Clone Labs at Kamino

Duelers Mod Cvariables

A number of cvariables are available for changing the way Duelers  mod behaves. There are some new cvars that are specific to Duelers mod and many of the cvariables are from JediMod. Some of the Jedimod cvars have had their default settings changed from the original Jedimod defaults. As noted above, these changes are to achieve a level of balance that was not present with the default Jedimod settings.

In order to overcome limits of the quake 3 engine for sending server game-state info to clients, I have had to make all of the cvars as short as possible. Unfortunately the resulting names are somewhat cryptic. The old (and longer) name is provided to make it a little easier to interpret the new short cvar name.

A complete list of cvariables with explanation follows:

Duelers mod Cvars (1.3)

m_dCU (duelChallengeUp "2" is the default)

bullet"0" a duel will be set up with any pairs of non-dueling players. This provides a style of play with little waiting between duels, but allows duels to be established between players regardless of their relative positions on the scoreboard.
bullet"1....N" a duel will be set up with any pair of non-dueling player not farther than N ranks from each other on the ladder.  This provides a style of play where only players of similar skill (as determined by score) duel each other. However, there may be waiting involved between matches until another player "qualifies" to make a challenge.

m_nCL (nameChangeLimit "0" is the default)

bullet"0" name changes are allowed at any time
bullet"1" name changes are allowed only when health is at maximum (e.g. before you start a duel).
bullet"2" name changes are allowed only when spectating.
bullet"3" name changes once connected to the server are not allowed.

m_dnjp (duelNoJetPack "0" is the default)

bullet"0" jetpack can be used in a duel
bullet"1" jetpack cannot be used in a duel

m_dngp (duelNoGraPple "0" is the default)

bullet"0" grapple can be used in a duel
bullet"1" grapple cannot be used in a duel

m_ms (MacroScan "1" is the default)

bullet"0" client key binds are not scanned for macros
bullet"1" client key binds are scanned for illegal macros. See Admin Info section for more information.

m_v1, ... , m_v16 (enhanced voting strings)

bulletthe format of the string is Descriptive_Vote_String:Commands_To_Execute. When present the "Descriptive_Vote_String" appears as a potential vote type in each client's UI. If the vote is started and passes, the server executes the "Commands_To_Execute". See Admin Info section for more information.

m_rV (restrictVote "546" is the default)

bullet

this cvar is now a bit field that controls access to each vote type individually. This works much like the g_forcePowerDisable or g_weaponDisable cvars. The vote types and associated bit field (in decimal) are below
bullet

map_restart (1)

bullet

nextmap (2)

bullet

map (4)

bullet

gametype (8)

bullet

kick (16)

bullet

clientkick (32)

bullet

do_warmup (64)

bullet

timelimit (128)

bullet

fraglimit (256)

bullet

modcontrol (512)

bullet

as an example, the default value is 546 = 512 + 32 + 2. This allows only modcontrol (new in this version of duelers) votes, client kick, and next map votes to be called.

m_ac (adminControl "4095" is the default)

bullet

this cvar is a bit field that controls access to admin command (pairs) and features. This works much like the g_forcePowerDisable or g_weaponDisable cvars. The admin command or features and associated bit field (in decimal) are below
bullet

showmotd (1)

bullet

freeze/thaw (2)

bullet

silence/speak (4)

bullet

bring/goto (8)

bullet

tzone/real (16)

bullet

rename (32)

bullet

boot (64)

bullet

teleport/origin (128)

bullet

screen shake (256)

bullet

thunder (512)

bullet

center print (1024)

bullet

setmap (2048)

bullet

The screen shake bit field enables or disables screen shake when admin commands are used. Similarly the thunder bit field controls the thunder sound. The center print bit field will enable printing admin info in the center of the screen in large type or, if disabled, will just print a message on the client console (top left of the screen).

m_saP (subAdminPassword)
bullet

This should be set on the server to the password for subAdmin access. If the client side cvariable c_aP matches this string, the client will be given subAdmin privaledges

m_sac (subAdminControl "3903" is the default)
bullet

this cvar works exactly as the m_ac cvariable described above. It's purpose is to provide a second level of subAdmin control. In general subadmin's will have access to a subset of the full admin functions

bullet

the default value gives subadmins all admin features save boot and teleport.

