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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	  1991-2005  by	Bjrn Stabell, Ken Ronny	Schouten, Bert
	      Gijsbers,	Dick Balaska, Uoti  Urpala,  Juha  Lindstrm,  Kristian
	      Sderblom	and  Erik  Andersson.	XPilot NG 4.7.2	comes with AB-
	      SOLUTELY NO WARRANTY; for	details	see the	provided COPYING file.

       Option flags specify where an option can	be used	and whether it is vis-
       ible 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 defaults file.  any		 May be	specified in the map file, de-
       faults 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  for-
	      mat.

       -expand <list>

	      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>

	      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: com-
	      mand, 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, de-
	      faults ]

       -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, in-
	      visible ]

       -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
	      velocity	in the direction perpendicular to the wall is reversed
	      after which the velocity is multiplied by	the value of the play-
	      erWallBounceBrakeFactor 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 par-
	      allel 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,
	      defaults ]

       -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	effec-
	      tive when	limitedLives is	turned on.

       -resetOnHuman or	humanReset <integer>

	      Normally,	new players have to wait until a round is finished be-
	      fore 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, otherwise this option doesn't do anything). If it
	      is  set to 1, the	round is ended when the	first human player en-
	      ters. 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  use-
	      ful when you got bored waiting for another player	to show	up and
	      have  started  playing  against the robots. 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.  No-
	      tably,  teamImmunity  works  for	alliances  too.	 To manage al-
	      liances, 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  de-
	      cline  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 in-
	      vitations	you received.  '/ally leave' to	leave the alliance you
	      are currently in.	 '/ally	list' lists the	members	of  your  cur-
	      rent  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  cannon-
	      DeadTime.

       -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 maxCannon-
	      ShotLife 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  tar-
	      getDeadTime.

       -/+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
	      (radius =	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	origi-
	      nate?  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:
	      command, invisible ]

       -passwordFileName <string>

	      The filename of the password file	to read	on startup.  [	Flags:
	      command, 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
	      placeholder option which doesn't do anything.  [ Flags: command,
	      defaults,	invisible ]

       -adminMessageFileName or	adminMessage <string>

	      The name of the file where player	messages for the server	admin-
	      istrator 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:
	      command, defaults, invisible ]

       -rankFileName <string>

	      The  filename  for the XML file to hold server ranking data.  To
	      reset the	ranking, delete	this  file.   [	 Flags:	 command,  de-
	      faults, invisible	]

       -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 mis-
	      sile.

       -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	aster-
	      oids or other objects without an owner.

       -cannonKillScoreMult <real>

	      Multiplication  factor  to  scale	score for being	killed by can-
	      nons.

       -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	colli-
	      sion.

       -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.
	      Sensible values are in the range 1.0 to 20.0 (unit  is  35  pix-
	      els).   If  there	 are  no item concentrators, items might popup
	      anywhere.	 Some clients draw item	concentrators as three	rotat-
	      ing 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	aster-
	      oid.   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 concentra-
	      tor.  If this is less than 1.0 or	there are no asteroid  concen-
	      trators,	asteroids may also appear where	there is no concentra-
	      tor 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
	      teamplay 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	 fric-
	      tion 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  mem-
	      ory.  [ 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  com-
	      pute 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
	      recommended.   [ Flags: command, passwordfile, defaults, invisi-
	      ble ]

       -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.   Af-
	      ter being	paused this long, the player will be kicked off.  Set-
	      ting this	option to 0 disables the feature.

       -maxIdleTime <integer>

	      The maximum time a player	can stay idle, in seconds.  After hav-
	      ing  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,
	      effectively "kicking" paused players and denying	other  players
	      to join.	Setting	this to	0 means	any number of clients from the
	      same IP address 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 spec-
	      tators 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:
	      command, 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 exam-
	      ple on the Blood's Music map. Higher values make the ship	behav-
	      iour 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
	      gripping 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 han-
	      dling. 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
	      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.

       -deadFramesPerSecond or deadFPS <integer>

	      Maximum  FPS shown to players in dead state.  0 means full fram-
	      erate. 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:
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