     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

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

     SYNOPSIS
          xpilot-ng-server [ options ]

     DESCRIPTION
               Copyright  1991-2005 by Bjrn Stabell, Ken Ronny Schouten, Bert
               Gijsbers, Dick Balaska, Uoti Urpala, Juha Lindstrm, Kristian
               Sderblom and Erik Andersson.  XPilot NG 4.7.2 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 and 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 ]

                                        - 1 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
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                                     August 2006

          -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.

          -/+treasureCollisionKills or treasureKills

               Does a player die when hitting a ballarea?

          -ballCollisionFuelDrain or ballFuelDrain <real>

               How much fuel does a ball collision cost?

          -playerCollisionFuelDrain or playerFuelDrain <real>

               How much fuel does a player collision cost?

          -/+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).

                                        - 2 -         Formatted:  August 6, 2010

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                                     August 2006

          -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>

               After how many deaths does a robot want to leave? (0=off).

          -robotTeam <integer>

               Team to use for robots.

          -/+restrictRobots

                                        - 3 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
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                                     August 2006

               Are robots restricted to their own team?

          -/+reserveRobotTeam

               Is the robot team only for robots?

          -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

                                        - 4 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               Log major server events to log file?

          -/+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.  [ 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).

                                        - 5 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               [ 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?

          -/+ballCollisionDetaches or ballHitDetaches

               Does a ball get freed by a collision with a player?

          -/+ballCollisions

               Can balls collide with other objects?

          -/+ballSparkCollisions

               Can balls be blown around by exhaust? (Needs ballCollisions too)

          -/+minesWallBounce

               Do mines bounce off walls?

                                        - 6 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
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                                     August 2006

          -/+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?

          -maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>

               The maximum allowed speed for objects to bounce off walls.

          -maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>

               The maximum allowed speed for sparks 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.

          -playerWallBounceType or wallBounceType <integer>

               What kind of ship wall bounces to use.

                                        - 7 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               A value of 0 gives the old XPilot wall bounces, where the ship
               velocity in the direction perpendicular to the wall is reversed
               after which the velocity is multiplied by the value of the
               playerWallBounceBrakeFactor option.

               A value of 1 gives the "separate multipliers" implementation.

               A value of 2 causes Mara's suggestion for the speed change in the
               direction parallel to the wall to be used.  Vtangent2 =
               (1-Vnormal1/Vtotal1*wallfriction)*Vtangent1

               A value of 3 causes Uau's suggestion to be used: change the
               parallel one by MIN(C1*perpendicular_change, C2*parallel_speed)
               if you assume the wall has a coefficient of friction C1.  .

          -playerWallBounceBrakeFactor or playerWallBrake <real>

               Factor to slow down ship in direction perpendicular to the wall
               when a wall is hit (0 to 1).

          -playerBallBounceBrakeFactor or playerBallBrake <real>

               Elastic or inelastic properties of the player-ball collision 1
               means fully elastic, 0 fully inelastic.

          -playerWallFriction or wallFriction <real>

               Player-wall friction (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).

          -afterburnerPowerMult or afterburnerPower <real>

               Multiplication factor for afterburner power.

          -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,

                                        - 8 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               defaults ]

          -metaUpdateMaxSize <integer>

               Maximum size of meta update messages.

          -/+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

                                        - 9 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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 works 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

                                       - 10 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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.

          -/+cannonsPickupItems

               Do cannons pick up items?

          -/+cannonFlak or cannonAAA

               Do cannons fire flak or normal bullets?

          -cannonDeadTicks <real>

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

          -cannonShotSpeed <real>

               Speed of cannon shots.

          -minCannonShotLife <real>

               Minimum life of cannon shots, measured in ticks.  If this is set
               to a value greater than maxCannonShotLife, then maxCannonShotLife
               will be set to that same value.

          -maxCannonShotLife <real>

               Maximum life of cannon shots, measured in ticks.  If this is set
               to a value less than minCannonShotLife, then minCannonShotLife
               will be set to that same value.

          -cannonInitialFuel <integer>

               How much fuel cannons start with.

