btw
“cvar” == “client var” ?
Server Configs for ET Test: Admins-Only
I think that’s the longest running mystery in the history of the Quake engines. My take on it is that it means Command Variable, in that you can assign values to them (the “variable” property) but also enter them in the console without any parameters to read their value (as a “command”).
Anyone?
By the way: we’ve created a thread similar to this one on the PlanetWolfenstein Forums. If you’re interested in server configuration, you might want to check that link for some useful information as well.
Cheers.
I am also running ET on a Win2K machine. Can you tell me how you made it a service??? What happens when the ET server crashes, will it restart, if it is running as a service??
Thanks!!
– Cain
On the same theme, is it staying up and running after making it a service or still crashing lots and just restarting automatically?
You will need 2 utilities:
lsass.exe
services.exe
That’s a way… search it in google ;), don’t care if your antivirus don’t like this files hehe, some people use it for hack (adding or removing services, etc) 
hello, could some tell me a way to limit weapons on a server…i.e. bazzoka, land mines…ect… thanks
rtcw et is the game
set g_heavyWeaponRestriction “100”
100 is default. as far as i understand it, for soldier weapons it refers to the percentage of the team that can go EACH heavy weapon. e.g., if you set it to 20, and in the game there are 10 players on a team. each side could then have up to two panzerfausts, two flamers, two mg42’s and two mortars.
The Field Ops use of Artillery is also restricted, but i’m not 100% sure how it works
i THINK it is something like:
n(g_heavyweaponrestriction * teamsize) = max number of artillery per team per minuite
where n = number of field ops, but minimum is 2 and max is six (doesnt actually restrict how many field ops you can have, just the number for the formula).
so: if g_heavyweaponrestriction is 20, there are 10 on the team, and there are 2 field ops, between them they can set off
2(0.2*10)= 4 artillery per min?
I wont be surprised if the Field Ops thing is wrong btw; I have no idea what it does with rounding numbers, nor wether it uses a “clock minuite” vs. any given 60 second period…
thank you very much…
if you dont mind i will post this in my forums and give you full credit
thanks again… 
Saw the config near the top of the post with the FPS set to 30 and tried to use it, but when I did I noticed something odd:
I’ve noticed that if you have ‘server_autoconfig 2’ in your server config, ‘sv_fps’ will be set to 20 even if you specify another value.
Your server will also ignore any warmup settings in your cfg and set ‘g_warmup’ to 60 and ‘g_dowarmup’ to 0 (/ready off) no matter what, but guess that’s what the autoconfig is supposed to do.
I was able to work around this by calling the settings AFTER starting the map in the cfg. EXAMPLE:
seta server_autoconfig "2"
map fueldump
wait 100
seta sv_fps "30"
seta g_warmup "15"
seta g_dowarmup "1" // this is actually 'Wait For \READY' 1=yes 0=no
seta match_readypercent "49" //so lamers can't stop the game start
I’ve been working on organizing .cfgs for running
multiple servers across a number of systems.
Most of our configuration is documented here:
though the documentation lacks the behind the
scenes magic with cfengine/SSH to keep it all in sync.
In any case, it is an example of how to possibly organize
stuff if you run multiple servers… not an example of the
best cvars or anything (though we seem to like/accept them).
Feel free to check out the rest of the site too…
http://www.nd80usa.net/index.php
SiliconSlick
ShanK-fOO just set autoconfig to 0; the settings the autoconfig’s change are listed in RTCW OSP documentation: osp-wolf-ServerSettings.txt
Does this actually work for you? It doesn’t seem to want
to work for me. It loads the first map and sets “nextmap”
to “vstr m1r2” but when the first map ends, “nextmap” is
getting set to “map_restart 0” instead of “vstr m1r3”.
Any ideas why?
My/our test config is at:
with the relevent script being test-ettest.cfg and the rotate
script being etswapteams.cfg.
Anyone have a clue why it doesn’t work?
I also thought I’d try to simplify it… all I want is the teams
to swap during the 3 rounds of the campaign… I thought
something like
seta nextmap “swap_teams; map_restart 0”
might accomplish it but it doesn’t seem to work either.
In any case, if yours works for you I’d appreciate any
hints on why it doesn’t work for me.
TIA,
SiliconSlick
Cheers
I cannot seem to get the set sv_privatepassword “xxx” to work properly. I’m trying to set up a 34 client ET server (running ET map test). All is working great (thanks to the excellent cfg-files posted here) except the privatepass thingy.
According to the server info (when I try to connect from another puter) all is fine with the privatepassword.
I have a client.cfg file which contains only the ‘set privatepassword xxx’ is this correct?
Sorry for being such a noob 
Ohh it was so simple…as always…it should read ‘set password xxx’. Now it’s working 
Try just “set password xxx” (no “private”). Also make sure
sv_privateClients is set on the server.
SiliconSlick
Is there a cvar to change the amount of time it takes for the reinforcements to be
deployed (it’s default is 30 seconds).
That would be g_redlimbotime 30000 for axis and
g_bluelimbotime 20000 for allies. Those are the defaults and be adjusted.
Included in the file is the campaigncycle.cfg
Example campaigncycle.cfg:
set d1 “campaign cmpgn_northafrica ; set nextcampaign vstr d2”
set d2 “campaign cmpgn_centraleurope ; set nextcampaign vstr d1”
// server doesn’t recognise the campaign command when the gamecode isn’t running yet.
set d_initial “set g_gametype 4 ; map oasis ; set nextcampaign vstr d2”
vstr d_initial
yeah cheers i just found that :o i have to wait for a mag to stick it on cd before i can get a copy on my own comp, having to do everything thru ftp etc
nice to see there’s actually quite a bit of server documentation :drink: