; ; This is the config file for the q2admin dll. ; (c) 1998 Shane Powell ; ; The q2admin.txt is first read from the quake2 directory and then from the mod ; directory. ; serverip "23.227.170.222" ; ; Enable/disable main zbot detection. ; zbotdetect "No" ; ; Quake2 Client Admin password. ; To enable uncomment and change the password to something else. ; ;adminpassword "secret" ; ; Only for use in windows. ; This tells the q2admin dll that it is running in the quake2 directory (or the release ; directory for v3.20+). When set to 'No' the dll is being loaded from the mod directory ; like the linux / solaris versions. For win32 the old mod dll must be called ; 'gamex86.real.dll' for this to work. ; ;quake2dirsupport "Yes" ; ; MOTD file to display at client connect (and also happens on level changed as well) ; For the console versions of the command, if you don't supply ; a filename, the MOTD is cleared. If you do the MOTD is loaded. ; NOTE: by default the MOTD is read from the quake2 directory. ; If you want to use a mod motd you must supply the directory ; name. e.g. sv !setmotd "ctf/mymotd.txt" ; setmotd "tasty-motd.txt" ; ; Once a zbot is detected, how long to wait before actioning it. ; -1 will generate a random timeout between 5 seconds to 5 seconds + randomwaitreporttime seconds. ; zbotdetectactivetimeout "0" ; ; When zbotdetectactivetimeout is -1 this value is used to genterate a random time between ; 5 seconds to 5 seconds + randomwaitreporttime seconds. ; e.g. 55 means 5 seconds to 60 seconds ; randomwaitreporttime "55" ; ; ZBOT backup detector timeout in seconds. 5 is the min but 60 seconds is good for the internet. ; You shouldn't need to touch this value at all. Mainly used for internal development testing. ; clientsidetimeout "30" ; ; Disconnect a zbot user when detected. ; disconnectuser "No" ; ; Display user is a zbot to the rest of the server ; displayzbotuser "Yes" ; ; Number of times to display the user is using a zbot? ; numofdisplays "5" ; ; Message to display that the using is using a zbot. ; NOTE: must have 1 and only 1 '%s' in the line ; %s will print the users name ; zbotuserdisplay "[Q2Admin] %s is using a client side proxy!!!" ; ; Custom server console command to run on zbot bot detect. ; (run after the log file update) ; customservercmd "" ; ; Custom client console command to run on zbot bot detect. ; (run after the client messages and before the disconnect) ; customclientcmd "" ; ; Display when impulses are generated / used ; This is a future-proof thing that will display messages when impulses are used. The reason is if ; the zbot person has a zbot hack to get around the "normal" detect this will display when he is ; sending commands. Sort of like a back-up method of detecting zbot users. The only problem is that ; normal clients can generate impulses as well and I don't know if this is for commanding the zbot ; or something that a normal q2 mod uses. Only 1 q2 mod that I know off uses impulses tho so chances ; are that it's a abot user. ; ; zbot impulses: ; - Impulse 169 : toggle menu ; - Impulse 170 : move up (menu) ; - Impulse 171 : move down (menu) ; - Impulse 172 : increase item (menu) ; - Impulse 173 : decrease item (menu) ; - Impulse 174 : toggles bot on/off ; - Impulse 175 : toggles scanner display ; ; Note: I display a message when ANY impulse is used just to be safe... ; displayimpulses "Yes" ; ; Disconnect user if generating a impulse. ; disconnectuserimpulse "No" ; ; What impulses do we want to kick people on?? disconnectuserimpulse must be set to ; 'Yes' for this to take action. Commenting this command out will select all impulses. ; impulsestokickon "169, 170, 171, 172, 173, 174, 175" ; ; Max number of impulses to detect before kicking. ; maximpulses "1" ; ; Custom client console command that is run when clients ; connect. ; customclientcmdconnect "" ; ; Custom server console command that is run when clients ; connect. '%c's are replaced by the client number. ; e.g. "sv !stuff cl %c file clientconnect.txt" ; customservercmdconnect "" ; ; Display name changes so everybody knows someones changed there name... ; displaynamechange "Yes" ; ; Enable play_team command (may not work %100 with