3/28/2024 0 Comments Zandronum or gzdoom![]() ![]() net clientside - Can be executed by the puke command, client-side script.clientside - Cannot be executed via the puke command, client-side script.net - Can be executed by the puke command, server-side script.In previous versions net changed the script to clientside, but because that automatically made it so users could execute (puke) that script there was no way to make a non-player executable clientside script.Ĭlientside and net scripts can be combined to create a desirable method of execution. By default, scripts are executed server-side. There is a "clientside" type which means the script is ran on a local machine rather than on the server. Skulltag handles "net" scripts differently. This is named after the "plasma bump" trick from Doom 2 MAP01 in multiplayer. compat_plasmabump When enabled, pickup detection is handled exactly like in vanilla Doom. compat_originalsoundcurve If true, the original Doom sound curve is used. compat_oldweaponswitch If this is enabled, players always switch weapons on pickup (as in vanilla Doom). Normally, only actors with the OLDRADIUSDMG flag use this old code. compat_oldradiusdmg If this is enabled, the original Doom radius damage code is used, i.e. compat_oldintermission When enabled, the game uses vanilla intermission screens and music instead of the Skulltag ones during intermissions. compat_noland When true, players are prohibited from using the "land" console command. compat_nocrosshair When true, crosshairs are disabled. compat_netscriptsareclientside When true, NET scripts are considered to be CLIENTSIDE as well. When false, as by default, air control is much greater, but air friction remains unaffected, allowing "bunny hopping" moves. compat_instantrespawn compat_limited_airmovement When this option is true, air movement is the same as in ZDoom, air control and friction both depending on sv_aircontrol. compat_disabletaunts When true, taunts are completely disabled on the server whether the player has them enabled or not. compat_disablestealthmonsters When this option is set to true, the STEALTH flag is made ineffective: monsters with this flag are opaque all the time. If true, this increases network traffic by 5 to 10% on average, but is needed for some advanced scripts. Skulltag has additional compatibility options that ZDoom does not have.Ĭompat_clientssendfullbuttoninfo Whether the client should send to the server GetPlayerInput info on a full 32-bit WORD rather than a single 8-bit BYTE. Replaced by the player's current location of the sector # (not tag) this requires the use of the SECTINFO lump. ![]() Chat_Substitution ( boolean) This is a continuation of the Chat_Substitution CVar that ZDoom already provides. In non-duel deathmatch modes, it also activates Spawn Farthest. It activates Weapon Stay, Item Respawn, No Monsters, No Crouch and Double Ammo. This must be set to false in order to change the affected flags. Sv_defaultdmflags ( boolean) Default: true When true, certain default DM flags are automatically set. ![]() Skulltag has additional console variables that ZDoom does not have. ![]()
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