//PAM ENABLE set sv_pam 1 //Enables/Disables PAM2. Disabled PAM2 runs the stock scripts only. [1 = enabled. 0 = disabled] //PAM MODES set pam_mode "pub" //This Dvar is used by server admins to select the competition rule-set to used. There are over 60 different pam_modes, please check with your ladder/league to se which one you should use. //Please note that you should verify with your League that the settings are correct for your League/Ladder. If they are not correct, please have an admin contact me with the problem settings. //S&D Specific set scr_sd_timelimit 10 //Timelimits are NOT usable in PAM2 at this time. This is ALWAYS set to 0 in rule files. If it is needed I will look into making this work, but it was never needed in CoD or UO. set scr_sd_half_round 5 //Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled. set scr_sd_half_score 0 //Sets the scorelimit to be played to in the first half. Halftime and automatic teamswap will happen AFTER the one team reaches this score. 0 = disabled. set scr_sd_end_round 10 //Sets the number of TOTAL rounds to be played before the map ENDS. It does not matter if a halftime is used. 0 = disabled. set scr_sd_end_score 0 //This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled set scr_sd_end_half2score 0 //This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled set scr_sd_roundlength 2.5 //Stock DVAR, length of each round. set scr_sd_graceperiod 4 //In PAM2 this has dual puposes. If you are using Strat Time, this sets the length of that Strat Time. If you are not using Strat Time, this acts just as it does in the stock server. [Set in seconds.] set scr_sd_strat_time 4 //Strat Time is used to hold players still at the beginning of each round. Players also will not be able to throw any nades/smokes during this "strategizing" time period. [1 = use strat time. 0 = no strat time/stock.] set scr_sd_count_draws 0 //This dvar determines what happens if a round ends in a draw (which IS possible). With this you can force a round to be "replayed" by essentially playing the same round number over again, or you can have the draw round count as a normal round without a winner. [0 = Replay Draw Rounds. 1 = Allow Draw to stand] set scr_sd_plant_points 5 set scr_sd_defuse_points 10 //Sets the number of points a player gets for the named action in the Dvar. [0 = no points (which is stock)] //CTF Specific set scr_ctf_half_score 10 //Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled. set scr_ctf_end_score 20 //This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled set scr_ctf_end_half2score 0 //This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled set scr_ctf_timelimit_halftime 0 //This dvar determines if the timelimit is to be used as a halftime. If set to 1, the map will play until the timelimit has been reached, then do a halftime, swap teams, and play the second half with the same timelimit. If set to 0, the timelimit expiring will cause the map/match to be over without a halftime. set scr_flag_autoreturn_time 90 //Sets the amount of time (in seconds) that a flag can sit on the ground before it automatically returns to its base. [-1 = never, 0 = immediately, 300 = max] set scr_ctf_respawn_time 7 //Sets the amount of time (in seconds) before a killed player can respawn. set scr_ctf_show_compassflag 1 //This determines if a stolen flag's location will ever be shown on the compass. [0 = no (stock), 1 = yes] set scr_ctf_flag_graceperiod 4 //If scr_ctf_show_compassflag is turned on, this dvar sets the graceperiod a player has (in seconds) before the flag will begin to show its current position on the compass. 0 = immediately. set scr_ctf_positiontime 5 //If scr_ctf_show_compassflag is turned on, this dvar sets how often (in seconds) the position of a stolen flag is updated on the players' compasses. [Min = 1, Max = 60] set scr_ctf_capture_points 10 set scr_ctf_return_points 5 //Determines the number of points a player should get for accomplishing the named item in the Dvar. [stock = 10 for capture and 2 for returns] set scr_ctf_respawn_on_capture 0 //Determines if ALL dead players should respawn on both teams when a team manages to capture a flag. Helps prevent teams from getting pinned in thier spawn while the other team runs in flag-after-flag. [1 = respawn all dead on capture. 0 = stock. Normal respawning] //HQ Specific set scr_hq_gamestyle "original" //["original"/"new"] //This dvar lets you select between the 1.2 patch or the original 1.0 style of CoD2 HQ gameplay. Original is the 1.0 style, anything else gives you the new 1.2 style. //set scr_hq_RadioSpawnDelay //This dvar lets you specify the delay before the next radio spawns. It works with BOTH the new and original HQ gamestyles. set scr_hq_half_score 20 //Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled. set scr_hq_end_score 0 //This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled set scr_hq_end_half2score 10 //This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled set scr_hq_timelimit_halftime 10 //This dvar determines if the timelimit is to be used as a halftime. If set to 1, the map will play until the timelimit has been reached, then do a halftime, swap teams, and play the second half with the same timelimit. If set to 0, the timelimit expiring will cause the map/match to be over without a halftime. //TDM Specific set scr_tdm_half_score 100 //Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled. set scr_tdm_end_score 200 //This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled set scr_tdm_end_half2score 0 //This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled set scr_tdm_timelimit_halftime 0 //This dvar determines if the timelimit is to be used as a halftime. If set to 1, the map will play until the timelimit has been reached, then do a halftime, swap teams, and play the second half with the same timelimit. If set to 0, the timelimit expiring will cause the map/match to be over without a halftime. set scr_tdm_tk_penalty 1 //When turned on, TKs or Suicides will count AGAINST the Team's overall score. //OVERTIME set g_ot 1 //This dvar is used to tell the scripting if Ties are allowed in matches. If ties are NOT allowed, then there is a method to set up as many Overtime rules as is needed. If Ties are allowed, then the match will end in a tie. [1 = Ties not allowed, go to Overtime. 0 = Ties Allowed, no Overtime] g_ot_active 1 //This dvar is used to determine the CURRENT active Overtime period (if there are Overtime periods in your match rules). This is MOSTLY used as an internal DVAR, but it can also be used by Server Admins to go directly into an Overtime period if needed. For example, to go to your match mode's FIRST OT Period, you would set this value to 1 and do a fast_restart. There can be almost a limitless number of OT rounds, but I have never seen more than 3 needed. //This DVAR can also be used to get you OUT of OT mode by setting it to 0. //TIMERS set scr_sd_PlantTime 30 //Time it takes to plant the bomb [In seconds]. set scr_sd_DefuseTime 45 //Time it takes to defuse the bomb [In seconds]. set g_matchwarmuptime 4 //Time on the count-down clock for the 1st and 2nd halves to begin (after ready-up) [in seconds, max = 60] set g_roundwarmuptime 4 //Time on the count-down clock for the next round to begin [in seconds, max 60] //HUD GOODIES set sv_playersleft 1 //Shows a display at the bottom of the screen that shows how many players are alive on each team. [1 = on. 0 = off] set scr_show_death_icons 0 //Determines if the skull icons are show when and where players die. [1 = icons on. 0 = icons off] set scr_show_objective_icons 1 //Determines if the A, B, and the Bomb-Planted Objective star are shown on the players HUD. This has NO EFFECT on the icons used on the player's compass. [1 = show objective icons. 0 = do not show objective icons] set scr_show_grenade_icon 1 //Determins if players see the grenade warning icon when near a live grenade. [1 = nade icons on. 0 = nade icons off] set scr_allow_hitblip 1 //Determines if players gets the damage feedback HUD element and Sound that occurs when they hit another player with gunfire or nade. [1 = allow the hit blips. 0 = turn off the hit blips] set scr_allow_hud_scoreboard 1 //Determines if the STOCK scoreboard shows up on the player's screen. This is the one on the top left side of the screen. [1 = scoreboard on. 0 = scoreboard off] set scr_showscorelimit 1 //This dvar controls whether or not the Score Limit is displayed on-screen next to the Team scores. This is a feature the 1.2 patch added. If turned off, the / "slash" and scorelimit will not appear on-screen. set scr_clock_position 1 //Determines where the Round Clock is positioned on the screen. This can be used to move it from its stock position to a position more in line with where it was in CoD1. [1 = CoD1 clock position. 0 = Stock clock position] set de_allow_mantlehint 1 //Determines if Players see the Mantle HUD hint when they are near an object they can mantle. [1 = allow the hint. 0 = do not allow the hint] set de_allow_hudstance 1 //Determines if Players see the Stance HUD indicator. [1 = allow the stance indicator. 0 = do not allow the stance indicator] //HEALTH set scr_allow_health_regen 1 //This dvar determines if and how health Regen happens. //0 = No health regen at all. //1 = Stock health regen. //2 = Slow Regen //3 = Slow Regen with a Regen Limit based on Damage Taken //4 = Same as 3 except Pain Sounds continue permanently while you are below 45% health. set scr_regen_delay 500 //Sets the time after the last damage you recieved before Regen begins to happen. [Set in milliseconds. 