Client Commands  [TOP]

Name Description
addpip <client> Adds a PIP window for the specified client.
autofollow Turns on autofollow if you're in spectator mode. You will automatically follow the last player, players who pick up powerups, and living players - not necessarily in that order. It will also cause the scoreboard to show sometimes.
autoscreenshot Basically a wrapper around /screenshot which allows you to use naming variables (see cg_nameformat and sv_nameformat. This should not be confused with cg_autoscreenshot.
bottomshots <weapon> Issue this command to see the worst player accuracies.
cap_makecoach <client> Allows the captain to make a player on the team or a spectator into a coach.
cap_recruit <client> Allows the captain to make a spectator or a coach on the team into a player.
cap_remove <client> Allows the captain to make a player on the team or a coach on the team into a spectator.
cap_transfer <client> Allows the captain to transfer captainship to another player on the team.
captain Allows the player to become the captain of the team.
clients Shows a list of all the connected clients, and a few bits of information about them. Use this to get a player's client number when you need it.
coach Used to accept a coachinvite request. Coaches can spectate players on their team regardless of whether that team is locked to spectators or not. They can also listen to and participate in teamchat for that team. Coaches can also call votes and vote themselves but they may not invite others to coach.
coachinvite <client> Invites a player to coach your team. The player receive get a console message saying they have been invited to coach. Use the Coach command to accept a coachinvite request.
demorecord <name> Begins the recording of an demo. If you give a name, it willl use that name for the recording. If you do not, it will construct one using the contents of cg_nameformat. The default name format is $gametype-$redteam_vs_$blueteam-$map-$date-$time.
help Invokes the Ufreeze help system.
ignore <client> Ignore a player's chats with this. If you do it, the player will have absolutely no means of communicating with you, except through other players. Use "/ignore" by itself to get a list of players you are ignoring.
listservermaps This the server maps currently available on the server. This can be used with callvote map to find and go directly to a desired map. There is a known issue that some maps will not be displayed in the list because some maps do not use a proper .arena file.
lock If the server has team locking enabled, you can issue this command to lock your team. No other players will be allowed to join it until you unlock it.
me <text> Just like in IRC, causes you to emote.
me_team <text> Just like me, except on the team channel.
mvdrecord <name> Begins the recording of an Multi-view demo. If you give a name, it will use that name for the recording. If you do not, it will construct one using the contents of cg_nameformat. The default name format is $gametype-$redteam_vs_$blueteam-$map-$date-$time.
mvdstoprecord Stops the recording of an MVD demo
notready Issue this command to signal that you are no longer ready.
pause If the server has team timeouts enabled, you can issue this command to call a timeout.
pip enters PIP maintenance mode which allows you to pointclick select new PIP windows, drag PIP windows around, close PIP windows, and resize PIP windows.
ready If the server requires players to "ready up", issue this command to signal that you are ready.
say_blue <text> Chat to the blue channel. Only players on the blue team and referees will hear you. This is good for having a team conversation involving a referee.
say_red <text> Chat to the red channel. Only players on the red team and referees will hear you. This is good for having a team conversation involving a referee.
say_ref <text> Chat on the referee channel with this. Only referees will hear you.
showinfo Causes the "info" box to show itself like it did when the map started.
speclock Locks the team against spectators.
specunlock Unlocks the team against spectators.
stats <client> Issue this command to have your accuracy and freezing stats dumped to your console. If you give a client number as an argument, you can see another player's stats.
statsacc <client> Issue this command to have your accumulated stats (not just the current map's) dumped to your console.
statsall Dump every connected client's accuracy and freezing stats to your console.
statsblue Dump the entire blue team's accuracy and freezing stats to your console.
statsred Dump the entire red team's accuracy and freezing stats to your console.
statsteam Dump your own team's freezing stats to the console.
statsteamall Dump both teams' freezing stats to the console.
statsteamblue Dump the blue team's freezing stats to the console.
statsteamred Dump the red team's freezing stats to the console.
stoprecord Stops the recording of "regular" demos.
teamname Allows any player or coach on a team to change the team name for the boring old "Red" and "Blue". UFT color codes can be used to add color, highlighting and backlighting.
teamnotready Unreadies all players on your team.
teamready Readies all players on your team.
tell_spec Does a "tell" to the player you're spectating. When the PIP interface is enabled (see pip) the player under the mouse cursor counts as the one you're spectating. Coaches can use it to give orders to specific players. For example:

/bind f7 "tell_spec GET OUT OF THERE!"
/pip (to set up PIP views of each player)
Hover over player's window
Press f7 (the spectated player sees the message)

Also see chat tokens (#S).
timeout If the server has team timeouts enabled, you can issue this command to call a timeout.
topshots <weapon> Issue this command to see the best player accuracies for every weapon. If you follow it with a weapon abbreviation (MG, SG, GL, RL, LG, RG, PG, or BFG), it will show you every player's accuracy for that weapon.
uncaptain Allows the captain to remove himself as captain of the team.
unignore <client> Stop ignoring a player's chats using this.
unlock Issue this command to unlock your team.
unpause Issue this command to end a timeout, if a player on your team called it.


