Duelers Mod Cvariables (as of v1.1)

m_nerf (Nerf Control - 0 is the default)

The cvar m_nerf is a bitfield. The default is 0 and this un-nerfs everything. If you want some things nerfed as they are in the base game, you can adjust by setting the bit field according to the following:

  • 1 - rolls are nerfed (they slow up un-naturally, and you can't roll unless you are running at top speed)
  • 2 - lunge (blue special) is nerfed (restricted to use on the ground)
  • 4 - flip attack (yellow special) is nerfed (cannot be turned)
  • 8 - jump attack (red special) is nerfed (cannot be executed in sequence with other
    moves)
  • 16 - staff saber special attack nerfed (can only turn when touching ground). When un-nerfed you can turn the move and move it (albeit slowly).
  • 32 - dual saber special attacks are nerfed (can't move). When un-nerfed you can move the dual saber special (albeit slowly).
  • 64 - back attacks (multiple stances) are nerfed (cannot be turned). Only back-sweep attacks can be turned -- not the backstab (which is unblockable).
  • 128 - crouch/spin attacks (dual and staff) are nerfed (cannot be turned nor moved)
  • 256 - nerf staff backflip attacks (JA default too high and too long to hit anything)
  • 512 - nerf staff kicks (JA default range is too short)
  • 1024 - nerf changing saber styles (you can't change style without leaving and rejoining the game.
  • 2048 - nerf (don't allow) saber throw in close combat
  • 4096 - nerf saber trace hits. (Well, this is not really nerf, but there is a problem with saber trace hits in JA -- this setting tries to overcome that problem. Note that this setting only effects the Duelers style damage ramping system and does not work at all if you set d_saberSPStyleDamage to 1 -- which is the JA default).
  • 8192 - nerf kicks/saber throws. When un-nerfed, players can kick (using a user defined key -- see the UI for controls) regardless of saber configuration. Also, staff users can throw their saber.


I have left the kata moves (includes the dual saber barrier) as they are in base JA.

m_duels (Duel Control - 0 is the default)


The cvar m_duels is a bitfield. The bits, if set, control duel features according to the following:

  • 1 - disable multiple concurrent duels
  • 2 - disable logging duel results to the duel combatants
  • 4 - enable logging of duel results to all players
  • 8 - disable top up of health, sheilds and force power to max at start of each duel
  • 16 - ignite saber at start of duel
  • 32 - disable throwing/kicking duels. (Until the UI is done, bind a key to the command "throw_duel" to challenge another player to a throwing duel. Note that if you are using a staff, you will be able to kick rather than throw.)
  • 64 - disable full force duels. (Until the UI is done, bind a key to the command "force_duel" to challenge another player to a full force duel.
  • 128 - enable duel severing. The default is to prevent duels from being severed by distance. The normal base game behaviour is to sever a duel at 1024 units.
  • 256 - disable duel overtime (with duel overtime, the map will not end while a duel is being fought. However, no new duels may be started during overtime.)
  • 512 - disable duels in team games. Normally duelers will allow duels in TFFA or other team oriented gametypes.
  • 1024 - disable duel non-interference. Normally, duelers will completely isolate two players dueling each other from all other players and surrounding action.
  • 2048 - enable duel glow. Normally, since duel non-interference is enabled, duelers sill disable the glow around the dueling players -- you don't need it to see who you are dueling!
  • 4096 - enable debug mode for duel non-interference. This will allow you to see other players who are not part of the duel, but they will not interfere with the duel.
  • 8192 - disallow changing saber configurations during a duel

m_emotes (Emote Control - 0 is the default)

The cvar m_emotes enables/disables the use of the game emotes. It is a bitfield. The bits, if set, control the following:

  • 1 - prevents standard game emotes (TAUNT, BOW, MEDITATE, FLOURISH, GLOAT) from being used in all game types. They are allowed only in duel and powerduel gametypes.
  • 2 - prevents emotes being used while moving.
  • 4 - prevents extra (non base JA) emotes from being available.
  • 8 - prevents "interactive" emotes from being available. The only example of this in version 1.1 is the "hug" emote.

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

  • the 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_ac (adminControl "4095" is the default)

  • this cvar is a bit field that controls access to admin command (pairs) and features. The admin command or features and associated bit field (in decimal) are below
    • showmotd (1)
    • freeze/thaw (2)
    • silence/speak (4)
    • bring/goto (8)
    • tzone/real (16)
    • rename (32)
    • boot (64)
    • teleport/origin (128)
    • screen shake (256)
    • thunder (512)
    • center print (1024)
    • setmap (2048)
  • 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)

  • 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)

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

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

  • 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_misc (miscellaneous mod options -- "0" is the default)

This cvariable is a bit field and controls various miscellaneous (but possibly important!) mod features. The bit fields are defined as follows:

  • 1 -- disables macro scanning. When this bit is zero (default), the client key binds are scanned for macros and if any are found, the binding is disabled. See Admin Info section for more information. NOTE: this bit field replaces the m_ms cvariable in version 1.0 of Duelers/JA.
  • 2 -- disables the penalty of a point to your score if you switch to spectator. This setting applies to the case where you actively become a spectator as well as the case where you might be timed out to spectator due to inactivity.

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_grapple (Grapple control "0" is the default)

This cvariable is a bit field that controls various grapple features. The bit fields are defined as follows:

  • 1 -- disable the use of the grapple entirely
  • 2 -- disables the use of any weapons while the grapple is active
  • 4 -- disallows the use of a grapple during a duel
  • 8 -- disables the use of a grapple during a special attack animation.  It is possible to use the grapple in combination with special attacks to create some pretty interesting, and perhaps too devastating, attack sequences.
  • 16 -- disables gravity effects while grappling. For a more realistic grapple, gravity will effect you while being drawn toward the grapple -- that is, you will swing! You can disable this feature for the old "linear" grapple of Duelers/JO.

m_jetpack (Jetpack control "0" is the default)

This cvariable is a bit field that controls various jetpack features. The bit fields are defined as follows:

  • 1 -- disable the use of the jetpack entirely
  • 2 -- disable the use of any weapons while the jetpack is active
  • 4 -- disable the use of force powers while the jetpack is active. This can prevent abuse by "floaters" who grip and attack from the air with force powers and then fly away without a fight.
  • 8 -- disallows the use of a jetpack during a duel
  • 16 -- disable fuel consumption for jetpack

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

  • the 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 the Administration section for more information.

m_rV (restrictVote "546" is the default)

  • this cvar a bit field that controls access to each vote type individually. The vote types and associated bit field (in decimal) are below

    • map_restart (1)

    • nextmap (2)

    • map (4)

    • gametype (8)

    • kick (16)

    • clientkick (32)

    • do_warmup (64)

    • timelimit (128)

    • fraglimit (256)

    • modcontrol (512)

  • as an example, the default value is 546 = 512 + 32 + 2. This allows only modcontrol (a special feature of Duelers/JA) votes, client kick, and next map votes to be called.

g_debugdamage (show damage from weapons)

This cvariable is not available in JA, but has be enabled for Duelers. It has also been extended to allow greater levels of reporting. It is very verbose and if you use it on a server with many clients you will slow things down impressively. It is mainly used for debugging, but since many are interested in seeing how damage works -- here it is!

  • when the cvariable is set to 1, the damage from any weapon is printed on the game console

  • if the cvariable is set to 2, the damage is also sent to the game log.

  • if the cvariable is set to 3, the damage is also broadcast to all clients.