Below are DVARs that are specific to PAM2 and what I hope is an adequate description of each. If there are any questions about one in particular, please feel free to ask. You can use the below dvars to create your own pub mode config file. PUB mode will NOT change any existing dvar values, so a simple selection of config files can be used to set up any number of different PUB mode configurations as you can dream up. PAM ENABLE sv_pam Enables/Disables PAM2. Disabled PAM2 runs the stock scripts only. [1 = enabled. 0 = disabled] PAM MODES pam_mode This Dvar is used by server admins to select the competition rule-set to used. Here is a list of the modes I have right now in alpha order: cal cb ccodl ecw ed edom esl gwl mgl ogl opencup pub twl_ladder twl_league twl_rifles xpl Please note that you should verify with your League that the settings are correct for your League/Ladder. If they are not correct, please have an admin contact me with the problem settings. GENERIC S&D scr_sd_timelimit Timelimits are NOT usable in PAM2 at this time. This is ALWAYS set to 0 in rule files. If it is needed I will look into making this work, but it was never needed in CoD or UO. scr_sd_half_round Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled. scr_sd_half_score Sets the scorelimit to be played to in the first half. Halftime and automatic teamswap will happen AFTER the one team reaches this score. 0 = disabled. scr_sd_end_round Sets the number of TOTAL rounds to be played before the map ENDS. It does not matter if a halftime is used. 0 = disabled. scr_sd_end_score This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled scr_sd_end_half2score This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled scr_sd_roundlength Stock DVAR, length of each round. scr_sd_graceperiod In PAM2 this has dual puposes. If you are using Strat Time, this sets the length of that Strat Time. If you are not using Strat Time, this acts just as it does in the stock server. [Set in seconds.] scr_sd_strat_time Strat Time is used to hold players still at the beginning of each round. Players also will not be able to throw any nades/smokes during this "strategizing" time period. [1 = use strat time. 0 = no strat time/stock.] scr_sd_count_draws This dvar determines what happens if a round ends in a draw (which IS possible). With this you can force a round to be "replayed" by essentially playing the same round number over again, or you can have the draw round count as a normal round without a winner. [0 = Replay Draw Rounds. 1 = Allow Draw to stand] OVERTIME g_ot This dvar is used to tell the scripting if Ties are allowed in matches. If ties are NOT allowed, then there is a method to set up as many Overtime rules as is needed. If Ties are allowed, then the match will end in a tie. [1 = Ties not allowed, go to Overtime. 0 = Ties Allowed, no Overtime] g_ot_active This dvar is used to determine the CURRENT active Overtime period (if there are Overtime periods in your match rules). This is MOSTLY used as an internal DVAR, but it can also be used by Server Admins to go directly into an Overtime period if needed. For example, to go to your match mode's FIRST OT Period, you would set this value to 1 and do a fast_restart. There can be almost a limitless number of OT rounds, but I have never seen more than 3 needed. This DVAR can also be used to get you OUT of OT mode by setting it to 0. TIMERS scr_sd_PlantTime Time it takes to plant the bomb [In seconds]. scr_sd_DefuseTime Time it takes to defuse the bomb [In seconds]. g_matchwarmuptime Time on the count-down clock for the 1st and 2nd halves to begin (after ready-up) [in seconds, max = 60] g_roundwarmuptime Time on the count-down clock for the next round to begin [in seconds, max 60] HUD GOODIES sv_playersleft Shows a display at the bottom of the screen that shows how many players are alive on each team. [1 = on. 0 = off] scr_show_death_icons Determines if the skull icons are show when and where players die. [1 = icons on. 0 = icons off] scr_show_objective_icons Determines if the A, B, and the Bomb-Planted Objective star are shown on the players HUD. This has NO EFFECT on the icons used on the player's compass. [1 = show objective icons. 0 = do not show objective icons] scr_show_grenade_icon Determins if players see the grenade warning icon when near a live grenade. [1 = nade icons on. 0 = nade icons off] scr_allow_hitblip Determines if players gets the damage feedback HUD element and Sound that occurs when they hit another player with gunfire or nade. [1 = allow the hit blips. 0 = turn off the hit blips] scr_allow_hud_scoreboard Determines if the STOCK scoreboard shows up on the player's screen. This is the one on the top left side of the screen. [1 = scoreboard on. 0 = scoreboard off] scr_clock_position Determines where the Round Clock is positioned on the screen. This can be used to move it from its stock position to a position more in line with where it was in CoD1. [1 = CoD1 clock position. 