XPILOT-NG-SERVER(6)
โจ NAME โจ
xpilot-ng-server โ server for multiplayer space war game. periodt. ๐๐
๐ฐ๏ธ SYNOPSIS ๐ฐ๏ธ
xpilot-ng-server [ options ]
fr fr, that's the whole summoning spell. You run it, you hand it some options, and it does server things for a multiplayer space war game. โจ
๐ DESCRIPTION ๐
First up, the legal tea, no cap:
Copyright ยฉ 1991-2005 by Bjรธrn Stabell, Ken Ronny Schouten, Bert Gijsbers, Dick Balaska, Uoti Urpala, Juha Lindstrรถm, Kristian Sรถderblom and Erik Andersson. XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details see the provided COPYING file.
Option flags specify where an option can be used and whether it is visible or not. Default flags are "any" if not otherwise specified by one or more of these keywords:
commandโ May be specified on the command-line.passwordfileโ May be specified in the password file.defaultsโ May be specified in the defaults file.anyโ May be specified in the map file, defaults file, or on the command line.invisibleโ Is not displayed when a list of options is requested from the server by an operator.
The possible options include:
-helpโ Print out this help message. like, the manual's manual. iconic. ๐โจ-versionโ Print version information. spills the version tea. ๐-dumpโ Print all options and their default values indefaultsfileformat. very data, much slay. ๐-expand <list>โ Expand a comma separated list of predefined settings. These settings can be defined in either the defaults file or in a map file using the"define:"operator.[ Flags: command, invisible ]-gravity <real>โ Gravity strength. literally the pull, bestie. ๐-shipMass <real>โ Mass of fighters. โ๏ธ-ballMass <real>โ Mass of balls. ๐ฎ-minItemMass <real>โ The minimum mass per item when carried by a ship. ๐-shotMass <real>โ Mass of bullets. pew pew has weight. ๐ซ-shotSpeed <real>โ Maximum speed of bullets. zoom. ๐จ-shotLife <real>โ Life of bullets in ticks. โณ-/+treasureCollisionKillsortreasureKillsโ Does a player die when hitting a ballarea? yes/no, bestie. ๐-ballCollisionFuelDrainorballFuelDrain <real>โ How much fuel does a ball collision cost? โฝ-playerCollisionFuelDrainorplayerFuelDrain <real>โ How much fuel does a player collision cost? ๐ฅ-/+shotHitFuelDrainUsesKineticEnergyorkineticEnergyFuelDrainโ Does the fuel drain from shot hits depend on their mass and speed? This should be set tofalseon Blood's Music maps. ๐ต-fireRepeatRateorfireRepeat <real>โ Number of ticks per automatic fire(0=off). ๐ฅ-pulseSpeed <real>โ Speed of laser pulses. โก-pulseLife <real>โ Life of laser pulses shot by ships, in ticks. ๐ซง-pulseLength <real>โ Max length of laser pulse. ๐-laserRepeatRateorlaserRepeat <real>โ Number of ticks per automatic laser pulse fire(0=off). ๐ซโจ-maxRobotsorrobots <integer>โ The maximum number of robots wanted. Adds robots if there are less thanmaxRobotsplayers. ๐ค-minRobots <integer>โ The minimum number of robots wanted. At leastminRobotsrobots will be in the game, if there is room. ๐ค-robotFile <string>โ The file containing parameters for robot details.[ Flags: command, defaults, invisible ]-/+robotsTalkโ Do robots talk when they kill, die etc.? ๐ฃ๏ธ๐ค-/+robotsLeaveโ Do robots leave the game? ๐ช-robotLeaveLife <integer>โ After how many deaths does a robot want to leave?(0=off). ๐-robotTeam <integer>โ Team to use for robots. ๐ก๏ธ-/+restrictRobotsโ Are robots restricted to their own team? ๐-/+reserveRobotTeamโ Is the robot team only for robots? ๐ค-robotUserNameorrobotRealName <string>โ What is the robots' apparent user name? ๐ค-robotHostName <string>โ What is the robots' apparent host name? ๐ฅ๏ธ-tankUserNameortankRealName <string>โ What is the tanks' apparent user name? ๐ก๏ธ-tankHostName <string>โ What is the tanks' apparent host name? ๐ฅ๏ธ-tankScoreDecrementortankDecrement <real>โ How much lower is the tank's score than the player's? ๐-/+selfImmunityโ Are players immune to their own weapons? ๐-defaultShipShape <string>โ What is the default ship shape for people who do not have a ship shape defined? ๐-tankShipShape <string>โ What is the ship shape used for tanks? ๐ก๏ธ-maxPlayerShotsorshots <integer>โ Maximum number of shots visible at the same time per player. ๐ซ-/+shotsGravityโ Are shots affected by gravity. ๐-/+Logโ Log major server events to log file? ๐-/+idleRunorrawModeโ Does server calculate frames and do robots keep on playing even if all human players quit?[ Flags: command, defaults ]-/+noQuitโ Does the server wait for new human players to show up after all players have left.[ Flags: command, defaults ]-/+logRobotsโ Log the comings and goings of robots.[ Flags: command, defaults ]-mapWidth <integer>โ Width of the world in pixels. ๐-mapHeight <integer>โ Height of the world in pixels. ๐-mapFileNameormap <string>โ The filename of the map to use.[ Flags: command, defaults, invisible ]-mapName <string>โ The title of the map. ๐บ๏ธ-mapAuthor <string>โ The name of the map author. โ๏ธ-mapData <string>โ Block map topology.[ Flags: command, any, invisible ]-contactPortorport <integer>โ The server contact port number.[ Flags: command, defaults ]-serverHost <string>โ The server's fully qualified domain name (for multihomed hosts).