1XPILOT-NG-SERVER(6)                  Games                 XPILOT-NG-SERVER(6)
2
3
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       -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)
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