Svar Codes?

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General Hoohah
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Svar Codes?

Post by General Hoohah »

I want to load what ever vehicle list I want to in games I'm hosting, but I can't find the text files to reference to with the svar command, "network.session.svar4 "example.txt". Can someone give me a list of the right text files and which ones they are? I used to do this all the time with Route 66 or what ever it was called, but I can't find the vehicle lists that come with the stock patch.
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General BlackDragon
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Re: Svar Codes?

Post by General BlackDragon »

No idea which text lists you have installed on your computer.

The ones in stock 1.3 are:

dmvehicles.txt
mpvehicles.txt
mpvehiclesgh.txt

As for the vars, here's a copy of my vars.txt. Please know what you're doing when you mess with some of this stuff.

Code: Select all

ivars: [32-bit unsigneds]

0: Kill Limit (0 for unlimited)

1: Time Limit (0 for unlimited)

2: Player Limit



3: Teamplay. 1=On 0=off

4: Bitfields saying which vehicles are selectable

5: 0=All, DM=1, Strat=2, all other values undefined (used in filtering
   out games by type). MPI is technically 3, but any Strat w/ Teamplay
   (ivar3=1), w/ only one team (ivar12=1) will be listed as that. I'd
   recommend leaving ivar5=2 for MPI to avoid any quirks in the code.

6: Bitfields II for selectable vehicles out of MPVehicles.txt [Unimplemented so far]

7: Strat & MPI: starting vehicles bitfield mask, for selecting out of
   StratStarting.txt . Strat forces this value to be either 0 or 3
   (nothing or 2 turrets). MPI uses all the bits.

7: Deathmatch01: Used to set the game type. 0 = normal; 1 = KOH;
   2 = CTF 3=Loot, 4=[RESERVED], 5 = Race (respawn as person), 6= Race
   (respawn in craft), 7= Normal but vehicle-only combat

8: Sync Join. 1=on, 0=off

9: Unit Limit (0 for unlimited). In DM/Race, this is the # of laps.
   In DM/non-race, this is the # of AI bots (units) sent to harass everyone.

10: Nonblocking-joins. If 0 (default), everyone will pause on a join
    until movepackets from that player come in. If non-0, the
    'thundering herd' approach is taken-- everyone keeps going,
    bandwidth usage be damned. [I.e. modem-crushing for >4 players]

11: Teamplay locked. 1=on, 0=off

12: 0: Allow 2 teams. 1: 1 team only. 

13: MPInstant only, CPU team race. Default is 105 (ascii for 'i') =
    isdf, 102 (ascii for 'f') = scion, other races as appropriate.  [See
    websites like http://en.wikipedia.org/wiki/ASCII or
    http://www.asciitable.com/ for a table converting from the character
    glyph to decimal]

13: DM only: # of seconds after a respawn for a spawn kill (0=off, 15=default).

14: Score (points) for killing AI craft. (Default 1 via code
    now). Negative points are awarded for killing own/ally AI craft.

15: If 1, +1 kill is awarded for killing an enemy AI unit (and -1 kill
    for killing ally), No change to kills if this ivar is 0. Default 1.

16: Strat/MPI: If 1, Strat/MPI players respawn with sniper rifle. Default 0.

16: DM: if 1, humans vs bots is the mode.

17: Strat/MPI AI skill level for human turrets in Strat (0..3). Default 3.

18: AI skill level for all human other units in Strat. Default 3.

19: DM: if 1, 1-shot-kill mode is on. Default 0.

20: Multiworld frequency, from server.

21: AI skill level for CPU turrets in MPI (0..3). Default 3.

22: AI skill level for all other CPU units in MPI. Default 3.

23: MPI Level of scrap cheat for humans in MPI (0..3). Default 0

23: DM: if 1, "rabbit" mode (everyone attacks the person who's "it"

23: Strat: FFA alliances. 0 = FFA. 1 = 1,2 vs 3,4. 2 = 1,3 vs 2,4.
    3 = 1,4 vs 2,3

23: MPI: Level of scrap cheat for humans in MPI (0..3). Default 0.

24: (MPI) Level of scrap cheat for CPU in MPI (0..3). Default 2.

25: DM: If 1, respawn in ship, and can't eject/hop out.

25: MPI: if 1, then AI team's race (from ivar13) is locked, and can't
be changed.

25: Strat: minutes of recycler invulnerability. Default 0.