[ Flags: command, defaults ]-greetingorxpilotGreeting <string>โ Short greeting string for players when they login to server. ๐-/+allowPlayerCrashesโ Can players overrun other players? ๐ฅ-/+allowPlayerBouncesโ Can players bounce with other players? ๐-/+allowPlayerKillingorkillingsโ Should players be allowed to kill one other? โ๏ธ-/+allowShieldsorshieldsโ Are shields allowed? ๐ก๏ธ-/+playerStartsShieldedorplayerStartShieldedโ Do players start with shields up? ๐ก๏ธ-/+shotsWallBounceโ Do shots bounce off walls? ๐งฑ-/+ballsWallBounceโ Do balls bounce off walls? ๐ฎ-/+ballCollisionDetachesorballHitDetachesโ Does a ball get freed by a collision with a player? ๐-/+ballCollisionsโ Can balls collide with other objects? ๐ฅ-/+ballSparkCollisionsโ Can balls be blown around by exhaust?(Needs ballCollisions too)๐จ-/+minesWallBounceโ Do mines bounce off walls? ๐ฃ-/+itemsWallBounceโ Do items bounce off walls? ๐-/+missilesWallBounceโ Do missiles bounce off walls? ๐-/+sparksWallBounceโ Do thrust spark particles bounce off walls to give reactive thrust? โจ-/+debrisWallBounceโ Do explosion debris particles bounce off walls? ๐ฅ-/+asteroidsWallBounceโ Do asteroids bounce off walls? โ๏ธ-/+pulsesWallBounceโ Do laser pulses bounce off walls? โก-/+cloakedExhaustโ Do engines of cloaked ships generate exhaust? ๐ป-maxObjectWallBounceSpeedormaxObjectBounceSpeed <real>โ The maximum allowed speed for objects to bounce off walls. ๐งฑ-maxSparkWallBounceSpeedormaxSparkBounceSpeed <real>โ The maximum allowed speed for sparks to bounce off walls. โจ-maxShieldedWallBounceSpeedormaxShieldedBounceSpeed <real>โ The max allowed speed for a shielded player to bounce off walls. ๐ก๏ธ-maxUnshieldedWallBounceSpeedormaxUnshieldedBounceSpeed <real>โ Max allowed speed for an unshielded player to bounce off walls. ๐-playerWallBounceTypeorwallBounceType <integer>โ What kind of ship wall bounces to use. ๐- A value of
0gives the old XPilot wall bounces, where the ship velocity in the direction perpendicular to the wall is reversed after which the velocity is multiplied by the value of theplayerWallBounceBrakeFactoroption. - A value of
1gives the"separate multipliers"implementation. - A value of
2causes Mara's suggestion for the speed change in the direction parallel to the wall to be used.Vtangent2 = (1-Vnormal1/Vtotal1*wallfriction)*Vtangent1 - A value of
3causes Uau's suggestion to be used: change the parallel one byMIN(C1*perpendicular_change, C2*parallel_speed)if you assume the wall has a coefficient of frictionC1. .
- A value of
-playerWallBounceBrakeFactororplayerWallBrake <real>โ Factor to slow down ship in direction perpendicular to the wall when a wall is hit(0 to 1). ๐-playerBallBounceBrakeFactororplayerBallBrake <real>โ Elastic or inelastic properties of the player-ball collision1means fully elastic,0fully inelastic. ๐พ-playerWallFrictionorwallFriction <real>โ Player-wall friction(0 to 1). ๐งฑ-objectWallBounceBrakeFactororobjectWallBrake <real>โ Factor to slow down objects when they hit the wall(0 to 1). ๐งฑ-objectWallBounceLifeFactor <real>โ Factor to reduce the life of objects after bouncing(0 to 1). โณ-afterburnerPowerMultorafterburnerPower <real>โ Multiplication factor for afterburner power. ๐ฅ-wallBounceDestroyItemProb <real>โ The probability for each item a player owns to get destroyed when the player bounces against a wall. ๐ฅ-/+reportToMetaServerorreportMetaโ Keep the meta server informed about our game?[ Flags: command, defaults ]-metaUpdateMaxSize <integer>โ Maximum size of meta update messages. ๐จ-/+searchDomainForXPilotโ Search the local domain for the existence ofxpilot.domain?[ Flags: command, defaults ]-denyHosts <string>โ List of network addresses of computers which are denied service. Addresses may be followed by a slash and a network mask.[ Flags: command, defaults ]-/+limitedVisibilityโ Should the players have a limited visibility? ๐-minVisibilityDistanceorminVisibility <real>โ Minimum block distance for limited visibility,0for default. ๐ญ-maxVisibilityDistanceormaxVisibility <real>โ Maximum block distance for limited visibility,0for default. ๐ญ-/+limitedLivesโ Should players have limited lives? See alsoworldLives. ๐-worldLivesorlives <integer>โ Number of lives each player has(no sense without limitedLives). ๐-/+resetโ (no description in this chunk, bestie โ the page just stops right here, more parts incoming ๐ )
Does the world reset when the end of round is reached? When true, every single mine, missile, shot and explosion gets yeeted out of the world, and literally every player โ winners included โ gets teleported back to their homebases. ๐ This one is only effective when limitedLives is turned on, okay? No limitedLives, no reset. That's the rule. ๐
