyThrusts <integer>
607
608 How many emergency thrusts cannons start with.
609
610 -cannonInitialTractorBeams <integer>
611
612 How many tractor/pressor beams cannons start with.
613
614 -cannonInitialAutopilots <integer>
615
616 How many autopilots cannons start with.
617
618 -cannonInitialEmergencyShields <integer>
619
620 How many emergency shields cannons start with.
621
622 -/+keepShots
623
624 Do shots, mines and missiles remain after their owner leaves?
625
626 -/+teamImmunity
627
628 Should other team members be immune to various shots thrust
629 etc.? This works for alliances too.
630
631 -/+ecmsReprogramMines
632
633 Is it possible to reprogram mines with ECMs?
634
635 -/+ecmsReprogramRobots
636
637 Are robots reprogrammed by ECMs instead of blinded?
638
639 -/+targetKillTeam
640
641 Do team members die when their last target explodes?
642
643 -/+targetTeamCollision or targetCollision
644
645 Do team members collide with their own target or not.
646
647 -/+targetSync
648
649 Do all the targets of a team reappear/repair at the same time?
650
651 -targetDeadTicks <real>
652
653 How many ticks do targets stay destroyed? Replaces option tar‐
654 getDeadTime.
655
656 -/+treasureKillTeam
657
658 Do team members die when their treasure is destroyed?
659
660 -/+captureTheFlag or ctf
661
662 Does a team's treasure have to be safe before enemy balls can be
663 cashed?
664
665 -specialBallTeam or specialBall <integer>
666
667 Balls that belong to this team are 'special' balls that score
668 against all other teams.
669
670 -/+treasureCollisionDestroys or treasureCollisionDestroy
671
672 Are balls destroyed when a player touches it?
673
674 -ballConnectorSpringConstant <real>
675
676 What is the spring constant for connectors?
677
678 -ballConnectorDamping <real>
679
680 What is the damping force on connectors?
681
682 -maxBallConnectorRatio <real>
683
684 How much longer or shorter can a connecter get before it breaks?
685
686 -ballConnectorLength <real>
687
688 How long is a normal connector string?
689
690 -/+connectorIsString
691
692 Can the connector get shorter?
693
694 -ballRadius <real>
695
696 What radius, measured in pixels, the treasure balls have on the
697 server. In traditional XPilot, the ball was treated as a point
698 (radius = 0), but visually appeared on the client with a radius
699 of 10 pixels.
700
701 -/+treasureCollisionMayKill or treasureUnshieldedCollisionKills
702
703 Does a ball kill a player when the player touches it unshielded?
704
705 -/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills
706
707 Can ships be destroyed when hit by wreckage?
708
709 -/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills
710
711 Can ships be destroyed when hit by an asteroid?
712
713 -/+ignore20MaxFPS
714
715 Ignore client maxFPS request if it is 20 (old default, too low).
716 [ Flags: command, defaults ]
717
718 -/+tagGame or tag
719
720 Are we going to play a game of tag? One player is 'it' (is
721 worth more points when killed than the others). After this
722 player is killed, the one who killed them becomes 'it', and so
723 on.
724
725 -tagKillItScoreMult or tagKillItMult <real>
726
727 Score multiplier for killing 'it' (tagGame must be on).
728
729 -tagItKillScoreMult or tagItKillMult <real>
730
731 Score multiplier when 'it' kills an enemy player (tagGame must
732 be on).
733
734 -/+timing or race
735
736 Enable race mode?
737
738 -/+ballrace
739
740 Is timing done for balls (on) or players (off)? Only used if
741 timing is on.
742
743 -/+ballraceConnected
744
745 Should a player be connected to a ball to pass a checkpoint?
746 Only used if timing and ballrace are both on.
747
748 -/+edgeWrap
749
750 Do objects wrap when they cross the edge of the Universe?.
751
752 -/+edgeBounce
753
754 Do objects bounce when they hit the edge of the Universe?.
755
756 -/+extraBorder
757
758 Give map an extra border of wall blocks?.
759
760 -gravityPoint <position>
761
762 If the gravity is a point source where does that gravity origi‐
763 nate? Specify the point in the form: x,y.
