As long as there's no teams in the teams list when there's >1 person online.
Here's my config:
Code: Select all
############################################################################################
#
# Point allocation
#
############################################################################################
SP_SCORE_WIN 0
SCORE_WIN 0 # points you gain for beeing last one alive
SCORE_SUICIDE -1 # points you gain for every stupid death (race
# into the rim/your own wall)
SCORE_KILL 1 # points you gain for everyone racing into your wall
SCORE_DIE 0 # points you gain for every time you race into
# someones wall
LIMIT_SCORE 100 # score limit (all limits for one match)
LIMIT_ROUNDS 10 # max number of rounds to play
LIMIT_TIME 30 # max time (in minutes)
############################################################################################
#
# Chat stuff
#
############################################################################################
SPAM_MAXLEN 250
VOTING_TIMEOUT 60
VOTING_TIMEOUT_PER_VOTER 15
############################################################################################
#
# Game settings
#
############################################################################################
SP_MIN_PLAYERS 4 # one human -> 3 AIs
# rubber settings
CYCLE_RUBBER 17.0 # high rubber
CYCLE_RUBBER_TIME 1.0 # "timescale rubber is restored on"
# lower -> restored faster
CYCLE_RUBBER_SPEED 50
CYCLE_RUBBER_MINDISTANCE 0.02
CYCLE_PING_RUBBER 5
CYCLE_RUBBER_DELAY_BONUS 1.0
CYCLE_RUBBER_MINADJUST 0.08
CYCLE_RUBBER_MINDISTANCE_RESERVOIR 0.005
CYCLE_RUBBER_LEGACY 0
CYCLE_RUBBER_MINDISTANCE_RATIO 9.99868e-005 # what the actual ****
CYCLE_RUBBER_MINDISTANCE_UNPREPARED 0.005
CYCLE_RUBBER_TIMEBASED 1
# other cycle settings
WALLS_LENGTH 1337
SP_WALLS_LENGTH 1337
CYCLE_BRAKE_DEPLETE 0.5
CYCLE_SPEED 20
CYCLE_SPEED_MIN 0.75
CYCLE_TURN_SPEED_FACTOR 0.975
CYCLE_WALL_NEAR 5
CYCLE_SPEED_DECAY_ABOVE 0.15
CYCLE_ACCEL 20
CYCLE_BRAKE_REFILL 0.5
CYCLE_BRAKE 50
CYCLE_DELAY_TIMEBASED 0 # aka distance based
# turning
CYCLE_DELAY .03
# other settings
CYCLE_SOUND_SPEED 20
PING_CHARITY_SERVER 300
#REAL_ARENA_SIZE_FACTOR 0.707107 # idk why
WIN_ZONE_MIN_ROUND_TIME 2147483647
#WIN_ZONE_INITIAL_SIZE 10
# single player settings, active while only one client is connected.
# Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will
# be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled,
# too.
SP_EXPLOSION_RADIUS 4 # blast radius of cycle explosions
SP_WALLS_LENGTH -1 # cycle trail length
SP_WALLS_STAY_UP_DELAY 5 # cycle trail stay up this long after the cycle's destruction
SP_TEAM_BALANCE_ON_QUIT 0 # balance teams if a member quits?
SP_TEAM_BALANCE_WITH_AIS 1 # balance teams with AI players?
SP_TEAM_MAX_IMBALANCE 1 # maximum team imbalance
SP_TEAM_MAX_PLAYERS 16 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. )
SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team
SP_TEAMS_MAX 16 # maximum number of teams
SP_TEAMS_MIN 1 # minimum number of teams
SP_WIN_ZONE_MIN_ROUND_TIME 2147483647# minimum time ( seconds ) the round has to be going on before the instant win zone is activated
SP_WIN_ZONE_MIN_LAST_DEATH 2147483647# minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
SP_FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
SP_GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SP_SIZE_FACTOR -2 # arena size factor; increase this by two to double the arena size
SP_SPEED_FACTOR 0 # cycle speed factor increase this by two to double the speed
SP_AUTO_IQ 1 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength
SP_AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength
SP_AI_IQ 100 # IQ of the AIs
SP_MIN_PLAYERS 3 # minimum number of players; missing humans are filled up with AIs
SP_NUM_AIS 2 # minimum number of AIs
# the same settings, active when more than one client is connected
EXPLOSION_RADIUS 4 # blast radius of cycle explosions
WALLS_LENGTH -1 # cycle trail length
WALLS_STAY_UP_DELAY 5 # cycle trail stay up this long after the cycle's destruction
TEAM_BALANCE_ON_QUIT 0 # balance teams if a member quits?
TEAM_BALANCE_WITH_AIS 0 # balance teams with AI players? ( set it to 0 to disable AIs completely )
TEAM_MAX_IMBALANCE 1 # maximum team imbalance
TEAM_MAX_PLAYERS 1 # maximum number of players per team ( set it to 1 to disable teams )
TEAM_MIN_PLAYERS 1 # minimum number of players per team
TEAMS_MAX 16 # maximum number of teams
TEAMS_MIN 1 # minimum number of teams
WIN_ZONE_MIN_ROUND_TIME 2147483647 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
WIN_ZONE_MIN_LAST_DEATH 2147483647 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
GAME_TYPE 1 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SIZE_FACTOR -2 # arena size factor; increase this by two to double the arena size
SPEED_FACTOR 0 # cycle speed factor increase this by two to double the speed
AUTO_IQ 1 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength
AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength
AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically
ALLOW_TEAM_CHANGE 1 # flag indicating whether players should be allowed to join/leave teams
AI_IQ 50 # IQ of the AIs
MIN_PLAYERS 1 # minimum number of players; missing humans are filled up with AIs
NUM_AIS 0 # minimum number of AIs