XPILOT-NG-SERVER(6)

๐Ÿ“ฆ
version 4.7.3 ยท 2 versions
, in fedora 43, fedora 44

โœจ NAME โœจ

xpilot-ng-server โ€” server for multiplayer space war game. periodt. ๐Ÿš€๐Ÿ’–


๐Ÿ›ฐ๏ธ SYNOPSIS ๐Ÿ›ฐ๏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. โœจ


๐Ÿ’– DESCRIPTION ๐Ÿ’–

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:

  • command โ€” May be specified on the command-line.
  • passwordfile โ€” May be specified in the password file.
  • defaults โ€” May be specified in the defaults file.
  • any โ€” May be specified in the map file, defaults file, or on the command line.
  • invisible โ€” Is not displayed when a list of options is requested from the server by an operator.

The possible options include:

  • -help โ€” Print out this help message. like, the manual's manual. iconic. ๐Ÿ“–โœจ
  • -version โ€” Print version information. spills the version tea. ๐Ÿ’…
  • -dump โ€” Print all options and their default values in defaultsfile format. very data, much slay. ๐Ÿ“Š
  • -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. ๐ŸŒ€
  • -shipMass <real> โ€” Mass of fighters. โš–๏ธ
  • -ballMass <real> โ€” Mass of balls. ๐Ÿ”ฎ
  • -minItemMass <real> โ€” The minimum mass per item when carried by a ship. ๐ŸŽ’
  • -shotMass <real> โ€” Mass of bullets. pew pew has weight. ๐Ÿ”ซ
  • -shotSpeed <real> โ€” Maximum speed of bullets. zoom. ๐Ÿ’จ
  • -shotLife <real> โ€” Life of bullets in ticks. โณ
  • -/+treasureCollisionKills or treasureKills โ€” Does a player die when hitting a ballarea? yes/no, bestie. ๐Ÿ’€
  • -ballCollisionFuelDrain or ballFuelDrain <real> โ€” How much fuel does a ball collision cost? โ›ฝ
  • -playerCollisionFuelDrain or playerFuelDrain <real> โ€” How much fuel does a player collision cost? ๐Ÿ’ฅ
  • -/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain โ€” Does the fuel drain from shot hits depend on their mass and speed? This should be set to false on Blood's Music maps. ๐ŸŽต
  • -fireRepeatRate or fireRepeat <real> โ€” Number of ticks per automatic fire (0=off). ๐Ÿ”ฅ
  • -pulseSpeed <real> โ€” Speed of laser pulses. โšก
  • -pulseLife <real> โ€” Life of laser pulses shot by ships, in ticks. ๐Ÿซง
  • -pulseLength <real> โ€” Max length of laser pulse. ๐Ÿ“
  • -laserRepeatRate or laserRepeat <real> โ€” Number of ticks per automatic laser pulse fire (0=off). ๐Ÿ”ซโœจ
  • -maxRobots or robots <integer> โ€” The maximum number of robots wanted. Adds robots if there are less than maxRobots players. ๐Ÿค–
  • -minRobots <integer> โ€” The minimum number of robots wanted. At least minRobots robots will be in the game, if there is room. ๐Ÿค–
  • -robotFile <string> โ€” The file containing parameters for robot details. [ Flags: command, defaults, invisible ]
  • -/+robotsTalk โ€” Do robots talk when they kill, die etc.? ๐Ÿ—ฃ๏ธ๐Ÿค–
  • -/+robotsLeave โ€” Do robots leave the game? ๐Ÿšช
  • -robotLeaveLife <integer> โ€” After how many deaths does a robot want to leave? (0=off). ๐Ÿ’€
  • -robotTeam <integer> โ€” Team to use for robots. ๐Ÿ›ก๏ธ
  • -/+restrictRobots โ€” Are robots restricted to their own team? ๐Ÿ”’
  • -/+reserveRobotTeam โ€” Is the robot team only for robots? ๐Ÿค–
  • -robotUserName or robotRealName <string> โ€” What is the robots' apparent user name? ๐Ÿ‘ค
  • -robotHostName <string> โ€” What is the robots' apparent host name? ๐Ÿ–ฅ๏ธ
  • -tankUserName or tankRealName <string> โ€” What is the tanks' apparent user name? ๐Ÿ›ก๏ธ
  • -tankHostName <string> โ€” What is the tanks' apparent host name? ๐Ÿ–ฅ๏ธ
  • -tankScoreDecrement or tankDecrement <real> โ€” How much lower is the tank's score than the player's? ๐Ÿ“‰
  • -/+selfImmunity โ€” Are players immune to their own weapons? ๐Ÿ™ˆ
  • -defaultShipShape <string> โ€” What is the default ship shape for people who do not have a ship shape defined? ๐Ÿš€
  • -tankShipShape <string> โ€” What is the ship shape used for tanks? ๐Ÿ›ก๏ธ
  • -maxPlayerShots or shots <integer> โ€” Maximum number of shots visible at the same time per player. ๐Ÿ”ซ
  • -/+shotsGravity โ€” Are shots affected by gravity. ๐ŸŒ€
  • -/+Log โ€” Log major server events to log file? ๐Ÿ“
  • -/+idleRun or rawMode โ€” Does server calculate frames and do robots keep on playing even if all human players quit? [ Flags: command, defaults ]
  • -/+noQuit โ€” Does the server wait for new human players to show up after all players have left. [ Flags: command, defaults ]
  • -/+logRobots โ€” Log the comings and goings of robots. [ Flags: command, defaults ]
  • -mapWidth <integer> โ€” Width of the world in pixels. ๐ŸŒ
  • -mapHeight <integer> โ€” Height of the world in pixels. ๐ŸŒ
  • -mapFileName or map <string> โ€” The filename of the map to use. [ Flags: command, defaults, invisible ]
  • -mapName <string> โ€” The title of the map. ๐Ÿ—บ๏ธ
  • -mapAuthor <string> โ€” The name of the map author. โœ๏ธ