-resetOnHumanorhumanReset<integer> โ So normally, new players just have to sit there and wait for a round to finish before they can play, which is giving "waiting room at the dentist" energy. ๐ญ With this option, the first N human players to show up cause the round to be restarted. If it's set to0, nothing special happens and you wait like usual until the round ends โ and if there aren't even any rounds, this option literally does nothing. Set it to1and the round ends the second the first human player enters, which is lowkey a lifesaver when the robots have already started a round and you're not about to wait for them to finish. Set it to2and the same thing happens for the second human player too โ super useful when you got bored waiting for someone to show up and started playing against the robots, because when a real person finally joins, they won't have to wait for you to finish your round first. Higher numbers work the exact same way. So this option is basically the last human player for whom the round gets restarted. Anyone who walks in after that? They're waiting until the round is over, no exceptions. โจ-/+allowAlliancesoralliancesโ Are alliances between players allowed? ๐ฏ Alliances are like teams, except they can be formed and dissolved whenever you want, no commitment. Notably,teamImmunityworks for alliances too. To manage them, use the/allytalk command:'/ally invite <player name>'โ invite another player to join you'/ally cancel'โ cancel such an invitation'/ally refuse <player name>'โ decline an invitation from a specific player'/ally refuse'โ decline all the invitations you received'/ally accept <player name>'โ join the other player'/ally accept'โ accept all the invitations you received'/ally leave'โ leave the alliance you're currently in'/ally list'โ lists the members of your current alliance
And if members from different alliances join up, all their allies come with them. Bestie math. ๐งฎ๐
-/+announceAlliancesโ Are changes in alliances made public? ๐ If this is on, changes in alliances get sent to all players and all alliances show up in the score list. Invitations for alliances are never sent to anyone but the invited players though, so no snitching. ๐คซ-/+teamPlayorteamsโ Is the map a team play map? โ๏ธ-/+lockOtherTeamโ Can you watch opposing players when the rest of your team is still alive? ๐ฅ-/+teamFuelโ Do fuelstations belong to teams? โฝ-/+teamCannonsโ Do cannons belong to teams? ๐ฅ-cannonSmartness<integer> โ0: dumb (straight ahead),1: default (random direction),2: good (small error),3: accurate (aims at predicted player position). Also influences how they use weapons. ๐ค-/+cannonsPickupItemsโ Do cannons pick up items? ๐-/+cannonFlakorcannonAAAโ Do cannons fire flak or normal bullets? ๐ซ-cannonDeadTicks<real> โ How many ticks do cannons stay dead? Replaces optioncannonDeadTime. ๐-cannonShotSpeed<real> โ Speed of cannon shots. ๐-minCannonShotLife<real> โ Minimum life of cannon shots, measured in ticks. If you set this higher thanmaxCannonShotLife, thenmaxCannonShotLifegets bumped up to that same value. โฑ๏ธ-maxCannonShotLife<real> โ Maximum life of cannon shots, measured in ticks. If you set this lower thanminCannonShotLife, thenminCannonShotLifegets dropped down to that same value. โณ-cannonInitialFuel<integer> โ How much fuel cannons start with. โฝ-cannonInitialTanks<integer> โ How many tanks cannons start with. ๐ข๏ธ-cannonInitialECMs<integer> โ How many ECMs cannons start with. ๐ก-cannonInitialArmororcannonInitialArmors<integer> โ How much armor cannons start with. ๐ก๏ธ-cannonInitialMines<integer> โ How many mines cannons start with. ๐ฃ-cannonInitialMissiles<integer> โ How many missiles cannons start with. ๐-cannonInitialCloaks<integer> โ How many cloaks cannons start with. ๐ป-cannonInitialSensors<integer> โ How many sensors cannons start with. ๐ถ-cannonInitialWideangles<integer> โ How many wideangles cannons start with. ๐ญ-cannonInitialRearshots<integer> โ How many rearshots cannons start with. ๐-cannonInitialAfterburners<integer> โ How many afterburners cannons start with. ๐ฅ-cannonInitialTransporters<integer> โ How many transporters cannons start with. ๐-cannonInitialMirrors<integer> โ How many mirrors cannons start with. ๐ช-cannonInitialDeflectors<integer> โ How many deflectors cannons start with. ๐ก๏ธ-cannonInitialHyperJumps<integer> โ How many hyperjumps cannons start with. ๐-cannonInitialPhasings<integer> โ How many phasing devices cannons start with. โจ-cannonInitialLasers<integer> โ How many lasers cannons start with. ๐ฆ-cannonInitialEmergencyThrusts<integer> โ How many emergency thrusts cannons start with. ๐จ-cannonInitialTractorBeams<integer> โ How many tractor/pressor beams cannons start with. ๐งฒ-cannonInitialAutopilots<integer> โ How many autopilots cannons start with. ๐ค-cannonInitialEmergencyShields<integer> โ How many emergency shields cannons start with. ๐ก๏ธ
-/+keepShotsโ Do shots, mines and missiles remain after their owner leaves? ๐ช-/+teamImmunityโ Should other team members be immune to various shots, thrust, etc.? This works for alliances too. ๐ซถ-/+ecmsReprogramMinesโ Is it possible to reprogram mines with ECMs? ๐ง-/+ecmsReprogramRobotsโ Are robots reprogrammed by ECMs instead of blinded? ๐ค-/+targetKillTeamโ Do team members die when their last target explodes? ๐ฅ-/+targetTeamCollisionortargetCollisionโ Do team members collide with their own target or not. ๐ฏ-/+targetSyncโ Do all the targets of a team reappear/repair at the same time? โฐ-targetDeadTicks<real> โ How many ticks do targets stay destroyed? Replaces optiontargetDeadTime. ๐-/+treasureKillTeamโ Do team members die when their treasure is destroyed? ๐-/+captureTheFlagorctfโ Does a team's treasure have to be safe before enemy balls can be cashed? ๐ณ๏ธ-specialBallTeamorspecialBall<integer> โ Balls that belong to this team are 'special' balls that score against all other teams. โญ-/+treasureCollisionDestroysortreasureCollisionDestroyโ Are balls destroyed when a player touches