; ; This is the config file for the q2admin dll. ; (c) 1998 Shane Powell ; ; The q2admin.txt is first read from the quake2 directory and then from the mod ; directory. ; addserveralias maplist1 "echo voteable maps: tech1 pipe1 water1 mnhspcoop5n mnhheatdown mnhspfirstlook mnhfrigwogv21a 1964 lamber 666 5fiffy1 aftermath1 angron1a arkan0 costas.p covert1 cr8redge crash1 crspq01 darksun dawgfite deadwrld deathis defens deja deserted destiny devilish dkpalace dnspq1 downfall dpowers drill dyv1 energy escape eq2_sp1 eq2_sp2 fa fin1b4 fun gloom1 gml grunt guardian heatseek heavyind hideout homers7 housese iao1" addserveralias maplist2 "echo missile mixspq1 moutpost mutated o&c octasp opelim opinfo orbfort orion osa osa2 patrol pdream pharm pipedrm pm1 points pow psh01 q2stars q2strogb q2telcmp q2towers qah1b quad_hunt rat1 recon redpen remains risc1 rpg2sp1 sandr saving semper06 sgar smarena spacep0 spb1 stench1 tab1 tac2 tbase1 timebase wdf1 wreckbase zebo1 idcbase3 iksp1 incarc infill infokill ise sacred1 krazza kronik hexq2 hhope" addserveralias maplist3 "echo storage_center ksp70 ksp71 levelance5 liger marty medieival megsp1 mercy avarice boat60 borax2 cemetery chemp clean cold olde1 contact e1m1" addserveralias maplist "cmd maplist1;cmd maplist2;cmd maplist3" addserveralias playhelp "echo Type maplist for voteable maps -- type vote map --mapname-- and type vote yes or vote no to vote -- type noclip in console if you get stuck" ; ; Enable/disable main zbot detection. ; zbotdetect "No" set scr_centertime 10.0 ; ; Quake2 Client Admin password. ; To enable uncomment and change the password to something else. ; ;adminpassword "pao1sap159" ; ; Only for use in windows. ; This tells the q2admin dll that it is running in the quake2 directory (or the release ; directory for v3.20+). When set to 'No' the dll is being loaded from the mod directory ; like the linux / solaris versions. For win32 the old mod dll must be called ; 'gamex86.real.dll' for this to work. ; ;quake2dirsupport "Yes" ; ; MOTD file to display at client connect (and also happens on level changed as well) ; For the console versions of the command, if you don't supply ; a filename, the MOTD is cleared. If you do the MOTD is loaded. ; NOTE: by default the MOTD is read from the quake2 directory. ; If you want to use a mod motd you must supply the directory ; name. e.g. sv !setmotd "ctf/mymotd.txt" ; set scr_centertime "10.0" setmotd "baseq2/motd/motd.txt" ; ; Once a zbot is detected, how long to wait before actioning it. ; -1 will generate a random timeout between 5 seconds to 5 seconds + randomwaitreporttime seconds. ; zbotdetectactivetimeout "0" ; ; When zbotdetectactivetimeout is -1 this value is used to genterate a random time between ; 5 seconds to 5 seconds + randomwaitreporttime seconds. ; e.g. 55 means 5 seconds to 60 seconds ; randomwaitreporttime "55" ; ; ZBOT backup detector timeout in seconds. 5 is the min but 60 seconds is good for the internet. ; You shouldn't need to touch this value at all. Mainly used for internal development testing. ; clientsidetimeout "30" ; ; Disconnect a zbot user when detected. ; disconnectuser "Yes" ; ; Display user is a zbot to the rest of the server ; displayzbotuser "Yes" ; ; Number of times to display the user is using a zbot? ; numofdisplays "5" ; ; Message to display that the using is using a zbot. ; NOTE: must have 1 and only 1 '%s' in the line ; %s will print the users name ; zbotuserdisplay "[Q2Admin] %s is using a client side proxy!!!" ; ; Custom server console command to run on zbot bot detect. ; (run after the log file update) ; customservercmd "" ; ; Custom client console command to run on zbot bot detect. ; (run after the client messages and before the disconnect) ; customclientcmd "" ; ; Display when impulses are generated / used ; This is a future-proof thing that will display messages when impulses are used. The reason is if ; the zbot person has a zbot hack to get around the "normal" detect this will display when he is ; sending commands. Sort of like a back-up method of detecting zbot users. The only problem is that ; normal clients can generate impulses as well and I don't know if this is for commanding the zbot ; or something that a normal q2 mod uses. Only 1 q2 mod that I know off uses impulses tho so chances ; are that it's a abot user. ; ; zbot impulses: ; - Impulse 169 : toggle menu ; - Impulse 170 : move up (menu) ; - Impulse 171 : move down (menu) ; - Impulse 172 : increase item (menu) ; - Impulse 173 : decrease item (menu) ; - Impulse 174 : toggles bot