  • -mapData <string> โ€” Block map topology. [ Flags: command, any, invisible ]
  • -contactPort or port <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 ]
  • -greeting or xpilotGreeting <string> โ€” Short greeting string for players when they login to server. ๐Ÿ‘‹
  • -/+allowPlayerCrashes โ€” Can players overrun other players? ๐Ÿ’ฅ
  • -/+allowPlayerBounces โ€” Can players bounce with other players? ๐Ÿ€
  • -/+allowPlayerKilling or killings โ€” Should players be allowed to kill one other? โš”๏ธ
  • -/+allowShields or shields โ€” Are shields allowed? ๐Ÿ›ก๏ธ
  • -/+playerStartsShielded or playerStartShielded โ€” Do players start with shields up? ๐Ÿ›ก๏ธ
  • -/+shotsWallBounce โ€” Do shots bounce off walls? ๐Ÿงฑ
  • -/+ballsWallBounce โ€” Do balls bounce off walls? ๐Ÿ”ฎ
  • -/+ballCollisionDetaches or ballHitDetaches โ€” Does a ball get freed by a collision with a player? ๐ŸŽˆ
  • -/+ballCollisions โ€” Can balls collide with other objects? ๐Ÿ’ฅ
  • -/+ballSparkCollisions โ€” Can balls be blown around by exhaust? (Needs ballCollisions too) ๐Ÿ’จ
  • -/+minesWallBounce โ€” Do mines bounce off walls? ๐Ÿ’ฃ
  • -/+itemsWallBounce โ€” Do items bounce off walls? ๐ŸŽ
  • -/+missilesWallBounce โ€” Do missiles bounce off walls? ๐Ÿš€
  • -/+sparksWallBounce โ€” Do thrust spark particles bounce off walls to give reactive thrust? โœจ
  • -/+debrisWallBounce โ€” Do explosion debris particles bounce off walls? ๐Ÿ’ฅ
  • -/+asteroidsWallBounce โ€” Do asteroids bounce off walls? โ˜„๏ธ
  • -/+pulsesWallBounce โ€” Do laser pulses bounce off walls? โšก
  • -/+cloakedExhaust โ€” Do engines of cloaked ships generate exhaust? ๐Ÿ‘ป
  • -maxObjectWallBounceSpeed or maxObjectBounceSpeed <real> โ€” The maximum allowed speed for objects to bounce off walls. ๐Ÿงฑ
  • -maxSparkWallBounceSpeed or maxSparkBounceSpeed <real> โ€” The maximum allowed speed for sparks to bounce off walls. โœจ
  • -maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real> โ€” The max allowed speed for a shielded player to bounce off walls. ๐Ÿ›ก๏ธ
  • -maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real> โ€” Max allowed speed for an unshielded player to bounce off walls. ๐Ÿš€
  • -playerWallBounceType or wallBounceType <integer> โ€” What kind of ship wall bounces to use. ๐Ÿ‘‘
    • A value of 0 gives 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 the playerWallBounceBrakeFactor option.
    • A value of 1 gives the "separate multipliers" implementation.
    • A value of 2 causes 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 3 causes Uau's suggestion to be used: change the parallel one by MIN(C1*perpendicular_change, C2*parallel_speed) if you assume the wall has a coefficient of friction C1. .
  • -playerWallBounceBrakeFactor or playerWallBrake <real> โ€” Factor to slow down ship in direction perpendicular to the wall when a wall is hit (0 to 1). ๐Ÿ›‘
  • -playerBallBounceBrakeFactor or playerBallBrake <real> โ€” Elastic or inelastic properties of the player-ball collision 1 means fully elastic, 0 fully inelastic. ๐ŸŽพ
  • -playerWallFriction or wallFriction <real> โ€” Player-wall friction (0 to 1). ๐Ÿงฑ
  • -objectWallBounceBrakeFactor or objectWallBrake <real> โ€” Factor to slow down objects when they hit the wall (0 to 1). ๐Ÿงฑ
  • -objectWallBounceLifeFactor <real> โ€” Factor to reduce the life of objects after bouncing (0 to 1). โณ
  • -afterburnerPowerMult or afterburnerPower <real> โ€” Multiplication factor for afterburner power. ๐Ÿ”ฅ
  • -wallBounceDestroyItemProb <real> โ€” The probability for each item a player owns to get destroyed when the player bounces against a wall. ๐Ÿ’ฅ
  • -/+reportToMetaServer or reportMeta โ€” Keep the meta server informed about our game? [ Flags: command, defaults ]
  • -metaUpdateMaxSize <integer> โ€” Maximum size of meta update messages. ๐Ÿ“จ
  • -/+searchDomainForXPilot โ€” Search the local domain for the existence of xpilot.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 ]
  • -/+limitedVisibility โ€” Should the players have a limited visibility? ๐Ÿ‘€
  • -minVisibilityDistance or minVisibility <real> โ€” Minimum block distance for limited visibility, 0 for default. ๐Ÿ”ญ
  • -maxVisibilityDistance or maxVisibility <real> โ€” Maximum block distance for limited visibility, 0 for default. ๐Ÿ”ญ
  • -/+limitedLives โ€” Should players have limited lives? See also worldLives. ๐Ÿ’–
  • -worldLives or lives <integer> โ€” Number of lives each player has (no sense without limitedLives). ๐Ÿ’€
  • -/+reset โ€” (no description in this chunk, bestie โ€” the page just stops right here, more parts incoming ๐Ÿ’…)

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. ๐ŸŒ€ This one is only effective when limitedLives is turned on, okay? No limitedLives, no reset. That's the rule. ๐Ÿ’…

  • -resetOnHuman or humanReset <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. ๐Ÿ˜ญ With this option, the first N human players to show up cause the round to be restarted. If it's set to 0, 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 to 1 and 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 to 2 and 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. โœจ
  • -/+allowAlliances or alliances โ€” Are alliances between players allowed? ๐Ÿ‘ฏ Alliances are like teams, except they can be formed and dissolved whenever you want, no commitment. Notably, teamImmunity works for alliances too. To manage them, use the /ally talk 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. ๐Ÿงฎ๐Ÿ’–

  • -/+announceAlliances โ€” Are changes in alliances made public? ๐Ÿ‘€ 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. ๐Ÿคซ
  • -/+teamPlay or teams โ€” Is the map a team play map? โš”๏ธ
  • -/+lockOtherTeam โ€” Can you watch opposing players when the rest of your team is still alive? ๐ŸŽฅ
  • -/+teamFuel โ€” Do fuelstations belong to teams? โ›ฝ
  • -/+teamCannons โ€” Do cannons belong to teams? ๐Ÿ’ฅ
  • -cannonSmartness <integer> โ€” 0: dumb (straight ahead), 1: default (random direction), 2: good (small error), 3: accurate (aims at predicted player position). Also influences how they use weapons. ๐Ÿค–
  • -/+cannonsPickupItems โ€” Do cannons pick up items? ๐ŸŽ
  • -/+cannonFlak or cannonAAA โ€” Do cannons fire flak or normal bullets? ๐Ÿ”ซ
  • -cannonDeadTicks <real> โ€” How many ticks do cannons stay dead? Replaces option cannonDeadTime. ๐Ÿ’€
  • -cannonShotSpeed <real> โ€” Speed of cannon shots. ๐Ÿš€
  • -minCannonShotLife <real> โ€” Minimum life of cannon shots, measured in ticks. If you set this higher than maxCannonShotLife, then maxCannonShotLife gets bumped up to that same value. โฑ๏ธ
  • -maxCannonShotLife <real> โ€” Maximum life of cannon shots, measured in ticks. If you set this lower than minCannonShotLife, then minCannonShotLife gets dropped down to that same value. โณ
  • -cannonInitialFuel <integer> โ€” How much fuel cannons start with. โ›ฝ
  • -cannonInitialTanks <integer> โ€” How many tanks cannons start with. ๐Ÿ›ข๏ธ
  • -cannonInitialECMs <integer> โ€” How many ECMs cannons start with. ๐Ÿ“ก
  • -cannonInitialArmor or cannonInitialArmors <integer> โ€” How much armor cannons start with. ๐Ÿ›ก๏ธ
  • -cannonInitialMines <integer> โ€” How many mines cannons start with. ๐Ÿ’ฃ
  • -cannonInitialMissiles <integer> โ€” How many missiles cannons start with. ๐Ÿš€
  • -cannonInitialCloaks <integer> โ€” How many cloaks cannons start with. ๐Ÿ‘ป
  • -cannonInitialSensors <integer> โ€” How many sensors cannons start with. ๐Ÿ“ถ
  • -cannonInitialWideangles <integer> โ€” How many wideangles cannons start with. ๐Ÿ”ญ
  • -cannonInitialRearshots <integer> โ€” How many rearshots cannons start with. ๐Ÿ”™
  • -cannonInitialAfterburners <integer> โ€” How many afterburners cannons start with. ๐Ÿ”ฅ
  • -cannonInitialTransporters <integer> โ€” How many transporters cannons start with. ๐ŸŒ
  • -cannonInitialMirrors <integer> โ€” How many mirrors cannons start with. ๐Ÿชž
  • -cannonInitialDeflectors <integer> โ€” How many deflectors cannons start with. ๐Ÿ›ก๏ธ
  • -cannonInitialHyperJumps <integer> โ€” How many hyperjumps cannons start with. ๐ŸŒ€
  • -cannonInitialPhasings <integer> โ€” How many phasing devices cannons start with. โœจ
  • -cannonInitialLasers <integer> โ€” How many lasers cannons start with. ๐Ÿ”ฆ
  • -cannonInitialEmergencyThrusts <integer> โ€” How many emergency thrusts cannons start with. ๐Ÿ’จ
  • -cannonInitialTractorBeams <integer> โ€” How many tractor/pressor beams cannons start with. ๐Ÿงฒ
  • -cannonInitialAutopilots <integer> โ€” How many autopilots cannons start with. ๐Ÿค–
  • -cannonInitialEmergencyShields <integer> โ€” How many emergency shields cannons start with. ๐Ÿ›ก๏ธ