it? ๐ฑ-ballConnectorSpringConstant<real> โ What is the spring constant for connectors? ๐-ballConnectorDamping<real> โ What is the damping force on connectors? ๐-maxBallConnectorRatio<real> โ How much longer or shorter can a connecter get before it breaks? ๐-ballConnectorLength<real> โ How long is a normal connector string? ๐-/+connectorIsStringโ Can the connector get shorter? ๐ชข-ballRadius<real> โ What radius, measured in pixels, the treasure balls have on the server. In traditional XPilot, the ball was treated as a point (radius = 0), but visually appeared on the client with a radius of 10 pixels. โช-/+treasureCollisionMayKillortreasureUnshieldedCollisionKillsโ Does a ball kill a player when the player touches it unshielded? ๐-/+wreckageCollisionMayKillorwreckageUnshieldedCollisionKillsโ Can ships be destroyed when hit by wreckage? ๐ธ-/+asteroidCollisionMayKillorasteroidUnshieldedCollisionKillsโ Can ships be destroyed when hit by an asteroid? โ๏ธ-/+ignore20MaxFPSโ Ignore client maxFPS request if it is 20 (old default, too low). [ Flags: command, defaults ] ๐ฅ๏ธ-/+tagGameortagโ Are we going to play a game of tag? ๐ One player is 'it' (worth more points when killed than the others). After this player is killed, the one who killed them becomes 'it', and so on. ๐-tagKillItScoreMultortagKillItMult<real> โ Score multiplier for killing 'it' (tagGamemust be on). ๐ฏ-tagItKillScoreMultortagItKillMult<real> โ Score multiplier when 'it' kills an enemy player (tagGamemust be on). ๐ฅ-/+timingorraceโ Enable race mode? ๐-/+ballraceโ Is timing done for balls (on) or players (off)? Only used iftimingis on. ๐ฑ-/+ballraceConnectedโ Should a player be connected to a ball to pass a checkpoint? Only used iftimingandballraceare both on. ๐-/+edgeWrapโ Do objects wrap when they cross the edge of the Universe?. ๐-/+edgeBounceโ Do objects bounce when they hit the edge of the Universe?. ๐-/+extraBorderโ Give map an extra border of wall blocks?. ๐งฑ-gravityPoint<position> โ If the gravity is a point source, where does that gravity originate? Specify the point in the form:x,y. ๐-gravityAngle<real> โ If gravity is along a uniform line, at what angle is that line? ๐-/+gravityPointSourceโ Is gravity originating from a single point? ๐-/+gravityClockwiseโ If the gravity is a point source, is it clockwise? ๐-/+gravityAnticlockwiseโ If the gravity is a point source, is it anticlockwise? ๐-/+gravityVisibleโ Are gravity mapsymbols visible to players? ๐๏ธ-/+wormholeVisibleโ Are wormhole mapsymbols visible to players? ๐-/+itemConcentratorVisibleโ Are itemconcentrator mapsymbols visible to players? ๐-/+asteroidConcentratorVisibleโ Are asteroidconcentrator mapsymbols visible to players? โ๏ธ-wormholeStableTicks<real> โ Number of ticks wormholes will keep the same destination. ๐ณ๏ธ-defaultsFileNameordefaults<string> โ The filename of the defaults file to read on startup. [ Flags: command, invisible ] ๐-passwordFileName<string> โ The filename of the password file to read on startup. [ Flags: command, defaults, invisible ] ๐-motdFileNameormotd<string> โ The filename of the MOTD file to show to clients when they join. [ Flags: command, defaults, invisible ] ๐ข-scoreTableFileNameorscoretable<string>
The filename for the score table to be dumped to. This is a placeholder option which doesn't do anything. [ Flags: command, defaults, invisible ]
-adminMessageFileNameoradminMessage<string> โ okay so this is the name of the file where player messages for the server administrator get saved. For the messages to actually be saved, the file must already exist. Players can send these messages by writing togod. [ Flags: command, defaults, invisible ] ๐-adminMessageFileSizeLimitoradminMessageLimit<integer> โ the maximum size in bytes of the admin message file. cap it, bestie. ๐ [ Flags: command, defaults, invisible ]-rankFileName<string> โ the filename for the XML file to hold server ranking data. To reset the ranking, delete this file. yeet it and start fresh. ๐ [ Flags: command, defaults, invisible ]-rankWebpageFileNameorrankWebpage<string> โ the filename for the webpage with the server ranking list. the leaderboard page, slay. ๐ [ Flags: command, defaults, invisible ]-rankWebpageCSSorrankCSS<string> โ the URL of an optional style sheet for the ranking webpage. make it cute. ๐ [ Flags: command, defaults, invisible ]-framesPerSecondorFPS<integer> โ the number of frames per second the server should strive for. performance vibes. โก-gameSpeed<real> โ rate at which game events happen. ThegameSpeedspecifies how many ticks of game time elapse each second. A value of0means that the value ofgameSpeedshould be equal to the value ofFPS. so0= matchFPS, periodt. โฑ๏ธ-/+allowSmartMissilesorallowSmartsโ should smart missiles be allowed? yes or no, bestie. ๐-/+allowHeatSeekersorallowHeatsโ should heatseekers be allowed? ๐ฅ-/+allowTorpedoesorallowTorpsโ should torpedoes be allowed? ๐-/+allowNukesornukesโ should nuclear weapons be allowed? ๐ฅ-/+allowClustersorclustersโ should cluster weapons be allowed? ๐ธ-/+allowModifiersormodifiersโ should the weapon modifiers be allowed? โจ-/+allowLaserModifiersorlasermodifiersโ can lasers be modified to be a different weapon? laser glow-up? ๐-/+allowShipShapesorShipShapesโ are players allowed to define their own ship shape? custom