Client Variables  [TOP]

Name Default Description
cg_autodemo 0 If enabled, a demo of each game will be automatically recorded. "0" will not record anything, "1" will record demos of games where g_doReady is set on the server (this does a hacked up job of telling the difference between public servers and games that count), "2" will record every game regardless.
cg_autoscreenshot 0 If enabled, a screenshot will be automatically taken at the end of each game. "0" will not automatically take a screenshot while "1" will take a screenshot each game.
cg_autoscreenshotUseJpeg 1 If set to "1", automatic screenshots are stored in JPEG format. If set to "0", the screenshots are stored in Targa format.
cg_centerPrintTime 3.0 This is the amount of time huge messages (like "You thawed ...") will remain in the center of your screen.
cg_chatFilter 0 Set this to "1" if you want player chats filtered for profanity. You can also set this in the SETUP->GAME OPTIONS menu.
cg_cmdTimeNudge 0 If you feel the server is overcompensating for your ping, you can set this to a positive number (like 25) to have it compensate less.
cg_colors   Sets promode skin color for your own model and your teams' models. The values correspond to colors for <rail><head><body><legs>. You can use 0-9, a-z (CPMA colors and extensions), names, or RRGGBB.

The following English color names are supported: white, ltgray (or ltgrey), gray (or grey), black, red, ltred, green, ltgreen, blue, ltblue, yellow, ltyellow, magenta, ltmagenta, cyan and ltcyan.

The default value is "white ltblue ltblue blue".
cg_cpmHUD 2 Determines whether a VQ3 or Promode HUD is used. Set to 2 is 'use a standard Q3 HUD in standard Q3 and use a Promode HUD in Promode'. Set to 0 to always use a standard Q3 HUD or set to 1 to always use a Promode HUD.
cg_crosshairHealth 1 Set this to "0" if you do not want the crosshair's color to reflect your health and armor.
cg_crosshairPulse 1 Set this to "0" if you do not want the crosshair to pulse when you pick up items.
cg_delag 1 Set this to "0" if you'd rather not have the server compensate for your ping. This setting is only meaningful if the server is compensating for lag (see g_delagHitscan). You can also set this in the SETUP->GAME OPTIONS menu.

This can also be used to opt into lag compensation for certain weapons. It's a binary mask like dmflags - so add up the numbers for the weapons you want lag compensated and set cg_delag to that.

ValueWeapon
1All hitscan weapons (overrides any other setting)
2Machinegun
4Shotgun
8Lightning Gun
16Railgun

For example, if you wanted lag compensation on every weapon but the railgun, you would set cg_delag to 14 (2 + 4 + 8).
cg_drawclock 1 Displays the current system time in the upper right corner of the screen when the scoreboard is active.
cg_drawFriend 1 Controls the status display above the heads of teammates. "1" turns on a health bar and an armor bar over the head of each teammate. A single bar showing how thawed a corpse is replaces these two bars when a teammate is frozen. "2" displays a yellow triangle overhead (old freezetag style), and "0" displays nothing.
cg_enemyColors 2222 Sets promode skin colors for enemy team. The values correspond to colors for <rail><head><body><legs>. You can use 0-9, a-z (CPMA colors and extensions), names, or RRGGBB.

The following English color names are supported: white, ltgray (or ltgrey), gray (or grey), black, red, ltred, green, ltgreen, blue, ltblue, yellow, ltyellow, magenta, ltmagenta, cyan and ltcyan.

For example, cg_enemyColors could be "green black ltgreen ltgreen". (The black head makes it virtually invisible when you use bones/pm for the head model, which makes the enemy model match the bounding box better.)
cg_enemyHeadModel   Set this to the name of the model you want all of your enemies' heads to appear as. Promode skins are supported. Simply select a model and add "/pm" after it (e.g. "bones/pm"). This option is only meaningful if you are forcing models.

The default value is "sarge/default".
cg_enemyModel   Set this to the name of the model you want all of your enemies' bodies to appear as. To enable Promode skins, simply select a model and add "/pm" after it (e.g. "keel/pm"). This option is only meaningful if you are forcing models.

The default value is "sarge/default".
cg_forceEnemyPmSkins 0 Set to "1" to show all opponents in their own models but still use cg_enemycolors to control enemy skin colors. This is only effective if cg_forceModel is "0". Set to "0" to disable.
cg_forceTeamPmSkins 0 Set to "1" to show all teammates in their own models but still use cg_colors to control team skin colors. This is only effective if cg_forceModel is "0". Set to "0" to disable.
cg_iceChips 1 Set to "1" to disable ice chips for faster framerates - though not much faster. You can also set this in the SETUP->GAME OPTIONS menu.
cg_lastCue 1 Set this to "0" if you'd rather not hear the "last man" buzzer.
cg_nameformat   Sets client-side variable replacing in commands like demorecord, dumpstatsfile, and autoscreenshot. See also sv_nameformat.

VariableDescription
$blueteamThe blue team name
$dateThe date
$gametypeThe game type
$mapThe map name
$nameYour name (client-side only)
$redteamThe red team name
$seqSequence number
$timeThe time

The default value is $gametype-$redteam_vs_$blueteam-$map-$date-$time.
cg_noChatBeep 0 Set this to "1" if you'd rather not hear the beeping sound when global chats are printed to your console.
cg_noGrappleSound 0 Set this to "1" if you'd rather not hear your own grappling hook sound. You will still be able to hear other players'.
cg_nomip 0 Draws the designated items at picmip=0 regardless of the overall r_picmip setting.

