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