26: DM: Damage multiplier, divided by 10. Thus, if ivar26 is 10, the
    damage mult is 100% (unchanged). If 20, 200% (double-normal), etc.
    Defaults to 10 in DM, 0 other gametypes.

26: MPI: Time (in seconds) before the AIPs are kicked out of the
    *0.aip stage, and into the 1/3 stage. A value of 0 is treated as the
    default of 180 seconds. If this value is less than 0, it'll never
    trigger.

27: (DM) Number of animals in the map. Default 0. Max is 8.

28: (All) Lifespan of a non-player pilot in MP. This value is the
    number of seconds an AI pilot that ejected/hopped out of a craft has
    in MP is allowed to live before they get killed. [Human players,
    soldiers from APCs aren't subject to this.] Values <= 0 are treated as
    unlimited. Default if unspecified is 120 (2 minutes). This is
    something done by the exe, not the DLL.

29: (All) Flag as whether the server disables the TLI line on targeted
    objects. 0 = server enables TLI (local pref valid), 1 = server
    disables TLI for all.

30: Flag as to whether weapon linking is enabled or not.

31: (DM) World gravity. This is encoded as an integer 2x the floating
    point value, so that ivar30 == 25 -> gravity==12.5. Default = 25

32: (All) Flag as to whether friendly fire is enabled (==1) or not (== 0)

63: 0= server not launched; 1=server launched. 


svars:

0: map name (e.g. foo.bzn)

1: Teamgroup #1 name, usually "Team Red"

2: Teamgroup #2 name, usually "Team Blue"

// Custom AIP name base. The MPInstant.dll will look for several files
// based on this base, with 3 characters tacked on. Those 3 are as
// follows: (1) CPU race (f=Scion, i=isdf), (2) Human race, (3) AIP
// Type (0=Start, 1-3 = begin game types, 'a' == anti-assault, 's' ==
// siege, 'l' = lategame).
//
// If an AIP file is not found, results may be unpredictable.
//
// For example, if svar3 == "foo", at the start of the game, the AIP
// used will be one of these 4 files:
// fooii0.aip  -- CPU ISDF, Human ISDF
// fooif0.aip  -- CPU ISDF, Human Scion
// foofi0.aip  -- CPU Scion, Human ISDF
// fooff0.aip  -- CPU Scion, Human Scion

3: MPI Only: base name for AIP files. If not present, defaults used.
[This var will be reset to empty if not specified in .inf]

4: If specified, this is treated as an alternate filename for the
   MPVehicles.txt list; if absent, the game reverts back to the stock
   one. This alternate can be in a .pak file, or anywhere in the file
   search path. 

5: If specified, this is treated as an alternate recycler base name.
   The first character of this is replaced by the race ('i' or 'f'), so
   that if svar5=="xGSHrecy", the objects spawned will be either
   "iGSHrecy[.odf]" or "fGSHrecy[.odf]" (.odf is implied). If this isn't
   present, 'Xvrecy_m' is used, just like before.

6: If specified, this is a file formatted the same as MPVehicles.txt,
   but used in the shell config to be a starting force setup for strat.
   Default (if not specified) is 'stratstarting.txt' . Strategy02.dll
   only lets you pick between 0 and 2 starting turrets; MPInstant.dll
   (and the config files) let you use the full set of items.

7: Shell configuration file, for the "Extra Options" page to bring up.
   It is extended in code, so that "ctf" tries to bring up
   "bzshell_multi_ctf.cfg" for the server, and
   "bzshell_multi_client_ctf.cfg" . In each of those pages, there must be
   a "ExtraOptions" control, which is used to control all of its
   sub-options. When ExtraOptions is deactivated, *all* things must go
   away.

   Also, note that if there is a "ExtraOptions.VehicleList" block found,
   it is filled in with the contents of the file mentioned in svar6. Note
   that if svar6 is empty, the VehicleList section will be blanked out.

8: ODF file of more files to check in the asset list. This is intended
   for MODs to be able to protect their assets from cheating. New ODFs
   included by a MOD will be checked if either (1) they are referenced
   from the .bzn, or (2) they're listed in this file. Assuming svar8
   contains say "GSHCheck.odf", then the file 'GSHCheck.odf' (located
   somewhere under addon) should contain lines of the following form:

[Check]
Check1 = "ibGSHarmo" // .odf is implied and should NOT be added
Check2 = "ibGSHfact"
Check3 = "ibGSHrecy_m"

   Check numbers must be steadily increasing; if a Check# isn't
   present, then processing that file stops. It is recommended that you
   list ODFs from lowest on the hierarchy to greatest for smooth loadbar
   progression, like I did above. If the recy is first, it'll recursively
   load everything (and take a while to do so), and sub-items will go by
   in the blink of an eye.

