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Server Configuration
Reference for the Q3Rally-specific server cvars. Put them in your server config or set them in the console. For general server setup, see Dedicated Server.
Times are given in the unit the cvar expects. Pay attention to seconds vs. milliseconds.
| Cvar | Default | Description |
|---|---|---|
g_gametype |
0 | Game mode, see Game Modes |
laplimit |
5 | Number of laps. 0 uses the map's own lap count. Sprint maps always run 1 lap. |
timelimit |
0 | Time limit in minutes (0 = none) |
fraglimit |
— | Frag limit for DM modes |
capturelimit |
8 | Capture limit for CTF modes, goal limit in Autoball 🧪 |
g_useFuel |
1 |
0 turns fuel consumption off |
| Cvar | Default | Description |
|---|---|---|
g_trackLength |
0 | Track variant: 0 short, 1 medium, 2 long. Falls back to the next length the map supports. Latched. |
g_trackReversed |
0 |
1 races the track in reverse, if the map is reversible. Latched. |
g_rallyReadyCheck |
1 | Wait until all human players are ready before the countdown |
g_rallyIgnoreBots |
0 |
1 moves bots to spectator and leaves them out of the ready check |
g_forceEngineStart |
60 | Seconds until the race starts anyway (with a 10 s warning) |
g_finishRaceDelay |
30 | Seconds the race keeps running after the first driver finishes |
g_timeTrialLaps |
3 | Laps in Single Player time trial |
g_timeTrialFinishDelay |
10 | Finish delay in Single Player, in seconds |
g_rallyIntroCamClients |
1 | 🧪 1 also shows the pre-race intro camera to drivers on the grid, not only to spectators. Drivers can skip it with Fire. |
g_eliminationWeapons |
0 |
1 enables weapons in Elimination |
| Cvar | Default | Description |
|---|---|---|
g_derbyMinPlayers |
2 | Real players needed before a Derby or Last Car Standing round starts. Until then the server shows "Waiting for players…". |
g_derbyNoRamTime 🧪 |
45 | Seconds a car may go without ramming an opponent. At 10 s the driver gets a warning, at 0 the car explodes. 0 turns the rule off. |
g_derbyHitFuelReward 🧪 |
2.0 | Fuel refilled per ram, as a percentage of the tank |
g_derbyHitNosReward 🧪 |
500 | Extra turbo time per ram, in ms (only while turbo is active) |
g_derbyDamageFactor |
15.0 | Collision damage multiplier in Derby |
g_damageScale |
0.3 | Global damage multiplier. Also applied to Derby collisions unless g_derbyIgnoreDamageScale 1. |
g_derbyIgnoreDamageScale |
0 |
1 ignores g_damageScale for Derby collisions |
g_derbyCollisionFrontWeight |
1.0 | Weighting of front hits (0–2) |
g_derbyCollisionSideWeight |
0.65 | Weighting of side hits (0–2) |
g_derbyCollisionRearWeight |
0.35 | Weighting of rear hits (0–2) |
g_carImpactTransfer |
1.0 | Scales the car-to-car impulse, which also changes the damage (max 1) |
g_carImpactElasticity |
0.25 | Bounciness of car-to-car collisions (0–1) |
g_derbyCollisionLog |
0 |
1 logs every car contact with its impulse and damage, useful for tuning |
| Cvar | Default | Description |
|---|---|---|
g_dominationScoreInterval |
10000 | Scoring interval for held points, in ms |
g_dominationCaptureDelay |
1500 | Time to capture a point, in ms |
g_dominationSpawnStyle |
0 | Spawn point selection strategy |
| Cvar | Default | Description |
|---|---|---|
g_kothScoreWin |
100 | Score that wins the match |
g_kothCaptureTime |
3000 | Time to capture the hill, in ms |
g_kothRespawnWave |
5000 | Respawn wave interval, in ms |
g_kothPtsTick |
1 | Points per second of uncontested ownership |
g_kothPtsCapture |
5 | Bonus for capturing the hill |
g_kothPtsDefend |
3 | Bonus for regaining uncontested control after an enemy contest |
g_kothOvertime |
1 | Overtime when the match ends in a tie |
g_kothOvertimeHoldTime |
10000 | Uncontested hold time needed to win overtime, in ms |
Development build. See Autoball. Needs g_scriptedObjectBullet 1 (the default). A ready-made config is q3r_autoball.cfg.
Match
| Cvar | Default | Description |
|---|---|---|
g_autoballKickoffDelay |
3 | Seconds the cars are frozen at kick-off (0–10) |
g_autoballGoalDelay |
4 | Seconds from a goal to the next kick-off (1–15) |
g_autoballStartTurbo |
5000 | Stored turbo after every spawn, in ms |
g_autoballDemoSpeed |
110 | km/h a turbo-burning car needs for a demolition |
g_autoballIntro |
1 | The first kick-off of a match waits 4 s longer for a camera flight over the arena (and for players still loading the map, up to 15 s) |
g_autoballGoalPush |
2200 | Strength of the goal explosion that pushes cars away |
g_autoballWeapons |
0 |
1 keeps weapons and weapon pickups. Latched. |
Ball physics (changes apply immediately)
| Cvar | Default | Description |
|---|---|---|
g_autoballImpactScale |
1.6 | How hard car hits launch the ball (0–2) |
g_autoballVerticalScale |
0.45 | Flattens shots: 1 = full upward share of the contact, lower = flatter (0–1) |
g_autoballLift |
0.15 | Minimum upward share of every hit, so the ball leaves the ground (0–0.9) |
g_autoballMass |
400 | Ball mass (a car is about 1400) |
g_autoballElasticity |
0.6 | Bounciness (0–1) |
Mutators (not saved in q3config_server.cfg, set them in your config)
| Cvar | Default | Description |
|---|---|---|
g_autoballBalls |
1 | Number of match balls (1–3). Latched. |
g_autoballBallScale |
1 | Ball size (0.5–2). Latched. |
g_autoballBallGravity |
1 | Gravity for the ball only (0.1–2) |
Logging and debugging
| Cvar | Default | Description |
|---|---|---|
g_autoballStats |
0 |
1 writes a sample line per second to games.log for tools/autoball/analyze_log.py
|
g_autoballDebug |
0 |
1 prints touches, shots, saves and demolition checks, 2 also bot roles |
Development build. Maps with weather volumes can switch rain and snow on and off during a match.
| Cvar | Default | Description |
|---|---|---|
g_dynamicWeather |
1 |
1 turns weather on and off over time, 0 keeps it on permanently |
g_weatherInitialChance |
70 | Chance in % that weather is active when the map starts |
g_weatherOnMinTime / g_weatherOnMaxTime
|
45 / 120 | How long weather stays on, in seconds (random between min and max) |
g_weatherOffMinTime / g_weatherOffMaxTime
|
25 / 90 | How long weather stays off, in seconds |
| Cvar | Default | Description |
|---|---|---|
g_ghostUpload |
1 | Upload drivers' best laps to the ladder as ghosts |
g_ghostDownload |
1 | Download ladder ghosts for Ghost Race |
These values are set by the server, sent to every client, and latched (they take effect on the next map load). Keep them identical for a whole season or tournament, otherwise lap times can't be compared.
| Cvar | Default | Description |
|---|---|---|
car_spring |
120 | Suspension spring rate. Higher = stiffer, less body roll. |
car_shock_up |
12 | Shock damping on compression |
car_shock_down |
11 | Shock damping on rebound |
car_swaybar |
20 | Anti-roll bar stiffness |
car_wheel |
2400 | Wheel rotational inertia |
car_wheel_damp |
140 | Wheel spin damping |
car_frontweight_dist |
0.5 | Front/rear weight distribution (0.5 = even) |
car_IT_xScale / _yScale / _zScale
|
1.0 | Scaling of the car's inertia tensor per axis |
car_body_elasticity |
0.05 | Body elasticity in collisions |
car_air_cof |
0.31 | Aerodynamic drag coefficient |
car_air_frac_to_df |
0.5 | Share of aerodynamic force turned into downforce |
car_friction_scale |
1.1 | Global tyre grip multiplier |
sv_ladderEnabled, sv_ladderUrl and sv_ladderApiKey are described in Ladder Server Setup.
| Cvar | Description |
|---|---|
g_aiDmnetDebugExport |
2 writes a per-tick JSONL log of the bot navigation |
g_aiDmnetDebugExportPath |
Target file, e.g. logs/ai_dmnet_debug.jsonl
|
Details in Bot Navigation.
🏁 Players
- Installation
- Controls
- Game Modes
- Autoball 🧪
- Vehicles
- Weapons and Powerups
- Maps
- Ghosts and Ghost Race
- Ladder for Players
- Client Settings
- Troubleshooting
🖥️ Server Admins
🛠️ Mappers & Modders