764
765 -gravityAngle <real>
766
767 If gravity is along a uniform line, at what angle is that line?
768
769 -/+gravityPointSource
770
771 Is gravity originating from a single point?
772
773 -/+gravityClockwise
774
775 If the gravity is a point source, is it clockwise?
776
777 -/+gravityAnticlockwise
778
779 If the gravity is a point source, is it anticlockwise?
780
781 -/+gravityVisible
782
783 Are gravity mapsymbols visible to players?
784
785 -/+wormholeVisible
786
787 Are wormhole mapsymbols visible to players?
788
789 -/+itemConcentratorVisible
790
791 Are itemconcentrator mapsymbols visible to players?
792
793 -/+asteroidConcentratorVisible
794
795 Are asteroidconcentrator mapsymbols visible to players?
796
797 -wormholeStableTicks <real>
798
799 Number of ticks wormholes will keep the same destination.
800
801 -defaultsFileName or defaults <string>
802
803 The filename of the defaults file to read on startup. [ Flags:
804 command, invisible ]
805
806 -passwordFileName <string>
807
808 The filename of the password file to read on startup. [ Flags:
809 command, defaults, invisible ]
810
811 -motdFileName or motd <string>
812
813 The filename of the MOTD file to show to clients when they join.
814 [ Flags: command, defaults, invisible ]
815
816 -scoreTableFileName or scoretable <string>
817
818 The filename for the score table to be dumped to. This is a
819 placeholder option which doesn't do anything. [ Flags: command,
820 defaults, invisible ]
821
822 -adminMessageFileName or adminMessage <string>
823
824 The name of the file where player messages for the server admin‐
825 istrator will be saved. For the messages to be saved the file
826 must already exist. Players can send these messages by writing
827 to god. [ Flags: command, defaults, invisible ]
828
829 -adminMessageFileSizeLimit or adminMessageLimit <integer>
830
831 The maximum size in bytes of the admin message file. [ Flags:
832 command, defaults, invisible ]
833
834 -rankFileName <string>
835
836 The filename for the XML file to hold server ranking data. To
837 reset the ranking, delete this file. [ Flags: command,
838 defaults, invisible ]
839
840 -rankWebpageFileName or rankWebpage <string>
841
842 The filename for the webpage with the server ranking list. [
843 Flags: command, defaults, invisible ]
844
845 -rankWebpageCSS or rankCSS <string>
846
847 The URL of an optional style sheet for the ranking webpage. [
848 Flags: command, defaults, invisible ]
849
850 -framesPerSecond or FPS <integer>
851
852 The number of frames per second the server should strive for.
853
854 -gameSpeed <real>
855
856 Rate at which game events happen. The gameSpeed specifies how
857 many ticks of game time elapse each second. A value of 0 means
858 that the value of gameSpeed should be equal to the value of FPS.
