SCXPM Configuration - JulianR0/CLevels GitHub Wiki
By coping the file scxpm_mapsettings.ini from the cfg folder to svencoop/scripts/plugins you can configure how SCXPM works on certain maps. You can use this to, for example, turn off SCXPM on one or more maps.
The file itself contains a very brief explanation on how to configure maps. For a more detailed explanation, read on.
All lines that start with ;
are considered a comment and will be ignored by the plugin. If the file gets too long you may use this to add small notes or markers to organize map settings.
Empty lines are also ignored, so you can leave one or more blank lines to act as a separator.
The plugin parses lines in the following format:
[Map] [Settings] [XP Gain] (ConfigParam)
- Map: Mapname to apply settings to. Enter here the filename of the map, without the .BSP extension. Mapnames are NOT case sensitive.
-
Settings: How should the SCXPM behave on this map, see below for all options. You can stack multiple settings with the
|
symbol. - XP Gain: How easy or hard is to level up. Default is 1.00. A value of 0.00 fully disables XP gain on this map.
- ConfigParam: The configuration parameter is an extra setting that is used only on the SINGLE_ACHIEVEMENT, LIMITED_RESPAWN, or SIMULATED_LEVEL settings.
The plugin will run with no modifications. If a map is not located on the settings file, this will be the default behavior.
The plugin will temporarily shut itself off on this map. No HUD, no skills, no XP, or other functionality will be enabled. The spectate command, however, will still be available. If you don't want this, add NO_SPECTATE as well.
An unmodified copy of this plugin has three time based events: Happy Hours, Runaway Time and Engage Mode. Using this setting prevents said events from getting activated, they will not occur as long as the map is active.
No achievements can be unlocked on this map. The Achievement Handler will still run (if it is), but it will have no effect on the main plugin. This has no effect if achievements are globally disabled.
Only THIS achievement can be unlocked on this map. Where THIS is the achievement #ID (ConfigParam). This has no effect if achievements are globally disabled.
Disables all basic and special skills on this map. This means that players will have no regenerations, no anti-gravity, or any other skill that exists in the plugin. This also disables handicaps. Useful if you don't want SCXPM to break maps yet still allow players to level up or unlock achievements.
By default, players gains XP as soon as their score goes up. With this setting, all XP that a player gains will be "withheld" and a new HUD element that displays: "You will gain/lose XP at mission end" will be shown instead.
You must ripent the map and add a special entity to give the XP back to the player.
"origin" "0 0 0"
"target" "<TARGET>"
"targetname" "entity_name_goes_here"
"spawnflags" "<SPAWNFLAGS>"
"classname" "scxpm_give_xp"
Replace <TARGET> with either !all for all players or !activator for only the one who activates the entity. If needed, you can also specify a targetname, and all players who match said targetname will retrieve the XP.
A spawnflags of 0 makes the entity reusable. If you want the XP to be given only once, set spawnflags to 1.
SCXPM has an integrated spectator mode. By using the /spectate
chat command while dead, players can enter and leave observer mode at will. Depending on how the server is configured, or how the map has been built, this might break some maps. Adding this setting will disallow players from entering/leaving observer mode using the chat command. You might want to experiment with this.
Keep in mind that server administrators can still use the /spectate
command regardless if this setting is used or not.
By default, handicaps cannot be activated if NO_SKILLS is used. Adding this setting makes an exception to this rule and allows players to activate handicaps, even if the skills has been disabled.
The Anti-Gravity Device skill might cause unwanted skips or downright map breakages. If you only want to disable the anti-gravity skill, use this setting to prevent players from jumping too high and do... questionable stuff.
The opposite of ALLOW_HANDICAPS. This disables handicaps if skills are ENABLED.
The map will start with the SCXPM hud disabled. The map (or a script) must create a scxpm_hide_hud
entity to enable it again. As a mapper or server operator, you can do this via trigger_createentity
.
Example entity:
"origin" "0 0 0"
"targetname" "toggle_hud"
"m_iszCrtEntChildClass" "scxpm_hide_hud"
"classname" "trigger_createentity"
Then trigger toggle_hud
whenever needed to enable/disable SCXPM hud. Alternatively, if you have cheat access, the create scxpm_hide_hud
cheat command will do enough.
Normal Sven Co-op's behaviour is to slowly fade excess health and armor back into their respective limits. For example, if you have 150 health, the game will slowly decay it into 100.
Using this setting will allow the "Strength" and "Superior Armor" skills to increase the player's maximum health and armor. This means that your 150 health will stay at 150 instead of going down.
Do not save player data on this map.
Intended for testing maps with SCXPM enabled. This setting will allow players to load their levels, but any XP/Achievement they gain/unlock will not be saved, and won't be carried over once the map ends.
Enables a "pseudo-survival" mode where players only have a limited amount of "lives".
The number passed to this setting (ConfigParam) specifies the player's lives, which means how many times they are able to respawn. Once they ran out, respawn is disallowed, and the player is only able to move to observer (if allowed).
If all players run out of lives, the SCXPM will trigger the entity game_sparksout
to let the map handle a "Game Over".
WARNING: Not having a game_sparksout
entity on the map that handles this will cause players to be permanently stuck if they lose all their lives, until the map is changed via a server plugin or admin.
Simulates players being an specific level. Where level is the ConfigParam setting.
By forcing all players to be a certain level, this allows maps to simulate certain scenarios where all players are low level, high level, or anything in between. It helps to balance the map's base difficulty by forcing everyone's levels to be the same.
Simulated levels do not save and players will recover their original level at map end. Achievements are unaffected, they can still be unlocked (and saved) as usual.