on/off ; - Impulse 175 : toggles scanner display ; ; Note: I display a message when ANY impulse is used just to be safe... ; displayimpulses "Yes" ; ; Disconnect user if generating a impulse. ; disconnectuserimpulse "No" ; ; What impulses do we want to kick people on?? disconnectuserimpulse must be set to ; 'Yes' for this to take action. Commenting this command out will select all impulses. ; impulsestokickon "169, 170, 171, 172, 173, 174, 175" ; ; Max number of impulses to detect before kicking. ; maximpulses "1" ; ; Custom client console command that is run when clients ; connect. ; customclientcmdconnect "echo PLEASE TYPE playhelp in console FOR INSTRUCTIONS ON MAP VOTING" ;customclientcmdconnect "cmd motd,cmd motd,cmd motd, cmd motd,cmd motd"S ; ; Custom server console command that is run when clients ; connect. '%c's are replaced by the client number. ; e.g. "sv !stuff cl %c file clientconnect.txt" ; customservercmdconnect "" ; ; Display name changes so everybody knows someones changed there name... ; displaynamechange "Yes" ; ; Enable play_team command (may not work %100 with each mod, depends on how the mod teams are implemented). ; Plays a wav file on each person that is in your team. ; play_team_enable "Yes" ; ; Enable play_all command. ; Plays a wav file for each person in the game. ; play_all_enable "Yes" ; ; Enable play_person command. ; Plays a wav file for 1 person in the game. ; play_person_enable "Yes" ; ; Enable say_person command. ; Send a message to 1 person in the game. ; say_person_enable "Yes" ; ; Enable say_group_enable command. ; Send a message to a group of people in the game. ; say_group_enable "Yes" ; ; Enable the extended say commands. ; extendedsay_enable "Yes" ; ; Sets Q2Admin's version number in a cvar on the server. This way ; programs like Gamespy will show Q2Admin's version number as part ; of the server info. If you're getting "Info string length exceeded" ; on the server console, change this value to "No". ; serverinfoenable "Yes" ; ; The default ban message for logging and displaying when someone ; is banned. ; defaultbanmsg "[Q2Admin] You are banned from this server!!!" ; ; The default chat ban message for logging and displaying when someone ; has typed in a banned word. ; defaultchatbanmsg "[Q2Admin] Message banned." ; ; Enable ip banning. For bans that use both IP and Name, it then just uses the name. ; ipbanning_enable "No" ; ; Enable nick banning. For bans that use both IP and Name, it then just uses the IP. ; nickbanning_enable "No" ; ; Enable chat banning. ; chatbanning_enable "No" ; ; Message to display when a player gets kicked for using a hacked ; quake2.exe to get around (some of) the protection methods of Q2Admin. ; hackuserdisplay "[Q2Admin] %s is using a hacked quake2.exe!!!" ; ; Sets the maximum cl_maxfps that a client may have. See readme.txt for how this works and ; IF you should use it. Uncomment to enable. ; ;maxfps "31" ; ; Sets the minimum cl_maxfps that a client may have. ; ;minfps "10" ; ; Sets the maximum rate that a client may have. See readme.txt for how this works and ; IF you should use it. Uncomment to enable. ; ;maxrate "5000" ; ; Sets the minimum rate that a client may have. See readme.txt for how this works and ; IF you should use it. Uncomment to enable. ; ;minrate "1000" ; ; ban on client connect (YES) or ban on client begin (NO). When banning on client ; connect the banned player will not use up a client position at all BUT no ban ; message is displayed. Ban on client begin will use a player position for the length ; of the client map load then be kicked. But client will get a BAN message before ; getting kicked. ; banonconnect "Yes" ; ; Name changing flood protection so that a name change macro does not flood the server and ; other clients. ; namechangefloodprotect " " ; if is 0 then the person is kicked. ; to disable change to: ; namechangefloodprotect "disable" ; namechangefloodprotect "5 2 10" ; ; Name change flood protection message. ; namechangefloodprotectmsg "[Q2Admin] %s changes names too many times!" ; ; Kick uses for changing to banned names. If No the name is not allowed to change. ; kickonnamechange "No" ; ; Chat flood protection so that a chat macro does not flood the server and ; other clients. ; chatfloodprotect " " ; if is 0 then the person is kicked. ; ; e.g. chatfloodprotect "5 2 10" ; ; to disable change to: ; chatfloodprotect "disable" ; chatfloodprotect "disable" ; ; Name change flood protection message. ; chatfloodprotectmsg "[Q2Admin] %s is making too much noise!" ; ; Converts the