5000 = 5 seconds] set scr_show_healthbar 0 //Shows a HUD element on screen for the Health Bar. Very similar to the healthbar in CoD1. [1 = show healthbar, 0 = do not show healthbar] set scr_fade_healthbar 1 //If the healthbar is being shown, and the player's health is at 100%, this setting will allow the healthbar to fade off the screen until damage is taken again. [1 = do the fade. 0 = don't fade, always show the healthbar] set scr_allow_healthpacks 0 //Determines if players who die drop a health pack. [1 = health pack dropped. 0 = no healthpack dropped] set scr_allow_regen_sounds 0 //Determines if players make the regen sounds or not. [1 = make sounds. 0 = no sounds] //SHELLSHOCK set scr_allow_shellshock 0 //Determines if Shellshock is applied to players when hit by explosives. [1 = allow shellshock. 0 = no shellshock] //FALL DAMAGE //set scr_fallDamageMinHeight //set scr_fallDamageMaxHeight //These set the minimum and maximum heights for fall damage. [Set in feet] //DVAR ENFORCER set de_force_rate 25000 //Allows the league to force a client to use a specific rate. [1000 min. 25000 max.] set de_remove_exploits 1 //Forces several client DVAR settings that are known exploits back to stock, non-exploit values. [1 = force exploit DVARS to valid settings. 0 = do not force exploit DVARS] set de_stock_polygonOffset 1 //Forces the client dvars r_polygonOffsetBias and r_polygonOffsetScale to thier stock values. [1 = force them to stock. 0 = do not force them to stock] set de_allow_enemycrosshaircolor 1 //This forces Client DVAR setting that allow the "red" crosshair when they pass over an enemy (even through smoke) to the off position. [1 = allow the "red" crosshairs. 0 = do not allow the "red" crosshairs] set de_Sound_Ping_QuickFade 1 //This shortens the amount of time the Red Compass Dots appear on the Compass. It does NOT remove the Red Compass Dots. [1 = Shortened Fade Time, 0 = Stock Fade Time] set de_allow_crosshair 1 //Determines if crosshairs are allowed in your match mode. Does not include the Turret Crosshairs. [1 = crosshairs allowed. 0 = crosshairs NOT allowed] set de_allow_turret_crosshair 1 //Determines if crosshairs are allowed on Turrets in your match mode. [1 = crosshairs allowed. 0 = crosshairs NOT allowed] set de_allow_crosshairnames 1 //Determines if you can see Teammate's names when your crosshair passes over them. [1 = allow the names to show. 0 = do not allow the names to show.] //NADE SPAWN COUNTS set scr_boltaction_nades 0 set scr_semiautomatic_nades 0 set scr_smg_nades 0 set scr_sniper_nades 0 set scr_mg_nades 0 set scr_shotgun_nades 0 //These determine the number of grenades each class of weapon is allowed to spawn with. [0 min, 3 max] //SMOKE SPAWN COUNTS set scr_boltaction_smokes 0 set scr_semiautomatic_smokes 0 set scr_smg_smokes 0 set scr_sniper_smokes 0 set scr_mg_smokes 0 set scr_shotgun_smokes 0 //These determine the number of smoke grenades each class of weapon is allowed to spawn with. [0 min, 3 max] //WEAPON CLASS LIMITS set scr_boltaction_limit 99 set scr_sniper_limit 2 set scr_semiautomatic_limit 99 set scr_smg_limit 99 set scr_mg_limit 99 set scr_shotgun_limit 99 //These limit the number of the weapons EACH team is allowed to spawn with. [0 = no weapons of that class allowed, 99 = no limit on that class] //OTHER WEAPONS set scr_allow_pistols "0" //Determines if your match mode allows pistols to be used. [1 = allow pistols. 0 = do not allow pistols] set scr_allow_turrets "0" //Determines if the Mountable MG positions are allowed to be used in your match type. [1 = Allow Turrets. 0 = Remove Turrets] //SECONDARY WEAPON DROP set scr_allow_secondary_drop "0" //Determines if the players can drop their Secondary weapon by holding down the USE key for about 2 seconds. [1 = players can drop secondary weapons. 0 = players can NOT drop secondary weapons] //BOLT-ACTION ONLY set scr_force_boltaction "0" //This DVAR is usefull for bolt-action Ladders/Leagues. It will FORCE the player to spawn with a bolt-action rifle regardless of what weapon the player chooses. This can be combined with scr_allow_pistols, scr_allow_turrets, and the stock dvar for allowing nades to make sure that ONLY bolt-action rifles are being used. //0 = Do not force bolt-action only. //1 = Force bolt-action only, Americans get the Enfield. //2 = Force bolt-action only, Americans get the Nagant. //WEAPON DROPS set scr_allow_weapondrop_nade 0 set scr_allow_weapondrop_sniper 0 set scr_allow_weapondrop_shotgun 0 //These determine if the players drop each of the above items when they are killed if they are carrying them when they died. [1 = allow the weapon to drop. 0 = do not allow the weapon to drop] //One-Shot Spam Prevention set scr_no_oneshot_pistol_kills 1 set scr_no_oneshot_ppsh_kills 1 //The above can prevent a 100% healthy player from being killed with a single shot from the weapons named in the Dvar. [1 = one shot cannot kill. 0 = one shot CAN kill] //PPSH Shot Distance Balancer set scr_balance_ppsh_distance 1 //This dvar will balance the distance a PPSH can shoot with that of the Tompson to more fairly balance the two weapons. [1 = reduce ppsh shot distance. 0 = stock ppsh shot distance] //AMBIENT OPTIONS set scr_allow_ambient_sounds 0 //This will turn on/off the ambient map sounds (such as distant gunfire and explosions). [ 0 = ambient sounds OFF] set scr_allow_ambient_weather 0 //This will turn on/off the ambient weather present on a map. This includes: battle-smoke, snow-drifts, dust-swells, and fog/dew patches). [ 0 = ambient weather effects OFF] set scr_allow_ambient_fire 0 //This will turn on/off ambient fire present on a map. This includes: fire, fire sounds, smoke from fire, smoldering holes in the ground, and smoldering vehicles\buildings. [ 0 = ambient fire effects OFF] //SV_FPS set sv_fps 20 //This allows you to increase the performance of your server possibly making for smoother gameplay, at the expense of increased server CPU usage and increased bandwidth usage. This also automatically adjusts client's snaps dvar to match. [Acceptable values: 20, 25, 30] //Kill Triggers //scr_remove_killtriggers //This allows you to remove most of the non-serious killtriggers added by IW that don't prevent people from jumping out of maps, etc. [ 1 = remove the killtriggers. 0 = killtriggers remain] //TK Monitor - PUB mode only set tk_monitor 1 //This Dvar turns the TK Monitoring system on/off. [1 = on. 0 = off] set tk_limit 3 //This determines the number of TKs a player is allowed before the player is punished for TKing. [Min: 2 - Max: 10] set tk_punish_type "reflect" //This Dvar determines how to punish a player that has gone over the server's limit for TKs. [Acceptable Values: "kick" - Kicks a player from the server. "pb_kick" - Sets the player's score to -10 so that you can have PunkBuster kick the player. "reflect" - Makes any further team damage caused by this player to reflect back to himself and not harm his teammate for the rest of that map] set tk_punishtime "999" //This dvar will detemine how long (in seconds) a player will remain being punished by the "reflect" punishment. This is typically used for TDM, CTF, and HQ only. [Min: 0 - Max: 9999] //AFK Monitor - PUB mode only set scr_afk_limit 60 //This Dvar sets a timer (in seconds) that trys to determine if a player has walked away from his keyboard while he is alive. Once the timer expires, the player is automatically moved into Spectator. [ 0 = AFK Monitor Off. Any other number sets the numner of seconds to wait for a player to move (I suggest a number around 60 to 75)] //Message Center - PUB mode only set mc_enable 1 //Turns on/off the Message Center engine. [1 = on. 0 = off] set mc_maxmessages 1 //Maximum number of your LAST message. If this is 99 then your LAST message dvar would be mc_message99. It is best to keep this as low as necessary for performance purposes. For example, mc_maxmessages 5 would check the following dvars for messages: ms_message1, mc_message2, mc_message3, mc_message4, and mc_message5. set mc_delay 90 //Sets the generic delay in seconds between messages being displayed. This delay is used if a message-specific delay is not specified. set mc_messagedelay 90 //This is the message-specific delay in seconds for the message specified by [#] in the dvar. For example, mc_messagedelay5 would set the message delay between mc_message5 and whatever message comes before it. //SPECIAL MESSAGE FUNCTIONS: //There are a couple special message functions built in: //<*nextmap*> & <*gtrules*> //Usage: Set any message dvar to exactly the special function. For example: set mc_message1 "<*nextmap*>" //<*nextmap*> will show the next map and gametype //<*gtrules*> will show the rules for the current gametype //The gametype rules must be specifed by the admin via //specific dvars listed below: set mc_rules_sd set mc_rules_ctf set mc_rules_tdm set mc_rules_dm set mc_rules_hq //These dvars are used in conjuction with the <*gtrules*> special value for a Dvar message. It specifies the message to display for the current gametype. For example, mc_rules_sd could be set to "^3S&D Rules: ^5First team to 7 wins" if that is your rules for the S&D gametype. //Welcome Center - PUB mode only set wc_enable 1 //Turns the Welcome Center engine on/off. The welcome center will display up to 5 lines of text after the player spawns into a map for the first time. This a great place to welcome players and remind them of any important rules. [1 = on. 0 = off] set wc_line1 "HuHU" set wc_line2 set wc_line3 set wc_line4 set wc_line5 //These dvars set the text to be used on each line of the Welcome Message.