  • -/+keepShots โ€” Do shots, mines and missiles remain after their owner leaves? ๐Ÿšช
  • -/+teamImmunity โ€” Should other team members be immune to various shots, thrust, etc.? This works for alliances too. ๐Ÿซถ
  • -/+ecmsReprogramMines โ€” Is it possible to reprogram mines with ECMs? ๐Ÿง 
  • -/+ecmsReprogramRobots โ€” Are robots reprogrammed by ECMs instead of blinded? ๐Ÿค–
  • -/+targetKillTeam โ€” Do team members die when their last target explodes? ๐Ÿ’ฅ
  • -/+targetTeamCollision or targetCollision โ€” Do team members collide with their own target or not. ๐ŸŽฏ
  • -/+targetSync โ€” Do all the targets of a team reappear/repair at the same time? โฐ
  • -targetDeadTicks <real> โ€” How many ticks do targets stay destroyed? Replaces option targetDeadTime. ๐Ÿ’€
  • -/+treasureKillTeam โ€” Do team members die when their treasure is destroyed? ๐Ÿ’Ž
  • -/+captureTheFlag or ctf โ€” Does a team's treasure have to be safe before enemy balls can be cashed? ๐Ÿณ๏ธ
  • -specialBallTeam or specialBall <integer> โ€” Balls that belong to this team are 'special' balls that score against all other teams. โญ
  • -/+treasureCollisionDestroys or treasureCollisionDestroy โ€” Are balls destroyed when a player touches it? ๐ŸŽฑ
  • -ballConnectorSpringConstant <real> โ€” What is the spring constant for connectors? ๐ŸŒ€
  • -ballConnectorDamping <real> โ€” What is the damping force on connectors? ๐ŸŒŠ
  • -maxBallConnectorRatio <real> โ€” How much longer or shorter can a connecter get before it breaks? ๐Ÿ’”
  • -ballConnectorLength <real> โ€” How long is a normal connector string? ๐Ÿ“
  • -/+connectorIsString โ€” Can the connector get shorter? ๐Ÿชข
  • -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. โšช
  • -/+treasureCollisionMayKill or treasureUnshieldedCollisionKills โ€” Does a ball kill a player when the player touches it unshielded? ๐Ÿ’€
  • -/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills โ€” Can ships be destroyed when hit by wreckage? ๐Ÿ›ธ
  • -/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills โ€” Can ships be destroyed when hit by an asteroid? โ˜„๏ธ
  • -/+ignore20MaxFPS โ€” Ignore client maxFPS request if it is 20 (old default, too low). [ Flags: command, defaults ] ๐Ÿ–ฅ๏ธ
  • -/+tagGame or tag โ€” Are we going to play a game of tag? ๐Ÿƒ 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. ๐Ÿ”
  • -tagKillItScoreMult or tagKillItMult <real> โ€” Score multiplier for killing 'it' (tagGame must be on). ๐ŸŽฏ
  • -tagItKillScoreMult or tagItKillMult <real> โ€” Score multiplier when 'it' kills an enemy player (tagGame must be on). ๐Ÿ”ฅ
  • -/+timing or race โ€” Enable race mode? ๐Ÿ
  • -/+ballrace โ€” Is timing done for balls (on) or players (off)? Only used if timing is on. ๐ŸŽฑ
  • -/+ballraceConnected โ€” Should a player be connected to a ball to pass a checkpoint? Only used if timing and ballrace are both on. ๐Ÿ”—
  • -/+edgeWrap โ€” Do objects wrap when they cross the edge of the Universe?. ๐ŸŒ
  • -/+edgeBounce โ€” Do objects bounce when they hit the edge of the Universe?. ๐Ÿ“
  • -/+extraBorder โ€” Give map an extra border of wall blocks?. ๐Ÿงฑ
  • -gravityPoint <position> โ€” If the gravity is a point source, where does that gravity originate? Specify the point in the form: x,y. ๐Ÿ“
  • -gravityAngle <real> โ€” If gravity is along a uniform line, at what angle is that line? ๐Ÿ“
  • -/+gravityPointSource โ€” Is gravity originating from a single point? ๐ŸŒŸ
  • -/+gravityClockwise โ€” If the gravity is a point source, is it clockwise? ๐Ÿ”„
  • -/+gravityAnticlockwise โ€” If the gravity is a point source, is it anticlockwise? ๐Ÿ”ƒ
  • -/+gravityVisible โ€” Are gravity mapsymbols visible to players? ๐Ÿ‘๏ธ
  • -/+wormholeVisible โ€” Are wormhole mapsymbols visible to players? ๐ŸŒ€
  • -/+itemConcentratorVisible โ€” Are itemconcentrator mapsymbols visible to players? ๐ŸŽ
  • -/+asteroidConcentratorVisible โ€” Are asteroidconcentrator mapsymbols visible to players? โ˜„๏ธ
  • -wormholeStableTicks <real> โ€” Number of ticks wormholes will keep the same destination. ๐Ÿ•ณ๏ธ
  • -defaultsFileName or defaults <string> โ€” The filename of the defaults file to read on startup. [ Flags: command, invisible ] ๐Ÿ“„
  • -passwordFileName <string> โ€” The filename of the password file to read on startup. [ Flags: command, defaults, invisible ] ๐Ÿ”
  • -motdFileName or motd <string> โ€” The filename of the MOTD file to show to clients when they join. [ Flags: command, defaults, invisible ] ๐Ÿ“ข
  • -scoreTableFileName or scoretable <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 ]

