Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
XPILOT-NG-SERVER(6)		      Games		     XPILOT-NG-SERVER(6)

NAME
     xpilot-ng-server - server for multiplayer space war game.

SYNOPSIS
     xpilot-ng-server [ options ]

DESCRIPTION
	    Copyright  (C)  1991-2005 by Bjorn Stabell, Ken Ronny Schouten, Bert
	    Gijsbers,  Dick  Balaska,  Uoti  Urpala,  Juha  Lindstrom,	Kristian
	    Soderblom 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	    May  be specified on the command-line.  passwordfile  May be
     specified in the password file.  defaults	    May be specified in the  de-
     faults  file.   any	    May  be  specified in the map file, defaults
     file,

	    or on the command line.

     invisible	   Is not displayed when a list of options is

	    requested from the server by an operator.

     The possible options include:

     -help

	    Print out this help message.

     -version

	    Print version information.

     -dump

	    Print all options and their default values in defaultsfile format.

     -expand <list>

	    Expand a comma separated list of predefined  settings.   These  set-
	    tings  can	be  defined in either the defaults file or in a map file
	    using the "define:" operator.  [ Flags: command, invisible ]

     -gravity <real>

	    Gravity strength.

     -shipMass <real>

	    Mass of fighters.

     -ballMass <real>

	    Mass of balls.

     -minItemMass <real>

	    The minimum mass per item when carried by a ship.

     -shotMass <real>

	    Mass of bullets.

     -shotSpeed <real>

	    Maximum speed of bullets.

     -shotLife <real>

	    Life of bullets in ticks.

     -/+treasureCollisionKills or treasureKills

	    Does a player die when hitting a ballarea?

     -ballCollisionFuelDrain or ballFuelDrain <real>

	    How much fuel does a ball collision cost?

     -playerCollisionFuelDrain or playerFuelDrain <real>

	    How much fuel does a player collision cost?

     -/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain

	    Does the fuel drain from shot hits depend on their mass  and  speed?
	    This should be set to false on Blood's Music maps.

     -fireRepeatRate or fireRepeat <real>

	    Number of ticks per automatic fire (0=off).

     -pulseSpeed <real>

	    Speed of laser pulses.

     -pulseLife <real>

	    Life of laser pulses shot by ships, in ticks.

     -pulseLength <real>

	    Max length of laser pulse.

     -laserRepeatRate or laserRepeat <real>

	    Number of ticks per automatic laser pulse fire (0=off).

     -maxRobots or robots <integer>

	    The  maximum number of robots wanted.  Adds robots if there are less
	    than maxRobots players.

     -minRobots <integer>

	    The minimum number of robots wanted.  At least minRobots robots will
	    be in the game, if there is room.

     -robotFile <string>

	    The file containing parameters for robot details.  [ Flags: command,
	    defaults, invisible ]

     -/+robotsTalk

	    Do robots talk when they kill, die etc.?

     -/+robotsLeave

	    Do robots leave the game?

     -robotLeaveLife <integer>

	    After how many deaths does a robot want to leave? (0=off).

     -robotTeam <integer>

	    Team to use for robots.

     -/+restrictRobots

	    Are robots restricted to their own team?

     -/+reserveRobotTeam

	    Is the robot team only for robots?

     -robotUserName or robotRealName <string>

	    What is the robots' apparent user name?

     -robotHostName <string>

	    What is the robots' apparent host name?

     -tankUserName or tankRealName <string>

	    What is the tanks' apparent user name?

     -tankHostName <string>

	    What is the tanks' apparent host name?

     -tankScoreDecrement or tankDecrement <real>

	    How much lower is the tank's score than the player's?

     -/+selfImmunity

	    Are players immune to their own weapons?

     -defaultShipShape <string>

	    What is the default ship shape for people who do  not  have  a  ship
	    shape defined?

     -tankShipShape <string>

	    What is the ship shape used for tanks?

     -maxPlayerShots or shots <integer>

	    Maximum number of shots visible at the same time per player.

     -/+shotsGravity

	    Are shots affected by gravity.

     -/+Log

	    Log major server events to log file?

     -/+idleRun or rawMode

	    Does  server  calculate frames and do robots keep on playing even if
	    all human players quit?  [ Flags: command, defaults ]

     -/+noQuit

	    Does the server wait for new human players	to  show  up  after  all
	    players have left.	[ Flags: command, defaults ]

     -/+logRobots

	    Log the comings and goings of robots.  [ Flags: command, defaults ]

     -mapWidth <integer>

	    Width of the world in pixels.

     -mapHeight <integer>

	    Height of the world in pixels.

     -mapFileName or map <string>

	    The filename of the map to use.  [ Flags: command, defaults, invisi-
	    ble ]

     -mapName <string>

	    The title of the map.

