XPILOT-NG-SERVER(6)

NAME
xpilot-ng-server - server for multiplayer space war game.

SYNOPSIS
xpilot-ng-server [ options ]

DESCRIPTION

    Copyright © 1991-2004 by Bjørn Stabell, Ken Ronny Schouten, Bert Gijsbers, Dick Balaska, Uoti Urpala, Juha Lindström, Kristian Söderblom and Erik Andersson. XPilot NG 4.6.3 comes with ABSOLUTELY NO WARRANTY; for details see the provided COPYING file.

Option flags specify where an option can be used and whether it is visible 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 with their default values in defaultsfile format.

-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.

-/+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: command, defaults, invisible ]

-/+robotsTalk

    Do robots talk when they kill, die etc.?

-/+robotsLeave

    Do robots leave the game?

-robotLeaveLife <integer>

    Max number of lives per robot (0=off).

-robotLeaveScore <real>

    Min score for robot to play (0=off).

-robotLeaveRatio <real>

    Min ratio for robot to play (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?

-robotTicksPerSecond or robotTicks <integer>

    How many times per second to call robot round tick? The value will be limited into the range 1 to server FPS. A value of 0 means one tick per frame.

-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?

-/+silent

    Is the server really silent?

-/+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. Or "wild" if you want a map by The Wild Map Generator. The geometry of a "wild" map is given by the -mapWidth and the -mapHeight options. [ 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?

-/+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?

-/+cloakedShield

    Can players use shields when cloaked?

-maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>

    The maximum allowed speed for objects 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.

-playerWallBounceBrakeFactor or playerWallBrake <real>

    Factor to slow down players when they hit the wall (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).

-wallBounceFuelDrainMult or wallBounceDrain <real>

    Multiplication factor for player wall bounce fuel cost.

-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 ]

-/+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 effective 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 and teamShareScore work 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 if cannonsUseItems is on.

-/+cannonsUseItems or cannonsPickupItems

    Do cannons use items?

-/+cannonsDefend

    Do cannons actively use defensive items like emergency shields and phasing devices? This only works if cannons are actually allowed to use items.

-/+cannonFlak or cannonAAA

    Do cannons fire flak or normal bullets?

-cannonDeadTicks <real>

    How many ticks do cannons stay dead? Replaces option cannonDeadTime.

-/+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.

-/+teamShareScore

    Are points gained or lost divided equally over all team members? 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 targetDeadTime.

-/+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?

-/+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 originate? 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 remain stable. Replaces option wormTime.

-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 administrator 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 ]

-framesPerSecond or FPS <integer>

    The number of frames per second the server should strive for.

-gameSpeed <real>

    Rate at which game events happen. Allows using higher FPS without making the game too fast. A game speed of X means the game proceeds as fast as on an old server running at X FPS. A value of 0 means the value of game speed is the same as that 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 missile.

-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 asteroids or other objects without an owner.

-asteroidPoints <real>

    Points awarded for breaking an asteroid.

-cannonPoints <real>

    Points awarded for killing a cannon.

-asteroidMaxScore <real>

    Maximum score to receive points for breaking an asteroid.

-cannonMaxScore <real>

    Maximum score to receive points for killing a cannon.

-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 collision.

-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 [0.0-1.0] 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>

    The maximum distance from an item concentator for items to appear in. Sensible values are in the range 1.0 to 20.0. If no item concentators are defined in a map then items can popup anywhere. If any are any then items popup in the vicinity of an item concentrator with probability itemConcentratorProb and anywhere the remainder of the time. An item concentrator is drawn on screen as three rotating triangles. The map symbol is the percentage symbol '%'.

-itemConcentratorProb <real>

    The probability, if any item concentrators are present, that they will be used. This proportion of items will be placed near item concentrators, within itemConcentratorRadius.

-asteroidConcentratorRadius or asteroidConcentratorRange <real>

    The maximum distance from an asteroid concentrator for asteroids to appear in. Sensible values are in the range 1.0 to 20.0. If no asteroid concentrators are defined in a map then asteroids can popup anywhere. If any are then asteroids popup in the vicinity of an asteroid concentrator with probability asteroidConcentratorProb and anywhere the remainder of the time. An asteroid concentrator is drawn on the screen as three rotating squares. The map symbol is the ampersand '&'.

-asteroidConcentratorProb <real>

    The probability, if any asteroid concentrators are present, that they will be used. This proportion of asteroids will be placed near asteroid concentrators, within asteroidConcentratorRadius.

-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, or the minimum after being killed.

-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.

-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 friction 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.

-/+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 <integer>

The number of rounds to play.
    Unlimited if 0.

-numberOfRounds 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 memory. [ 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 compute 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, invisible ]

-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 having 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 spectators 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.

-/+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).

-/+maraTurnqueue

    This is a temporary option to test Mara's "turnqueue" hack. The idea is that if a ship is turning when it hits the wall, the turn will be completed after the bounce.

-/+ngControls

    Enable improved precision steering and aiming of main gun.

-/+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 handling. 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 waiting for a new round to start. 0 means full framerate. Can be used to limit bandwidth used.

-/+teamcup

    Is this a teamcup match?.

-teamcupStatServer or statServer <string>

    Teamcup status server to report to. [ Flags: command ]

-teamcupStatPort or statPort <integer>

    Port of the teamcup status server. [ Flags: command ]

-teamcupMatchNumber or match <integer>

    The number of the teamcup match. [ Flags: command ]

    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), xpilot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.

    XPilot NG 4.6.3 comes with ABSOLUTELY NO WARRANTY; for details see the provided COPYING file.

XPilot NG 4.6.3

SEE ALSO
The full documentation for xpilot-ng-server is maintained as a Texinfo manual. If the info and xpilot-ng-server programs are properly installed at your site, the command

    info xpilot-ng-server

should give you access to the complete manual.