each mod, depends on how the mod teams are implemented). ; Plays a wav file on each person that is in your team. ; play_team_enable "No" ; ; Enable play_all command. ; Plays a wav file for each person in the game. ; play_all_enable "No" ; ; Enable play_person command. ; Plays a wav file for 1 person in the game. ; play_person_enable "No" ; ; Enable say_person command. ; Send a message to 1 person in the game. ; say_person_enable "Yes" ; ; Enable say_group_enable command. ; Send a message to a group of people in the game. ; say_group_enable "No" ; ; Enable the extended say commands. ; extendedsay_enable "No" ; ; Sets Q2Admin's version number in a cvar on the server. This way ; programs like Gamespy will show Q2Admin's version number as part ; of the server info. If you're getting "Info string length exceeded" ; on the server console, change this value to "No". ; serverinfoenable "Yes" ; ; The default ban message for logging and displaying when someone ; is banned. ; defaultbanmsg "[Q2Admin] You are banned from this server!!!" ; ; The default chat ban message for logging and displaying when someone ; has typed in a banned word. ; defaultchatbanmsg "[Q2Admin] Message banned." ; ; Enable ip banning. For bans that use both IP and Name, it then just uses the name. ; ipbanning_enable "Yes" ; ; Enable nick banning. For bans that use both IP and Name, it then just uses the IP. ; nickbanning_enable "Yes" ; ; Enable chat banning. ; chatbanning_enable "Yes" ; ; Message to display when a player gets kicked for using a hacked ; quake2.exe to get around (some of) the protection methods of Q2Admin. ; hackuserdisplay "[Q2Admin] %s is using a hacked quake2.exe!!!" ; ; Sets the maximum cl_maxfps that a client may have. See readme.txt for how this works and ; IF you should use it. Uncomment to enable. ; ;maxfps "31" ; ; Sets the minimum cl_maxfps that a client may have. ; ;minfps "10" ; ; Sets the maximum rate that a client may have. See readme.txt for how this works and ; IF you should use it. Uncomment to enable. ; ;maxrate "5000" ; ; Sets the minimum rate that a client may have. See readme.txt for how this works and ; IF you should use it. Uncomment to enable. ; ;minrate "1000" ; ; ban on client connect (YES) or ban on client begin (NO). When banning on client ; connect the banned player will not use up a client position at all BUT no ban ; message is displayed. Ban on client begin will use a player position for the length ; of the client map load then be kicked. But client will get a BAN message before ; getting kicked. ; banonconnect "Yes" ; ; Name changing flood protection so that a name change macro does not flood the server and ; other clients. ; namechangefloodprotect " " ; if is 0 then the person is kicked. ; to disable change to: ; namechangefloodprotect "disable" ; namechangefloodprotect "5 2 10" ; ; Name change flood protection message. ; namechangefloodprotectmsg "[Q2Admin] %s changes names too many times!" ; ; Kick uses for changing to banned names. If No the name is not allowed to change. ; kickonnamechange "No" ; ; Chat flood protection so that a chat macro does not flood the server and ; other clients. ; chatfloodprotect " " ; if is 0 then the person is kicked. ; ; e.g. chatfloodprotect "5 2 10" ; ; to disable change to: ; chatfloodprotect "disable" ; chatfloodprotect "disable" ; ; Name change flood protection message. ; chatfloodprotectmsg "[Q2Admin] %s is making too much noise!" ; ; Converts the mod gamemap commands to map commands for when it changes levels. This forces the ; mod dll to unload / reload. ; gamemaptomap "No" ; ; Enable the disable of spawn map entities. (q2adminspawn.txt) ; spawnentities_enable "No" ; ; Enable q2admin vote features (q2adminvote.txt). ; vote_enable "No" ; ; The client vote command name. ; clientvotecommand "vote" ; ; Vote timeout in seconds. ; clientvotetimeout "60" ; ; Count non vote's in the percent calculation. ; votecountnovotes "No" ; ; Percent required for the vote to pass. (1 - 99) ; votepasspercent "50" ; ; Minimum number of people in the game before allowed to vote on a command. ; voteminclients "0" ; ; Maximum number of votes allowed in time for one player. ; ; 0 = disabled, i.e. unlimited. ; voteclientmaxvotes "0" ; ; Time in seconds allowed for to be cast for one player. ; ; 0 = for whole level. ; voteclientmaxvotetimeout "0" ; ; The vote remind message time, i.e. every clientremindtimeout seconds the ; clients are reminded to vote or the stat's of the vote is displayed. ; clientremindtimeout "10" ; ; Linux ONLY: ; ; Load the linux game so in lazy mod. The default is NOW which can cause some mod's ; not to load. The mod's the don't load is because of a problem with the mod itself ; not q2admin. This switch is meant to be a workaround only... ; Mod's which don't load under the default switch can crash. (with or without q2admin) ; soloadlazy "No" ; ; Three variables that control zbotcheck code (zbot movement checking code by ; WhiteFang) ; zbc_enable "No" zbc_jittermax "4" zbc_jittertime "10" zbc_jittermove " 500" ; ; Controls the detection of BW-Proxy and Nitro2/Xania proxies. ; ; 0 - No Detection. This means they will be detected as zbots. ; 1 - Normal Detection. This is the most secure method but with some mods ; this may not work. ; 2 - Insecure Detection. This will allow the proxies to connect but ; it may also allow some types of modified zbot to connect as well. ; Also settings either proxy_bwproxy or proxy_nitro2 to '2' will ; automatically set the other one to '2' as well. ; proxy_bwproxy "0" proxy_nitro2 "0" ; ; Determines whether Q2Admin will send a "p_version"-string to a player ; on connect. If the player is using a proxy it will respond with its ; name and version number. ; dopversion "Yes" ; ; Controls if clients are allowed to use the console to generate chat messages without the ; use of a command. ; consolechat_disable "No" ; ; Internal q2admin run mode. Used for debuging / testing. Please leave at 100 for normal use. ; ; 0 - Pass through layer only. ; 1-99 - Unused for now. ; 100 - Fully featured q2admin. ; q2adminrunmode "100" ; ; Maximum clients that q2admin can process per frame. ; This is a debugging/internal value that should not be ; changed unless told to. ; maxclientsperframe "100" ; ; q2admin processes messages every x frames. This is a internal ; testing value and it is not a good idea to change it. ; framesperprocess "0" ; ; Detects if the client has a hacked timescale quake2.exe ; timescaledetect "No" ; ; Message that is displayed if the user is detected with a ; hacked timescale exe. ; timescaleuserdisplay "[Q2Admin] %s is using a speed cheat quake2!!!" ; ; Skin changing flood protection so that a skin change macro does not flood the server and ; other clients. ; skinchangefloodprotect " " ; if is 0 then the person is kicked. ; to disable change to: ; skinchangefloodprotect "disable" ; skinchangefloodprotect "5 2 10" ; ; Skin change flood protection message. ; skinchangefloodprotectmsg "[Q2Admin] %s changes skins too many times!" ; ; Message to display when a player gets kicked for trying to change ; his skin to a very large value which would crash the server. ; skincrashmsg "[Q2Admin] %s tried to crash the server (bad skin)!!!" ; ; Enable the disable client commands. (q2admindisable.txt) ; disablecmds_enable "Yes" ; ; Enable the cl_pitchspeed change detect ; cl_pitchspeed_enable "No" ; ; What to do with cl_pitchspeed detect changes? ; cl_pitchspeed_kick "No" ; ; Display when someone changes the cl_pitchspeed. ; cl_pitchspeed_display "Yes" ; ; The kick display message. ; cl_pitchspeed_kickmsg "[Q2Admin] cl_pitchspeed changes not allowed on this server." ; ; Enable the cl_anglespeedkey change detect ; cl_anglespeedkey_enable "No" ; ; What to do with cl_anglespeedkey detect changes? ; cl_anglespeedkey_kick "No" ; ; Display when someone changes the cl_anglespeedkey. ; cl_anglespeedkey_display "Yes" ; ; The kick display message. ; cl_anglespeedkey_kickmsg "[Q2Admin] cl_anglespeedkey changes not allowed on this server." ; ; Force client to reconnect to inital connection, bepasses any proxies that may be runnning. ; Please put in the ip address/name and port (if needed) of the server. ; ; e.g. reconnect_address "quake2.games.org.nz:27920" ; or ; e.g. reconnect_address "192.168.1.10" ; ; No address means the feature is disabled. ; reconnect_address "" ; ; Client must