xpilot-ng-server man page on DragonFly

Man page or keyword search:  
man Server   44335 pages
apropos Keyword Search (all sections)
Output format
DragonFly logo
[printable version]

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 Bj�rn Stabell, Ken Ronny Schouten, Bert
	      Gijsbers, Dick Balaska, Uoti Urpala,  Juha  Lindstr�m,  Kristian
	      S�derblom	 and Erik Andersson.  XPilot NG 4.7.2 comes with ABSO‐
	      LUTELY 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,
       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 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,
	      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,
	      invisible ]

       -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
	      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, otherwise 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 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.
	      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  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,
	      defaults, 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.
	      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 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)
[top]

List of man pages available for DragonFly

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net