          -cannonInitialTanks <integer>

               How many tanks cannons start with.

                                       - 11 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -cannonInitialECMs <integer>

               How many ECMs cannons start with.

          -cannonInitialArmor or cannonInitialArmors <integer>

               How much armor cannons start with.

          -cannonInitialMines <integer>

               How many mines cannons start with.

          -cannonInitialMissiles <integer>

               How many missiles cannons start with.

          -cannonInitialCloaks <integer>

               How many cloaks cannons start with.

          -cannonInitialSensors <integer>

               How many sensors cannons start with.

          -cannonInitialWideangles <integer>

               How many wideangles cannons start with.

          -cannonInitialRearshots <integer>

               How many rearshots cannons start with.

          -cannonInitialAfterburners <integer>

               How many afterburners cannons start with.

          -cannonInitialTransporters <integer>

               How many transporters cannons start with.

          -cannonInitialMirrors <integer>

               How many mirrors cannons start with.

          -cannonInitialDeflectors <integer>

               How many deflectors cannons start with.

          -cannonInitialHyperJumps <integer>

                                       - 12 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               How many hyperjumps cannons start with.

          -cannonInitialPhasings <integer>

               How many phasing devices cannons start with.

          -cannonInitialLasers <integer>

               How many lasers cannons start with.

          -cannonInitialEmergencyThrusts <integer>

               How many emergency thrusts cannons start with.

          -cannonInitialTractorBeams <integer>

               How many tractor/pressor beams cannons start with.

          -cannonInitialAutopilots <integer>

               How many autopilots cannons start with.

          -cannonInitialEmergencyShields <integer>

               How many emergency shields cannons start with.

          -/+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.

          -/+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

                                       - 13 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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?

          -specialBallTeam or specialBall <integer>

               Balls that belong to this team are 'special' balls that score
               against all other teams.

          -/+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?

                                       - 14 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -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

                                       - 15 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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

                                       - 16 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               Are asteroidconcentrator mapsymbols visible to players?

          -wormholeStableTicks <real>

               Number of ticks wormholes will keep the same destination.

          -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 ]

                                       - 17 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -rankWebpageCSS or rankCSS <string>

               The URL of an optional style sheet for the ranking webpage.  [
               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. The gameSpeed specifies how
               many ticks of game time elapse each second. A value of 0 means
               that the value of gameSpeed should be equal to the value 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

                                       - 18 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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?

                                       - 19 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -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.

                                       - 20 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -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>

                                       - 21 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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.

          -cannonKillScoreMult <real>

               Multiplication factor to scale score for being killed by cannons.

          -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.

                                       - 22 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -cannonItemProbMult <real>

               Average number of items a cannon gets per minute.

          -maxItemDensity <real>

               Maximum density 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>

               Range within which an item concentrator can create an item.
               Sensible values are in the range 1.0 to 20.0 (unit is 35 pixels).
               If there are no item concentrators, items might popup anywhere.
               Some clients draw item concentrators as three rotating triangles.

          -itemConcentratorProb <real>

               The chance for an item to appear near an item concentrator.  If
               this is less than 1.0 or there are no item concentrators, items
               may also popup where there is no concentrator nearby.

          -asteroidConcentratorRadius or asteroidConcentratorRange <real>

               Range within which an asteroid concentrator can create an
               asteroid.  Sensible values are in the range 1.0 to 20.0 (unit is
               35 pixels).  If there are no such concentrators, asteroids can
               popup anywhere.  Some clients draw these concentrators as three
               rotating squares.

          -asteroidConcentratorProb <real>

               The chance for an asteroid to appear near an asteroid
               concentrator.  If this is less than 1.0 or there are no asteroid
               concentrators, asteroids may also appear where there is no
               concentrator nearby.

          -rogueHeatProb <real>

               Probability that unclaimed missile packs will go rogue.

          -rogueMineProb <real>

                                       - 23 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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.

                                       - 24 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -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.

          -initialTanks <integer>

               How many tanks players start with.

          -initialECMs <integer>

               How many ECMs players start with.

          -initialArmor or initialArmors <integer>

                                       - 25 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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.

                                       - 26 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -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>

                                       - 27 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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.

                                       - 28 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -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.

          -survivalScore <real>

               Multiplicator for quadratic score increase over time survived
               with lowered shield

          -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.

                                       - 29 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

          -/+loseItemDestroys

               Destroy item that player drops. Otherwise drop it.

          -/+useDebris

               Are debris particles created where appropriate?  Value affect
               ship exhaust sparks and cluster debris.  To disallow cluster
               weapons but not sparks, set allowClusters off.

          -/+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 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.  [

                                       - 30 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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>

                                       - 31 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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.

          -/+zeroSumScoring or zeroSum

               Use Zero sum scoring?  [ Flags: command ]

          -/+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).

          -/+fastAim

               When calculating a frame, turn the ship before firing.  This
               means you can change aim one frame faster.  Added this option to
               see how much difference changing the order would make.

          -/+ngControls

                                       - 32 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               Enable improved precision steering and aiming of main gun.

          -/+legacyMode

               Try to emulate classic xpilot behavior.

          -constantSpeed or oldThrust <real>

               Make ship move forward at a constant speed when thrust key is
               held down, in addition to the normal acceleration. The constant
               speed is proportional to the product of the acceleration of the
               ship (varying with ship mass and afterburners) and the value of
               this option. Note that this option is quite unphysical and can
               using it can cause weird effects (with bounces for example).  Low
               values close to 0.5 (maybe in the range 0.3 to 1) for this option
               can be used if you want to increase ship agility without
               increasing speeds otherwise. This can improve gameplay for
               example on the Blood's Music map. Higher values make the ship
               behaviour visibly weird.

          -turnPushPersistence or pushPersist <real>

               How much of the turnpush to remain as player velocity. (0.0-1.0)

          -turnGrip or turnPushGrip <real>

               How much of of the turnPush should pull the ship sideways by
               gripping to the friction of the wall?. (0.0-1.0)

          -thrustWidth or sprayWidth <real>

               Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.

          -thrustMass or sparkWeight <real>

               Weight of thrust sparks.

          -sparkSpeed or sparkVel <real>

               Multiplier affecting avg. speed (relative ship) of thrust sparks.

          -/+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

                                       - 33 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

               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 in waiting state.  0 means full
               framerate. Can be used to limit bandwidth used.  Waiting players
               are those that have just joined a game and have to wait until
               next round starts. Note that in clients, a W is shown next to
               waiting players' names in the score list.

          -deadFramesPerSecond or deadFPS <integer>

               Maximum FPS shown to players in dead state.  0 means full
               framerate. Can be used to limit bandwidth used.  This option
               should only be used if pausedFPS and waitingFPS options don't
               limit bandwidth usage enough.  Dead players are those that have
               played this round but have run out of lives. Note that in
               clients, a D is shown next to dead players' names in the score
               list.

          -/+teamcup

               Is this a teamcup match?.  [ Flags: command, any, invisible ]

          -teamcupName <string>

               The name of the teamcup (used only if teamcup is true).  [ Flags:
               command, any, invisible ]

          -teamcupMailAddress <string>

               The mail address where players should send match results.  [
               Flags: command, any, invisible ]

          -teamcupScoreFileNamePrefix <string>

               First part of file name for teamcup score files.  The whole
               filename will be this followed by the match number.  [ Flags:
               command, any, invisible ]

          -teamcupMatchNumber or match <integer>

                                       - 34 -         Formatted:  August 6, 2010

     XPILOT-NG-SERVER(6)       xpilot.sourceforge.net        XPILOT-NG-SERVER(6)
     Games                                                                 Games

                                     August 2006

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

          -mainLoopTime <real>

               Duration of last Main_loop() function call (in milliseconds).
               This option is read only.  [ Flags: command ]

          -cellGetObjectsThreshold or cellThreshold <integer>

               Use Cell_get_objects if there is this many objects or more.

               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 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details
               see the provided COPYING file.

          XPilot NG 4.7.2

                                       - 35 -         Formatted:  August 6, 2010