I thought digging in your nose might be anoying 
ET commands
Since this is becoming a flamy thread about something a server admin should already know, I decided to ask something that I donât know yet:[ul][]What is pmove_fixed for?[]What is pmove_msec for?[]What is g_falloff for?[]What is team_nocontrols for?[]What is Restricted Mode? (Found in description of g_minGameClients: Customizes how many clients must join a server before it enters restricted mode)[]What is match_minplayers for?[*]Is there a pre-defined config file that gets execed when you load competition- or public settings on the ref-panel? Or is it just some kind of auto-configuration the server does itself? And what is the difference?[/ul]All CVARs are server-cvars and found at NQ1.2.9. I hope somebody can help me.
pmove_msec is how often the server updates I think, so every 8 milliseconds by default. If you play AP trickjump then you can see that the minimum time difference is 0,008 seconds for example:
http://www.trickjump.me/records/list.php?m=stealth-lazyboy
difference between 2nd and 3rd is 0.008 s, a smaller difference then that isnât possible.
g_falloff - When players are further away bullets do less damage, thatâs why people that are very far away take more bullets to kill.
match_minplayers - Sets the minimum number of players before match can start. Youâve probably seen this before? Then it says waiting for X players press F3 for ready or whatever
team_nocontrols - Toggles allowing team controls (\pause, \lock, \speclock, )
Those are ones I know or found here:
http://l0x.in/?page=enemy-territory/console-reference/CVAR-list-etmain.xml
EDIT: pmove_fixed:
http://www.trickjump.me/forum/viewtopic.php?f=10&t=393
Thank you very much for your help. :)[QUOTE=stealth6;243313]match_minplayers - Sets the minimum number of players before match can start. Youâve probably seen this before? Then it says waiting for X players press F3 for ready or whatever[/quote]Yeah I know what you mean, but I tried it out on our servers, it seems not to have any effect.[quote=stealth6;243313]team_nocontrols - Toggles allowing team controls (\pause, \lock, \speclock, )[/quote]Thatâs interesting, I didnât know about that. Can you give me a list of all commands that are influenced by this cvar?
Another thing I thought up: When I play on servers, I always hate it not to know the settings they use. And /serverstatus does only show you very very basic cvar settings, if Iâm interested in the value of g_medics for example, I cant find out. Thatâs why I thought about creating a lua-script that allows clients to see the value of a specified cvar by doing /getcvar <cvarname>. Certainly it would be necessary to block some, like the passwords and base/homepath. My question is now if you consider this to be a good thing, if you miss such a feature and would use it if it was available and if there are any other cvars that need to be blocked. Thanks in advance.
//Edit: What actually is g_antilag? Does it really improve the connection and avoid lags? Because I think I read somewhere itâs a feature for modem players.
didnt find a reply to what is Restricted Mode? (Found in description of g_minGameClients: Customizes how many clients must join a server before it enters restricted mode)?
Isnât it just match mode? or just playing normally?
Like when you play a match it says waiting for X amount of players that is g_mingameclients
So Iâd say itâs actually leaving restricted mode since during this period you canât build things etc?
EDIT:
I guess match_minplayers is just a relic then? and doesnât work anymore.
As for getcvar I thought PB had a similar command, I remember using it to check g_gravity and g_speed on tj servers. - Found it pb_cvarval âcvarâ
g_antilag, donât remember what it was for, but I too think it was something for slow connections.
Topic with some antilag explanation:
http://www.splashdamage.com/forums/showthread.php/1903-g_antilag-1-and-cl_timenudge
team_nocontrol - I think that pretty much is the âlist of commandsâ unless you want unpause etc aswell?
If the server is set to do warmup with g_warmup, there must be match_minplayers in teams and match_readypercent ready for the warmup to start. g_minGameClients is the amount of players that have not done /ready.
EDIT:
That is the etmain behaviour. It may be changed for different mods. ETPub and silEnT behave this way at least.
[QUOTE=gaoesa;375682]If the server is set to do warmup with g_warmup, there must be match_minplayers in teams and match_readypercent ready for the warmup to start. g_minGameClients is the amount of players that have not done /ready.
EDIT:
That is the etmain behaviour. It may be changed for different mods. ETPub and silEnT behave this way at least.[/QUOTE]
Actually as far as I know these come from OSP a quake 3 mod.
Here are some more explained:
http://sites.google.com/site/peyoteet/cvar-resources/osp-for-enemy-territory---server-settings
Actually as far as I know these come from OSP a quake 3 mod.
Iâm not familiar with the OSP mod for the quake 3.
Little correction to my previous post and claim:
If the server is set to do warmup with g_warmup
Is a little bit wrong. The settings control how many players are needed and how many of all the players must be ready before the warmup countdown starts. g_doWarmup, like in the link ailmanki posted, controlâs is the readyness required from the players at all. The g_warmup controlâs the length of the warmup countdown.