m_aa (allActivity "1" is the default)
bullet"1" for the purpose of timeouts from inactivity (g_inactivity or g_timeouttospec), any activity by the client that is visible to the server will reset the activity timer. This includes using movement (including just looking around), attack, force powers, and most console commands (e.g. emotes, grapple, jetpack). This should allow aggressive settings for inactivity and yet not inconvenience players who just stop to chat for a while. Only players who are *really* AFK will be reaped by the timers.....
bullet''0' Activity which will reset the timer is the base game standard of movement (but not just looking around) or attack. 

m_clP (clan Password -- default is "none")
bullet

if this cvariable is set to something other than "none", the behaviour of the "team" chat in FFA is changed to allow clan members to privately chat among themselves. If the client has set c_clP to the same password, then the "team" chat key will send messages only to those clients who have also correctly set c_clP to match the server password.

m_nk (default is "0")
bullet

setting this cvariable to 1 (or non-zero), will prevent use of the kill command on the console to commit suicide.

m_tgd (default is "1")
bullet

setting this cvariable to 1 allows private duels in team mode games. If you don't want any duels in team games then set this to 0.

Duelers mod Cvars (1.2):

m_dSL (duelStatsLimit"1" is the default)

bullet"0" the stats for the winning player in a duel will be broadcast to all players
bullet"1" the stats for the winning player in a duel will be sent only to the players involved in the duel

m_dNF (duelNoFFA "0" is the default)

bullet"0" in a Tournament game, when you are not engaged in a duel you may fight with other players also not engaged as you would in an FFA game. Any kills won't count towards your tournament score.
bullet"1" in a Tournament game, when not engaged in a duel you cannot interact with other players nor they with you.

m_jp (jetpack "2" is the default)

bullet"0" disables the use of the jetpack
bullet"1" enables the use of the jetpack for Mercs only and only in Jedi Vs. Merc mode.
bullet"2" enables the use of the jetpack for everybody. Note Jetpacks can be used in duels, but use up shield energy

m_shp (shieldProtection "1.0" is the default)

bulleta floating point number that scales all damage when shield power is exhausted. For example, setting this cvariable to 1.10 will cause any attack damage to be increased by 10% after you are out of shield energy.

m_gps (grappleSpeed "800" is the default)

bulletan integer value for the speed of the grapple as it is extended.

m_gpps (grapplePullSpeed "800" is the default)

bulletan integer value for the speed of the player as the grapple pulls them toward it.

m_rs (realistic scaling "0" is the default)

bullet"0" realistic scaling is not used.
bullet"1" realistic scaling is used. This implies that m_sD is 1 and m_sK is 1. Damage is scaled by model size in a realistic way by an S-curve function. Model speed is also scaled by another S-curve function. Simply put, smaller models are faster, but hit more lightly. Large models are slow, but hit hard. See the complete description in the Features Section.

g_timeouttospc ("60" is the default)

bulletan integer value for the number of seconds that a player can be inactive before being sent to the spectators. This standard game cvar now works!

Duelers mod Cvars (1.1):

m_dSt (duelStats "1" is the default )

bullet"0" do not print health and shield values of the winner at the end of a duel
bullet"1" print the health and shield values of winner at the end of the duel. These stats are printed discretely at the top left corner and are logged to the console as well.

m_aP (adminPassword -- this should be set to your own value!)

bulletthe value of this cvar will be used to authorize administration commands. If a client has the correct password, they will be able to execute admin commands and if not, the admin commands will report "unknown command".

m_dNI (duelNoInterference "1" is the default)

bullet"0" duelers as normal in FFA gametype
bullet"1" when duelling, duelers will not see, hear or interact with other players on the current map.

m_dNG (duelNoGlow "1" is the default)

bullet"0" duelers have the normal glow around them as in FFA gametype. The glow's intensity is a function of your distance from each other. The glow is almost gone when you are near the maximum distance before the duel will be severed.
bullet"1" when duelling, duelers will have a glow. This will only be the case, however,  when mod_duelNoInterference is also "1".

