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ConVars
This edit adjusts ConVars every now and then so updating might be a pain. This plugin may help. But I'll make sure to note a ConVar addition or change in releases. Note that everything will be in cfg/sourcemod/FreakFortress2.cfg so make sure you save a backup when you update the plugin so the new version can generate any new ConVars. ConVars are in ABC order, use Find (Ctrl + F) to search ConVars.
This was never added but instead was ff2_boss_companion for Unofficial FF2.
This has been removed due to it being deprecated for quite some time now.
Updater support is removed due to errors and Updater being discontinued.
This has been adjusted due to the change in how the Ullapool Caber works, a one-shot high-damage explosion. If this is increased to detonate multiple times, the damage is also reduced accordingly. However if set to more than 2, sound effects/health bar change effects won't occur and if set more than 3, damage changes aren't used at all. Setting the ConVar to 0 gives unlimited detonations and no damage changes/effects.
Allowed a decimal for a players alive to players in total.
Short Circuit Stun is off by default due to the overwhelming power of it. Instead the Short Circuit has a slow effect via attributes.
The Eureka Effect ConVar has been adjusted to when it's disabled, a Eureka Effect without the reload teleport attribute is spawned. Weapon config will override the cvar.
Allowed an option for the health bar to show total health in total rather than health of their current life.
Allowed to select how many players left before outlining everyone rather then last player or not, can be a decimal for a players alive to players in total.
Enabled by default due to how the popular Dynamic Defaults runs.
Adjusted default amount and allowed a decimal for a players alive to players in total.
Allowed to select both ff2_point_time and ff2_point_alive.
Default value is disabled because taking the disconnected player's boss selection instead of their own.
Enable or disable advanced music menu and commands.
If anyone is allowed to toggle disabling or enabling being a companion boss. If this is turned off, the next player will be forced to play as a companion if the person in front plays a Duo boss (exception is if boss toggle is off for the player).
To show the boss's description before choosing the boss in the Boss Preference menu.
-1 - Block the player from picking the same boss on their previous boss round
0 - Keep the player's selection until after their boss round
1 - Keep the player's selection, even after their boss roundLog boss win/loses to logs/freak_fortress_2/bosses/ when player count is more or equal to ff2_boss_log. 0 will disable logging.
Log Format:
Time on Map - Player <AuthId_Steam2> has won/loss
If anyone is allowed to use the boss menu. If this is turned off, players with or without permission can't access.
Adds an option for players to subtract their queue points by 10 if they have over 10 queue points, mainly for skipping being the boss by a turn.
If anyone is allowed to toggle disabling or enabling being the boss. If this is turned off, players will be forced to play. (Except reseting queue points still accessible.)
The time in seconds to ask new players about setting being the boss on or off from the start of the round.
The new alternative gamemode. The ConVar determines the chance out of 100 will the game uses bosses on both teams with even amount of players on each side. This also enables some settings and natives to go along with this, such as the ConVars below:
Determines how many bosses are chosen for each side in Boss vs Boss mode. Companions are not counted for.
Determines the multiplier of damage dealt between non-bosses in Boss vs Boss mode while each team as an alive boss.
Sets how the round will end during a Boss vs Boss mode.
0 - All of a team dies (Standard Arena)
1 - All of a team's bosses dies
2 - All of a team's non-bosses diesDetermines if StatTrak will be counted during a Boss vs Boss round.
If set to non-zero, it randomizes the order of boss packs and what it's set to, limits amount of packs shown. Also removes the random option. If there are more packs then what the ConVar is set to, the current pack is excluded from being shown.
Sets whether to make the bot use it's rage is at 100%.
Again, basically the same thing but with the Huntsman. And the Huntsman is normally crit-boosted anyways.
Sets the mini-crit damage of the Huntsman. If this value is non-zero, the Huntsman will only be mini-crit boosted unless ff2_bow_dmg_non is also non-zero.
Sets the non-critical damage of the Huntsman. If this value is non-zero, it'll will strip the Huntsman of normally being crit-boosted.
Sets whether Announcer lines and end-of-the-round cheering plays.
Damage ratio taken from a boss while the Spy is cloaking.
Amount of seconds before a Spy is able to cloak upon backstabing a boss.
Minimum number of players on the server before allowing companions to be selected.
Select a random player to be a companion instead the next person.
Enable or disable companions keeping their queue points, even after a round.
Sets if the round will go to OVERTIME! if a player is currently capturing the control point. This is also affected by the cvar tf_overtime_nag for repeating OVERTIME! announcements.
Damage ratio taken from a boss while the Spy is ringered.
Amount of revenge crits gained upon backstabbing a boss.
Whether the Spy will have the model appearance of whoever he's disguised as. Note this requires TF2Attributes and model will only be shown to the enemy team.
This applies how much damage is needed to increase a player's head count for the Airstrike.
This applies how much damage is needed to increase a player's killstreak.
By default weapons in weapons.cfg will be applied first, then by hard-coded weapons to weapons left undefined.
0 - Only use weapons.cfg
1 - weapons.cfg then hard-coded weapons
2 - Only use hard-coded weaponsAllows the boss to heal itself or by other players:
0 - Block all sources
1 - Only self-healing
2 - Only by other players
3 - Allow all sourcesShow your teammates stats by looking at them while alive. ConVar determines how close the player needs to be to see their stats, setting to -1 means no range limit while 0 disables the feature completely.
Show healing done towards teammates (not overheal) in the damage counter HUD. This will not appear until the player has healed a single point unless it's set to 2. This also includes whoever your currently spectating.
Show StatTrak statistics to the player's HUD.
-1 - Disable
0 - Only by admin override ff2_stats_bosses
1 - Client can see but can't see spectating player's stats
2 - Client can see and the spectating player's statsAmount of health/overheal gained upon a backstab.
Maximum amount of overheal possible using the Kunai.
Increase the damage of backstabs, market gardens, and ullapool caber explosions when there's low amount of players on the server.
Changes the damage ratio that Market Garden stabs deal. If set to zero, Market Gardens won't be used and will have attributes strip (by Hardcoded option) and will be crit boosted.
Change the server name to include the current boss's name, similar to how the Who's The Current Boss! works.
The initial time before the control point is unlocked.
Max number of queue points players can earn at the end of the round.
Require this amount of damage to earn any amount of queue points at the end of the round.
Every this amount of damage dealt to the boss (or by other means effecting the damage counter) gives a point (or queue point) to the player at the end of the round.
Minimum number of queue points players can earn at the end of the round.
The default weapon quality the boss has. Again this is ignored for bosses with a defined quality in their weapon.
Disable or enable dividing ff2_rps_limit with the current boss's health when he first lost a RPS. Player winner is credited for the damage. Note this will not take effect when the boss's health is too low and ff2_rps_divide is too high.
How much queue points for teammates or minions to win/lose of the outcome of a RPS. This won't take affect if cvar is set to zero or one of the players does not have the queue points to bet.
How many times a boss can lose before being slayed outright. Player winner is credited for the remaining boss health on slain.
Allow Spies to sap bosses and/or minions:
0 - Disable
1 - Can sap the boss
2 - Can sap minions
3 - Can sap bothAmount of damage the Spy needs to deal in order to use his sapper again.
Amount of damage the Spy needs to deal in order to use his sapper the first time.
This allows bosses to be able to rocket jump, grenade jump, or receive any kind of knockback done by their own weapons. The boss can't be hurt by itself unless the damage will kill the boss.
Amount of damage to take before breaking, used if ff2_shield_type is set to 3.
Multiplier of damage to take, used if ff2_shield_type is set to 3. Multiplier will increase (player taking more damage) as the shield's health is lowered.
Sets how the Razorback and Demo-shields will react upon being hit:
0 - Does nothing.
1 - Destroys the shield and take no damage from the boss. (Official Styled)
2 - Destroys the shield and take no damage from the boss or minions if the player could not survive it normally.
3 - Gives resistances on ranged attacks with a HP gauge before breaking, melee hits from the boss or minions destroys this outright, gives no damage, and one second speed boost. (BBG Styled)
4 - Gives resistances on all attacks with a HP gauge before breaking, will break outright if the player can't survive a hit normally, gives no damage on it breaking destroyed.How much time before the Sniper can swing his melee again. Setting this to zero will disable wall climbing completely.
How much damage is taken/required to wall climb. This is affected by Bushwaka's damage vulnerability and the Tribalman's Shiv bleed.
This shows how much damage is multiplied towards the Sniper Rifle while not being mini-crit or crit boosted.
Basically the same thing but when the Sniper Rifle is being mini-crit boosted.
Insult the boss when he stuns only one player during a rage with ffbat_defaults subplugin.
-1 - Never show current playing song, even if the boss has listed name and artist.
0 - Only show if the boss has listed name and artist.
1 - Always show, if the boss has missing name and artist, show `Unknown Song - Unknown Artist`-1 - Disable
0 - Only by admin override ff2_stats_bosses
1 - Only to the boss if the win or losses changed
2 - Everyone if the win or losses changed
3 - Only to the boss
4 - EveryoneRequired amount of players to add/save stats to player's statistics.
Enable or disable showing the Freak Fortress 2 (Unofficial 1.X.X) or Freak Fortress 2 x10 (Unofficial 1.X.X) using Steam Tools or Steam Works if available.
Enable or disable weapons having a strange score, however boss weapons with a defined rank will ignore this cvar.
Sets to use game_text_tf entities as a replacement to center text HUDs, setting to 2 will also include the timer and intro message.
Sets to use annotations or game_text_tf entities as a replacement to hint texts. 1 for annotations, 2 for game_text_tf entities.
Sets to show the attacker's and victim's name in message texts. Will show player name if it is a player and the boss name if the player is the boss.
Allowing specific bosses with "theme" using a flag type system. For example:
ConVar | Boss Setting
0 | 0
1 | 0, 1
2 | 0, 2
3 | 0, 1, 2
4 | 0, 3
5 | 0, 1, 3
6 | 0, 2, 3
7 | 0, 1, 2, 3
8 | 0, 4The amount to multiply boss health and ragedamage when TF2x10 is enabled. Backstab, Market Garden, and Ullapool Caber damage is also nerfed by this much.
No, this is not the +210% damage bonus, this enables/disables extra damage dealt to players when initial damage is lower than 160. This is shown in Bats, Knifes, other ranged weapons, and setting a damage penalty too low. This is enabled by default due to many public bosses already adjusting to this, "triple" to set per-boss.
Amount of hazard damage the boss needs to take in order to teleport to spawn (if Teleport to Spawn is enabled)
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