![]() Juggernaut (64) Everyone spawns with 1000 health points. If the number set with muts refers to the simultaneous use of both, none of them will be used. The mutators hardcore and expert aren't compatible. Models, such as mapmodels, however, aren't affected by this effect. void (64) All the textures, including the sky, are ignored and replaced with an unique white one. psychic (32) Above everyone's head is an indicator, which is visible even through walls. If the last player of a team is killed, a new round starts. convert (16) Each killed player respawns in the opponent team. Players spawn with half the normal health, but they can regenerate themselves by damaging others, up to 300 (1200 if juggernaut is used). confirm (4) Killed players drop a flag, which enemies must pick up to confirm the kill because the opponent team can deny it by picking it up first. classic (2) No automatic regeneration, aim down sights in non-snipers, or drowning. The mutators confirm and convert are linked to team, if at least one of both is used, team is also used. This mutator is always used except in Deathmatch and Keep-the-Flag. ![]() Miscellaneous mutators team (1) The players are divided in two teams. In case of incompatibility (like confirm without team), as described below, the variable that defines what mutators will be used in the next match is set to another value. Using several mutators is possible by providing the command muts the sum of the values of the wanted mutators. Just like for the game mode, changing the mutators during a match is impossible. They can be set with the command muts, which works like mode. Mutators are used to define what subvariant of the game mode is used. Team Survivor : Deathmatch+team+survivor.Last Swiss Standing : Deathmatch+gibbing+survivor.Team-Double Keep the Flag : Keep-the-Flag+team+double.Double Keep the Flag : Keep-the-Flag+double.Return-Capture the Flag : Capture-the-Flag+team.One Shot, One Kill : Deathmatch+sniping+survivor.Team One Shot, One Kill : Deathmatch+team+sniping+survivor.FFA Deathmatch : Deathmatch, without mutators.There are fifteen, divided in five groups: The old modes, or classic modes, are a kind of prefabs using mutators. Each team must kill the enemy flag to score. Overload (9) The flags can be damaged and regenerate. If the mutator convert isn't used, all the human players are in the BLUE team, and all the bots are in the RED team. Unlike the monsters of the DMSP game mode, the zombies are more skilled and more dangerous than normal players, even if they wield only a sword and a knife. The humans (BLUE team) fight against zombies (RED team). Zombie (8) Similar to the AC script mod Zombies, itself based on the DMSP (death match single player) game mode of Cube (and Sauerbraten). Bomber (7) Each team must send their flag to the enemy flag base. Keep-the-Flag (6) Each player or team must grab and keep the flag(s) as long as possible and kill the enemies with a flag. Hunt-the-Flag (5) Each team must kill the opponent flag carrier then pick up the flag. Secure-the-Flag (4) Similar to the game mode of the same name in Red Eclipse, Domination from the Call of Duty series, or the Capture game mode of Sauerbraten, each team must "capture" the flags by remaining near them for enough time. A team can't score if their flag isn't in base. Capture-the-Flag (3) Each team must steal the enemy flag and take it to their own base to score. Deathmatch (2) Each player must kill enemies to score. Multiple game modes cannot be used in the same match.Ĭoopedit (1) This mode allows multiple mappers to collaborate, even if it is possible to create and edit maps without this mode. If the provided number doesn't refer to a known game mode, this command resets the game mode number to 2. Using this command doesn't change the game mode of the current match nor end it but sets the game mode for the next vote. mode N with the number of the game mode instead N. The game mode can be set with the command mode.
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