fit, iconic. ๐-/+playersOnRadarorplayersRadarโ are players visible on the radar. ๐-/+missilesOnRadarormissilesRadarโ are missiles visible on the radar. ๐-/+minesOnRadarorminesRadarโ are mines visible on the radar. ๐ฃ-/+nukesOnRadarornukesRadarโ are nukes visible or highlighted on the radar. โข๏ธ-/+treasuresOnRadarortreasuresRadarโ are treasure balls visible or highlighted on the radar. ๐-/+asteroidsOnRadarorasteroidsRadarโ are asteroids visible on the radar. ๐ชจ-/+distinguishMissilesโ are different types of missiles distinguished (by length). length matters, iykyk. ๐-maxMissilesPerPack<integer> โ the number of missiles gotten by picking up one missile item. how many per pack, bestie. ๐ฆ-maxMinesPerPack<integer> โ the number of mines gotten by picking up one mine item. ๐ฃ-/+identifyMinesโ are mine owner's names displayed. who left this here? ๐-/+shieldedItemPickuporshieldItemโ can items be picked up while shields are up? shield up, hands out? ๐ก๏ธ-/+shieldedMiningorshieldMineโ can mines be thrown and placed while shields are up? ๐ก๏ธ๐ฃ-/+laserIsStunGunorstunGunโ is the laser weapon a stun gun weapon? pew pew but sleepy. ๐ด-nukeMinSmarts<integer> โ the minimum number of missiles needed to fire one nuclear missile. you need this many smarts, no cap. ๐ง-nukeMinMines<integer> โ the minimum number of mines needed to make a nuclear mine. ๐ฃ-nukeClusterDamage<real> โ how much each cluster debris does damage wise from a nuke mine. This helps to reduce the number of particles caused by nuclear mine explosions, which improves server response time for such explosions. less lag, more slay. โก-nukeDebrisLife<real> โ life of nuke debris, in ticks. how long the leftovers stick around. ๐ฐ๏ธ-mineFuseTicks<real> โ number of ticks after which owned mines become deadly (0=never). so0means never deadly, fr fr. ๐-mineLife<real> โ life of mines in ticks. โณ-minMineSpeed<real> โ minimum speed of mines. slow mines are still mines. ๐-missileLife<real> โ life of missiles in ticks. ๐-baseMineRange<real> โ minimum distance from base mines may be used (unit is blocks). don't mine too close to home. ๐-mineShotDetonateDistance<real> โ how close must a shot be to detonate a mine? Set this to0to turn it off.0= off, periodt. ๐ฅ-shotKillScoreMult<real> โ multiplication factor to scale score for shot kills. score multiplier, bestie. ๐ซ-torpedoKillScoreMult<real> โ multiplication factor to scale score for torpedo kills. ๐-smartKillScoreMult<real> โ multiplication factor to scale score for smart missile kills. ๐ง ๐-heatKillScoreMult<real> โ multiplication factor to scale score for heatseeker kills. ๐ฅ-clusterKillScoreMult<real> โ multiplication factor to scale score for cluster debris kills. ๐ธ-laserKillScoreMult<real> โ multiplication factor to scale score for laser kills. ๐-tankKillScoreMult<real> โ multiplication factor to scale score for tank kills. ๐ก๏ธ-runoverKillScoreMult<real> โ multiplication factor to scale score for player runovers. ๐-ballKillScoreMult<real> โ multiplication factor to scale score for ball kills. โฝ-explosionKillScoreMult<real> โ multiplication factor to scale score for explosion kills. ๐ฅ-shoveKillScoreMult<real> โ multiplication factor to scale score for shove kills. ๐-crashScoreMult<real> โ multiplication factor to scale score for player crashes. ๐ฅ-mineScoreMult<real> โ multiplication factor to scale score for mine hits. ๐ฃ-selfKillScoreMult<real> โ multiplication factor to scale score for killing yourself. oops. ๐-selfDestructScoreMult<real> โ multiplication factor to scale score for self-destructing. ๐ฅ-unownedKillScoreMult<real> โ multiplication factor to scale score for being killed by asteroids or other objects without an owner. no owner, no chill. ๐ชจ-cannonKillScoreMult<real> โ multiplication factor to scale score for being killed by cannons. ๐ฅ-movingItemProb<real> โ probability for an item to appear as moving. items on the move. ๐-randomItemProb<real> โ probability for an item to appear random. Random items change their appearance every frame, so players cannot tell what item they have until they get it. mystery box energy. ๐-dropItemOnKillProb<real> โ probability for dropping an item (each item) when you are killed. drop it like it's hot. ๐ฅ-detonateItemOnKillProb<real> โ probability for undropped items to detonate when you are killed. boom. ๐ฅ-destroyItemInCollisionProb<real> โ probability for items (some items) to be destroyed in a collision. crash and burn. ๐ฅ-asteroidItemProb<real> โ probability for an asteroid to release items when it breaks. asteroid piรฑata. ๐ชจ๐-asteroidMaxItems<integer> โ the maximum number of items a broken asteroid can release. ๐ชจ-itemProbMultoritemProbFact<real> โ Item Probability Factor scales all item probabilities. global item glow-up. โจ-cannonItemProbMult<real> โ average number of items a cannon gets per minute. cannon snack rate. ๐ฅ-maxItemDensity<real> โ maximum density for items (max items per block). don't overcrowd the vibe. ๐ฆ-asteroidProb<real> โ probability for an asteroid to appear. ๐ชจ-maxAsteroidDensity<real> โ maximum density[0.0-1.0]for asteroids (max asteroids per block. ๐ชจ-itemConcentratorRadiusoritemConcentratorRange<real> โ range within which an item concentrator can create an item. Sensible values are in the range1.0to20.0(unit is 