Contents
Gametype
Usage: sv_gametype (#)
The sv_gametype cvar was created to allow server administrators an easy way to manage the various different gametypes that Odamex offers without having to juggle a large variety of cvars.
For example, in the past server administrators were required to set three different variables to run a CTF game. deathmatch 1, teamplay 1, and usectf 1. This could not only be confusing but would cause issues for players if one of these was not set correctly.
In an effort to make things easier for Odamex's users, to achieve the same result with the Gametype cvar, a server administrator would now only have to set sv_gametype 3.
This also makes it easier for developers to implement future gametypes, allowing them to simply assign their gametype a number.
The Gametypes
For an explanation on the gametypes within Odamex, visit Game Types.
Cooperative
Usage: sv_gametype 0
Deathmatch
Usage: sv_gametype 1
This variable doesn't determine between classic doom2.exe "-deathmatch" and "-altdeath" rules, so follow this cvar chart:
- -deathmatch: sv_itemsrespawn 0, sv_weaponstay 1
- -altdeath: sv_itemsrespawn 1, sv_weaponstay 0
- "Newschool": sv_itemsrespawn 1, sv_weaponstay 1
Team Deathmatch
Usage: sv_gametype 2
A useful variable server administrators may want to look into for TDM is sv_teamspawns.
Capture the Flag
Usage: sv_gametype 3
There are a few useful variables for server administrators relating to this game mode. Visit Capture_The_Flag for more information.
Relevant Teamplay CVARs
Friendly Fire
Usage: sv_friendlyfire (0-1)
This cvar determines the behavior of damage dealt between team members and is valid in both cooperative and teamplay game modes.
If set to 0, players cannot reduce their teammates' health but can still reduce their armor. If set to 1, players will deal damage to teammates identically to damage dealt to opponents.
Teams in Play
Usage: sv_teamsinplay (0-2)
Number of teams enabled for teamplay modes. Odamex currently only supports up to two fixed teams (red and blue) and these are enabled by default. This cvar was created for the potential introduction of dynamic teams in future versions.
Team Spawns
Usage: sv_teamspawns (0-1)
This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
An example of its potential application in the CTF gametype is as follows:
If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.