"0" disables nomip, or "-1" enables nomip for all of the items below, or add up these numbers to nomip the items you want:

ValueDescription
1Lightning gun shaft
2Plasma gun bolts
4Rocket launcher explosions
8Grenade launcher explosions
16Machinegun and shotgun bullets
32Railgun trail
64BFG bolts
128Blood marks
256Smoke puffs
512Armor, weapon, items on the map, and scoreboard

cg_noStats 0 Set this to "1" if you'd rather the server didn't dump your stats to the console at the end of every map.
cg_noTeamChatBeep 0 Set this to "1" if you'd rather not hear the beeping sound when team chats are printed to your console.
cg_noVoiceChats 0 Setting this to "1" will filter out all voice chat messages.
cg_noVoiceChatSounds 0 Set this to "1" if you do not want to hear voice chats.
cg_ospnetcode 0 Setting this to "1" enables per client OSP net code emulation for hit tests. Setting to "0" used UFT net code for hit tests.
cg_otherRailTrailTime 400 This was created so you can make changes to your own rail trail time (using cg_railTrailTime) without making it difficult to see other players' rails. Its upper bound is 400, so it's probably useless to change it.
cg_playerNudge 0 If not set to "0", Ufreeze will attempt to use client-side prediction to determine where each player is going and render them accordingly. However, playernudge is not restricted by the buffering process like timenudge is. Therefore, you can set cg_playerNudge to values such as 100, which will give you 100ms of prediction but note the prediction is capped at whatever your ping is.

Set cg_playerNudge to "-1" to have it automatically adjust to your ping or set it to a positive value you would like to reduce your ping by. Practical values are "1" to "100". "0" will disable playerNudge

See Online Documentation/Network settings (Non-Unlagged) for more information.
cg_pmove_accurate 1 This is an alternative to pmove_fixed. pmove_fixed has issues - namely occasional frames going by without a player state change (which can make the game stutter a bit), and some slight (very slight) aiming issues.

cg_pmove_accurate addresses framerate-dependent behavior by eliminating rounding error rather than forcing all movement into frames of constant duration - which does not create the same problems as pmove_fixed does. It also takes a little less processing time to advance a player than pmove_fixed does, both on the client and on the server.

cg_pmove_fixed feels almost exactly like pmove_fixed 1, pmove_msec 8. You should probably only disable it if you have serious incoming bandwidth issues (cg_pmove_accurate takes up to about 50 bytes/sec of bandwidth), or if the very slight difference between it and pmove_fixed (or normal, framerate-dependent movement) bothers you.
cg_pmove_fixed 1 Previously, every player was forced to accept the server's pmove_fixed setting. (A thorough discussion of pmove_fixed is way outside the scope of this document.) Now a player may set cg_pmove_fixed to "0" to override that. Note that to use pmove_fixed it still must be enabled on the server.
cg_pointClickSpec 1 Setting this to "1" will allow you to spectate a player simply by clicking on his name in the scoreboard or by clicking on him in the game. If you enable picture-in-picture mode, you can also open PIP windows by clicking on a player in the scoreboard. Setting this to "0" disables the point-click crosshair.
cg_projectileNudge 0 If you can put up with the attendant visual inconsistencies (projectiles sticking into walls before exploding and looking like they start far away from your attacker's muzzle), this feature can make it easier to dodge incoming projectiles.

If you want to use this feature, set it to "-1" to have it automatically adjust to your ping or set it to a positive value you would like to nudge incoming projectiles by. Practical values are "1" to "100". "0" will disable projectileNudge.
cg_showPlayerLean 1 Set to "0" to disable player lean when the model is "in flight". This keeps the model better confined to the bounding box which does not "lean" with the model. Set to "1" to retain the original Quake 3 behavior.
cg_swapSkins 0 Set this to "1" if you want team colors swapped. This only applies to player models. This is useful in maps where one team color easily blends in.
cg_teamChatsOnly 0 Setting this to "1" will filter out any non-teamchat message.
cg_teamRails 0 If set to "0", rails will be whatever color each player sets. If set to "1", rails fired by the red team will be red and rails fired by the blue team will be blue. If set to "2", rail color will use the settings in cg_enemyColors and cg_colors.
cg_truePing 0 Set this to "1" if you'd like to see software latencies reflected in everyone's ping times. The kind of information you get from "true pings" is much more useful in tweaking your connection and in helping you know how far forward to lead your shots.

NOTE: Be aware that neither quake 3's default scoreboard pings, nor that of cg_truePing, are accurate with respect to a normal (outside of quake3) ping.
cg_weaponskins 0 Set to "1" to color-code all the weapons in the game and make them brighter, thus making it easier to see what weapon is on the ground and what weapon your opponent or teammate is carrying. You cannot override the weaponskin colors. Set to "0" to disable.

Note: The wpskins.pk3 file must be in the ufreeze directory on both the server and the clients or weapons will not be visible in the game if weaponskins are enabled.
cg_weather 1 Set this to "0" if you would rather not see autothaw-time-based weather effects. You can also set this in the SETUP->GAME OPTIONS menu.
ch_crosshairColor "white" Set this to a hexadecimal string (0xRRGGBB) to customize your crosshair color: e.g. 0xFF0000 for red, 0x0000FF for blue, 0x00FF00 for green, and 0x80FF80 for light green. The following English colors are also supported: white, ltgray (or ltgrey), gray (or grey), black, red, ltred, green, ltgreen, blue, ltblue, yellow, ltyellow, magenta, ltmagenta, cyan and ltcyan.

NOTE: This setting is only meaningful if cg_crosshairHealth is 0.

NOTE: In Ufreeze versions 1.1 and lower, you must specify a text color or the #xxxxx, you cannot use normal Quake 3 color codes (ie 7 = White). In versions above 1.1 you may also use Quake 3 color codes
ch_crossHairNameAlpha "1.0" Adjusts the transparency of the crosshair names. Values less than 1.0 makes the crosshair names more transparent while values greater then 1.0 just act goofy. "1.0" displays the crosshair names at their default transparency setting.
ch_crossHairNameOffset 0 Adjusts the vertical offset of the crosshair names. Negative numbers move the crosshair names up while positive numbers move the names down. "0" displays the crosshair names at their default location.
ch_drawFrozen 1 Set this to "0" if you'd rather not have your "% Frozen" or "% Thawed" indicator drawn when you are frozen.
ch_drawSpeed 0 Set this to "1" if you want your current horizontal speed to appear in the upper-right corner of your screen.
event_megahealth   A user defined team message that is automatically generated when the megahealth is picked up by a teammate.

The default message is "I have the Mega Health".
event_powerup   A user defined team message that is automatically generated when a powerup is picked up by a teammate.

The default message is "I have the #", where the name of the powerup is substituted for the "#".
event_redarmor   A user defined team message that is automatically generated when the red armor is picked up by a teammate.

The default message is "I have the Red Armor".
event_yellowarmor   A user defined team message that is automatically generated when the yellow armor is picked up by a teammate.


Miscellaneous - Chat Tokens  [TOP]

Name Description
#A or #a Current armor value (lower-case "a" will print the value with color coding, depending on the level of the value)
#C The location where you last died. For example: /say_team "Overrun at #C"
#D The last player to score a hit on you. For example: /say "Nice shot, #D!"
#F Reports closest teammate in team-based gametypes.
#H or #h Current health value (lower-case "h" will print the value with color coding, depending on the level of the value). For example: /say_team "Hurting bad - #H/#A"
#I Shows the nearest "significant" (weapon, armor, powerup, or MH) available item, and that includes dropped items. Note, you must be able to *see* the center of the item (not just an edge).. this requires you to be facing in the general direction of the object. For example: /say_team "#I available here"
#K Reports only closest available ammopack.
#L Many maps have terrible target location entities e.g. PG on PRO-DM6 shows as YA. This shows the nearest "significant" item spawn (weapon, armor, powerup, or MH), whether the item is there or not.
#M Lists all types of ammo for weapons you have that are empty or are nearly empty (between 0 and 5 ammo). For example: /say_team "Need #M"
#P Reports last item picked up. Useful for reporting when you pick up an important item (i.e. quad).
#R Reports only the closest available health/armor.
#S Expands to the name of the player you're spectating or if you're in PIP mode, the name of the player whose PIP window is under the mouse cursor. Coaches can give orders to specific players and the rest of the team can read them as well. For example:

/bind f8 "say_team #s get the quad"
/pip (to set up a PIP window for each player)
Hover over player's window
Press f8 (the entire team sees the message to the spectated player)

Also see tell_spec.
#T The last player you hit. For example: /say_team "#T is weak - finish him!"
#U Lists all powerups you currently possess.
#W Prints the abbreviated name of the weapon you are currently holding.


Miscellaneous - Custom Scoreboards  [TOP]

Name Description
sb_default.cfg The default Q3A-style single-column UFT scoreboard
sb_1.2.cfg An OSP-style 2-column scoreboard. Load the scoreboard by typing "/exec sb_1.2.cfg" in the console.
sb_borland.cfg A small single-column scoreboard by borland. It is handy for refs monitoring palyers in a match. Load the scoreboard by typing "/exec sb_borland.cfg" in the console.
sb_Ic3-IX.cfg A large single-column scoreboard by Ic3-IX. It displays almost every scoreboard cvar supported by UFT. Load the scoreboard by typing "/exec sb_Ic3-IX.cfg" in the console.
sb_Ic3-IX_updated.cfg An updated version of the sb_Ic3-IX scoreboard added in build 60. The columns are rearranged and the Frags per Hour cvar has been dropped. Load the scoreboard by typing "/exec sb_Ic3-IX_updated.cfg" in the console.
sb_Ic3_IX_glow.cfg An OSP-syle 2-column version of the sb_Ic3-IX_updated scoreboard added in build 60. Load the scoreboard by typing "/exec sb_Ic3-IX_glow.cfg" in the console.


Miscellaneous - Scoreboard Cvars  [TOP]

Name Default Description
ch_sb_alpha 1.0 Transparency of scoreboard. Valid range is 0.0 through 1.0
ch_sb_alwaysshow 0 This is broken and used only for testing, do not use it
ch_sb_freezetype 0 Set it to 0, only the heads are blanked out on the scoreboard to indicate a frozen player set it to 1, it overlays the icicle shader
ch_sb_header* various Custom header values used to label each column on the scoreboard. There are 14 of these from ch_sb_header1 through ch_sb_header14. Parameters are x, y, fontsize, text. Use the standard Quake 3 color codes before the text to add colors to the headers.
ch_sb_leftoffset 0 Offset from the left hand screen edge to begin drawing
ch_sb_lineheight 22 Height of each line on the scoreboard
ch_sb_playerBg 1 Shows the team-colored background behind player names
ch_sb_playerFPH 0 Displays the frags per hour for each player. Frags per hour is calculated as ( Score * 60 )/Time Played. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color
ch_sb_playerHead   Displays the player head model on the scoreboard. The head model is displayed as either 2-D or 3-D depending on the setting of cg_draw3dIcons. Parameters are x, y offsets from topleft corner of the players 'score box', size.

The default value is "100,2,16".
ch_sb_playerKills 0 Displays the number of frags each player has. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color
ch_sb_playerLoss 0 Shows the amount of net loss for each player - Doesn't work at the moment. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color
ch_sb_playerName   Displays the name of each player. Parameters are x, y offsets from topleft corner of the players 'score box', font size.

The default value is "375,5,12".
ch_sb_playerNet 0 Displays total frags + total thaws - total times frozen for each player. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color
ch_sb_playerPing   Displays the ping of each player. The ping will either be normal Q3 ping or true ping depending on the setting of cg_truePing. Parameters are x, y offsets from topleft corner of the players 'score box', font size.

The default value is "207,5,12".
ch_sb_playerScore   Displays the score (total frags + total thaws) of each player. A spectator's status as Coach, Ref, or Ref/Coach is also displayed here. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color.

The default value is "135,5,12,white".
ch_sb_playerThaws   Displays the number of thaws for each player. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color.

The default value is "45,7,10,white".
ch_sb_playerTime   Displays the total number of minutes each player has played on the current map, rounded down to the nearest minute. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color.

The default value is "275,5,12,white".
ch_sb_playerTimeFroz   Displays the total number of minutes each player has been frozen on the current map, rounded down to the nearest minute. Parameters are x, y offsets from topleft corner of the players 'score box', font size, color.

The default value is "325,5,12,ltblue".
ch_sb_playerTopshots "5,3,16" Displays weapon icons on the line of the player with the best accuracy percentages for shotgun, rocket launcher, railgun, and plasma gun. For each weapon, a minimum number of shots are required before the topshots icon is displayed. Parameters are x, y offsets from topleft corner of the players 'score box', font size
ch_sb_teamBoardWidth 640 The width of each team's 'board'. Set to 640 for top/bottom style, 320 for side by side
ch_sb_teamGap 10 The gap between each team's scoreboard
ch_sb_teamPadding 0 Padding around each player's name. If you set this to a value greater than 0, you will see gaps between the players on the scoreboard, like UT
ch_sb_topOffset 0 The offset from the normal scoreboard top to begin drawing
ch_sb_type 0 0 is old style over-under Q3A scoreboard and 1 is side-by-side scoreboard a la OSP


Referee Commands  [TOP]

Name Description
ref <password> Log in as a referee with this command. If you are already a referee and do not supply a password, the server will give you a list of available commands.

NOTE: This is for a once-off login only. Use ref_login if you want the game to remember your ref status
ref_addip <ip> Add an IP address to the ban list.
ref_allready Force every player to be ready. Useful for kick-starting competition games
ref_allnotready Force every player to be not ready.
ref_ban <client> Both kick a player and add his IP address to the ban list.
ref_bluecaptain <client> Forces a spectator to be the blue team captain
ref_blueteamname Allows the ref to assign the name of the blue team
ref_clients List all of the players on the server, with some information about them.
ref_getssdemo This works off your rate. So if your rate is higher than you can handle (ie you have rate 25000 and you're on a 128kbps (16000 or so) connection, you WILL DEFINITELY lag off the server. The good news is that it resumes, just /ref_getssdemo the same file, and it will pick up where it left off.
ref_getstatsfile This works off your rate. So if your rate is higher than you can handle (ie you have rate 25000 and you're on a 128kbps (16000 or so) connection, you WILL DEFINITELY lag off the server. The good news is that it resumes, just /ref_getstatsfile the same file, and it will pick up where it left off.
ref_invisible Go invisible. It will look like you disconnected to every player on the server, and for all intents and purposes, to them, you won't be there - unless you speak. Use it again or join a team to "connect" again.
ref_kick <client> Kick a player.
ref_listip List the IP addresses in the ban list.
ref_listssdemos Lists the ss demos the server has for playback in blocks of 12.
ref_liststats Lists the xml stat files the server has in blocks of 12
ref_lock Lock both teams.
ref_lockblue Lock the blue team.
ref_lockred Lock the red team.
ref_login If the server has g_refAutologin set to "1", you can set this to your referee password and log in automatically when you connect.
ref_makeref <client> Issue this command to make another player into a referee. He will not have access to the ban list, and will not be able to do anything to another referee.
ref_map <map> Load a map. This will not ruin the map rotation.
ref_mute <client> Mute a player. He will only be able to talk on the referee channel (using say_ref) until you use this command on him again.
ref_nextmap Go to the next map in the rotation.
ref_putblue <client> Put a player on the blue team.
ref_putbluecoach <client> Forces a spectator to be the blue team coach
ref_putred <client> Put a player on the red team.
ref_putredcoach <client> Forces a spectator to be the red team coach
ref_redcaptain <client> Forces a spectator to be the red team captain
ref_redteamname Allows the ref to assign the name of the red team
ref_remove <client> Remove a player from whatever team he's on.
ref_removeip <ip> Remove an IP address from the ban list.
ref_restart Restart the map. This will not ruin the map rotation.
ref_speclock Lock both teams against spectators following the players.
ref_speclockblue Lock the blue team against spectators following the players.
ref_speclockred Lock the red team against spectators following the players.
ref_specunlock Unlock both teams against spectators following the players.
ref_specunlockblue Unlock the blue team against spectators following the players.
ref_specunlockred Unlock the red team against spectators following the players.
ref_ssdemo The server loads an ss demo for the current connected players to view (refs can always execute this)
ref_ssrecord Makes the server start recording a server-side omniview demo.
ref_ssstatus Informs the ref as to what the server is currently doing with respect to server side demo recording/playback (refs can always execute this)
ref_ssstop Server stops recording
ref_swap <client> <client> Swap two players. They must be on teams, and different teams.
ref_timein / ref_unpause End the current timeout.
ref_timeout / ref_pause Call a timeout, or extend the current timeout.
ref_unlock Unlock both teams.
ref_unlockblue Unlock the blue team.
ref_unlockred Unlock the red team.
ref_vote <yes|no> Issue a "referee vote", which will cause the current vote to pass or fail immediately.
unref Issue this command to log out as a referee.


Server Commands  [TOP]

Name Description
dumpstat Dumps the current game statistics to an automatically named XML file.
hard_restart This is like map_restart, except that the map is forced to reload. The map rotation will be preserved. This is useful for scripts that change from instagib to regular mode, since the instagib script will likely disable items.
putblue <client> Puts a player on the blue team, takes a client number as an argument.
putred <client> Puts a player on the red team, takes a client number as an argument.
remove <client> Makes a player into a spectator, takes a client number as an argument.
ss_demo <name> Plays back a Server-side demo.
ss_demostatus Reports the status of the current Server-side demo.
ss_pause Pauses or resumes the payback of a Server-side demo.
ss_record <name> This will record a demo, and name it according to what is in the cvar sv_nameformat. By default, the format is $gametype-$redteam_vs_$blueteam-$date-$time.
ss_skip <mm:ss> Skips the given number of minutes and seconds into the Server-side demo. This will not skip past the end of warmup, through a map change, or through an intermission (scoreboard at the end of a match).
ss_skipto <mm:ss> Skips to the given game time in a Server-side demo. This will not skip past the end of warmup, through a map change, or through an intermission (scoreboard at the end of a match).
ss_stopdemo Stops a Server-side demo playback.
ss_stoprecord Stops recording a Server-side demo.


Server Variables  [TOP]

Name Default Description
ammo_* variables various Use these to change the amount of ammo players start with for each gun. The gun must be given to the player upon spawning using wpflags first. Here is a list of the variables and their default values:

VariableDefaultVariableDefault
ammo_mg100ammo_sg10
ammo_gl5ammo_rl5
ammo_lg60ammo_rg10
ammo_pg30ammo_bfg15

Note that beginning with Build 59, these values control the amount of ammo players spawn with in Nightmare mode (dmflags 1024).
bot_chatfrag 1 Set this to "0" if you want the bots to never target a player who is chatting. Be aware that a bot will keep attacking a player who begins chatting after the bot targets him. Also, if a player is not chatting for even a split second while the bot is watching, the bot will attack. (Best keep your consoles down, you know?)
bot_grapplemonkey 2.0 Use this to change how often the bots will use the grapple if it's enabled. "0.0" means never, and "100.0" is the highest meaningful value.
cl_downloadspeed .25 Controls speed of in-game stats/ssdemo downloading.
disable_[item] 0 Set this to "1" to remove specific items from the game. Replace <item> with the full name of the item. For example, setting disable_item_quad to "1" will remove the Quad Damage from the game. Here is the entire list of items:

item_armor_body (100)item_health_megaitem_flight
item_armor_combat (50)item_health_small (5)item_haste
item_armor_shard (5)holdable_medkititem_invis
item_health (25)holdable_teleporteritem_quad
item_health_large (50)item_enviroitem_regen
team_CTF_blueflagteam_CTF_redflag

This is most often used to disable all items for Instagib games, or to disable unwanted powerups. (Invisibility is usually the first to go, though with the new effects - which encourage sneaking around, thawing teammates - server admins may want to rethink that. See g_huntMode for a description.)
dmflags 0 A binary mask to set certain game options. Add up the numbers belonging to the features you wish to enable and set dmflags to that value

ValueFeature
8No falling damage
16Fixed field-of-view: Players' cg_fov settings will be locked at 90.
32No footsteps
64No item reset: When a team wins a round all the living players will not have their health and weapon ammo reset.
128No team reset: When a team wins a round, their players will not be automatically thawed.
256Weapon stay: Weapons will not disappear when picked up.
512No playerclip: Players can move through so-called "clip brushes", invisible volumes which are used to close certain areas off.
1024Nightmare mode: All weapons do mega damage. Starting ammo amounts are controlled by the ammo_* cvars. This is mostly used to set up instagib Freeze Tag servers. Note that with weaponlimit set to 2048, the Gauntlet will not do mega damage.
2048No self damage: Splash damage weapons will not hurt the player who fires them.
4096No weapon drops: Weapons are not dropped when a player dies (UFT build 59 and later).

For example, if you wanted a "nightmare mode" server with no falling damage, you would set dmflags to 1032 (8 + 1024).
g_allowFollowEnemy 1 With this set to "1," when another an enemy rails a corpsicle or hits one with the gauntlet, the player whose corpsicle it is will spectate the enemy player. Set this to "0" if you'd rather not have that happen.
g_allowref_sscontrol 0 If set to "1", refs may start and stop recording of ssdemos on the server. Otherwise, those functions are not available.
g_allowThirdPerson 1 Set to "0" if you do not want players to be able to play in third-person mode. Third-person is safe enough for public servers in UFreeze since the third-person angle and range are locked down, but probably not good for a competition game.
g_autossrecord 0 If set to "1", a Server-side demo of every match played on the server will be record. "0" disable automatic Server-side recording.
g_autostatsdump 0 If set to "1", causes XML game stats to be automatically dumped at the end of the round.
g_autoThawTime 120 The amount of time, in seconds, it takes for a player to thaw automatically. Whole numbers only.
g_blueteam "Blue" Name of the blue team.
g_captains 0 Set to 1, players can type /captain to become their team captain. Captains are identified by a C by their score.
g_delagHitscan 1 Setting this to "0" will disable full lag compensation. Unlagged 2.0's correction for Quake 3's built-in 50ms lag will still be in effect, however. (This is the same correction that CPMA and OSP use.)
g_doReady 0 Set to "1" if you want players to have to ready up (by issuing a "/ready" command). This setting is only meaningful if g_doWarmup is "1".
g_doSuddenDeath 1 Set this to "0" if you want matches to be able to end in a draw.
g_doTeamLocks 0 Set to "1" if you want teams lockable. If players lock their team, nobody can join until they unlock it.
g_doTimeouts 1 Set this to "1" if you want teams to be able to call timeouts.
g_enableBreath 1 This command is no longer hardcoded to "1". Leave at "1" to see puffs of breath ("old-school" freeze tag setting) or set to "0" to disable. The UFT invisibility powerup becomes even more powerful without the clouds of frozen breath giving the invisible player's position away.
g_floodProtect 1 sv_floodProtect is over-generalized and badly-implemented. It is disabled in UFreeze. Use g_floodProtect instead.
g_forceNoFloat 0 This is the amount of time players are allowed to free-float as frozen spectators before they are forced to follow a teammate. A setting of "0" will let players free-float indefinitely.
g_friendlyAutoThawTime 120 The amount of time, in seconds, it takes for a player to thaw automatically if he was frozen by a teammate. Whole numbers only.
g_grapple 0 Set this to "1" to enable the grappling hook.
g_grapplePullSpeed 1200 Determines how fast the grapple pulls players along.
g_grappleSpeed 1800 Determines how fast the grappling hook flies.
g_hardcore 0 Set this to "1" to enable a hardcore suicide policy. Cratering (hitting the ground too hard)and drowning players will freeze, and corpsicles in lava/slime/voids/death fog will take g_llamaPenalty seconds to thaw.
g_huntMode 0 I initially created "hunt modes" to test the Invisibility powerup's new effect. They were so fun, though, that I had to leave them in. Both hunt modes are just like regular Team Freeze or CTF Freeze - but with a twist.

Hunt mode 1: Teams take turns having a "hunter." The game automatically gives a random player on the team the Invisibility powerup. If he drops it, anyone may pick it up. (This means your team can have a hunter twice in a row if you manage to freeze the opposite team's hunter.)

Hunt mode 2: Everyone is invisible, and teams take turns having a "seer." The game automatically gives a random player on the team the Sight powerup (which is new). The same dropping rules apply.

The new Invisibility effect makes players more visible as they speed up. Any speed between 0 and walking speed makes a player completely invisible (except for his breath). Any speed between running speed and moderate strafe-jumping speed makes a player very visible. Firing your weapon makes you extremely visible for about a second, as the muzzle flash propagates over your invisibility field.

Server admins can enable voting of hunt modes by setting vote_huntmode to 1.
g_huntTime 60 This is the amount of time the Invisibility or Sight powerup lasts when it is given to a player while in a hunt mode.
g_lightningDamage 8 With the lightning gun being so easy to use with lag compensation turned on, there has been a big debate over whether or not it's too powerful. People who say it is contend that the damage amount was assigned after the networking was in place; therefore the weapon had to be overpowered to make it useful. People who say it isn't say that the people on the receiving end simply aren't used to having the shaft pointed at them so much by people who can use it, and haven't had a chance to learn to dodge it properly.

I lean toward the latter, which is why the default on this setting is the damage the lightning gun does normally. However, if you have a problem with its overuse on your server, you might try setting it to 7 after removing it from wpflags. In UFT build 59 and later, allowable values are limited to a range of 1 through 10.
g_llamaPenalty 3.0 Set this to the number of seconds it takes to thaw in lava/slime/voids/death fog. Fractional values (like 2.5) are fine.
g_maxTimeout 120 The initial duration of a team timeout, in seconds.
g_noAttackTime 0.0 The amount of time, in seconds, that a player cannot fire his weapon after he spawns in. This is meant to be used with g_noDamageTime. Fractional values are fine.
g_noDamageTime 0.0 The amount of time, in seconds, that a player cannot be damaged after he spawns in. This is primarily intended for instagib play. Fractional values are fine.
g_noFreezeTime 2.0 The amount of time, in seconds, that a player cannot be frozen after he spawns in. Fractional values are fine.
g_noVoiceChatSounds 0 Set this to "1" if you run a server and some players abuse the voice chat sounds. No one will any longer hear the voice chat sounds.
g_numTimeouts 3 The maximum number of timeouts a team can call in a game.
g_pogoJumps 0 This setting is halfway between a joke and ... okay, it's actually kind of a joke. Set it to "1" if you want "pogo jumps" enabled. If a player crash lands and has had the jump key held for 1/2 second or more, he will do a "pogo jump": his velocity will be reflected off of the surface he landed on. It's actually very useful, and anyone alive in the 70's will love the sound it makes.
g_railgunDamage 100 Allows a server admin to adjust the damage done by the railgun. Allowable values are in a range from 1 to 120. Present in UFT build 59 and later.
g_railJumpKnock 0 Determines the strength of the knockback of the Railgun. This only affects the player that fired the shot. Setting this to 100 will give a knockback equal to that of the Rocket Launcher.
g_readyPercent 50 The percentage of players needed to be ready to start the game. This setting is only meaningful if g_doReady is "1".
g_redteam "Red" Name of the red team.
g_refAutologin 0 Set this to "1" if you'd like referees to be able to login automatically by setting ref_login.
g_reloadFactor 1.0 A number usually between 0 and 1 that is multiplied against the reload time. "0" is no reload time, "1" is normal. Settings below "0.5" are not recommended, as reload times will quickly start to become framerate-dependent for some weapons. (For example, if it is set to 0.5, the lightning gun will not fire as quickly for players whose framerates are below 40.) You can get around this by using pmove_fixed.

This setting is probably most useful in instagib mode. Here is a list of reload times for the various weapons:

WeaponReload Time
Gauntlet0.4 (2/5) seconds
Machinegun0.1 (1/10) seconds
Shotgun1 second
Grenade Launcher0.8 (8/10) seconds
Rocket Launcher0.8 (8/10) seconds
Lightning Gun0.05 (1/20) seconds
Railgun1.5 (1 1/2) seconds
Plasmagun0.1 (1/10) seconds
BFG10K0.2 (1/5) seconds

For example, if you wanted the railgun to reload every second, you would set g_reloadFactor to 0.666.
g_resetArmor 0 Set this to the amount of armor you want players to reset with.
g_resetHealth 125 Set this to the amount of health you want players to reset with.
g_revertconfig <config>   Set g_revertconfig to the name of a config file. If the server is idle (ie: no players) for g_reverttime minutes, the server will execute this config.
g_reverttime 20 Server idle time before config reverts to g_revertconfig.
g_smoothClients 1 The implementation of this has changed. Previously, having g_smoothClients set to "1" would simply prepare for extrapolation on clients that set cg_smoothClients to "1". Having g_smoothClients enabled on the server and cg_smoothClients enabled on the client was supposed to smooth out other players who would otherwise skip around because of a laggy connection. (It didn't work.)

g_smoothClients now extrapolates player positions on the server, making cg_smoothClients unnecessary and reducing network bandwidth requirements somewhat. The only downside is a nearly unappreciable amount of CPU usage. For the sake of your clients who would actually like to hit a player who would otherwise be skipping around, please leave this enabled unless you are really strapped for CPU power.
g_startArmor 0 Set this to the amount of armor you want players to start with.
g_startFrozen 0 Set this to "1" if you want players who join the game after it has started to join frozen. It is only meaningful if g_doWarmup is "1".
g_startHealth 125 Set this to the amount of health you want players to start with.
g_teamnames 0 If set to "0", clients may not name teams. If set to "1", clients may name teams but they are not forced to. If set to "2" (competition mode), team names are reset at every map change and one team-member MUST use /teamname before the game will start.
g_thawTime 3.0 The amount of time, in seconds, a player must stand next to a teammate to thaw him. Fractional values (e.g. 2.5) are fine.
hard_restart   Similar to map_restart, except that it forces the server to reload the map - in case items were disabled or enabled. This command usually appears at the end of a votable server config file.
ref_password "none" Set it if you trust a few players to have referee access. Those players can use the ref command to authenticate as referee using this password. If set to "none," players cannot authenticate as a referee.
server_promode 0 This settings enabled or disables promode on the server (jumping over items, fix weapon cool downs, HUD, tweaked physics, etc). The only things from CPMA PM1 not in implemented in UFT are the armor system and the instant spawns.
ss_demoLimit 100 Sets the maximum size of a Server-side demo. If a recording demo reaches the size in megabytes specified by ss_demoLimit, recording will stop.
sv_compMode 0 If set to "1" on the server, playernudge, projectilenudge, and weaponskins are disabled on all clients, regardless of the client-side settings. If set to "0", client-side settings determine if playernudge, projectilenudge, and weaponskins are enabled. Note that vote_compMode is hardcoded to "1" so players always have the ability to vote on the setting of g_compMode if voting is enabled. Present in UFT build 59 and later.
sv_mapCfgdir "map-cfgs" Points to the folder containing the map-default.cfg file and map-specific cfg files along with a custom maplist.txt help file. This can be set per config and allows admins to fine tune weapons, powerups, and other game settings on a per map and/or a per config basis.
sv_nameformat   Sets server-side variable replacing. These variables work in commands like demorecord, ss_record, dumpstatsfile, autoscreenshot, and all things related (ie: g_autossrecord, cg_autodemo, etc). See also cg_nameformat.

VariableDescription
$blueteamThe blue team name
$dateThe date
$gametypeThe game type
$mapThe map name
$nameYour name (client-side only)
$redteamThe red team name
$seqSequence number
$timeThe time

The default value is $gametype-$redteam_vs_$blueteam-$map-$date-$time.
vote_* variables 1 Disable specific voting options by setting these values to 0. Here is the whole list of names:

vote_capturelimitvote_lagcompvote_putred
vote_configvote_mapvote_railjump
vote_friendlyfirevote_nextmapvote_remove
vote_gametypevote_opinionvote_restart
vote_grapplevote_promodevote_timelimit
vote_huntmodevote_putbluevote_warmup
vote_kickvote_compmode

Of all these vote control variables, only vote_huntmode's default value is "0".

Note that the value for vote_compmode (present in UFT build 59 and later) is hardcoded to "1" so it is always available if voting is enabled.

All of the configuration files a player may vote on are in the directory votecfgs, inside the ufreeze directory. If you want players to vote in new game types, you MUST make your votable configs match your server's config.

The reason is that the configs are simply executed as if you had done an "exec votecfgs/casual.cfg" (for instance) at the server's command line, and will overwrite any settings they please. If you make them match, it won't matter.

At the end of each game type votable config is the command hard_restart. This is like map_restart, except that it forces the server to reload the map - in case items were disabled or enabled.
weaponlimit 0 A binary mask to remove weapons and the ammo from a map. It uses the same values as wpflags. For example, if you wanted to remove the BFG from every map, you would set weaponlimit to 128.

Note that with weaponlimit set to 2048, the Gauntlet will not do mega damage in Nightmare mode.
wpflags 1 A binary mask to set which weapons players will spawn with.

ValueWeapon
1Machinegun
2Shotgun
4Grenade Launcher
8Rocket Launcher
16Lightning Gun
32Railgun
64Plasmagun
128BFG10K

For example, if you wanted players to spawn with machinegun, shotgun, and railgun; you would set wpflags to 35 (1 + 2 + 32).


Defunct Commands and Variables  [TOP]

Name Description
ref_wallhack Removed in Build 59 and higher.  Turn on a wall hack. This will show other players through walls when you are spectating and following another player. This works well with ref_invisible.


The Fine Print  [TOP]