mod gamemap commands to map commands for when it changes levels. This forces the ; mod dll to unload / reload. ; gamemaptomap "No" ; ; Enable the disable of spawn map entities. (q2adminspawn.txt) ; spawnentities_enable "No" ; ; Enable q2admin vote features (q2adminvote.txt). ; vote_enable "Yes" ; ; The client vote command name. ; clientvotecommand "vote" ; ; Vote timeout in seconds. ; clientvotetimeout "20" ; ; Count non vote's in the percent calculation. ; votecountnovotes "No" ; ; Percent required for the vote to pass. (1 - 99) ; votepasspercent "51" ; ; Minimum number of people in the game before allowed to vote on a command. ; voteminclients "0" ; ; Maximum number of votes allowed in time for one player. ; ; 0 = disabled, i.e. unlimited. ; voteclientmaxvotes "0" ; ; Time in seconds allowed for to be cast for one player. ; ; 0 = for whole level. ; voteclientmaxvotetimeout "20" ; ; The vote remind message time, i.e. every clientremindtimeout seconds the ; clients are reminded to vote or the stat's of the vote is displayed. ; clientremindtimeout "1" ; ; Linux ONLY: ; ; Load the linux game so in lazy mod. The default is NOW which can cause some mod's ; not to load. The mod's the don't load is because of a problem with the mod itself ; not q2admin. This switch is meant to be a workaround only... ; Mod's which don't load under the default switch can crash. (with or without q2admin) ; soloadlazy "No" ; ; Three variables that control zbotcheck code (zbot movement checking code by ; WhiteFang) ; zbc_enable "Yes" zbc_jittermax "4" zbc_jittertime "10" zbc_jittermove " 500" ; ; Controls the detection of BW-Proxy and Nitro2/Xania proxies. ; ; 0 - No Detection. This means they will be detected as zbots. ; 1 - Normal Detection. This is the most secure method but with some mods ; this may not work. ; 2 - Insecure Detection. This will allow the proxies to connect but ; it may also allow some types of modified zbot to connect as well. ; Also settings either proxy_bwproxy or proxy_nitro2 to '2' will ; automatically set the other one to '2' as well. ; proxy_bwproxy "1" proxy_nitro2 "1" ; ; Determines whether Q2Admin will send a "p_version"-string to a player ; on connect. If the player is using a proxy it will respond with its ; name and version number. ; dopversion "Yes" ; ; Controls if clients are allowed to use the console to generate chat messages without the ; use of a command. ; consolechat_disable "No" ; ; Internal q2admin run mode. Used for debuging / testing. Please leave at 100 for normal use. ; ; 0 - Pass through layer only. ; 1-99 - Unused for now. ; 100 - Fully featured q2admin. ; q2adminrunmode "100" ; ; Maximum clients that q2admin can process per frame. ; This is a debugging/internal value that should not be ; changed unless told to. ; maxclientsperframe "100" ; ; q2admin processes messages every x frames. This is a internal ; testing value and it is not a good idea to change it. ; framesperprocess "0" ; ; Detects if the client has a hacked timescale quake2.exe ; timescaledetect "Yes" ; ; Message that is displayed if the user is detected with a ; hacked timescale exe. ; timescaleuserdisplay "[Q2Admin] %s is using a speed cheat quake2!!!" ; ; Skin changing flood protection so that a skin change macro does not flood the server and ; other clients. ; skinchangefloodprotect " " ; if is 0 then the person is kicked. ; to disable change to: ; skinchangefloodprotect "disable" ; skinchangefloodprotect "5 2 10" ; ; Skin change flood protection message. ; skinchangefloodprotectmsg "[Q2Admin] %s changes skins too many times!" ; ; Message to display when a player gets kicked for trying to change ; his skin to a very large value which would crash the server. ; skincrashmsg "[Q2Admin] %s tried to crash the server!!!" ; ; Enable the disable client commands. (q2admindisable.txt) ; disablecmds_enable "No" ; ; Enable the cl_pitchspeed change detect ; cl_pitchspeed_enable "No" ; ; What to do with cl_pitchspeed detect changes? ; cl_pitchspeed_kick "No" ; ; Display when someone changes the cl_pitchspeed. ; cl_pitchspeed_display "Yes" ; ; The kick display message. ; cl_pitchspeed_kickmsg "[Q2Admin] cl_pitchspeed changes not allowed on this server." ; ; Enable the cl_anglespeedkey change detect ; cl_anglespeedkey_enable "No" ; ; What to do with cl_anglespeedkey detect changes? ; cl_anglespeedkey_kick "No" ; ; Display when someone changes the cl_anglespeedkey. ; cl_anglespeedkey_display "Yes" ; ; The kick display message. ; cl_anglespeedkey_kickmsg "[Q2Admin] cl_anglespeedkey changes not allowed on