0 = Stock clock position] de_allow_mantlehint Determines if Players see the Mantle HUD hint when they are near an object they can mantle. [1 = allow the hint. 0 = do not allow the hint] de_allow_hudstance Determines if Players see the Stance HUD indicator. [1 = allow the stance indicator. 0 = do not allow the stance indicator] HEALTH scr_allow_health_regen This dvar determines if and how health Regen happens. 0 = No health regen at all. 1 = Stock health regen. 2 = Slow Regen 3 = Slow Regen with a Regen Limit based on Damage Taken 4 = Same as 3 except Pain Sounds continue permanently while you are below 45% health. scr_regen_delay Sets the time after the last damage you recieved before Regen begins to happen. [Set in milliseconds. 5000 = 5 seconds] scr_show_healthbar Shows a HUD element on screen for the Health Bar. Very similar to the healthbar in CoD1. [1 = show healthbar, 0 = do not show healthbar] scr_fade_healthbar If the healthbar is being shown, and the player's health is at 100%, this setting will allow the healthbar to fade off the screen until damage is taken again. [1 = do the fade. 0 = don't fade, always show the healthbar] scr_allow_healthpacks Determines if players who die drop a health pack. [1 = health pack dropped. 0 = no healthpack dropped] SHELLSHOCK scr_allow_shellshock Determines if Shellshock is applied to players when hit by explosives. [1 = allow shellshock. 0 = no shellshock] FALL DAMAGE scr_fallDamageMinHeight scr_fallDamageMaxHeight These set the minimum and maximum heights for fall damage. [Set in feet] DVAR ENFORCER de_force_rate Allows the league to force a client to use a specific rate. [1000 min. 25000 max.] de_remove_exlpoits Forces several client DVAR settings that are known exploits back to stock, non-exploit values. [1 = force exploit DVARS to valid settings. 0 = do not force exploit DVARS] de_allow_enemycrosshaircolor This forces Client DVAR setting that allow the "red" crosshair when they pass over an enemy (even through smoke) to the off position. [1 = allow the "red" crosshairs. 0 = do not allow the "red" crosshairs] de_Sound_Ping_QuickFade This shortens the amount of time the Red Compass Dots appear on the Compass. It does NOT remove the Red Compass Dots. [1 = Shortened Fade Time, 0 = Stock Fade Time] de_allow_crosshair Determines if crosshairs are allowed in your match mode. Does not include the Turret Crosshairs. [1 = crosshairs allowed. 0 = crosshairs NOT allowed] de_allow_turret_crosshair Determines if crosshairs are allowed on Turrets in your match mode. [1 = crosshairs allowed. 0 = crosshairs NOT allowed] de_allow_crosshairnames Determines if you can see Teammate's names when your crosshair passes over them. [1 = allow the names to show. 0 = do not allow the names to show.] NADE SPAWN COUNTS scr_boltaction_nades scr_semiautomatic_nades scr_smg_nades scr_sniper_nades scr_mg_nades scr_shotgun_nades These determine the number of grenades each class of weapon is allowed to spawn with. [0 min, 3 max] SMOKE SPAWN COUNTS scr_boltaction_smokes scr_semiautomatic_smokes scr_smg_smokes scr_sniper_smokes scr_mg_smokes scr_shotgun_smokes These determine the number of smoke grenades each class of weapon is allowed to spawn with. [0 min, 3 max] WEAPON CLASS LIMITS scr_boltaction_limit scr_sniper_limit scr_semiautomatic_limit scr_smg_limit scr_mg_limit scr_shotgun_limit These limit the number of the weapons EACH team is allowed to spawn with. [0 = no weapons of that class allowed, 99 = no limit on that class] OTHER WEAPONS scr_allow_pistols Determines if your match mode allows pistols to be used. [1 = allow pistols. 0 = do not allow pistols] scr_allow_turrets Determines if the Mountable MG positions are allowed to be used in your match type. [1 = Allow Turrets. 0 = Remove Turrets] SECONDARY WEAPON DROP scr_allow_secondary_drop Determines if the players can drop their Secondary weapon by holding down the USE key for about 2 seconds. [1 = players can drop secondary weapons. 0 = players can NOT drop secondary weapons] BOLT-ACTION ONLY scr_force_boltaction This DVAR is usefull for bolt-action Ladders/Leagues. It will FORCE the player to spawn with a bolt-action rifle regardless of what weapon the player chooses. This can be combined with scr_allow_pistols, scr_allow_turrets, and the stock dvar for allowing nades to make sure that ONLY bolt-action rifles are being used. 0 = Do not force bolt-action only. 1 = Force bolt-action only, Americans get the Enfield. 2 = Force bolt-action only, Americans get the Nagant. WEAPON DROPS scr_allow_weapondrop_nade scr_allow_weapondrop_sniper scr_allow_weapondrop_shotgun These determine if the players drop each of the above items when they are killed if they are carrying them when they died. [1 = allow the weapon to drop. 0 = do not allow the weapon to drop]