  • -adminMessageFileName or adminMessage <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 to god. [ Flags: command, defaults, invisible ] ๐Ÿ’Œ
  • -adminMessageFileSizeLimit or adminMessageLimit <integer> โ€” the maximum size in bytes of the admin message file. cap it, bestie. ๐Ÿ“ [ 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. ๐Ÿ† [ Flags: command, defaults, invisible ]
  • -rankWebpageFileName or rankWebpage <string> โ€” the filename for the webpage with the server ranking list. the leaderboard page, slay. ๐ŸŒ [ Flags: command, defaults, invisible ]
  • -rankWebpageCSS or rankCSS <string> โ€” the URL of an optional style sheet for the ranking webpage. make it cute. ๐ŸŽ€ [ Flags: command, defaults, invisible ]
  • -framesPerSecond or FPS <integer> โ€” the number of frames per second the server should strive for. performance vibes. โšก
  • -gameSpeed <real> โ€” rate at which game events happen. The gameSpeed specifies how many ticks of game time elapse each second. A value of 0 means that the value of gameSpeed should be equal to the value of FPS. so 0 = match FPS, periodt. โฑ๏ธ
  • -/+allowSmartMissiles or allowSmarts โ€” should smart missiles be allowed? yes or no, bestie. ๐Ÿš€
  • -/+allowHeatSeekers or allowHeats โ€” should heatseekers be allowed? ๐Ÿ”ฅ
  • -/+allowTorpedoes or allowTorps โ€” should torpedoes be allowed? ๐ŸŸ
  • -/+allowNukes or nukes โ€” should nuclear weapons be allowed? ๐Ÿ’ฅ
  • -/+allowClusters or clusters โ€” should cluster weapons be allowed? ๐ŸŒธ
  • -/+allowModifiers or modifiers โ€” should the weapon modifiers be allowed? โœจ
  • -/+allowLaserModifiers or lasermodifiers โ€” can lasers be modified to be a different weapon? laser glow-up? ๐Ÿ’…
  • -/+allowShipShapes or ShipShapes โ€” are players allowed to define their own ship shape? custom fit, iconic. ๐Ÿ‘‘
  • -/+playersOnRadar or playersRadar โ€” are players visible on the radar. ๐Ÿ‘€
  • -/+missilesOnRadar or missilesRadar โ€” are missiles visible on the radar. ๐Ÿš€
  • -/+minesOnRadar or minesRadar โ€” are mines visible on the radar. ๐Ÿ’ฃ
  • -/+nukesOnRadar or nukesRadar โ€” are nukes visible or highlighted on the radar. โ˜ข๏ธ
  • -/+treasuresOnRadar or treasuresRadar โ€” are treasure balls visible or highlighted on the radar. ๐Ÿ’Ž
  • -/+asteroidsOnRadar or asteroidsRadar โ€” are asteroids visible on the radar. ๐Ÿชจ
  • -/+distinguishMissiles โ€” are different types of missiles distinguished (by length). length matters, iykyk. ๐Ÿ“
  • -maxMissilesPerPack <integer> โ€” the number of missiles gotten by picking up one missile item. how many per pack, bestie. ๐Ÿ“ฆ
  • -maxMinesPerPack <integer> โ€” the number of mines gotten by picking up one mine item. ๐Ÿ’ฃ
  • -/+identifyMines โ€” are mine owner's names displayed. who left this here? ๐Ÿ™ˆ
  • -/+shieldedItemPickup or shieldItem โ€” can items be picked up while shields are up? shield up, hands out? ๐Ÿ›ก๏ธ
  • -/+shieldedMining or shieldMine โ€” can mines be thrown and placed while shields are up? ๐Ÿ›ก๏ธ๐Ÿ’ฃ
  • -/+laserIsStunGun or stunGun โ€” is the laser weapon a stun gun weapon? pew pew but sleepy. ๐Ÿ˜ด
  • -nukeMinSmarts <integer> โ€” the minimum number of missiles needed to fire one nuclear missile. you need this many smarts, no cap. ๐Ÿง 
  • -nukeMinMines <integer> โ€” the minimum number of mines needed to make a nuclear mine. ๐Ÿ’ฃ
  • -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. โšก
  • -nukeDebrisLife <real> โ€” life of nuke debris, in ticks. how long the leftovers stick around. ๐Ÿ•ฐ๏ธ
  • -mineFuseTicks <real> โ€” number of ticks after which owned mines become deadly (0=never). so 0 means never deadly, fr fr. ๐Ÿ’€
  • -mineLife <real> โ€” life of mines in ticks. โณ
  • -minMineSpeed <real> โ€” minimum speed of mines. slow mines are still mines. ๐ŸŒ
  • -missileLife <real> โ€” life of missiles in ticks. ๐Ÿš€
  • -baseMineRange <real> โ€” minimum distance from base mines may be used (unit is blocks). don't mine too close to home. ๐Ÿ 
  • -mineShotDetonateDistance <real> โ€” how close must a shot be to detonate a mine? Set this to 0 to turn it off. 0 = off, periodt. ๐Ÿ’ฅ
  • -shotKillScoreMult <real> โ€” multiplication factor to scale score for shot kills. score multiplier, bestie. ๐Ÿ”ซ
  • -torpedoKillScoreMult <real> โ€” multiplication factor to scale score for torpedo kills. ๐ŸŸ
  • -smartKillScoreMult <real> โ€” multiplication factor to scale score for smart missile kills. ๐Ÿง ๐Ÿš€
  • -heatKillScoreMult <real> โ€” multiplication factor to scale score for heatseeker kills. ๐Ÿ”ฅ
  • -clusterKillScoreMult <real> โ€” multiplication factor to scale score for cluster debris kills. ๐ŸŒธ
  • -laserKillScoreMult <real> โ€” multiplication factor to scale score for laser kills. ๐Ÿ’…
  • -tankKillScoreMult <real> โ€” multiplication factor to scale score for tank kills. ๐Ÿ›ก๏ธ
  • -runoverKillScoreMult <real> โ€” multiplication factor to scale score for player runovers. ๐Ÿš—
  • -ballKillScoreMult <real> โ€” multiplication factor to scale score for ball kills. โšฝ
  • -explosionKillScoreMult <real> โ€” multiplication factor to scale score for explosion kills. ๐Ÿ’ฅ
  • -shoveKillScoreMult <real> โ€” multiplication factor to scale score for shove kills. ๐Ÿ‘‹
  • -crashScoreMult <real> โ€” multiplication factor to scale score for player crashes. ๐Ÿ’ฅ
  • -mineScoreMult <real> โ€” multiplication factor to scale score for mine hits. ๐Ÿ’ฃ
  • -selfKillScoreMult <real> โ€” multiplication factor to scale score for killing yourself. oops. ๐Ÿ™ˆ
  • -selfDestructScoreMult <real> โ€” multiplication factor to scale score for self-destructing. ๐Ÿ’ฅ
  • -unownedKillScoreMult <real> โ€” multiplication factor to scale score for being killed by asteroids or other objects without an owner. no owner, no chill. ๐Ÿชจ
  • -cannonKillScoreMult <real> โ€” multiplication factor to scale score for being killed by cannons. ๐Ÿ’ฅ