9: Alternate file to be used instead of recylist.txt. If not specified,
   recylist.txt is used instead.

10: MPI Only: Alternate file to be used instead of aiplist.txt. If not
    specified, aiplist.txt is used instead. 

10: Strat Only: Alternate file to be used instead of
    stctfgoallist.txt . If not specified, stctfgoallist.txt is used instead.

11: MPI Only: Team name for a craft on team "group" 3 (teams
    11..15). Teams must be on for this to take effect. This is not an
    officially supported team group, but support was added for named items
    on it. If this svar is empty, the default "Unknown Team" string is
    used instead.

11: StratCTF Only: If specified, this is treated as an alternate stratctf
    goal odf name. If this isn't present, 'stctf_goal' is used. ".odf" is
    implied in the name, and must NOT be on the end

12: DM Only: Config for DM animals. Only valid if DM & ivar27 > 0

12: (MPI only): base config for CPU recyclers present on map.
    Defaults to "ivrecycpu" if not specified. ".odf" is implied in the
    name, and must NOT be on the end. The specified string is used to
    calculate what CPU recyclers (and therefore races) are available by
    scanning all 26 possible races of that form. if svar12 = "ivrecyCPU1",
    ivrecyCPU1 is the ai's recycler. If ivrecyCPU1.odf does not exist, but
    fvrecyCPU1.odf and evrechCPU1.odf exist, the only available options
    for the ai team are Scion and Hadean. ISDF can't be chosen for the AI
    team due to that odf not existing.

13: DM Only: Alternate file to be used instead of animallist.txt. If
    not specified, animallist.txt is used instead.


civars:

0: Which team this player is on (0==team1, 1==team2)

1: Vehicle selection (as bitfield paralleling ivar4; only 1 bit allowed on)

2: Team commander prefs (but overridden by server as needed. 
   0 = commander, 1 = thug)

3: Autolevel (0 = off, 1 = on)

csvars:

0: Player name

1: Nav name for next-created one.

----------------------------------------------------------------------

Instant Action variables

options.instant.hisrace, options.instant.myrace : integers with the
side character (e.g. 105 for 'i'sdf, 102 for 'f'(scion)) for the CPU
and human sides, respecively. [See websites like
http://en.wikipedia.org/wiki/ASCII or http://www.asciitable.com/ for a
table converting from the character glyph to decimal]

options.instant.bool0 : Flag if the user can respawn if they die. If
true (==1), respawning is allowed. Default is off (== no respawning)

options.instant.string0 : Custom AIP base name, e.g. "stock13_" .

options.instant.string1 : ODF name for Human's recycler, e.g. "ivrevy"
or "ivrecy_m" First char will be replaced with appropriate race

options.instant.string2 : ODF name for CPU's recycler, e.g. "ivrevy" 
or "ivrecy_m" First char will be replaced with appropriate race

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Cyber
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Re: Svar Codes?

Post by Cyber »

GSH,

I think the ivar23 (FFA-teams) must (should be) be remake. Its not compatible with the new FFA-maps by Squirrel. Would do it for you by myself, but really dont know how I could do that.
General Hoohah
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Re: Svar Codes?

Post by General Hoohah »

I just want the ability to have the selection of vehicles I want... when I want, and not have it be up to the game. I'm not doing anything with modding, or anything like that. I wish we could have a choice of ALL the vehicles or choose which lists we want to load, with the click of a button. That would be really nice and greatly appreciated on my part. :)
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Nielk1
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Re: Svar Codes?

Post by Nielk1 »

Note that some Svars are used by the engine and others just the DLL.

It is easy to change the MPV list file to another if everyone has that other file. When I get back to the UEP I will look at how we did it there, but I think we did buttons on an extra options page.

Cyber wrote:GSH,

I think the ivar23 (FFA-teams) must (should be) be remake. Its not compatible with the new FFA-maps by Squirrel. Would do it for you by myself, but really dont know how I could do that.
It is on my list. I am open to suggestions. I wish I could do a matrix of alliance buttons but to do ti right would require bitfield buttons which would be a whole new from scratch GUI element of evil (not something we should burden GSH with). Thus we are limited to 0=FFA, 1=1&2vs3&4, etc. Tell me what options to make and I will look at making them.