859
860 -/+allowSmartMissiles or allowSmarts
861
862 Should smart missiles be allowed?
863
864 -/+allowHeatSeekers or allowHeats
865
866 Should heatseekers be allowed?
867
868 -/+allowTorpedoes or allowTorps
869
870 Should torpedoes be allowed?
871
872 -/+allowNukes or nukes
873
874 Should nuclear weapons be allowed?
875
876 -/+allowClusters or clusters
877
878 Should cluster weapons be allowed?
879
880 -/+allowModifiers or modifiers
881
882 Should the weapon modifiers be allowed?
883
884 -/+allowLaserModifiers or lasermodifiers
885
886 Can lasers be modified to be a different weapon?
887
888 -/+allowShipShapes or ShipShapes
889
890 Are players allowed to define their own ship shape?
891
892 -/+playersOnRadar or playersRadar
893
894 Are players visible on the radar.
895
896 -/+missilesOnRadar or missilesRadar
897
898 Are missiles visible on the radar.
899
900 -/+minesOnRadar or minesRadar
901
902 Are mines visible on the radar.
903
904 -/+nukesOnRadar or nukesRadar
905
906 Are nukes visible or highlighted on the radar.
907
908 -/+treasuresOnRadar or treasuresRadar
909
910 Are treasure balls visible or highlighted on the radar.
911
912 -/+asteroidsOnRadar or asteroidsRadar
913
914 Are asteroids visible on the radar.
915
916 -/+distinguishMissiles
917
918 Are different types of missiles distinguished (by length).
919
920 -maxMissilesPerPack <integer>
921
922 The number of missiles gotten by picking up one missile item.
923
924 -maxMinesPerPack <integer>
925
926 The number of mines gotten by picking up one mine item.
927
928 -/+identifyMines
929
930 Are mine owner's names displayed.
931
932 -/+shieldedItemPickup or shieldItem
933
934 Can items be picked up while shields are up?
935
936 -/+shieldedMining or shieldMine
937
938 Can mines be thrown and placed while shields are up?
939
940 -/+laserIsStunGun or stunGun
941
942 Is the laser weapon a stun gun weapon?
943
944 -nukeMinSmarts <integer>
945
946 The minimum number of missiles needed to fire one nuclear mis‐
947 sile.
948
949 -nukeMinMines <integer>
950
951 The minimum number of mines needed to make a nuclear mine.
952
953 -nukeClusterDamage <real>
954
955 How much each cluster debris does damage wise from a nuke mine.
956 This helps to reduce the number of particles caused by nuclear
957 mine explosions, which improves server response time for such
958 explosions.
959
960 -nukeDebrisLife <real>
961
962 Life of nuke debris, in ticks.
963
964 -mineFuseTicks <real>
965
966 Number of ticks after which owned mines become deadly (0=never).
967
968 -mineLife <real>
969
970 Life of mines in ticks.
971
972 -minMineSpeed <real>
973
974 Minimum speed of mines.
975
976 -missileLife <real>
977
978 Life of missiles in ticks.
979
980 -baseMineRange <real>
981
982 Minimum distance from base mines may be used (unit is blocks).
983
984 -mineShotDetonateDistance <real>
985
986 How close must a shot be to detonate a mine? Set this to 0 to
987 turn it off.
988
989 -shotKillScoreMult <real>
990
991 Multiplication factor to scale score for shot kills.
992
993 -torpedoKillScoreMult <real>
994
995 Multiplication factor to scale score for torpedo kills.
996
997 -smartKillScoreMult <real>
998
999 Multiplication factor to scale score for smart missile kills.
1000
1001 -heatKillScoreMult <real>
1002
1003 Multiplication factor to scale score for heatseeker kills.
1004
1005 -clusterKillScoreMult <real>
1006
1007 Multiplication factor to scale score for cluster debris kills.
1008
1009 -laserKillScoreMult <real>
1010
1011 Multiplication factor to scale score for laser kills.
1012
1013 -tankKillScoreMult <real>
1014
1015 Multiplication factor to scale score for tank kills.
1016
1017 -runoverKillScoreMult <real>
1018
1019 Multiplication factor to scale score for player runovers.
1020
1021 -ballKillScoreMult <real>
1022
1023 Multiplication factor to scale score for ball kills.
1024
1025 -explosionKillScoreMult <real>
1026
1027 Multiplication factor to scale score for explosion kills.
1028
1029 -shoveKillScoreMult <real>
1030
1031 Multiplication factor to scale score for shove kills.
1032
1033 -crashScoreMult <real>
1034
1035 Multiplication factor to scale score for player crashes.
1036
1037 -mineScoreMult <real>
1038
1039 Multiplication factor to scale score for mine hits.
1040
1041 -selfKillScoreMult <real>
1042
1043 Multiplication factor to scale score for killing yourself.
1044
1045 -selfDestructScoreMult <real>
1046
1047 Multiplication factor to scale score for self-destructing.
1048
1049 -unownedKillScoreMult <real>
1050
1051 Multiplication factor to scale score for being killed by aster‐
1052 oids or other objects without an owner.
