There are many, many different commands and settings used in the game Wolfenstein: Enemy Territory. This document attempts to provide a breif description of each. Due to the extremely widespread use of the modification ETPro being such, the commands and cvars provided in that mod are also discribed here.
The MODE column: this is a general category applied on the basis of assumed usage. Server commands therefore are generally used when configuring a server, but most will also work with clients using RCON. BOTH suggests commands which have major usage for both clients and servers. A script or configuration file is simply a text document that contains cvars and commands, in order to configure ET with the preferred settings or load scripts which perform some game function.
By convention, configuration and script files use the extension. One thing to be aware of however is Notepad may save the files as filename. Cfg files are straightforward for ETMain.
You can call the cfg file whatever you want, and load it with the command "exec filename. This would load filename. If there is a file in the ETMain folder called autoexec. The same process applies for all modifications, the difference being that issuing the command "exec filename. The same applies for autoexec. Thanks ReyalP. I'll adding them into the list at a later date, here is what they stand for: S - Serverinfo: included in the 'serverinfo', sometimes the cvar seems only used for this, other times it's a key server setting.
Serverinfo is transmitted from server to client upon connect, and also I think in the heartbeat to etmaster. Aristotle Aristotle UTC Here is mine, a screenshot may come eventually. Dthy Dthy UTC H4rdc0re H4rdc0re UTC Nagromme Nagromme UTC Susefreak Susefreak UTC Zeta Zeta UTC This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera.
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:. Spectate Client - Jumps to spectating a specific player based on the client number or the player name entered e.
This is an example of a client config file set up to jump to specific clients, map locations, and objectives. Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. The following Cvars are used for editing spec labels:.
When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set. Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one.
For example if the server is supposed to be running OfficialComp. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.
Some maps now have an alternate set of vehicle spawn points available through Competition Mod. This can be done with the following cvars. Enemy Territory: Quake Wars is, as the name suggests, based on the Quake series. This not only applies to its game world, but also the game engine used, which is a recent build of the same engine used in Quake 4, which itself was based on the excellent Doom 3 engine before it.
In this section we delve into all the advanced tweaking possible with this build of the game engine, and if you've read either my Doom 3 or Quake 4 tweak guides in the past, this section will look very familiar to you, as many of the tweaks from those games carry over to ET:QW. There are a range of notable differences however, so make sure to read the instructions carefully and go through the variables in detail.
Read this section carefully and pay close attention to the descriptions of how tweaks are applied in ET:QW and what they do. I've tested all of them and only working tweaks and methods have been provided. I detail all the major commands one by one starting on the next page, and you can then decide the best method to use to implement particular ones.
The methods are essentially interchangeable, meaning changing the variable using one method has much the same impact as doing it another way - the only difference is which is more convenient for you, or which is most appropriate to that particular type of command.
The console is the closest you can get to having direct real-time access to the powerful game engine. Through the console you can enter commands to change engine variables during the game, and usually see their impacts immediately.
0コメント