If you think the options should be different for those bigger maps, tell me. I know it is the same DLL but it might be like, a new EO cfg for the big ones that has options that equate to 0,11,12,13 instead of 0,1,2,3 (which means nothing to you non-modders).

Basically, for FFA, what options do you want?
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Cyber
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Re: Svar Codes?

Post by Cyber »

My idea is to have teams for FFA like in a strat.


14-way: 7 Teams(locked to 2 ppl per team)

8way: 4 teams (locked to 2 ppl per team)

6way: 3 or 2 teams (locked to 2 or 3 ppl)

5way: Not seeing a sense to make teams here because 5 is an odd number(?)
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Re: Svar Codes?

Post by S.cavA.rmyG.en »

General Hoohah wrote:I just want the ability to have the selection of vehicles I want... when I want, and not have it be up to the game. I'm not doing anything with modding, or anything like that. I wish we could have a choice of ALL the vehicles or choose which lists we want to load, with the click of a button. That would be really nice and greatly appreciated on my part. :)
SRV has a butten to change the starting unit set that mite work as a base to work from.
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Nielk1
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Re: Svar Codes?

Post by Nielk1 »

Cyber wrote:My idea is to have teams for FFA like in a strat.
14-way: 7 Teams(locked to 2 ppl per team)
8way: 4 teams (locked to 2 ppl per team)
6way: 3 or 2 teams (locked to 2 or 3 ppl)
5way: Not seeing a sense to make teams here because 5 is an odd number(?)
I mean a bit more generically. You know how we have those 4 buttons atm. If you could come up with more buttons, what would they be?

1+2,3+4,5+6,7+8,9+10,11+12,13+14
1+2,3+4,5+6,7+8
1+2,3+4,5+6
1+2+3,4+5+6
FFA

Those are what I get from your listing. Note that the 2nd and 3rd are the same as selecting the 1st if the player cap is 8 and 6 respectively.

I was referring more to, what buttons would you have that pre-define team arrangement for higher count maps?


You see, the biggest issue is that short of making tons of buttons with options, the only way to control teams of that many players is to control what order people join in. Then again, for maps with that many players it might be acceptable since those sorts of games are arranged anyway.
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Re: Svar Codes?

Post by Commando »

14-way: 7 Teams(locked to 2 ppl per team)

8way: 4 teams (locked to 2 ppl per team)
The way the command panel code is setup, I don't think anything more than two teams is possible. I could be wrong, but I doubt it. I think you can have 14 players, 5 per team, but only two teams meaning a max of 10 players per strat game. Having 5 per team is pushing it, because that 5th player is used to switch commanders so when you have 5 per team, you can't change commanders until someone quits.
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Nielk1
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Re: Svar Codes?

Post by Nielk1 »

I know pure alliances in code it would work but I don't know what engine side effects it would have.
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Cyber
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Re: Svar Codes?

Post by Cyber »

Nielk1 wrote:

1+2,3+4,5+6,7+8,9+10,11+12,13+14
1+2,3+4,5+6,7+8
1+2,3+4,5+6
1+2+3,4+5+6
FFA
Its of course difficult. You would have to add more then 20 buttons. On a 14 way FFA for example "1+2,3+4,5+6,7+8,9+10,11+12,13+14" it could be that some teams are stronger then others, difficult to balance it. But a way how to do. ;)

edited for quote ""
Last edited by Cyber on Mon Jun 20, 2011 8:56 am, edited 1 time in total.
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Re: Svar Codes?

Post by S.cavA.rmyG.en »

Nielk1 wrote:I know pure alliances in code it would work but I don't know what engine side effects it would have.
a 14P strat game will Lag like none before it then drop every one but the server if it dose not crash first.
not sure how well a FFA 14P would work mostly becouse servers start to lag at 4 bases.
I know it can be done but is it worth doing when the servers can't support a game that size.
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Re: Svar Codes?

Post by Zax »

God be with the commander that can deal with 6 thugs.
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Re: Svar Codes?

Post by Ded10c »

He who finds a way to use F11 and F12.
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Nielk1
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Re: Svar Codes?

Post by Nielk1 »

Be it noted that in this case the word 'Team' dopes not mean a Commander and several thugs but several commanders simply not set to be enemies and with the ability to pass units to each other (unless there are too many for the F-Slots).
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