1053
1054 -cannonKillScoreMult <real>
1055
1056 Multiplication factor to scale score for being killed by can‐
1057 nons.
1058
1059 -movingItemProb <real>
1060
1061 Probability for an item to appear as moving.
1062
1063 -randomItemProb <real>
1064
1065 Probability for an item to appear random. Random items change
1066 their appearance every frame, so players cannot tell what item
1067 they have until they get it.
1068
1069 -dropItemOnKillProb <real>
1070
1071 Probability for dropping an item (each item) when you are
1072 killed.
1073
1074 -detonateItemOnKillProb <real>
1075
1076 Probability for undropped items to detonate when you are killed.
1077
1078 -destroyItemInCollisionProb <real>
1079
1080 Probability for items (some items) to be destroyed in a colli‐
1081 sion.
1082
1083 -asteroidItemProb <real>
1084
1085 Probability for an asteroid to release items when it breaks.
1086
1087 -asteroidMaxItems <integer>
1088
1089 The maximum number of items a broken asteroid can release.
1090
1091 -itemProbMult or itemProbFact <real>
1092
1093 Item Probability Factor scales all item probabilities.
1094
1095 -cannonItemProbMult <real>
1096
1097 Average number of items a cannon gets per minute.
1098
1099 -maxItemDensity <real>
1100
1101 Maximum density for items (max items per block).
1102
1103 -asteroidProb <real>
1104
1105 Probability for an asteroid to appear.
1106
1107 -maxAsteroidDensity <real>
1108
1109 Maximum density [0.0-1.0] for asteroids (max asteroids per
1110 block.
1111
1112 -itemConcentratorRadius or itemConcentratorRange <real>
1113
1114 Range within which an item concentrator can create an item.
1115 Sensible values are in the range 1.0 to 20.0 (unit is 35 pix‐
1116 els). If there are no item concentrators, items might popup
1117 anywhere. Some clients draw item concentrators as three rotat‐
1118 ing triangles.
1119
1120 -itemConcentratorProb <real>
1121
1122 The chance for an item to appear near an item concentrator. If
1123 this is less than 1.0 or there are no item concentrators, items
1124 may also popup where there is no concentrator nearby.
1125
1126 -asteroidConcentratorRadius or asteroidConcentratorRange <real>
1127
1128 Range within which an asteroid concentrator can create an aster‐
1129 oid. Sensible values are in the range 1.0 to 20.0 (unit is 35
1130 pixels). If there are no such concentrators, asteroids can
1131 popup anywhere. Some clients draw these concentrators as three
1132 rotating squares.
1133
1134 -asteroidConcentratorProb <real>
1135
1136 The chance for an asteroid to appear near an asteroid concentra‐
1137 tor. If this is less than 1.0 or there are no asteroid concen‐
1138 trators, asteroids may also appear where there is no concentra‐
1139 tor nearby.
1140
1141 -rogueHeatProb <real>
1142
1143 Probability that unclaimed missile packs will go rogue.
1144
1145 -rogueMineProb <real>
1146
1147 Probability that unclaimed mine items will activate.
1148
1149 -itemEnergyPackProb <real>
1150
1151 Probability for an energy pack to appear.
1152
1153 -itemTankProb <real>
1154
1155 Probability for an extra tank to appear.
1156
1157 -itemECMProb <real>
1158
1159 Probability for an ECM item to appear.
1160
1161 -itemArmorProb <real>
1162
1163 Probability for an armor item to appear.
1164
1165 -itemMineProb <real>
1166
1167 Probability for a mine item to appear.
1168
1169 -itemMissileProb <real>
1170
1171 Probability for a missile item to appear.
1172
1173 -itemCloakProb <real>
1174
1175 Probability for a cloak item to appear.
1176
1177 -itemSensorProb <real>
1178
1179 Probability for a sensor item to appear.
1180
1181 -itemWideangleProb <real>
1182
1183 Probability for a wideangle item to appear.
1184
1185 -itemRearshotProb <real>
1186
1187 Probability for a rearshot item to appear.
1188
1189 -itemAfterburnerProb <real>
1190
1191 Probability for an afterburner item to appear.
1192
1193 -itemTransporterProb <real>
1194
1195 Probability for a transporter item to appear.
1196
1197 -itemMirrorProb <real>
1198
1199 Probability for a mirror item to appear.
1200
1201 -itemDeflectorProb <real>
1202
1203 Probability for a deflector item to appear.
1204
1205 -itemHyperJumpProb <real>
1206
1207 Probability for a hyperjump item to appear.
1208
1209 -itemPhasingProb <real>
1210
1211 Probability for a phasing item to appear.
1212
1213 -itemLaserProb <real>
1214
1215 Probability for a Laser item to appear.
1216
1217 -itemEmergencyThrustProb <real>
1218
1219 Probability for an Emergency Thrust item to appear.
1220
1221 -itemTractorBeamProb <real>
1222
1223 Probability for a Tractor Beam item to appear.
1224
1225 -itemAutopilotProb <real>
1226
1227 Probability for an Autopilot item to appear.
1228
1229 -itemEmergencyShieldProb <real>
1230
1231 Probability for an Emergency Shield item to appear.
1232
1233 -initialFuel <integer>
1234
1235 How much fuel players start with.
1236
1237 -initialTanks <integer>
1238
1239 How many tanks players start with.
1240
1241 -initialECMs <integer>
1242
1243 How many ECMs players start with.
1244
1245 -initialArmor or initialArmors <integer>
1246
1247 How much armor players start with.
1248
1249 -initialMines <integer>
1250
1251 How many mines players start with.
1252
1253 -initialMissiles <integer>
1254
1255 How many missiles players start with.
1256
1257 -initialCloaks <integer>
1258
1259 How many cloaks players start with.
1260
1261 -initialSensors <integer>
1262
1263 How many sensors players start with.
1264
1265 -initialWideangles <integer>
1266
1267 How many wideangles players start with.
1268
1269 -initialRearshots <integer>
1270
1271 How many rearshots players start with.
1272
1273 -initialAfterburners <integer>
1274
1275 How many afterburners players start with.
1276
1277 -initialTransporters <integer>
1278
1279 How many transporters players start with.
1280
1281 -initialMirrors <integer>
1282
1283 How many mirrors players start with.
1284
1285 -initialDeflectors <integer>
1286
1287 How many deflectors players start with.
1288
1289 -initialHyperJumps <integer>
1290
1291 How many hyperjumps players start with.
1292
1293 -initialPhasings <integer>
1294
1295 How many phasing devices players start with.
1296
1297 -initialLasers <integer>
1298
1299 How many lasers players start with.
1300
1301 -initialEmergencyThrusts <integer>
1302
1303 How many emergency thrusts players start with.
1304
1305 -initialTractorBeams <integer>
1306
1307 How many tractor/pressor beams players start with.
1308
1309 -initialAutopilots <integer>
1310
1311 How many autopilots players start with.
1312
1313 -initialEmergencyShields <integer>
1314
1315 How many emergency shields players start with.
1316
1317 -maxFuel <integer>
1318
1319 Upper limit on the amount of fuel per player.
1320
1321 -maxTanks <integer>
1322
1323 Upper limit on the number of tanks per player.
1324
1325 -maxECMs <integer>
1326
1327 Upper limit on the number of ECMs per player.
1328
1329 -maxMines <integer>
1330
1331 Upper limit on the number of mines per player.
1332
1333 -maxMissiles <integer>
1334
1335 Upper limit on the number of missiles per player.
1336
1337 -maxCloaks <integer>
1338
1339 Upper limit on the number of cloaks per player.
1340
1341 -maxSensors <integer>
1342
1343 Upper limit on the number of sensors per player.
1344
1345 -maxWideangles <integer>
1346
1347 Upper limit on the number of wides per player.
1348
1349 -maxRearshots <integer>
1350
1351 Upper limit on the number of rearshots per player.
1352
1353 -maxAfterburners <integer>
1354
1355 Upper limit on the number of afterburners per player.
1356
1357 -maxTransporters <integer>
1358
1359 Upper limit on the number of transporters per player.
1360
1361 -maxArmor or maxArmors <integer>
1362
1363 Upper limit on the amount of armor per player.
1364
1365 -maxMirrors <integer>
1366
1367 Upper limit on the number of mirrors per player.
1368
1369 -maxDeflectors <integer>
1370
1371 Upper limit on the number of deflectors per player.
1372
1373 -maxPhasings <integer>
1374
1375 Upper limit on the number of phasing devices per players.
1376
1377 -maxHyperJumps <integer>
1378
1379 Upper limit on the number of hyperjumps per player.
1380
1381 -maxEmergencyThrusts <integer>
1382
1383 Upper limit on the number of emergency thrusts per player.
1384
1385 -maxLasers <integer>
1386
1387 Upper limit on the number of lasers per player.
1388
1389 -maxTractorBeams <integer>
1390
1391 Upper limit on the number of tractorbeams per player.
1392
1393 -maxAutopilots <integer>
1394
1395 Upper limit on the number of autopilots per player.
1396
1397 -maxEmergencyShields <integer>
1398
1399 Upper limit on the number of emergency shields per player.
1400
1401 -gameDuration or time <real>
1402
1403 The duration of the game in minutes (aka. pizza mode).
1404
1405 -/+baselessPausing
1406
1407 Should paused players keep their bases? Can only be used on
1408 teamplay maps for now.
1409
1410 -survivalScore <real>
1411
1412 Multiplicator for quadratic score increase over time survived
1413 with lowered shield
1414
1415 -pauseTax <real>
1416
1417 How many points to subtract from pausing players each second.
1418
1419 -friction <real>
1420
1421 Fraction of velocity ship loses each frame.
1422
1423 -blockFriction <real>
1424
1425 Fraction of velocity ship loses each frame when it is in fric‐
1426 tion blocks.
1427
1428 -/+blockFrictionVisible
1429
1430 Are friction blocks visible? If true, friction blocks show up
1431 as decor; if false, they don't show up at all.
1432
1433 -coriolis <real>
1434
1435 The clockwise angle (in degrees) a ship's velocity turns each
1436 time unit.
1437
1438 -checkpointRadius <real>
1439
1440 How close you have to be to a checkpoint to register - in
1441 blocks.
1442
1443 -raceLaps <integer>
1444
1445 How many laps per race.
1446
1447 -/+loseItemDestroys
1448
1449 Destroy item that player drops. Otherwise drop it.
1450
1451 -/+useDebris
1452
1453 Are debris particles created where appropriate? Value affect
1454 ship exhaust sparks and cluster debris. To disallow cluster
1455 weapons but not sparks, set allowClusters off.
1456
1457 -/+useWreckage
1458
1459 Do destroyed ships leave wreckage?
1460
1461 -maxOffensiveItems <integer>
1462
1463 How many offensive items a player can carry.
1464
1465 -maxDefensiveItems <integer>
1466
1467 How many defensive items a player can carry.
1468
1469 -maxRoundTime <integer>
1470
1471 The maximum duration of each round, in seconds.
1472
1473 -roundsToPlay or numRounds <integer>
1474
1475 The number of rounds to play.
1476 Unlimited if 0.
1477
1478 -maxVisibleObject or maxVisibleObjects <integer>
1479
1480 What is the maximum number of objects a player can see.
1481
1482 -/+pLockServer
1483
1484 Whether the server is prevented from being swapped out of mem‐
1485 ory. [ Flags: command, defaults ]
1486
1487 -/+sound
1488
1489 Does the server send sound events to players that request sound.
1490
1491 -timerResolution <integer>
1492
1493 If set to nonzero xpilots will requests signals from the OS at
1494 1/timerResolution second intervals. The server will then com‐
1495 pute a new frame FPS times out of every timerResolution signals.
1496 [ Flags: command, defaults ]
1497
1498 -password <string>
1499
1500 The password needed to obtain operator privileges. If specified
1501 on the command line, on many systems other users will be able to
1502 see the password. Therefore, using the password file instead is
1503 recommended. [ Flags: command, passwordfile, defaults, invisi‐
1504 ble ]
1505
1506 -clientPortStart <integer>
1507
1508 Use UDP ports clientPortStart - clientPortEnd (for firewalls) [
1509 Flags: command, defaults ]
1510
1511 -clientPortEnd <integer>
1512
1513 Use UDP ports clientPortStart - clientPortEnd (for firewalls) [
1514 Flags: command, defaults ]
1515
1516 -maxPauseTime <integer>
1517
1518 The maximum time a player can stay paused for, in seconds.
1519 After being paused this long, the player will be kicked off.
1520 Setting this option to 0 disables the feature.
1521
1522 -maxIdleTime <integer>
1523
1524 The maximum time a player can stay idle, in seconds. After hav‐
1525 ing idled this long, the player will be paused. Setting this
1526 option to 0 disables the feature.
1527
1528 -maxClientsPerIP or maxPerIP <integer>
1529
1530 Maximum number of clients per IP address allowed to connect.
1531 This prevents unfriendly players from occupying all the bases,
1532 effectively "kicking" paused players and denying other players
1533 to join. Setting this to 0 means any number of clients from the
1534 same IP address can join. [ Flags: command, defaults ]
1535
1536 -playerLimit <integer>
1537
1538 Allow playerLimit players to enter at once. If set to 0, allow
1539 10 more players than there are bases. (If baselessPausing is
1540 off, more than bases cannot enter.) During game, cannot be set
1541 higher than the starting value.
1542
1543 -recordMode <integer>
1544
1545 If this is set to 1 when the server starts, the game is saved in
1546 the file specified by recordFileName. If set to 2 at startup,
1547 the server replays the recorded game. Joining players are spec‐
1548 tators who can watch the recorded game from anyone's viewpoint.
1549 Can be set to 0 in the middle of a game to stoprecording. [
1550 Flags: command, defaults, invisible ]
1551
1552 -recordFileName or recordFile <string>
1553
1554 Name of the file where server recordings are saved. [ Flags:
1555 command, defaults, invisible ]
1556
1557 -recordFlushInterval or recordWait <integer>
1558
1559 If set to a nonzero value x, the server will flush all recording
1560 data in memory to the record file at least once every x seconds.
1561 This is useful if you want to replay the game on another server
1562 while it is still being played. There is a small overhead (some
1563 dozens of bytes extra recording file size) for each flush.
1564
1565 -/+constantScoring
1566
1567 Whether the scores given from various things are fixed.
1568
1569 -/+zeroSumScoring or zeroSum
1570
1571 Use Zero sum scoring? [ Flags: command ]
1572
1573 -/+elimination
1574
1575 Race mode where the last player drops out each lap.
1576
1577 -dataURL <string>
1578
1579 URL where the client can get extra data for this map.
1580
1581 -/+polygonMode
1582
1583 Force use of polygon protocol when communicating with clients?
1584 (useful for debugging if you want to see the polygons created in
1585 the blocks to polygons conversion function).
1586
1587 -/+fastAim
1588
1589 When calculating a frame, turn the ship before firing. This
1590 means you can change aim one frame faster. Added this option to
1591 see how much difference changing the order would make.
1592
1593 -/+ngControls
1594
1595 Enable improved precision steering and aiming of main gun.
1596
1597 -/+legacyMode
1598
1599 Try to emulate classic xpilot behavior.
1600
1601 -constantSpeed or oldThrust <real>
1602
1603 Make ship move forward at a constant speed when thrust key is
1604 held down, in addition to the normal acceleration. The constant
1605 speed is proportional to the product of the acceleration of the
1606 ship (varying with ship mass and afterburners) and the value of
1607 this option. Note that this option is quite unphysical and can
1608 using it can cause weird effects (with bounces for example).