m_jpNW (jetpackNoWeapon "1" is the default)

bullet"0" weapons can be used while jetpack is on
bullet"1" weapons cannot be used while jetpack is on, but sabers will still ignite. This allows sabers to still defend players while using the jetpack.
bullet"2" weapons cannot be used while jetpack is on, nor will sabers ignite.

m_gpNW (grappleNoWeapon "1" is the default)

bullet"0" use of weapons while grapple is fired is allowed
bullet"1" use of weapons while grapple is fired is not allowed, but sabers will still ignite. This allows sabers to still defend players while using the grapple. Note however, that this means the grapple can also be used in some special attacks.
bullet"2" use of weapons while grapple is fired is not allowed, nor will sabers ignite.

Duelers mod Cvars (1.0):

m_jpF (jetpackFuel "5" is the default)

bullet"0" the jetpack does not consume fuel when thrusting (shield engergy)
bullet"5" the jetpack consumes 5 units of fuel per second when thrusting (this must be a positve integer).

m_jpIF (jetpackIdleFuel "2" is the default)

bullet"0" the jetpack does not consume fuel when idle.
bullet"2" the jetpack consumes 2 units of fuel per second when idle.

m_jpNF (jetpackNoForce "1" is the default)

bullet"0" use of force powers is allowed while jetpack is on
bullet"1" use of force powers is not allowed while jetpack is on

m_tD (throwDuel "1" is the default)

bullet"0" disables challenging others to a duel with saber throw.
bullet"1" enables challenging others to a duel with saber throw.

m_fD (forceDuel "1" is the default)

bullet"0" disables challenging others to a full force duel.
bullet"1" enables challenging others to a full duel.

m_md1, …, m_md16 (MotdN)

Set each of these cvars to each line of a (possible) 16 line MOTD to provide information (e.g. rules) to players when the join battle. Mod_motdX cvars that are empty, i.e. equal to “”, will not be displayed.

m_mdt (MotdTime"10" is the default)

Set this cvar to the time, in seconds, that you wish the MOTD message to remain on the screen.

m_dSr (duelSever"1024" is the default)

Set the this cvar to be the distance (in map units) at which a duel is considered severed. If you want duels to never be severed then make this, say, 9999.

m_sB (standardBots "1" is the default)

bullet

"0" the server will allow any bot character (if the skin/model supports it) to be added

bullet

"1" the server will allow only standard game bots.

m_mt (multitaunts "1" is the default)

bullet

"0" the +taunt command will play the standard model/skin taunt

bullet

"1" the +taunt command will rotate through all available model/skin taunts.

m_sKk (singleKick "1" is the default)

bullet

"0" double click is required for kicks

bullet

"1" single click will kick (as will double click).

m_dXT (duelXtTimelimit "1" is the default)

bullet

"0" free for all maps will end at timelimit as normal

bullet

"1" if a duel is in progress, a free for all map will not end until the duel is complete

Jedimod Cvars:

m_cP (cheatProtection)

bullet"50" You can not change models if you are this close to another person. 50 is about 4 feet in the game. 
bulletIncrease to expand the no model change radius.  Decrease to allow players to change models when they are close

m_bx (boxing "0" is default)

bullet"0" Disable
bullet"1" You can use the /punch emote and punch people

m_dsh (duelSheilds)

bullet"25" Get 0 shields after a duel
bulletAny other number, Get that much shields after a duel (I like 25 since thats what players start with)
bulletnote: jedimod 1.2 default was "0".

m_pa (pushall "0" is default)

bullet"1" Items can be pushed like in single player
bullet"0" Disable

m_cS (clientScale "0" is default)

bullet"0" Disable
bullet"1" Clients can type /size somenumber to change their size. ex. /size 0.5 makes you the size 0.5

m_mxs (maxsize)

bullet"1.5" Default max size, if a player does /size 2.3 their size will only change to 1.5 because of the maximum
bulletAny other number changes the maximum size a player can become through the /size command

m_mns (minsize)

bullet"0.6" Default min size, if a player does /size 0.2 their size will only change to 0.6 because of the minimum
bulletAny other number changes the minimum size a player can become through the /size command

m_gp (grapple "2" is the default)

bullet"1" Grappleing hook is useable only by mercs and only in Jedi Vs. Merc mode. 
bullet"2" Grappleing hook is useable by all players in all game modes. 
bullet"0" Grappleing hook is not useable.
bulletnote: jedimod default was 1.