this server." ; ; Force client to reconnect to inital connection, bepasses any proxies that may be runnning. ; Please put in the ip address/name and port (if needed) of the server. ; ; e.g. reconnect_address "quake2.games.org.nz:27920" ; or ; e.g. reconnect_address "192.168.1.10" ; ; No address means the feature is disabled. ; reconnect_address "" ; ; Client must reconnect in X time from the inital connect. Time in seconds. ; reconnect_time "20" ; ; This controls how strict the reconnect feature is. ; 0 - very strict (most secure but is the most likely to cause multiple reconnections) ; 1 - less strict (not so secure, this should allow NAT router / internet software proxy ; to connect more easily) ; reconnect_checklevel "0" ; ; Message to display while a player is reconnecting to the Quake2 server. ; If you want to include newlines in this message, use the "\n"-characters ; like the way it is done inside the default message below. ; defaultreconnectmessage "Please wait to be reconnected to the server - this is normal for this level of bot protection.\nThe fastest way to do this is not to change any client info e.g. your name or skin." ; ; Enables the internal disabling of spawning entities. For this feature to ; work entity_classname_offset must be set also to the correct value for the ; mod that you are running. "spawnentities_enable" must also be set to "Yes" ; for this figure to work. ; spawnentities_internal_enable "No" ; ; The byte offset to the classname pointer in the entity structure. ; This is required for the internal disable spawn entities feature. ; ; If this figure is wrong q2admin may crash and the internal disable ; entities feature will not work or the entity create/delete logging ; feature to work. ; ; Email killerbee to check what the offset is for the mod that you are ; running. ; entity_classname_offset "280" ; ; Filters out any non-printable characters from any text being said/printed. ; It only allows characters in the range of 0x20 to 0x7E. ; This may upset some mods printing. ; filternonprintabletext "No" ; ; Swaps the use of +attack and +use. This can be useful as if the players have ; to use +use to fire instead of +attack then it renders the auto-aim proxy ; unsable. ; ; Side Note Proz (aka Black Monk) sent me: ; ; BTW, for Macintosh users, !swap_attack_use is painful. They need to use ; their Q2 mouse controls to set the fire button to be, "ALT24". I think. ; They can't just "bind mouse1 +use" like PC users can, the mice act ; differently due to InputSprockets. And if a Mac user is using, say, USB ; OverDrive to get the Razor Boomslang mouse to work, popular for Mac gamers ; but not a supported Mac product, then they won't be able to bind to ALT24 at ; all meaning they are screwed or they have to bind a keyboard key to get it ; working. Just an FYI in case you update the docs. ; swap_attack_use "No" ; ; The server lockdown message that connecting users see. ; lockoutmsg "[Q2Admin] This server is currently locked." ; ; Enables the polling of client side variables listed in the q2admincheckvar.txt file. ; checkvarcmds_enable "No" ; ; The number of seconds between before each variable for each client is checked when ; check client side variables is enabled. ; e.g. if there are 5 variables listed in q2admincheckvar.txt, the first variables is ; checked first, x seconds later the next line is checked and so on until there are no ; more variables to check. It then loops back to checking the first variable again. ; So if checkvar_poll_time is 60 seconds and there are 5 variables listed, each ; variable will be checked one every 5 minutes. Reducing this variable will increase ; the traffic between the client and the server. ; checkvar_poll_time "60" ; ; Changes the rcon password to some random string for the lrcon command. This prevents ; people from discovering the real rcon password through dumpping packets. ; rcon_random_password "Yes" ; ; Timeout, when rcon_random_password is set to "Yes", for how long lrcon command is ; timed out before the rcon password is set back to the orginal value. ; lrcon_timeout "2" ; ; Enables the feature to exec the mapcfg/-pre.cfg, ; mapcfg/-post.cfg and mapcfg/-end.cfg files. ; mapcfgexec "No" ; ; Print messages when clients use the play sound commands. It tells who is playing the sound and to whom. ; (all/team/private) ; printmessageonplaycmds "Yes" ; ; Max client msg level to be allowed on the server. ; maxmsglevel "3" ; ; Check the clients IP Address is valid when the client is connecting. ; checkclientipaddress "Yes"