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Features
Jaymod adds a wide range of gameplay features to Wolfenstein: Enemy Territory. Most are server-side and controlled by cvars. A few are client-side preferences available in the in-game Jaymod menu.
When a player is killed by an enemy, the victim receives a center-print message showing the killer's name and remaining HP. Only fires on enemy kills — not teamkills or self-damage.
| Cvar | Default | Description |
|---|---|---|
g_announceHP |
1 |
Enable HP announcement on kill |
Switch to the alternate fire of the adrenaline syringe (usually right-click) to point it outwards, then use it on a live teammate to share adrenaline. An excellent way to promote teamwork in tough situations.
Enable via g_medics bit 16.
Stand over a dead teammate and hold the activate key to steal their class, uniform, and weapons (on an empty clip). You lose your own class abilities.
| Cvar | Default | Description |
|---|---|---|
g_classChange |
0 |
Enable class stealing from dead teammates |
Tip: If
g_covertopsbit 1 is set, disguised Covert-Ops keep their disguise when class-switching.
Hold the activate key near a dead body to drag it along the ground. Use it to move a teammate out of danger or position an enemy for uniform stealing.
| Cvar | Default | Description |
|---|---|---|
g_dragCorpse |
0 |
Enable corpse dragging |
Jump a second time while in mid-air to reach greater heights.
Enable via g_misc bit 1.
Per-second countdown center-print messages when dynamite is armed. The planting team sees the full countdown; defenders see only the last 10 seconds. Color shifts yellow at ≤10 s and red at ≤5 s.
| Cvar | Default | Description |
|---|---|---|
g_dynamiteTimer |
1 |
Enable dynamite countdown messages |
g_dynamiteTime |
30 |
Fuse length in seconds |
Land on top of an enemy to deal damage proportional to your fall distance. You also fall softer when landing on someone. The damage multiplier is controlled by g_goomba.
| Cvar | Default | Description |
|---|---|---|
g_goomba |
0 |
Damage multiplier (0 = disabled, 4 = recommended) |
Plays a sound when you hit a player, distinguishing friendly/enemy hits and (depending on g_hitmode) body zone. Client-side setting in the in-game Jaymod preferences menu.
Unreal Tournament-style kill-streak announcements with sounds broadcast to all players. Mode 2 additionally records the longest sprees per map.
| Cvar | Default | Description |
|---|---|---|
g_killingSpree |
0 |
0=off, 1=on, 2=on + record sprees |
g_killSpreeLevels |
"5 10 15 20 25 30" |
Kill milestones triggering spree announcements (6 values) |
g_loseSpreeLevels |
"10 20 30 0 0 0" |
Death milestones triggering losing-spree announcements (6 values) |
Covert-Ops can sneak behind a live enemy and steal their uniform. You must remain behind the target.
Enable via g_covertops bit 16.
Fun game-play mode for destructionists. When enabled:
- Players spawn as Soldier with a panzerfaust, knife, and 100 grenades
- Panzerfaust shoots faster; soldier charge recharges faster; soldier runs faster
- Panzer ammo is infinite; damage is 33 % of normal; splash radius is 67 % of normal
| Cvar | Default | Description |
|---|---|---|
g_panzerWar |
0 |
Enable Panzer War mode |
Warning: Mutually exclusive with
g_knifeonlyandg_sniperWar.
Bind a key in the Jaymod menu to toggle playdead mode. To an enemy you appear dead (awaiting respawn), but your body remains solid and your eyes still blink. You cannot shoot while playdead.
Jaymod's implementation includes extra clearance checks that prevent wall-clip exploits present in Shrubmod.
| Cvar | Default | Description |
|---|---|---|
g_playDead |
0 |
Enable playdead |
Send a private message using /pm <name|slot> <message> or through the Jaymod menu. Accepts partial name matches (e.g. "dam" reaches both "Adam" and "Damage"). Players can block messages from users at equal or lower admin level.
| Cvar | Default | Description |
|---|---|---|
g_privateMessages |
0 |
Enable private messaging |
Medics get a blue poisoning syringe in weapon slot 4. Victim effects: view sway, visual distortion, pounding heartbeat. Damage compounds with multiple pokes — 10 HP every 1.5 s, earning the medic 0.2 XP per tick plus a bonus 3 XP on the killing hit. One health pack cures one poison instance; medics cannot self-antidote.
| Cvar | Default | Description |
|---|---|---|
g_poisonSyringes |
0 |
Enable poison syringes |
Fun game-play mode for sharpshooters. When enabled:
- Players spawn as Covert-Ops with sniper rifle, knife, binoculars, and 400 rounds
- All Covert-Ops skills granted
- Scoped headshots are instant kills; hitsound voices "headshot"
| Cvar | Default | Description |
|---|---|---|
g_sniperWar |
0 |
Enable Sniper War mode |
Warning: Mutually exclusive with
g_knifeonlyandg_panzerWar.
Level-5 Engineers can place poison gas mines in the landmine weapon bank. On trigger they release a toxic gas cloud instead of exploding.
Enable via g_sk5_eng bit 64.
Thrown knives poison anyone they hit. Requires throwing knives to be enabled first.
Enable via g_weapons bit 512 (and bit 256 for throwing knives).
Level-5 Engineers can place S-mines in the landmine weapon bank. When triggered they bounce to waist height and explode with horizontal shrapnel.
Enable via g_sk5_eng bit 32.