     -mapAuthor <string>

	    The name of the map author.

     -mapData <string>

	    Block map topology.  [ Flags: command, any, invisible ]

     -contactPort or port <integer>

	    The server contact port number.  [ Flags: command, defaults ]

     -serverHost <string>

	    The  server's fully qualified domain name (for multihomed hosts).  [
	    Flags: command, defaults ]

     -greeting or xpilotGreeting <string>

	    Short greeting string for players when they login to server.

     -/+allowPlayerCrashes

	    Can players overrun other players?

     -/+allowPlayerBounces

	    Can players bounce with other players?

     -/+allowPlayerKilling or killings

	    Should players be allowed to kill one other?

     -/+allowShields or shields

	    Are shields allowed?

     -/+playerStartsShielded or playerStartShielded

	    Do players start with shields up?

     -/+shotsWallBounce

	    Do shots bounce off walls?

     -/+ballsWallBounce

	    Do balls bounce off walls?

     -/+ballCollisionDetaches or ballHitDetaches

	    Does a ball get freed by a collision with a player?

     -/+ballCollisions

	    Can balls collide with other objects?

     -/+ballSparkCollisions

	    Can balls be blown around by exhaust? (Needs ballCollisions too)

     -/+minesWallBounce

	    Do mines bounce off walls?

     -/+itemsWallBounce

	    Do items bounce off walls?

     -/+missilesWallBounce

	    Do missiles bounce off walls?

     -/+sparksWallBounce

	    Do thrust spark particles bounce off walls to give reactive thrust?

     -/+debrisWallBounce

	    Do explosion debris particles bounce off walls?

     -/+asteroidsWallBounce

	    Do asteroids bounce off walls?

     -/+pulsesWallBounce

	    Do laser pulses bounce off walls?

     -/+cloakedExhaust

	    Do engines of cloaked ships generate exhaust?

     -maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>

	    The maximum allowed speed for objects to bounce off walls.

     -maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>

	    The maximum allowed speed for sparks to bounce off walls.

     -maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real>

	    The max allowed speed for a shielded player to bounce off walls.

     -maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real>

	    Max allowed speed for an unshielded player to bounce off walls.

     -playerWallBounceType or wallBounceType <integer>

	    What kind of ship wall bounces to use.

	    A value of 0 gives the old XPilot wall bounces, where the  ship  ve-
	    locity  in the direction perpendicular to the wall is reversed after
	    which the velocity is multiplied by the  value  of	the  playerWall-
	    BounceBrakeFactor 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-Vnor-
	    mal1/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>

	    Factor to slow down ship in direction perpendicular to the wall when
	    a wall is hit (0 to 1).

     -playerBallBounceBrakeFactor or playerBallBrake <real>

	    Elastic or inelastic properties of the player-ball collision 1 means
	    fully elastic, 0 fully inelastic.

     -playerWallFriction or wallFriction <real>

	    Player-wall friction (0 to 1).

     -objectWallBounceBrakeFactor or objectWallBrake <real>

	    Factor to slow down objects when they hit the wall (0 to 1).

     -objectWallBounceLifeFactor <real>

	    Factor to reduce the life of objects after bouncing (0 to 1).

     -afterburnerPowerMult or afterburnerPower <real>

	    Multiplication factor for afterburner power.

     -wallBounceDestroyItemProb <real>

	    The  probability  for  each item a player owns to get destroyed when
	    the player bounces against a wall.

     -/+reportToMetaServer or reportMeta

	    Keep the meta server informed about our game?  [ Flags: command, de-
	    faults ]

     -metaUpdateMaxSize <integer>

	    Maximum size of meta update messages.

     -/+searchDomainForXPilot

	    Search the local domain  for  the  existence  of  xpilot.domain?   [
	    Flags: command, defaults ]

     -denyHosts <string>

	    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

	    Should the players have a limited visibility?

     -minVisibilityDistance or minVisibility <real>

	    Minimum block distance for limited visibility, 0 for default.

     -maxVisibilityDistance or maxVisibility <real>

	    Maximum block distance for limited visibility, 0 for default.

     -/+limitedLives

	    Should players have limited lives?	See also worldLives.

     -worldLives or lives <integer>

	    Number of lives each player has (no sense without limitedLives).

     -/+reset

	    Does  the  world  reset when the end of round is reached?  When true
	    all mines, missiles, shots and explosions will be removed  from  the
	    world  and	all  players including the winner(s) will be transported
	    back to their homebases.  This option is only effective when  limit-
	    edLives is turned on.

     -resetOnHuman or humanReset <integer>

	    Normally,  new players have to wait until a round is finished before
	    they can start playing. With this option, the first N human  players
	    to	enter  will cause the round to be restarted.  In other words, if
	    this option is set to 0, nothing special happens  and  you	have  to
	    wait as usual until the round ends (if there are rounds at all, oth-
	    erwise  this  option  doesn't  do  anything). If it is set to 1, the
	    round is ended when the first human player enters. This is useful if
	    the robots have already started a round and you don't want	to  wait
	    for  them  to  finish.  If it is set to 2, this also happens for the
	    second human player.  This is useful when you got bored waiting  for
	    another  player  to show up and have started playing against the ro-
	    bots. When someone finally joins you, they won't have  to  wait  for
	    you to finish the round before they can play too. For higher numbers
	    it	works  the  same. So this option gives the last human player for
	    whom the round is restarted. Anyone who enters after that does  have
	    to wait until the round is over.

     -/+allowAlliances or alliances

	    Are  alliances  between  players allowed?  Alliances are like teams,
	    except they can be	formed	and  dissolved	at  any  time.	Notably,
	    teamImmunity  works for alliances too.  To manage alliances, use the
	    '/ally' talk command: '/ally invite <player name>' to invite another
	    player to join you.  '/ally cancel' to cancel  such  an  invitation.
	    '/ally refuse <player name>' to decline an invitation from a player.
	    '/ally  refuse' to decline all the invitations you received.  '/ally
	    accept <player name>' to join the other player.  '/ally  accept'  to
	    accept all the invitations you received.  '/ally leave' to leave the
	    alliance  you  are	currently in.  '/ally list' lists the members of
	    your current alliance.  If members from  different	alliances  join,
	    all their allies do so.

     -/+announceAlliances

	    Are changes in alliances made public?  If this option is on, changes
	    in	alliances are sent to all players and all alliances are shown in
	    the score list. Invitations for alliances are never sent  to  anyone
	    but the invited players.

     -/+teamPlay or teams

	    Is the map a team play map?

     -/+lockOtherTeam

	    Can  you  watch  opposing  players	when  rest of your team is still
	    alive?

     -/+teamFuel

	    Do fuelstations belong to teams?

     -/+teamCannons

	    Do cannons belong to teams?

     -cannonSmartness <integer>

	    0: dumb (straight ahead), 1: default  (random  direction),	2:  good
	    (small  error),  3:  accurate  (aims  at predicted player position).
	    Also influences use of weapons.

     -/+cannonsPickupItems

	    Do cannons pick up items?

     -/+cannonFlak or cannonAAA

	    Do cannons fire flak or normal bullets?

     -cannonDeadTicks <real>

	    How many ticks do cannons stay dead?   Replaces  option  cannonDead-
	    Time.

     -cannonShotSpeed <real>

	    Speed of cannon shots.

     -minCannonShotLife <real>

	    Minimum  life of cannon shots, measured in ticks.  If this is set to
	    a value greater than maxCannonShotLife, then maxCannonShotLife  will
	    be set to that same value.

     -maxCannonShotLife <real>

	    Maximum  life of cannon shots, measured in ticks.  If this is set to
	    a value less than minCannonShotLife, then minCannonShotLife will  be
	    set to that same value.

     -cannonInitialFuel <integer>

	    How much fuel cannons start with.

     -cannonInitialTanks <integer>

	    How many tanks cannons start with.

     -cannonInitialECMs <integer>

	    How many ECMs cannons start with.

     -cannonInitialArmor or cannonInitialArmors <integer>

	    How much armor cannons start with.

     -cannonInitialMines <integer>

	    How many mines cannons start with.

     -cannonInitialMissiles <integer>

	    How many missiles cannons start with.

     -cannonInitialCloaks <integer>

	    How many cloaks cannons start with.

     -cannonInitialSensors <integer>

	    How many sensors cannons start with.

     -cannonInitialWideangles <integer>

	    How many wideangles cannons start with.

     -cannonInitialRearshots <integer>

	    How many rearshots cannons start with.

     -cannonInitialAfterburners <integer>

	    How many afterburners cannons start with.

     -cannonInitialTransporters <integer>

	    How many transporters cannons start with.

     -cannonInitialMirrors <integer>

	    How many mirrors cannons start with.

     -cannonInitialDeflectors <integer>

	    How many deflectors cannons start with.

     -cannonInitialHyperJumps <integer>

	    How many hyperjumps cannons start with.

     -cannonInitialPhasings <integer>

	    How many phasing devices cannons start with.

     -cannonInitialLasers <integer>

	    How many lasers cannons start with.

     -cannonInitialEmergencyThrusts <integer>

	    How many emergency thrusts cannons start with.

     -cannonInitialTractorBeams <integer>

	    How many tractor/pressor beams cannons start with.

     -cannonInitialAutopilots <integer>

	    How many autopilots cannons start with.

     -cannonInitialEmergencyShields <integer>

	    How many emergency shields cannons start with.

     -/+keepShots

	    Do shots, mines and missiles remain after their owner leaves?

     -/+teamImmunity

	    Should  other  team  members be immune to various shots thrust etc.?
	    This works for alliances too.

     -/+ecmsReprogramMines

	    Is it possible to reprogram mines with ECMs?

     -/+ecmsReprogramRobots

	    Are robots reprogrammed by ECMs instead of blinded?

     -/+targetKillTeam

	    Do team members die when their last target explodes?

     -/+targetTeamCollision or targetCollision

	    Do team members collide with their own target or not.

     -/+targetSync

	    Do all the targets of a team reappear/repair at the same time?

     -targetDeadTicks <real>

	    How many ticks do targets stay destroyed?  Replaces  option  target-
	    DeadTime.

     -/+treasureKillTeam

	    Do team members die when their treasure is destroyed?

     -/+captureTheFlag or ctf

	    Does  a  team's  treasure  have to be safe before enemy balls can be
	    cashed?

     -specialBallTeam or specialBall <integer>

	    Balls that belong to  this	team  are  'special'  balls  that  score
	    against all other teams.

     -/+treasureCollisionDestroys or treasureCollisionDestroy

	    Are balls destroyed when a player touches it?

     -ballConnectorSpringConstant <real>

	    What is the spring constant for connectors?

     -ballConnectorDamping <real>

	    What is the damping force on connectors?

     -maxBallConnectorRatio <real>

	    How much longer or shorter can a connecter get before it breaks?

     -ballConnectorLength <real>

	    How long is a normal connector string?

     -/+connectorIsString

	    Can the connector get shorter?

     -ballRadius <real>

	    What  radius,  measured  in  pixels,  the treasure balls have on the
	    server. In traditional XPilot, the ball was treated as a point  (ra-
	    dius  =  0), but visually appeared on the client with a radius of 10
	    pixels.

     -/+treasureCollisionMayKill or treasureUnshieldedCollisionKills

	    Does a ball kill a player when the player touches it unshielded?

     -/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills

	    Can ships be destroyed when hit by wreckage?

     -/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills

	    Can ships be destroyed when hit by an asteroid?

     -/+ignore20MaxFPS

	    Ignore client maxFPS request if it is 20 (old default, too low).   [
	    Flags: command, defaults ]

     -/+tagGame or tag

	    Are  we  going  to play a game of tag?  One player is 'it' (is worth
	    more points when killed than  the  others).  After	this  player  is
	    killed, the one who killed them becomes 'it', and so on.

     -tagKillItScoreMult or tagKillItMult <real>

	    Score multiplier for killing 'it' (tagGame must be on).

     -tagItKillScoreMult or tagItKillMult <real>

	    Score  multiplier  when  'it' kills an enemy player (tagGame must be
	    on).

     -/+timing or race

	    Enable race mode?

     -/+ballrace

	    Is timing done for balls (on) or players (off)?  Only used if timing
	    is on.

     -/+ballraceConnected

	    Should a player be connected to a ball to pass a  checkpoint?   Only
	    used if timing and ballrace are both on.

     -/+edgeWrap

	    Do objects wrap when they cross the edge of the Universe?.

     -/+edgeBounce

	    Do objects bounce when they hit the edge of the Universe?.

     -/+extraBorder

	    Give map an extra border of wall blocks?.

     -gravityPoint <position>

	    If	the gravity is a point source where does that gravity originate?
	    Specify the point in the form: x,y.

     -gravityAngle <real>

	    If gravity is along a uniform line, at what angle is that line?

     -/+gravityPointSource

	    Is gravity originating from a single point?

     -/+gravityClockwise

	    If the gravity is a point source, is it clockwise?

     -/+gravityAnticlockwise

	    If the gravity is a point source, is it anticlockwise?

     -/+gravityVisible

	    Are gravity mapsymbols visible to players?

     -/+wormholeVisible

	    Are wormhole mapsymbols visible to players?

     -/+itemConcentratorVisible

	    Are itemconcentrator mapsymbols visible to players?

     -/+asteroidConcentratorVisible

	    Are asteroidconcentrator mapsymbols visible to players?

     -wormholeStableTicks <real>

	    Number of ticks wormholes will keep the same destination.

     -defaultsFileName or defaults <string>

	    The filename of the defaults file to read on startup.  [ Flags: com-
	    mand, invisible ]

     -passwordFileName <string>

	    The filename of the password file to read on startup.  [ Flags: com-
	    mand, defaults, invisible ]

     -motdFileName or motd <string>

	    The filename of the MOTD file to show to clients when they join.   [
	    Flags: command, defaults, invisible ]

     -scoreTableFileName or scoretable <string>

	    The  filename for the score table to be dumped to.	This is a place-
	    holder option which doesn't do  anything.	[  Flags:  command,  de-
	    faults, invisible ]

     -adminMessageFileName or adminMessage <string>

	    The  name  of the file where player messages for the server adminis-
	    trator will be saved.  For the messages to be saved  the  file  must
	    already  exist.   Players can send these messages by writing to god.
	    [ Flags: command, defaults, invisible ]

     -adminMessageFileSizeLimit or adminMessageLimit <integer>

	    The maximum size in bytes of the admin message file.  [ Flags:  com-
	    mand, defaults, invisible ]

     -rankFileName <string>

	    The filename for the XML file to hold server ranking data.	To reset
	    the  ranking, delete this file.  [ Flags: command, defaults, invisi-
	    ble ]

     -rankWebpageFileName or rankWebpage <string>

	    The filename for the webpage with the server ranking list.	[ Flags:
	    command, defaults, invisible ]

     -rankWebpageCSS or rankCSS <string>

	    The URL of an optional style  sheet  for  the  ranking  webpage.   [
	    Flags: command, defaults, invisible ]

     -framesPerSecond or FPS <integer>

	    The number of frames per second the server should strive for.

     -gameSpeed <real>

	    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.

     -/+allowSmartMissiles or allowSmarts

	    Should smart missiles be allowed?

     -/+allowHeatSeekers or allowHeats

	    Should heatseekers be allowed?

     -/+allowTorpedoes or allowTorps

	    Should torpedoes be allowed?

     -/+allowNukes or nukes

	    Should nuclear weapons be allowed?

     -/+allowClusters or clusters

	    Should cluster weapons be allowed?

     -/+allowModifiers or modifiers

	    Should the weapon modifiers be allowed?

     -/+allowLaserModifiers or lasermodifiers

	    Can lasers be modified to be a different weapon?

     -/+allowShipShapes or ShipShapes

	    Are players allowed to define their own ship shape?

     -/+playersOnRadar or playersRadar

	    Are players visible on the radar.

     -/+missilesOnRadar or missilesRadar

	    Are missiles visible on the radar.

     -/+minesOnRadar or minesRadar

	    Are mines visible on the radar.

     -/+nukesOnRadar or nukesRadar

	    Are nukes visible or highlighted on the radar.

     -/+treasuresOnRadar or treasuresRadar

	    Are treasure balls visible or highlighted on the radar.

     -/+asteroidsOnRadar or asteroidsRadar

	    Are asteroids visible on the radar.

     -/+distinguishMissiles

	    Are different types of missiles distinguished (by length).

     -maxMissilesPerPack <integer>

	    The number of missiles gotten by picking up one missile item.

     -maxMinesPerPack <integer>

	    The number of mines gotten by picking up one mine item.

     -/+identifyMines

	    Are mine owner's names displayed.

     -/+shieldedItemPickup or shieldItem

	    Can items be picked up while shields are up?

     -/+shieldedMining or shieldMine

	    Can mines be thrown and placed while shields are up?

     -/+laserIsStunGun or stunGun

	    Is the laser weapon a stun gun weapon?

     -nukeMinSmarts <integer>

	    The minimum number of missiles needed to fire one nuclear missile.

     -nukeMinMines <integer>

	    The minimum number of mines needed to make a nuclear mine.

     -nukeClusterDamage <real>

	    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.

     -nukeDebrisLife <real>

	    Life of nuke debris, in ticks.

     -mineFuseTicks <real>

	    Number of ticks after which owned mines become deadly (0=never).

     -mineLife <real>

	    Life of mines in ticks.

     -minMineSpeed <real>

	    Minimum speed of mines.

     -missileLife <real>

	    Life of missiles in ticks.

     -baseMineRange <real>

	    Minimum distance from base mines may be used (unit is blocks).

     -mineShotDetonateDistance <real>

	    How  close must a shot be to detonate a mine?  Set this to 0 to turn
	    it off.

     -shotKillScoreMult <real>

	    Multiplication factor to scale score for shot kills.

     -torpedoKillScoreMult <real>

	    Multiplication factor to scale score for torpedo kills.

     -smartKillScoreMult <real>

	    Multiplication factor to scale score for smart missile kills.

     -heatKillScoreMult <real>

	    Multiplication factor to scale score for heatseeker kills.

     -clusterKillScoreMult <real>

	    Multiplication factor to scale score for cluster debris kills.

     -laserKillScoreMult <real>

	    Multiplication factor to scale score for laser kills.

     -tankKillScoreMult <real>

	    Multiplication factor to scale score for tank kills.

     -runoverKillScoreMult <real>

	    Multiplication factor to scale score for player runovers.

     -ballKillScoreMult <real>

	    Multiplication factor to scale score for ball kills.

     -explosionKillScoreMult <real>

	    Multiplication factor to scale score for explosion kills.

     -shoveKillScoreMult <real>

	    Multiplication factor to scale score for shove kills.

     -crashScoreMult <real>

	    Multiplication factor to scale score for player crashes.

     -mineScoreMult <real>

	    Multiplication factor to scale score for mine hits.

     -selfKillScoreMult <real>

	    Multiplication factor to scale score for killing yourself.

     -selfDestructScoreMult <real>

	    Multiplication factor to scale score for self-destructing.

     -unownedKillScoreMult <real>

	    Multiplication factor to scale score for being killed  by  asteroids
	    or other objects without an owner.

     -cannonKillScoreMult <real>

	    Multiplication factor to scale score for being killed by cannons.

     -movingItemProb <real>

	    Probability for an item to appear as moving.

     -randomItemProb <real>

	    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.

     -dropItemOnKillProb <real>

	    Probability for dropping an item (each item) when you are killed.

     -detonateItemOnKillProb <real>

	    Probability for undropped items to detonate when you are killed.

     -destroyItemInCollisionProb <real>

	    Probability for items (some items) to be destroyed in a collision.

     -asteroidItemProb <real>

	    Probability for an asteroid to release items when it breaks.

     -asteroidMaxItems <integer>

	    The maximum number of items a broken asteroid can release.

     -itemProbMult or itemProbFact <real>

	    Item Probability Factor scales all item probabilities.

     -cannonItemProbMult <real>

	    Average number of items a cannon gets per minute.

     -maxItemDensity <real>

	    Maximum density for items (max items per block).

     -asteroidProb <real>

	    Probability for an asteroid to appear.

     -maxAsteroidDensity <real>

	    Maximum density [0.0-1.0] for asteroids (max asteroids per block.

     -itemConcentratorRadius or itemConcentratorRange <real>

	    Range within which an item concentrator can create an item.   Sensi-
	    ble  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.

     -itemConcentratorProb <real>

	    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.

     -asteroidConcentratorRadius or asteroidConcentratorRange <real>

	    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.

     -asteroidConcentratorProb <real>

	    The  chance for an asteroid to appear near an asteroid concentrator.
	    If this is less than 1.0 or there are no asteroid concentrators, as-
	    teroids may also appear where there is no concentrator nearby.

     -rogueHeatProb <real>

	    Probability that unclaimed missile packs will go rogue.

     -rogueMineProb <real>

	    Probability that unclaimed mine items will activate.

     -itemEnergyPackProb <real>

	    Probability for an energy pack to appear.

     -itemTankProb <real>

	    Probability for an extra tank to appear.

     -itemECMProb <real>

	    Probability for an ECM item to appear.

     -itemArmorProb <real>

	    Probability for an armor item to appear.

     -itemMineProb <real>

	    Probability for a mine item to appear.

     -itemMissileProb <real>

	    Probability for a missile item to appear.

     -itemCloakProb <real>

	    Probability for a cloak item to appear.

     -itemSensorProb <real>

	    Probability for a sensor item to appear.

     -itemWideangleProb <real>

	    Probability for a wideangle item to appear.

     -itemRearshotProb <real>

	    Probability for a rearshot item to appear.

     -itemAfterburnerProb <real>

	    Probability for an afterburner item to appear.

     -itemTransporterProb <real>

	    Probability for a transporter item to appear.

     -itemMirrorProb <real>

	    Probability for a mirror item to appear.

     -itemDeflectorProb <real>

	    Probability for a deflector item to appear.

     -itemHyperJumpProb <real>

	    Probability for a hyperjump item to appear.

     -itemPhasingProb <real>

	    Probability for a phasing item to appear.

     -itemLaserProb <real>

	    Probability for a Laser item to appear.

     -itemEmergencyThrustProb <real>

	    Probability for an Emergency Thrust item to appear.

     -itemTractorBeamProb <real>

	    Probability for a Tractor Beam item to appear.

     -itemAutopilotProb <real>

	    Probability for an Autopilot item to appear.

     -itemEmergencyShieldProb <real>

	    Probability for an Emergency Shield item to appear.

     -initialFuel <integer>

	    How much fuel players start with.

     -initialTanks <integer>

	    How many tanks players start with.

     -initialECMs <integer>

	    How many ECMs players start with.

     -initialArmor or initialArmors <integer>

	    How much armor players start with.

     -initialMines <integer>

	    How many mines players start with.

     -initialMissiles <integer>

	    How many missiles players start with.

     -initialCloaks <integer>

	    How many cloaks players start with.

     -initialSensors <integer>

	    How many sensors players start with.

     -initialWideangles <integer>

	    How many wideangles players start with.

     -initialRearshots <integer>

	    How many rearshots players start with.

     -initialAfterburners <integer>

	    How many afterburners players start with.

     -initialTransporters <integer>

	    How many transporters players start with.

     -initialMirrors <integer>

	    How many mirrors players start with.

     -initialDeflectors <integer>

	    How many deflectors players start with.

     -initialHyperJumps <integer>

	    How many hyperjumps players start with.

     -initialPhasings <integer>

	    How many phasing devices players start with.

     -initialLasers <integer>

	    How many lasers players start with.

     -initialEmergencyThrusts <integer>

	    How many emergency thrusts players start with.

     -initialTractorBeams <integer>

	    How many tractor/pressor beams players start with.

     -initialAutopilots <integer>

	    How many autopilots players start with.

     -initialEmergencyShields <integer>

	    How many emergency shields players start with.

     -maxFuel <integer>

	    Upper limit on the amount of fuel per player.

     -maxTanks <integer>

	    Upper limit on the number of tanks per player.

     -maxECMs <integer>

	    Upper limit on the number of ECMs per player.

     -maxMines <integer>

	    Upper limit on the number of mines per player.

     -maxMissiles <integer>

	    Upper limit on the number of missiles per player.

     -maxCloaks <integer>

	    Upper limit on the number of cloaks per player.

     -maxSensors <integer>

	    Upper limit on the number of sensors per player.

     -maxWideangles <integer>

	    Upper limit on the number of wides per player.

     -maxRearshots <integer>

	    Upper limit on the number of rearshots per player.

     -maxAfterburners <integer>

	    Upper limit on the number of afterburners per player.

     -maxTransporters <integer>

	    Upper limit on the number of transporters per player.

     -maxArmor or maxArmors <integer>

	    Upper limit on the amount of armor per player.

     -maxMirrors <integer>

	    Upper limit on the number of mirrors per player.

     -maxDeflectors <integer>

	    Upper limit on the number of deflectors per player.

     -maxPhasings <integer>

	    Upper limit on the number of phasing devices per players.

     -maxHyperJumps <integer>

	    Upper limit on the number of hyperjumps per player.

     -maxEmergencyThrusts <integer>

	    Upper limit on the number of emergency thrusts per player.

     -maxLasers <integer>

	    Upper limit on the number of lasers per player.

     -maxTractorBeams <integer>

	    Upper limit on the number of tractorbeams per player.

     -maxAutopilots <integer>

	    Upper limit on the number of autopilots per player.

     -maxEmergencyShields <integer>

	    Upper limit on the number of emergency shields per player.

     -gameDuration or time <real>

	    The duration of the game in minutes (aka. pizza mode).

     -/+baselessPausing

	    Should paused players keep their bases?  Can only be used  on  team-
	    play maps for now.

     -survivalScore <real>

	    Multiplicator  for	quadratic score increase over time survived with
	    lowered shield

     -pauseTax <real>

	    How many points to subtract from pausing players each second.

     -friction <real>

	    Fraction of velocity ship loses each frame.

     -blockFriction <real>

	    Fraction of velocity ship loses each frame when it	is  in	friction
	    blocks.

     -/+blockFrictionVisible

	    Are  friction  blocks  visible?  If true, friction blocks show up as
	    decor; if false, they don't show up at all.

     -coriolis <real>

	    The clockwise angle (in degrees) a ship's velocity turns  each  time
	    unit.

     -checkpointRadius <real>

	    How close you have to be to a checkpoint to register - in blocks.

     -raceLaps <integer>

	    How many laps per race.

     -/+loseItemDestroys

	    Destroy item that player drops. Otherwise drop it.

     -/+useDebris

	    Are  debris  particles created where appropriate?  Value affect ship
	    exhaust sparks and cluster debris.	To disallow cluster weapons  but
	    not sparks, set allowClusters off.

     -/+useWreckage

	    Do destroyed ships leave wreckage?

     -maxOffensiveItems <integer>

	    How many offensive items a player can carry.

     -maxDefensiveItems <integer>

	    How many defensive items a player can carry.

     -maxRoundTime <integer>

	    The maximum duration of each round, in seconds.

     -roundsToPlay or numRounds <integer>

     The number of rounds to play.
	    Unlimited if 0.

     -maxVisibleObject or maxVisibleObjects <integer>

	    What is the maximum number of objects a player can see.

     -/+pLockServer

	    Whether the server is prevented from being swapped out of memory.  [
	    Flags: command, defaults ]

     -/+sound

	    Does the server send sound events to players that request sound.

     -timerResolution <integer>

	    If	set  to  nonzero  xpilots  will  requests signals from the OS at
	    1/timerResolution second intervals.  The server will then compute  a
	    new  frame FPS times out of every timerResolution signals.	[ Flags:
	    command, defaults ]

     -password <string>

	    The password needed to obtain operator privileges.	If specified  on
	    the  command  line,  on many systems other users will be able to see
	    the password.  Therefore, using the password file instead is  recom-
	    mended.  [ Flags: command, passwordfile, defaults, invisible ]

     -clientPortStart <integer>

	    Use  UDP  ports  clientPortStart  -  clientPortEnd (for firewalls) [
	    Flags: command, defaults ]

     -clientPortEnd <integer>

	    Use UDP ports clientPortStart  -  clientPortEnd  (for  firewalls)  [
	    Flags: command, defaults ]

     -maxPauseTime <integer>

	    The  maximum  time	a player can stay paused for, in seconds.  After
	    being paused this long, the player will be kicked off.  Setting this
	    option to 0 disables the feature.

     -maxIdleTime <integer>

	    The maximum time a player can stay idle, in seconds.   After  having
	    idled  this long, the player will be paused.  Setting this option to
	    0 disables the feature.

     -maxClientsPerIP or maxPerIP <integer>

	    Maximum number of clients per IP address allowed to  connect.   This
	    prevents  unfriendly  players  from  occupying all the bases, effec-
	    tively "kicking" paused players and denying other players  to  join.
	    Setting  this  to 0 means any number of clients from the same IP ad-
	    dress can join.  [ Flags: command, defaults ]

     -playerLimit <integer>

	    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.

     -recordMode <integer>

	    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. 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>

	    Name  of  the file where server recordings are saved.  [ Flags: com-
	    mand, defaults, invisible ]

     -recordFlushInterval or recordWait <integer>

	    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. There is a small overhead (some
	    dozens of bytes extra recording file size) for each flush.

     -/+constantScoring

	    Whether the scores given from various things are fixed.

     -/+zeroSumScoring or zeroSum

	    Use Zero sum scoring?  [ Flags: command ]

     -/+elimination

	    Race mode where the last player drops out each lap.

     -dataURL <string>

	    URL where the client can get extra data for this map.

     -/+polygonMode

	    Force use of  polygon  protocol  when  communicating  with	clients?
	    (useful for debugging if you want to see the polygons created in the
	    blocks to polygons conversion function).

     -/+fastAim

	    When  calculating  a frame, turn the ship before firing.  This means
	    you can change aim one frame faster.  Added this option to	see  how
	    much difference changing the order would make.

     -/+ngControls

	    Enable improved precision steering and aiming of main gun.

     -/+legacyMode

	    Try to emulate classic xpilot behavior.

     -constantSpeed or oldThrust <real>

	    Make  ship	move forward at a constant speed when 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. Note
	    that this option is quite unphysical and  can  using  it  can  cause
	    weird  effects  (with bounces for example).  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.
	    Higher values make the ship behaviour visibly weird.

     -turnPushPersistence or pushPersist <real>

	    How much of the turnpush to remain as player velocity. (0.0-1.0)

     -turnGrip or turnPushGrip <real>

	    How  much  of of the turnPush should pull the ship sideways by grip-
	    ping to the friction of the wall?. (0.0-1.0)

     -thrustWidth or sprayWidth <real>

	    Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.

     -thrustMass or sparkWeight <real>

	    Weight of thrust sparks.

     -sparkSpeed or sparkVel <real>

	    Multiplier affecting avg. speed (relative ship) of thrust sparks.

     -/+ballStyles

	    Send ball styles to clients.

     -/+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 <integer>

	    Maximum FPS shown to paused players. 0 means full framerate.  Can be
	    used to reduce server bandwidth consumption.

     -waitingFramesPerSecond or waitingFPS <integer>

	    Maximum FPS shown to players in waiting state.  0 means full framer-
	    ate. 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.

     -deadFramesPerSecond or deadFPS <integer>

	    Maximum 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.

     -/+teamcup

	    Is this a teamcup match?.  [ Flags: command, any, invisible ]

     -teamcupName <string>

	    The  name  of  the teamcup (used only if teamcup is true).	[ Flags:
	    command, any, invisible ]

     -teamcupMailAddress <string>

	    The mail address where players should send match results.  [  Flags:
	    command, any, invisible ]

     -teamcupScoreFileNamePrefix <string>

	    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 <integer>

	    The number of the teamcup match.  [ Flags: command ]

     -mainLoopTime <real>

	    Duration of last Main_loop() function call (in milliseconds).   This
	    option is read only.  [ Flags: command ]

     -cellGetObjectsThreshold or cellThreshold <integer>

	    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>.

	    Please  refer  to  the  manual  pages,   xpilot-ng-server(6),   xpi-
	    lot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.

	    XPilot  NG	4.7.2 comes with ABSOLUTELY NO WARRANTY; for details see
	    the provided COPYING file.

     XPilot NG 4.7.2

xpilot.sourceforge.net		   August 2006		     XPILOT-NG-SERVER(6)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=xpilot-ng-server&sektion=6&manpath=FreeBSD+Ports+15.1.quarterly>

home | help