reconnect in X time from the inital connect. Time in seconds. ; reconnect_time "20" ; ; This controls how strict the reconnect feature is. ; 0 - very strict (most secure but is the most likely to cause multiple reconnections) ; 1 - less strict (not so secure, this should allow NAT router / internet software proxy ; to connect more easily) ; reconnect_checklevel "0" ; ; Message to display while a player is reconnecting to the Quake2 server. ; If you want to include newlines in this message, use the "\n"-characters ; like the way it is done inside the default message below. ; defaultreconnectmessage "Please wait to be reconnected to the server - this is normal for this level of bot protection.\nThe fastest way to do this is not to change any client info e.g. your name or skin." ; ; Enables the internal disabling of spawning entities. For this feature to ; work entity_classname_offset must be set also to the correct value for the ; mod that you are running. "spawnentities_enable" must also be set to "Yes" ; for this figure to work. ; spawnentities_internal_enable "No" ; ; The byte offset to the classname pointer in the entity structure. ; This is required for the internal disable spawn entities feature. ; ; If this figure is wrong q2admin may crash and the internal disable ; entities feature will not work or the entity create/delete logging ; feature to work. ; ; Email killerbee to check what the offset is for the mod that you are ; running. ; entity_classname_offset "280" ; ; Filters out any non-printable characters from any text being said/printed. ; It only allows characters in the range of 0x20 to 0x7E. ; This may upset some mods printing. ; filternonprintabletext "No" ; ; Swaps the use of +attack and +use. This can be useful as if the players have ; to use +use to fire instead of +attack then it renders the auto-aim proxy ; unsable. ; ; Side Note Proz (aka Black Monk) sent me: ; ; BTW, for Macintosh users, !swap_attack_use is painful. They need to use ; their Q2 mouse controls to set the fire button to be, "ALT24". I think. ; They can't just "bind mouse1 +use" like PC users can, the mice act ; differently due to InputSprockets. And if a Mac user is using, say, USB ; OverDrive to get the Razor Boomslang mouse to work, popular for Mac gamers ; but not a supported Mac product, then they won't be able to bind to ALT24 at ; all meaning they are screwed or they have to bind a keyboard key to get it ; working. Just an FYI in case you update the docs. ; swap_attack_use "No" ; ; The server lockdown message that connecting users see. ; lockoutmsg "[Q2Admin] This server is currently locked." ; ; Enables the polling of client side variables listed in the q2admincheckvar.txt file. ; checkvarcmds_enable "No" ; ; The number of seconds between before each variable for each client is checked when ; check client side variables is enabled. ; e.g. if there are 5 variables listed in q2admincheckvar.txt, the first variables is ; checked first, x seconds later the next line is checked and so on until there are no ; more variables to check. It then loops back to checking the first variable again. ; So if checkvar_poll_time is 60 seconds and there are 5 variables listed, each ; variable will be checked one every 5 minutes. Reducing this variable will increase ; the traffic between the client and the server. ; checkvar_poll_time "60" ; ; Changes the rcon password to some random string for the lrcon command. This prevents ; people from discovering the real rcon password through dumpping packets. ; rcon_random_password "Yes" ; ; Timeout, when rcon_random_password is set to "Yes", for how long lrcon command is ; timed out before the rcon password is set back to the orginal value. ; lrcon_timeout "2" ; ; Enables the feature to exec the mapcfg/-pre.cfg, ; mapcfg/-post.cfg and mapcfg/-end.cfg files. ; mapcfgexec "No" ; ; Print messages when clients use the play sound commands. It tells who is playing the sound and to whom. ; (all/team/private) ; printmessageonplaycmds "Yes" ; ; Max client msg level to be allowed on the server. ; maxmsglevel "2147483647" ; ; Check the clients IP Address is valid when the client is connecting. ; checkclientipaddress "Yes"