Enhanced spectator mode. While active: player names appear above heads, dynamite timers are visible, all landmines are shown across the map.
Login: /sclogin <password> — Logout: /sclogout
| Cvar | Default | Description |
|---|---|---|
g_shoutcastpassword |
"" |
Shoutcast password (empty = disabled) |
Hold alt-fire to charge (up to 1 s), release to throw. Player momentum adds a directional vector to the throw.
Enable via g_weapons bit 256. For poison knives, also enable bit 512.
Display a server logo (image or shader) on all player screens. Players can adjust opacity or disable it in the Jaymod preferences menu.
| Cvar | Default | Description |
|---|---|---|
g_watermark |
"jaymod" |
Shader or image path for watermark |
g_watermarkFadeAfter |
60 |
Seconds before fade begins (-1 = never fade) |
g_watermarkFadeTime |
60 |
Duration of the fade in seconds |
Pump-action shotgun available to all classes except Covert-Ops. Fires each time the action closes with the trigger held (no trigger disconnector). Load one shell at a time; interrupt reload by pressing fire.
Enable via g_weapons bit 1024.
g_weapons controls a wide range of weapon behaviors via bitflags. Add together the values for each feature you want enabled.
| Value | Description |
|---|---|
1 |
Field-Ops with level-0 battle-sense do not spawn with binoculars |
2 |
Syringes function underwater |
4 |
Pliers function underwater |
8 |
"Too many air strikes" restores the full charge bar |
16 |
"Too many air strikes" restores half the charge bar |
32 |
Ammo packs restore a lost helmet |
64 |
Players with binoculars drop them on death |
128 |
Allies reload rifles mid-clip to match corresponding Axis ability |
256 |
Enable throwing knives |
512 |
Enable poison throwing knives |
1024 |
Enable Winchester M97 shotgun |
2048 |
Disable adrenaline sharing |
4096 |
Enable Molotov cocktails |
Examples:
set g_weapons 256 // throwing knives only
set g_weapons 768 // throwing knives + poison knives (256+512)
set g_weapons 1792 // M97 + knives + poison knives (1024+512+256)
Note: Bits 8 and 16 are mutually exclusive.
g_medics controls Medic class behavior via bitflags.
| Value | Description |
|---|---|
4 |
Regenerate normal health at 2 HP/s and bonus health at 1 HP/s |
8 |
Completely disable health regeneration |
16 |
Enable adrenaline sharing |
32 |
Pause health regeneration for 5 s after the player takes damage |
Note: Bits 4 and 8 are mutually exclusive. Normal health is usually up to 110–125 HP; bonus health is any additional capacity.
g_covertops controls Covert-Ops class behavior via bitflags.
| Value | Description |
|---|---|
1 |
Keep disguise when class-switching |
2 |
Keep disguise when throwing med packs and reviving |
4 |
Keep disguise when throwing ammo packs |
8 |
Keep disguise when laying mines or using pliers |
16 |
Enable stealing uniform from a live player from behind |
32 |
Draw disguised enemy name when close-up |
g_misc controls miscellaneous gameplay options via bitflags.
| Value | Description |
|---|---|
1 |
Enable double-jump |
2 |
Binoc-war: enable binocular pickup stats |
4 |
Only admins (level ≥1) can connect to the server |
8 |
Players can throw health/ammo packs vertically |
32 |
Level-4 battle-sense revivees get full health |
64 |
More realistic aim-spread factoring crouch/prone, slick surfaces and water |
g_sk5_eng controls the 5th-level Engineer skill via bitflags (default 127 = all enabled).
| Value | Description |
|---|---|
1 |
Consume less charge |
2 |
More grenades |
4 |
Landmines take longer to spot |
8 |
Landmines take longer to defuse |
16 |
Increased construction speed |
32 |
Enable S-mines |
64 |
Enable poison-gas mines |
g_sk5_medic controls the 5th-level Medic skill via bitflags (default 243).
| Value | Description |
|---|---|
1 |
Consume less charge |
2 |
More grenades |
16 |
Carry-over health recharge for Covert-Ops |
32 |
Carry-over health recharge for Engineer |
64 |
Carry-over health recharge for Field-Ops |
128 |
Carry-over health recharge for Soldier |
g_sk5_soldier controls the 5th-level Soldier skill via bitflags (default 7).
| Value | Description |
|---|---|
1 |
Consume less charge |
2 |
More grenades |
4 |
Enable poison-gas grenade |
g_sk5_cvops controls the 5th-level Covert-Ops skill via bitflags (default 7).
| Value | Description |
|---|---|
1 |
Consume less charge |
2 |
More grenades |
4 |
Enable poison-gas grenade |
g_sk5_fdops controls the 5th-level Field-Ops skill via bitflags (default 3).
| Value | Description |
|---|---|
1 |
Consume less charge |
2 |
More grenades |
g_sk5_lightweap controls the 5th-level Light-Weapons skill via bitflags (default 1).
| Value | Description |
|---|---|
1 |
Reduced recoil time |
g_sk5_battle controls the 5th-level Battle-Sense skill via bitflags (default 1).
| Value | Description |
|---|---|
1 |
Faster stamina recharge |
g_skills controls skill carry-over behavior via bitflags.
| Value | Description |
|---|---|
1 |
Level-4 battle-sense can spot mines for the whole team |
2 |
Level-4 explosives-and-construction skill carries over to all classes |
4 |
Adrenaline carries over to all classes |
8 |
Level-4 signals enables all classes to spot disguised enemies |