1609 Low values close to 0.5 (maybe in the range 0.3 to 1) for this
1610 option can be used if you want to increase ship agility without
1611 increasing speeds otherwise. This can improve gameplay for exam‐
1612 ple on the Blood's Music map. Higher values make the ship behav‐
1613 iour visibly weird.
1614
1615 -turnPushPersistence or pushPersist <real>
1616
1617 How much of the turnpush to remain as player velocity. (0.0-1.0)
1618
1619 -turnGrip or turnPushGrip <real>
1620
1621 How much of of the turnPush should pull the ship sideways by
1622 gripping to the friction of the wall?. (0.0-1.0)
1623
1624 -thrustWidth or sprayWidth <real>
1625
1626 Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.
1627
1628 -thrustMass or sparkWeight <real>
1629
1630 Weight of thrust sparks.
1631
1632 -sparkSpeed or sparkVel <real>
1633
1634 Multiplier affecting avg. speed (relative ship) of thrust
1635 sparks.
1636
1637 -/+ballStyles
1638
1639 Send ball styles to clients.
1640
1641 -/+ignoreMaxFPS
1642
1643 Ignore client maxFPS requests and always send all frames. This
1644 is a hack for demonstration purposes to allow changing the
1645 server FPS when there are old clients with broken maxFPS han‐
1646 dling. Those clients could be better dealt with separately.
1647 This option will be removed in the future (hopefully).
1648
1649 -pausedFramesPerSecond or pausedFPS <integer>
1650
1651 Maximum FPS shown to paused players. 0 means full framerate.
1652 Can be used to reduce server bandwidth consumption.
1653
1654 -waitingFramesPerSecond or waitingFPS <integer>
1655
1656 Maximum FPS shown to players in waiting state. 0 means full
1657 framerate. Can be used to limit bandwidth used. Waiting players
1658 are those that have just joined a game and have to wait until
1659 next round starts. Note that in clients, a W is shown next to
1660 waiting players' names in the score list.
1661
1662 -deadFramesPerSecond or deadFPS <integer>
1663
1664 Maximum FPS shown to players in dead state. 0 means full fram‐
1665 erate. Can be used to limit bandwidth used. This option should
1666 only be used if pausedFPS and waitingFPS options don't limit
1667 bandwidth usage enough. Dead players are those that have played
1668 this round but have run out of lives. Note that in clients, a D
1669 is shown next to dead players' names in the score list.
1670
1671 -/+teamcup
1672
1673 Is this a teamcup match?. [ Flags: command, any, invisible ]
1674
1675 -teamcupName <string>
1676
1677 The name of the teamcup (used only if teamcup is true). [
1678 Flags: command, any, invisible ]
1679
1680 -teamcupMailAddress <string>
1681
1682 The mail address where players should send match results. [
1683 Flags: command, any, invisible ]
1684
1685 -teamcupScoreFileNamePrefix <string>
1686
1687 First part of file name for teamcup score files. The whole
1688 filename will be this followed by the match number. [ Flags:
1689 command, any, invisible ]
1690
1691 -teamcupMatchNumber or match <integer>
1692
1693 The number of the teamcup match. [ Flags: command ]
1694
1695 -mainLoopTime <real>
1696
1697 Duration of last Main_loop() function call (in milliseconds).
1698 This option is read only. [ Flags: command ]
1699
1700 -cellGetObjectsThreshold or cellThreshold <integer>
1701
1702 Use Cell_get_objects if there is this many objects or more.
1703
1704 The probabilities are in the range [0.0-1.0] and they refer to
1705 the probability that an event will occur in a block per second.
1706 Boolean options are turned off by using +<option>.
1707
1708 Please refer to the manual pages, xpilot-ng-server(6), xpi‐
1709 lot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.
1710
1711 XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details
1712 see the provided COPYING file.
1713
1714 XPilot NG 4.7.2
1715
1716
1717
1718xpilot.sourceforge.net August 2006 XPILOT-NG-SERVER(6)