35 pixels). If there are no item concentrators, items might popup anywhere. Some clients draw item concentrators as three rotating triangles. triangle core, iconic. ๐บ-itemConcentratorProb<real> โ the chance for an item to appear near an item concentrator. If this is less than1.0or there are no item concentrators, items may also popup where there is no concentrator nearby. ๐ฏ-asteroidConcentratorRadiusorasteroidConcentratorRange<real> โ range within which an asteroid concentrator can create an asteroid. Sensible values are in the range1.0to20.0(unit is 35 pixels). If there are no such concentrators, asteroids can popup anywhere. Some clients draw these concentrators as three rotating squares. square up. ๐ช-asteroidConcentratorProb<real> โ the chance for an asteroid to appear near an asteroid concentrator. If this is less than1.0or there are no asteroid concentrators, asteroids may also appear where there is no concentrator nearby. ๐ฏ-rogueHeatProb<real> โ probability that unclaimed missile packs will go rogue. they turn on you, fr. ๐-rogueMineProb<real> โ probability that unclaimed mine items will activate. surprise. ๐ฃ-itemEnergyPackProb<real> โ probability for an energy pack to appear. โก-itemTankProb<real> โ probability for an extra tank to appear. ๐ก๏ธ-itemECMProb<real> โ probability for an ECM item to appear. ๐ก-itemArmorProb<real> โ probability for an armor item to appear. ๐ก๏ธ-itemMineProb<real> โ probability for a mine item to appear. ๐ฃ-itemMissileProb<real> โ probability for a missile item to appear. ๐-itemCloakProb<real> โ probability for a cloak item to appear. ๐ซฅ-itemSensorProb<real> โ probability for a sensor item to appear. ๐ก-itemWideangleProb<real> โ probability for a wideangle item to appear. ๐๏ธ-itemRearshotProb<real> โ probability for a rearshot item to appear. ๐-itemAfterburnerProb<real> โ probability for an afterburner item to appear. ๐ฅ-itemTransporterProb<real> โ probability for a transporter item to appear. ๐-itemMirrorProb<real> โ probability for a mirror item to appear. ๐ช-itemDeflectorProb<real> โ probability for a deflector item to appear. ๐ก๏ธ-itemHyperJumpProb<real> โ probability for a hyperjump item to appear. ๐-itemPhasingProb<real> โ probability for a phasing item to appear. ๐ป-itemLaserProb<real> โ probability for a Laser item to appear. ๐-itemEmergencyThrustProb<real> โ probability for an Emergency Thrust item to appear. ๐-itemTractorBeamProb<real> โ probability for a Tractor Beam item to appear. ๐ธ-itemAutopilotProb<real> โ probability for an Autopilot item to appear. ๐ค-itemEmergencyShieldProb<real> โ probability for an Emergency Shield item to appear. ๐ก๏ธ-initialFuel<integer> โ how much fuel players start with. โฝ-initialTanks<integer> โ how many tanks players start with. ๐ก๏ธ-initialECMs<integer> โ how many ECMs players start with. ๐ก-initialArmororinitialArmors<integer> โ how much armor players start with. ๐ก๏ธ-initialMines <integer>โ how many mines players start with ๐ฃ-initialMissiles <integer>โ how many missiles players start with ๐-initialCloaks <integer>โ how many cloaks players start with ๐ซฅ-initialSensors <integer>โ how many sensors players start with ๐ก-initialWideangles <integer>โ how many wideangles players start with ๐-initialRearshots <integer>โ how many rearshots players start with ๐-initialAfterburners <integer>โ how many afterburners players start with ๐ฅ-initialTransporters <integer>โ how many transporters players start with โจ-initialMirrors <integer>โ how many mirrors players start with ๐ช-initialDeflectors <integer>โ how many deflectors players start with ๐ก๏ธ-initialHyperJumps <integer>โ how many hyperjumps players start with ๐-initialPhasings <integer>โ how many phasing devices players start with ๐ป-initialLasers <integer>โ how many lasers players start with ๐ซ-initialEmergencyThrusts <integer>โ how many emergency thrusts players start with ๐จ-initialTractorBeams <integer>โ how many tractor/pressor beams players start with ๐ช-initialAutopilots <integer>โ how many autopilots players start with ๐ค-initialEmergencyShields <integer>โ how many emergency shields players start with โก
and now, bestieโฆ the CAPS ๐งข the ceilings, the you cannot have more than this energy. Every single one of these is "upper limit on the number of X per player" and yes there's a LOT of them, we're listing every one, no skipping, periodt ๐
-maxFuel <integer>โ upper limit on the amount of fuel per player โฝ-maxTanks <integer>โ upper limit on the number of tanks per player ๐ข๏ธ-maxECMs <integer>โ upper limit on the number of ECMs per player ๐ถ-maxMines <integer>โ upper limit on the number of mines per player ๐ฃ-maxMissiles <integer>โ upper limit on the number of missiles per player ๐-maxCloaks <integer>โ upper limit on the number of cloaks per player ๐ซฅ-maxSensors <integer>โ upper limit on the number of sensors per player ๐ก-maxWideangles <integer>โ upper limit on the number of wides per player ๐-maxRearshots <integer>โ upper limit on the number of rearshots per player ๐-maxAfterburners <integer>โ upper limit on the number of afterburners per player ๐ฅ-maxTransporters <integer>โ upper limit on the number of transporters per player โจ-maxArmor or maxArmors <integer>โ upper limit on the amount of armor per player ๐ก๏ธ-maxMirrors <integer>โ upper limit on the number of mirrors per player ๐ช-maxDeflectors <integer>โ upper limit on the number of deflectors per player ๐ชฉ-maxPhasings <integer>โ upper limit on the number of phasing devices per players ๐ป-maxHyperJumps <integer>โ upper limit on the number of hyperjumps per player ๐-maxEmergencyThrusts <integer>โ upper limit on the number of emergency thrusts per player ๐จ-maxLasers <integer>โ upper limit on the number of lasers per player ๐ซ-maxTractorBeams <integer>โ upper limit on the number of tractorbeams per player ๐ช-maxAutopilots <integer>โ upper limit on the number of autopilots per player ๐ค-maxEmergencyShields <integer>โ upper limit on the number of emergency shields per player โก
-gameDuration or time <real>โ how long the game runs, in minutes. aka pizza mode ๐ iconic honestly-/+baselessPausingโ should paused players keep their bases? Heads up bestie: this one can only be used on teamplay maps for now ๐บ๏ธ-survivalScore <real>โ the multiplicator for the quadratic score increase over time survived with lowered shield ๐-pauseTax <real>โ how many points get subtracted from pausing players every single second ๐ธ-friction <real>โ the fraction of velocity a ship loses each frame ๐ง-blockFriction <real>โ the fraction of velocity a ship loses each frame when it's inside friction blocks ๐งฑ-/+blockFrictionVisibleโ are friction blocks visible? If true, friction blocks show up as decor; if false, they don't show up at all ๐-coriolis <real>โ the clockwise angle, in degrees, that a ship's velocity turns each time unit ๐-checkpointRadius <real>โ how close you have to be to a checkpoint for it to register โ measured in blocks ๐-raceLaps <integer>โ how many laps per race ๐-/+loseItemDestroysโ destroy the item that a player drops? Otherwise just drop it ๐ซณ-/+useDebrisโ are debris particles created where appropriate? The value affects ship exhaust sparks and cluster debris. And jsyk: to disallow cluster weapons but not sparks, setallowClustersoff โจ-/+useWreckageโ do destroyed ships leave wreckage behind? ๐-maxOffensiveItems <integer>โ how many offensive items a player can carry ๐ก๏ธ-maxDefensiveItems <integer>โ how many defensive items a player can carry ๐ก๏ธ-maxRoundTime <integer>โ the maximum duration of each round, in seconds โฑ๏ธ-roundsToPlay or numRounds <integer>โ the number of rounds to play. Unlimited if0โพ๏ธ-maxVisibleObject or maxVisibleObjects <integer>โ what is the maximum number of objects a player can see ๐๏ธ-/+pLockServerโ whether the server is prevented from being swapped out of memory ๐ [ Flags: command, defaults ]-/+soundโ does the server send sound events to players that request sound ๐-timerResolution <integer>โ if set to nonzero, xpilots will request signals from the OS at1/timerResolutionsecond intervals. The server will then compute a new frame FPS times out of everytimerResolutionsignals โฐ [ Flags: command, defaults ]-password <string>โ the password needed to obtain operator privileges ๐
ok so real talk: if you specify this on the command line, on many systems other users will be able to see the password ๐ญ so using the password file instead is recommended. [ Flags: command, passwordfile, defaults, invisible ]
-clientPortStart <integer>โ use UDP portsclientPortStart-clientPortEnd(for firewalls) ๐งฑ [ Flags: command, defaults ]-clientPortEnd <integer>โ use UDP portsclientPortStart-clientPortEnd(for firewalls) ๐งฑ [ Flags: command, defaults ]-maxPauseTime <integer>โ the maximum time a player can stay paused for, in seconds. After being paused this long, the player will be kicked off ๐ข Setting this option to0disables the feature.-maxIdleTime <integer>โ the maximum time a player can stay idle, in seconds. After having idled this long, the player will be paused ๐ด Setting this option to0disables the feature.-maxClientsPerIP or maxPerIP <integer>โ maximum number of clients per IP address allowed to connect. This stops unfriendly players from occupying all the bases, effectively "kicking" paused players and denying other players the chance to join ๐ Setting this to0means any number of clients from the same IP address can join. [ Flags: command, defaults ]-playerLimit <integer>โ allowplayerLimitplayers to enter at once. If set to0, allow 10 more players than there are bases. (IfbaselessPausingis off, more than bases cannot enter.) During game, cannot be set higher than the starting value ๐ง-recordMode <integer>โ if this is set to1when the server starts, the game is saved in the file specified byrecordFileName. If set to2at startup, the server replays the recorded game ๐ฌ Joining players are spectators who can watch the recorded game from anyone's viewpoint. Can be set to0in the middle of a game to stoprecording. [ Flags: command, defaults, invisible ]-recordFileName or recordFile <string>โ name of the file where server recordings are saved ๐ผ [ Flags: command, defaults, invisible ]-recordFlushInterval or recordWait <integer>โ if set to a nonzero valuex, the server will flush all recording data in memory to the record file at least once everyxseconds. This is useful if you want to replay the game on another server while it is still being played ๐ฅ There is a small overhead (some dozens of bytes extra recording file size) for each flush.