mod_timescale

bullet"1.0" This isn't really a variable, its actually a command that changes the timescale variable so that you dont have to have cheats activated to change the timescale.
bulletAny other number, change the timescale.  0.4 is good for slow mo fights.

m_eS (extraStances "0" is default)

bullet"0" extra stances are not available to single saber users.
bullet"1" extra stances are available to single saber users.
bulletNOTE: for some reason this cvar is not mentioned in the JediMod documentation and is “1” by default.

m_aS (allStances "0" is the default)

bullet"0" Disable
bullet"1" All stances can be used with dual sabers and the dual bladed saber

m_nDB (nerfDualBlade "0" is the default)

bullet"1" Players are slowed down when attacking with the double bladed saber. This is done to make the game more balanced.
bullet"0" Disable

m_hlt (hilts "1" is the default)

bullet"1" Custom hilts may be used.
bullet"0" Disable

m_nbs (nerfbs "2" is the default)

bullet"2" Backstab damage is like in 1.04
bullet"1" Backstab damage is mid way between 1.03 and 1.04
bullet"0" Backstab damage is like in 1.03

m_bT (blockThrow default is "1")

bullet"1" Saber throws can be blocked and knocked down if your saber is defending
bullet"0" Disable

m_sM     (scaleModels "1" is the default)

bullet"1" Models will be scaled by the scale factor set in tckmodel.cfg
bullet"0" Disable

m_sD (scaleDamage "0" is the default)

bullet"1" Damage will be scaled based on the attacker's model size and the defender's model size
bullet"0" Disable

m_sK  (scaleKicks "1" is the default)

bullet"1" Kick damage and knock back will be scaled based on the attackers model size and the defenders model size.
bullet"0" Disable

m_dbsS (dualbsScale1.0 is the default)

bullet"1.0" Scales dualsaber style's back attack damage by this factor.
bulletAny other number changes the scale factor.

m_gib (Starwars style Gibbing!  "1" is the default)

bullet"0" Disable
bullet"1" As far as I can tell if this is 1 then people sometimes disintegrate when you kill them

m_bS (blockScale "1.0” is the default).

bullet“1.0"  Normally, defending Jedi have amazing blocking ability. They can almost block shots directly behind them. To reduce this blocking ability and expose more of your back to attacks, reduce this number towards 0.
bullet0 means no auto blocking

m_ns (nerfspin "0" is the default)

bullet"2" Disables spinning during standard back attacks and during orange and purple stance jump/spin attacks
bullet"1" Disables spinning during standard blue, yellow, and red stance  back attacks
bullet"0" Enables spinning

m_nl (nerflunge "1" is the default)

bullet"1" Disables lungeing while in the air like in 1.04
bullet"0" Enables air lunge like in 1.04

m_db (dualblade "1" is the default)

bullet"1" Allow players to use the "thedestroyer" cheat without cheats on
bullet"2" Players can have two dualbladed sabers at once (providing dualsaber is on)
bullet"0" No dual bladed sabers.

m_ds (dualsaber "1" is the default)

bullet"1" Allows players to use two sabers at once.  Dualsabers are activated using the command /twosaber
bullet"0" Disable

m_em (emotes "2" is the default)

bullet"1" Emotes may be used
bullet"2" The sleep emote may also be used (makes you look sortof dead though)
bullet"0" No emotes

m_md (multiduels "1" is the default)

bullet"1" Multiple duels can happen at once
bullet"0" Disable

m_sLDO (saberLockDuelOnly "1" is the default)

bullet

"1" Saberlocks will not occur outside of a duel

bullet

"0" Saberlocks can occur any time

bullet

Note: JediMod default was 0.

m_sS (scaleSabers "1" is the default)

bullet"1" Sabers are scaled in the same way that models are. The saber length only effects its reach and not its damage.
bullet"0" Sabers are not scaled

bot_hda (honourableDuelAcceptance "0" is the default)

bullet"1" If you have your saber off and challenge a bot to a saber duel it will accept.
bullet"0" Disable