  • -movingItemProb <real> โ€” probability for an item to appear as moving. items on the move. ๐Ÿƒ
  • -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. ๐ŸŽ
  • -dropItemOnKillProb <real> โ€” probability for dropping an item (each item) when you are killed. drop it like it's hot. ๐Ÿ”ฅ
  • -detonateItemOnKillProb <real> โ€” probability for undropped items to detonate when you are killed. boom. ๐Ÿ’ฅ
  • -destroyItemInCollisionProb <real> โ€” probability for items (some items) to be destroyed in a collision. crash and burn. ๐Ÿ’ฅ
  • -asteroidItemProb <real> โ€” probability for an asteroid to release items when it breaks. asteroid piรฑata. ๐Ÿชจ๐ŸŽ‰
  • -asteroidMaxItems <integer> โ€” the maximum number of items a broken asteroid can release. ๐Ÿชจ
  • -itemProbMult or itemProbFact <real> โ€” Item Probability Factor scales all item probabilities. global item glow-up. โœจ
  • -cannonItemProbMult <real> โ€” average number of items a cannon gets per minute. cannon snack rate. ๐Ÿ’ฅ
  • -maxItemDensity <real> โ€” maximum density for items (max items per block). don't overcrowd the vibe. ๐Ÿ“ฆ
  • -asteroidProb <real> โ€” probability for an asteroid to appear. ๐Ÿชจ
  • -maxAsteroidDensity <real> โ€” maximum density [0.0-1.0] for asteroids (max asteroids per block. ๐Ÿชจ
  • -itemConcentratorRadius or itemConcentratorRange <real> โ€” range within which an item concentrator can create an item. Sensible values are in the range 1.0 to 20.0 (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. ๐Ÿ”บ
  • -itemConcentratorProb <real> โ€” the chance for an item to appear near an item concentrator. If this is less than 1.0 or there are no item concentrators, items may also popup where there is no concentrator nearby. ๐ŸŽฏ
  • -asteroidConcentratorRadius or asteroidConcentratorRange <real> โ€” range within which an asteroid concentrator can create an asteroid. Sensible values are in the range 1.0 to 20.0 (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. ๐ŸŸช
  • -asteroidConcentratorProb <real> โ€” the chance for an asteroid to appear near an asteroid concentrator. If this is less than 1.0 or there are no asteroid concentrators, asteroids may also appear where there is no concentrator nearby. ๐ŸŽฏ
  • -rogueHeatProb <real> โ€” probability that unclaimed missile packs will go rogue. they turn on you, fr. ๐Ÿš€
  • -rogueMineProb <real> โ€” probability that unclaimed mine items will activate. surprise. ๐Ÿ’ฃ
  • -itemEnergyPackProb <real> โ€” probability for an energy pack to appear. โšก
  • -itemTankProb <real> โ€” probability for an extra tank to appear. ๐Ÿ›ก๏ธ
  • -itemECMProb <real> โ€” probability for an ECM item to appear. ๐Ÿ“ก
  • -itemArmorProb <real> โ€” probability for an armor item to appear. ๐Ÿ›ก๏ธ
  • -itemMineProb <real> โ€” probability for a mine item to appear. ๐Ÿ’ฃ
  • -itemMissileProb <real> โ€” probability for a missile item to appear. ๐Ÿš€
  • -itemCloakProb <real> โ€” probability for a cloak item to appear. ๐Ÿซฅ
  • -itemSensorProb <real> โ€” probability for a sensor item to appear. ๐Ÿ“ก
  • -itemWideangleProb <real> โ€” probability for a wideangle item to appear. ๐Ÿ‘๏ธ
  • -itemRearshotProb <real> โ€” probability for a rearshot item to appear. ๐Ÿ”™
  • -itemAfterburnerProb <real> โ€” probability for an afterburner item to appear. ๐Ÿ”ฅ
  • -itemTransporterProb <real> โ€” probability for a transporter item to appear. ๐ŸŒ€
  • -itemMirrorProb <real> โ€” probability for a mirror item to appear. ๐Ÿชž
  • -itemDeflectorProb <real> โ€” probability for a deflector item to appear. ๐Ÿ›ก๏ธ
  • -itemHyperJumpProb <real> โ€” probability for a hyperjump item to appear. ๐ŸŒ€
  • -itemPhasingProb <real> โ€” probability for a phasing item to appear. ๐Ÿ‘ป
  • -itemLaserProb <real> โ€” probability for a Laser item to appear. ๐Ÿ’…
  • -itemEmergencyThrustProb <real> โ€” probability for an Emergency Thrust item to appear. ๐Ÿš€
  • -itemTractorBeamProb <real> โ€” probability for a Tractor Beam item to appear. ๐Ÿ›ธ
  • -itemAutopilotProb <real> โ€” probability for an Autopilot item to appear. ๐Ÿค–
  • -itemEmergencyShieldProb <real> โ€” probability for an Emergency Shield item to appear. ๐Ÿ›ก๏ธ
  • -initialFuel <integer> โ€” how much fuel players start with. โ›ฝ
  • -initialTanks <integer> โ€” how many tanks players start with. ๐Ÿ›ก๏ธ
  • -initialECMs <integer> โ€” how many ECMs players start with. ๐Ÿ“ก
  • -initialArmor or initialArmors <integer> โ€” how much armor players start with. ๐Ÿ›ก๏ธ
  • -initialMines <integer> โ€” how many mines players start with ๐Ÿ’ฃ
  • -initialMissiles <integer> โ€” how many missiles players start with ๐Ÿš€
  • -initialCloaks <integer> โ€” how many cloaks players start with ๐Ÿซฅ
  • -initialSensors <integer> โ€” how many sensors players start with ๐Ÿ“ก
  • -initialWideangles <integer> โ€” how many wideangles players start with ๐Ÿ‘€
  • -initialRearshots <integer> โ€” how many rearshots players start with ๐Ÿ”™
  • -initialAfterburners <integer> โ€” how many afterburners players start with ๐Ÿ”ฅ
  • -initialTransporters <integer> โ€” how many transporters players start with โœจ
  • -initialMirrors <integer> โ€” how many mirrors players start with ๐Ÿชž
  • -initialDeflectors <integer> โ€” how many deflectors players start with ๐Ÿ›ก๏ธ
  • -initialHyperJumps <integer> โ€” how many hyperjumps players start with ๐ŸŒŒ
  • -initialPhasings <integer> โ€” how many phasing devices players start with ๐Ÿ‘ป
  • -initialLasers <integer> โ€” how many lasers players start with ๐Ÿ”ซ
  • -initialEmergencyThrusts <integer> โ€” how many emergency thrusts players start with ๐Ÿ’จ
  • -initialTractorBeams <integer> โ€” how many tractor/pressor beams players start with ๐Ÿช
  • -initialAutopilots <integer> โ€” how many autopilots players start with ๐Ÿค–
  • -initialEmergencyShields <integer> โ€” how many emergency shields players start with โšก

and now, bestieโ€ฆ the CAPS ๐Ÿงข 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 ๐Ÿ’…

  • -maxFuel <integer> โ€” upper limit on the amount of fuel per player โ›ฝ
  • -maxTanks <integer> โ€” upper limit on the number of tanks per player ๐Ÿ›ข๏ธ
  • -maxECMs <integer> โ€” upper limit on the number of ECMs per player ๐Ÿ“ถ
  • -maxMines <integer> โ€” upper limit on the number of mines per player ๐Ÿ’ฃ
  • -maxMissiles <integer> โ€” upper limit on the number of missiles per player ๐Ÿš€
  • -maxCloaks <integer> โ€” upper limit on the number of cloaks per player ๐Ÿซฅ
  • -maxSensors <integer> โ€” upper limit on the number of sensors per player ๐Ÿ“ก
  • -maxWideangles <integer> โ€” upper limit on the number of wides per player ๐Ÿ‘€
  • -maxRearshots <integer> โ€” upper limit on the number of rearshots per player ๐Ÿ”™
  • -maxAfterburners <integer> โ€” upper limit on the number of afterburners per player ๐Ÿ”ฅ
  • -maxTransporters <integer> โ€” upper limit on the number of transporters per player โœจ
  • -maxArmor or maxArmors <integer> โ€” upper limit on the amount of armor per player ๐Ÿ›ก๏ธ
  • -maxMirrors <integer> โ€” upper limit on the number of mirrors per player ๐Ÿชž
  • -maxDeflectors <integer> โ€” upper limit on the number of deflectors per player ๐Ÿชฉ
  • -maxPhasings <integer> โ€” upper limit on the number of phasing devices per players ๐Ÿ‘ป
  • -maxHyperJumps <integer> โ€” upper limit on the number of hyperjumps per player ๐ŸŒŒ
  • -maxEmergencyThrusts <integer> โ€” upper limit on the number of emergency thrusts per player ๐Ÿ’จ
  • -maxLasers <integer> โ€” upper limit on the number of lasers per player ๐Ÿ”ซ
  • -maxTractorBeams <integer> โ€” upper limit on the number of tractorbeams per player ๐Ÿช
  • -maxAutopilots <integer> โ€” upper limit on the number of autopilots per player ๐Ÿค–
  • -maxEmergencyShields <integer> โ€” upper limit on the number of emergency shields per player โšก

  • -gameDuration or time <real> โ€” how long the game runs, in minutes. aka pizza mode ๐Ÿ• iconic honestly
  • -/+baselessPausing โ€” should paused players keep their bases? Heads up bestie: this one can only be used on teamplay maps for now ๐Ÿ—บ๏ธ
  • -survivalScore <real> โ€” the multiplicator for the quadratic score increase over time survived with lowered shield ๐Ÿ“ˆ
  • -pauseTax <real> โ€” how many points get subtracted from pausing players every single second ๐Ÿ’ธ
  • -friction <real> โ€” the fraction of velocity a ship loses each frame ๐ŸงŠ
  • -blockFriction <real> โ€” the fraction of velocity a ship loses each frame when it's inside friction blocks ๐Ÿงฑ
  • -/+blockFrictionVisible โ€” are friction blocks visible? If true, friction blocks show up as decor; if false, they don't show up at all ๐Ÿ™ˆ
  • -coriolis <real> โ€” the clockwise angle, in degrees, that a ship's velocity turns each time unit ๐ŸŒ€
  • -checkpointRadius <real> โ€” how close you have to be to a checkpoint for it to register โ€” measured in blocks ๐Ÿ“
  • -raceLaps <integer> โ€” how many laps per race ๐Ÿ
  • -/+loseItemDestroys โ€” destroy the item that a player drops? Otherwise just drop it ๐Ÿซณ
  • -/+useDebris โ€” are debris particles created where appropriate? The value affects ship exhaust sparks and cluster debris. And jsyk: to disallow cluster weapons but not sparks, set allowClusters off โœจ
  • -/+useWreckage โ€” do destroyed ships leave wreckage behind? ๐Ÿ’€
  • -maxOffensiveItems <integer> โ€” how many offensive items a player can carry ๐Ÿ—ก๏ธ
  • -maxDefensiveItems <integer> โ€” how many defensive items a player can carry ๐Ÿ›ก๏ธ
  • -maxRoundTime <integer> โ€” the maximum duration of each round, in seconds โฑ๏ธ
  • -roundsToPlay or numRounds <integer> โ€” the number of rounds to play. Unlimited if 0 โ™พ๏ธ
  • -maxVisibleObject or maxVisibleObjects <integer> โ€” what is the maximum number of objects a player can see ๐Ÿ‘๏ธ
  • -/+pLockServer โ€” whether the server is prevented from being swapped out of memory ๐Ÿ”’ [ Flags: command, defaults ]
  • -/+sound โ€” does the server send sound events to players that request sound ๐Ÿ”Š
  • -timerResolution <integer> โ€” if set to nonzero, xpilots will request signals from the OS at 1/timerResolution second intervals. The server will then compute a new frame FPS times out of every timerResolution signals โฐ [ Flags: command, defaults ]
  • -password <string> โ€” the password needed to obtain operator privileges ๐Ÿ”‘
ok so real talk: if you specify this on the command line, on many systems other users will be able to see the password ๐Ÿ˜ญ so using the password file instead is recommended. [ Flags: command, passwordfile, defaults, invisible ]
  • -clientPortStart <integer> โ€” use UDP ports clientPortStart - clientPortEnd (for firewalls) ๐Ÿงฑ [ Flags: command, defaults ]
  • -clientPortEnd <integer> โ€” use UDP ports clientPortStart - clientPortEnd (for firewalls) ๐Ÿงฑ [ 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 ๐Ÿ‘ข Setting this option to 0 disables 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 ๐Ÿ˜ด Setting this option to 0 disables 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 ๐Ÿ™… Setting this to 0 means any number of clients from the same IP address can join. [ Flags: command, defaults ]
  • -playerLimit <integer> โ€” allow playerLimit players to enter at once. If set to 0, allow 10 more players than there are bases. (If baselessPausing is off, more than bases cannot enter.) During game, cannot be set higher than the starting value ๐Ÿšง
  • -recordMode <integer> โ€” if this is set to 1 when the server starts, the game is saved in the file specified by recordFileName. If set to 2 at startup, the server replays the recorded game ๐ŸŽฌ Joining players are spectators who can watch the recorded game from anyone's viewpoint. Can be set to 0 in 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 ๐Ÿ“ผ [ Flags: command, defaults, invisible ]
  • -recordFlushInterval or recordWait <integer> โ€” if set to a nonzero value x, the server will flush all recording data in memory to the record file at least once every x seconds. This is useful if you want to replay the game on another server while it is still being played ๐ŸŽฅ There is a small overhead (some dozens of bytes extra recording file size) for each flush.
  • -/+constantScoring โ€” whether the scores given from various things are fixed ๐Ÿ“Š
  • -/+zeroSumScoring or zeroSum โ€” use Zero sum scoring? โš–๏ธ [ Flags: command ]
  • -/+elimination โ€” race mode where the last player drops out each lap ๐ŸŽ๏ธ
  • -dataURL <string> โ€” URL where the client can get extra data for this map ๐Ÿ”—
  • -/+polygonMode โ€” force use of polygon protocol when communicating with clients? ๐Ÿงฟ (useful for debugging if you want to see the polygons created in the blocks to polygons conversion function).
  • -/+fastAim โ€” when calculating a frame, turn the ship before firing. This means you can change aim one frame faster โšก Added this option to see how much difference changing the order would make.
  • -/+ngControls โ€” enable improved precision steering and aiming of main gun ๐ŸŽฏ
  • -/+legacyMode โ€” try to emulate classic xpilot behavior ๐Ÿ•ฐ๏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 ๐Ÿš€
ngl this one is quite unphysical and using it can cause weird effects (with bounces for example) ๐Ÿ’€ Low values close to 0.5 (maybe in the range 0.3 to 1) 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 ๐ŸŽถ 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) ๐ŸŒ€
  • -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) ๐Ÿงฒ
  • -thrustWidth or sprayWidth <real> โ€” width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees ๐ŸŒŠ
  • -thrustMass or sparkWeight <real> โ€” weight of thrust sparks โœจ
  • -sparkSpeed or sparkVel <real> โ€” multiplier affecting avg. speed (relative ship) of thrust sparks ๐Ÿ’ซ
  • -/+ballStyles โ€” send ball styles to clients ๐ŸŽฑ
  • -/+ignoreMaxFPS
  • Ignore client maxFPS requests and always send all frames. This is a hack for demonstration purposes to allow changing the server FPS when there are old clients with broken maxFPS handling. Those clients could be better dealt with separately. This option will be removed in the future (hopefully).
  • -pausedFramesPerSecond or pausedFPS &lt;integer&gt; โ€” max FPS shown to paused players. 0 means full framerate. Can be used to reduce server bandwidth consumption. bandwidth said let me breathe ๐Ÿ’…
  • -waitingFramesPerSecond or waitingFPS &lt;integer&gt; โ€” max FPS shown to players in waiting state. 0 means 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, a W is shown next to waiting players' names in the score list. the little W is literally their whole identity rn
  • -deadFramesPerSecond or deadFPS &lt;integer&gt; โ€” max FPS shown to players in dead state. 0 means full framerate. Can be used to limit bandwidth used. This option should only be used if pausedFPS and waitingFPS options 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, a D is shown next to dead players' names in the score list. rip them, D next to the name, gone but not forgotten ๐Ÿ˜ญ
  • -/+teamcup โ€” Is this a teamcup match? [ Flags: command, any, invisible ] teamcup era, we're so back
  • -teamcupName &lt;string&gt; โ€” The name of the teamcup (used only if teamcup is true). [ Flags: command, any, invisible ]
  • -teamcupMailAddress &lt;string&gt; โ€” The mail address where players should send match results. [ Flags: command, any, invisible ] email era, bestie, respect the classics ๐Ÿ“ง
  • -teamcupScoreFileNamePrefix &lt;string&gt; 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 ]
  • -teamcupMatchNumber or match &lt;integer&gt; โ€” The number of the teamcup match. [ Flags: command ]
  • -mainLoopTime &lt;real&gt; โ€” Duration of last Main_loop() function call (in milliseconds). This option is read only. [ Flags: command ] read only!! do not touch, she is not accepting edits rn ๐Ÿ’€
  • -cellGetObjectsThreshold or cellThreshold &lt;integer&gt; โ€” Use Cell_get_objects if 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 โœจ

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 ๐Ÿ’…

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 ๐Ÿ‘‘

okay bestie that's the whole page, you made it to the end, icon behavior honestly ๐Ÿซถ 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 ๐Ÿ’–

๐Ÿ“ฆ where this page comes from