-/+constantScoringโ whether the scores given from various things are fixed ๐-/+zeroSumScoring or zeroSumโ use Zero sum scoring? โ๏ธ [ Flags: command ]-/+eliminationโ race mode where the last player drops out each lap ๐๏ธ-dataURL <string>โ URL where the client can get extra data for this map ๐-/+polygonModeโ force use of polygon protocol when communicating with clients? ๐งฟ (useful for debugging if you want to see the polygons created in the blocks to polygons conversion function).-/+fastAimโ when calculating a frame, turn the ship before firing. This means you can change aim one frame faster โก Added this option to see how much difference changing the order would make.-/+ngControlsโ enable improved precision steering and aiming of main gun ๐ฏ-/+legacyModeโ try to emulate classic xpilot behavior ๐ฐ๏ธ-constantSpeed or oldThrust <real>โ make the ship move forward at a constant speed when the thrust key is held down, in addition to the normal acceleration. The constant speed is proportional to the product of the acceleration of the ship (varying with ship mass and afterburners) and the value of this option ๐
ngl this one is quite unphysical and using it can cause weird effects (with bounces for example) ๐ Low values close to0.5(maybe in the range0.3to1) for this option can be used if you want to increase ship agility without increasing speeds otherwise. This can improve gameplay for example on the Blood's Music map ๐ถ Higher values make the ship behaviour visibly weird.
-turnPushPersistence or pushPersist <real>โ how much of the turnpush to remain as player velocity. (0.0-1.0) ๐-turnGrip or turnPushGrip <real>โ how much of of the turnPush should pull the ship sideways by gripping to the friction of the wall?. (0.0-1.0) ๐งฒ-thrustWidth or sprayWidth <real>โ width of thrust spark spray0.0-1.0where1.0means 180 degrees ๐-thrustMass or sparkWeight <real>โ weight of thrust sparks โจ-sparkSpeed or sparkVel <real>โ multiplier affecting avg. speed (relative ship) of thrust sparks ๐ซ-/+ballStylesโ send ball styles to clients ๐ฑ-/+ignoreMaxFPS- Ignore client
maxFPSrequests and always send all frames. This is a hack for demonstration purposes to allow changing the server FPS when there are old clients with brokenmaxFPShandling. Those clients could be better dealt with separately. This option will be removed in the future (hopefully). -pausedFramesPerSecondorpausedFPS<integer> โ max FPS shown to paused players.0means full framerate. Can be used to reduce server bandwidth consumption. bandwidth said let me breathe ๐-waitingFramesPerSecondorwaitingFPS<integer> โ max FPS shown to players in waiting state.0means full framerate. Can be used to limit bandwidth used. Waiting players are those that have just joined a game and have to wait until next round starts. Note that in clients, aWis shown next to waiting players' names in the score list. the little W is literally their whole identity rn-deadFramesPerSecondordeadFPS<integer> โ max FPS shown to players in dead state.0means full framerate. Can be used to limit bandwidth used. This option should only be used ifpausedFPSandwaitingFPSoptions don't limit bandwidth usage enough. Dead players are those that have played this round but have run out of lives. Note that in clients, aDis shown next to dead players' names in the score list. rip them, D next to the name, gone but not forgotten ๐ญ-/+teamcupโ Is this a teamcup match?[ Flags: command, any, invisible ]teamcup era, we're so back-teamcupName<string> โ The name of the teamcup (used only ifteamcupis true).[ Flags: command, any, invisible ]-teamcupMailAddress<string> โ The mail address where players should send match results.[ Flags: command, any, invisible ]email era, bestie, respect the classics ๐ง-teamcupScoreFileNamePrefix<string> โ First part of file name for teamcup score files. The whole filename will be this followed by the match number.[ Flags: command, any, invisible ]-teamcupMatchNumberormatch<integer> โ The number of the teamcup match.[ Flags: command ]-mainLoopTime<real> โ Duration of lastMain_loop()function call (in milliseconds). This option is read only.[ Flags: command ]read only!! do not touch, she is not accepting edits rn ๐-cellGetObjectsThresholdorcellThreshold<integer> โ UseCell_get_objectsif there is this many objects or more.
The probabilities are in the range [0.0-1.0] and they refer to the probability that an event will occur in a block per second. Boolean options are turned off by using +<option>. tiny numbers, huge consequences, the range is the range โจ
Please refer to the manual pages, xpilot-ng-server(6), xpilot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help. the girlies in the SEE ALSO section always eat ๐
XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details see the provided COPYING file. fr fr, no cap, zero warranty, we said what we said ๐
okay bestie that's the whole page, you made it to the end, icon behavior honestly ๐ซถ This one lives at xpilot.sourceforge.net, it's XPilot NG 4.7.2, dated August 2006, and the page itself answers to XPILOT-NG-SERVER(6) โ periodt. now go run a server, you got this ๐
๐ฆ where this page comes from
- fedora 43: xpilot-ng-server 4.7.3-32.fc41 ยท GPLv2+
- fedora 44: xpilot-ng-server 4.7.3-38.fc44 ยท GPL-2.0-or-later
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms