Mfrag-admin
07-08-2004, 11:17 PM
I have pb_sv_ScoreKick -4
This is set and people can go on team killing, and it will not kick them! It is driving the players on the server nuts, and my clan nuts.
I poseted this on punkbusted.com, and no answers. Here, I figure I have lots of admins!
I don't know if perhaps PB is conflicting with the normal config file that was set to kick team-killers before PB was available??
Many people have said the above works for them???. I have included a copy of my server.cfg file in blue, followed by my pbsv.cfg file in yellow. Can someone help me out?
Thanks!
MFrag
// Hostname and Public Information
seta sv_hostname "^2{TRv} Public Svr"
seta .Clan "{TRv}Team-Ravage"
seta .Email "admin@team-ravage.com"
seta .Website "www.team-ravage.com"
seta .Location "Texas, USA"
seta .IRC ""
seta .CPU ""
seta .Connection "OC/3"
// Set the Server IP and Port Address
//set net_ip 67.15.20.191
//set net_port 28960
// Set the Game type: bel, dm, re, sd, tdm, hq
set g_gametype "tdm"
// Number of Players
set sv_maxclients "24"
// Set the Rcon Password: To control the Server Remotely
set rconPassword "XXXXX"
//Display Stats and Shots - PAM Mod
set sv_showstats "0"
set sv_showshots "1"
//Set up server for Laddar mode
//PAM Mode League
//
//pub Default Public Mode Rules
//mohi Mohi League
//twl_ladder TWL Ladder
//twl TWL League
//ogl OGL League
//esl ESL League
//ga Game Arena
//sg SG League
//ed ED League
//pg PG League
//bl BL League
//ccodl CCODL League
//sta STA League
//cal CAL League
//ig IG League
//cb_ladder Clan Base Ladder
//ugs UGS League
//sotf SOTF Tournament
//cb_opencup ClanBase Open Cup
//gotfrag GotFrag Tournament
//r60 r60 League
//vg Visual Gaming Tournament
//proveg Proving Grounds
//jolt Jolt League
set pam_mode "twl_ladder"
// Password needed to join the server - "" is public server
set g_password "" // Public
// Setup for Private Player spots on the Server
set sv_privateclients "0"
set sv_privatepassword "xxxxxxx"
// Set the Max Rate Per Player on the server
// MaxRate = Upload Speed / (# of Players * 8)
set sv_maxrate "25000"
set sv_fps "20"
// Set up the Max Ping Rate allowed for a client
set sv_maxping "999"
// Pure on or Off: Pure is basicly an anticheat - Dont allow people with modified .pk3
// files to join in
set sv_pure "1"
// MOTD
set scr_motd "^1Welcome To ^2{TRv}Team-Ravage Clan ^7Dedicated HQ Linux Server! ^1We are Recruiting. ^4Stats at www.team-ravage.com/stats"
// Have the Server Show Up on GameSpy
set sv_gamespy "1"
set sv_floodprotect "1"
// Master Servers
set sv_master1 "codmaster.activision.com"
set sv_master2 "codmaster.infinityward.com"
set protocol "2"
// Server Log File
set logfile "1"
set g_log "server.log"
set g_logsync "0" // Syncs log file during play for real-time processing
set g_logHits "1"
// Allow Voting on the server: 0=No 1=Yes
// It is recommended if you have friendly fire on
// that you also enable voting so that players can kick team killers
set scr_allow_vote "0"
// Friendly Fire: 0=Off 1=On 2=Reflect Damage 3=Share Damage between victim & Attacker
set scr_friendlyfire "1"
// Team Kill Options
set g_teamkillwarn "1" // Number of team kills before a warning is issued
set g_teamkillkick "3" // Number of team kills before client is kicked
// Invulnerable Time After a Respawn
set sv_invulnerabletime "3"
// Delay in Time Before a Player Can Switch Teams
set g_teamswitchdelay "10"
// Force Respawn: DM & TDM
set scr_forcerespawn "1" // Turning this on with KillCam enabled, disables KillCam
//set scr_forcerespawn "0"
// Draws a Team Icon Over Teammates: 0=Off 1=On
set scr_drawfriend "1"
// KillCam On/Off
set scr_killcam "0"
// Freelook Spectating mode
set scr_freelook "0"
// 0=Kill Cam 1=Team Spectate
set g_forceteamspectate "1"
//Spectate Enemy players (Allow/Deny ability to spectate enemy players when dead
set scr_spectateenemy "0"
//Force team balancing on or off (Round based, end of round; spawn based; every 60 secs
//set scr_teambalance "1"
set scr_teambalance "0"
// Enable Developer it Controls the Type of Log File
set developer "0"
// Behind Enemy Lines Settings
set scr_bel_alivepointtime "10"
set scr_bel_scorelimit "50"
set scr_bel_timelimit "20"
// Deathmatch Settings
set scr_dm_scorelimit "80"
set scr_dm_timelimit "20"
// Retrieval Settings
set scr_re_graceperiod "20"
set scr_re_roundlength "3"
set scr_re_roundlimit "7"
set scr_re_scorelimit "5"
set scr_re_showcarrier "0"
set scr_re_timelimit "0"
// Search and Destroy Settings
set scr_sd_graceperiod "20"
set scr_sd_roundlength "3"
set scr_sd_roundlimit "7"
set scr_sd_scorelimit "5"
set scr_sd_timelimit "0"
// Team Deathmatch Settings
set scr_tdm_scorelimit "150"
set scr_tdm_timelimit "20"
// Headquarters Settings
set scr_hq_scorelimit "450"
set scr_hq_timelimit "20"
// Weapons Allowed
set scr_allow_bar "1"
set scr_allow_bren "1"
set scr_allow_enfield "1"
set scr_allow_kar98k "1"
set scr_allow_kar98ksniper "1"
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_mp40 "1"
set scr_allow_mp44 "1"
set scr_allow_nagant "1"
set scr_allow_nagantsniper "1"
set scr_allow_panzerfaust "0"
set scr_allow_ppsh "1"
set scr_allow_springfield "1"
set scr_allow_sten "1"
set scr_allow_thompson "1"
// Punkbuster Support
//pb_sv_disable // Disable Punkbuster Support
pb_sv_enable // Enable Punkbuster Support
wait // Allow time for Punkbuster to load before loading first map
// Set the Map Rotation
seta sv_maprotation "gametype tdm map mp_brecourt gametype tdm map mp_carentan gametype tdm map mp_chateau gametype tdm map mp_dawnville gametype tdm map mp_depot gametype tdm map mp_harbor gametype tdm map mp_hurtgen gametype tdm map mp_pavlov gametype tdm map mp_powcamp gametype tdm map mp_railyard gametype tdm map mp_rocket gametype tdm map mp_bocage gametype tdm map mp_neuville gametype tdm map mp_stalingrad "
// Start Map Rotation
map_rotate
//
//PunkBuster Settings File
//
// ************************************************** ******************************
// SCREENSHOT SETTINGS
// ************************************************** ******************************
// Automatic Screen Shots
// To set up your server to take automatic screen shots, you will need to use and understand the following commands in
// your pbsv.cfg.
// This setting tells your PB enabled server whether it should retrieve screen shots automatically. Setting to 1 will
// turn the auto screen shot capture ON and setting it to 0 will turn it OFF. The default is OFF.
pb_sv_autoss 1
// This is the MINIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before
// attempting to take another one. The default is 60 seconds. Remember that taking screen shots from every player every
// 60 seconds will rack up a nice number of screen shots in your PB's screen shots folder and use plenty of system
// resources, sometimes resulting in lag. If there are 10 players on your server and the map lasts 10 minutes, you will
// be getting 100 screen shots per map. Be careful with this setting. Some recommended settings and samples will be
// presented at the end of this page.
pb_sv_autossfrom 300
// This is the MAXIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting
// to take another one. The default is 1200 ( 20 minutes. ) Some recommended settings and samples will be presented at
// the end of this page.
pb_sv_autossto 1200
// PB screen shots are taken and then saved numerically. This is the "starting" number that PB will use to name screen
// shots. Default is 1.
pb_sv_ssfloor 1
// This is the highest number PB screen shots will be saved. After screen shot #100, PB will over write the screen shots
// starting at your pb_sv_ssfloor setting. Default is 100 but this could easily be reached in a few hours. Some
// recommended settings and samples will be presented at the end of this page.
pb_sv_ssceiling 500
// Each player will have to wait a random amount of seconds ( up to the number of this setting ) before actually sending
// the screen shot after the request has been made. This *may* help reduce lag, as all players don't have to send their
// shots and then get processed and written at the same time, rather they get done randomly within the time frame set.
// On the other hand, it may cause more lag ( lets say set to 5 ) from screen shots being sent and processed over a
// longer period of time ( processing 20 players over a 5 second period, rather than an instantaneous "glitch" from all
// 20 being done at the same time.) Default is 0 which means there is no delay and all shots are taken at the same time.
pb_sv_ssdelay 60
// This is where PB will send the screen shots and the helper html files. The default is "" ( empty ) and need not be
// specified if you want to keep the shots stored in the default PB screen shots folder.
pb_sv_sspath ""
// The height in pixels of the screen shot. 240 is the default and the recommended value to maintain a good size while
// keeping file size and cpu usage at an acceptable level.
pb_sv_ssheight 480
// The width in pixels of the screen shot. 320 is the default and the recommended value to maintain a good size while
// keeping file size and cpu usage at an acceptable level.
pb_sv_sswidth 640
// The sample rate ( quality ) of the shot captured. If set to "2" then only every second pixel is taken ( both
// horizontally and vertically. ) If set to "4" then only every fourth pixel is taken. This reduces file size and cpu
// usage but significantly reduces the picture quality as well, making it hard to prove those "close calls." Default
// is 1 and is recommended.
pb_sv_sssrate 1
// Percentage ACROSS the screen where the center of the screen shot should be captured from. Default is 50 and is
// recommended to keep the screen shots centered.
pb_sv_ssxpct 50
// Percentage DOWN the screen where the center of the screen shot should be captured from. Default is 50 and is
// recommended to keep the screen shots centered.
pb_sv_ssypct 50
pb_sv_MaxConDls 3
pb_sv_MaxConUpdates 12
pb_sv_MaxDlRate 5
// ************************************************** ******************************
// TASKS SETTINGS
// ************************************************** ******************************
// pb_sv_taskdel [slot#]
// Deletes a task in your list of tasks by slot number. This is useful in keeping multiple tasks
// from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of
// tasks to make sure you start off clear.
pb_sv_taskempty
pb_sv_taskdel 1
pb_sv_taskdel 2
pb_sv_taskdel 3
pb_sv_taskdel 4
pb_sv_taskdel 5
// pb_sv_task [start-seconds] [optional-run-every-seconds]
// This allows server admins to set a task starting from a specified time in seconds and then running again every x
// seconds there after. If no re-run value is specified then the task is only run once. This feature is not limited to
// PB functions and can run in-game functions as well. You may use more than one task if you like. Example:
//
// pb_sv_task 10 300 "say ^3Visit us at www.team-ravage.com"
// pb_sv_task 15 305 "say ^5Email server admins: admin@team-ravage.com"
// pb_sv_task 700 "pb_sv_bindsrch com_maxfps"
// pb_sv_task 700 "pb_sv_bindsrch m_pitch"
//
// This will spam your two messages on screen and re run them at the specified times. The last two will run a bind-cvar
// check once only.
//
// pb_sv_tlist Shows what tasks you have running and shows you what slot number each task is assigned to.
//pb_sv_task 25 300 "say ^3CDB ADMIN:^7 ^1FF is ON - watch your Fire!"
//pb_sv_task 30 300 "say ^3CDB ADMIN:^7 ^1Cheaters, Team-Killers and -Wounders get kicked/banned!"
//pb_sv_task 140 300 "say ^3Map Rotation:^7 ^3Stalingrad, Neuville, Carentan"
//
//TWL Ladder Matches
//
pb_sv_MsgPrefix "[LPB v1.0]-Admin"
pb_sv_task 20 330 "say ^3PUNK BUSTER/PAM UNIVERSAL CoD LEAGUE CONFIG ^7v1.0 ^3CURRENTLY ^7ENABLED ^3AND RUNNING"
pb_sv_task 65 300 "pb_sv_bindsrch com_maxfps"
pb_sv_task 75 320 "pb_sv_bindsrch centerview"
pb_sv_task 80 330 "pb_sv_bindsrch updatescreen"
//Time in milliseconds Punkbuster sleeps between processing cycles
//
pb_sv_Sleep 120
// ************************************************** *******************************
// NAME SETTINGS
// ************************************************** *******************************
// pb_sv_badnameDel [slot#]
// Deletes a name in your list of bad names by slot number. This is useful in keeping multiple bad names from piling up
// and repeating themselves. In your pbsv.cfg you should insert this command right before your list of bad names to make
// sure you start off clear.
pb_sv_badnameempty
pb_sv_badnameDel 1
pb_sv_badnameDel 2
pb_sv_badnameDel 3
pb_sv_badnameDel 4
pb_sv_badnameDel 5
pb_sv_badnameDel 6
pb_sv_badnameDel 7
pb_sv_badnameDel 8
pb_sv_badnameDel 9
pb_sv_badnameDel 10
pb_sv_badnameDel 11
pb_sv_badnameDel 12
pb_sv_badnameDel 13
pb_sv_badnameDel 14
pb_sv_badnameDel 15
pb_sv_badnameDel 16
pb_sv_badnameDel 17
pb_sv_badnameDel 18
pb_sv_badnameDel 19
pb_sv_badnameDel 20
pb_sv_badnameDel 21
pb_sv_badnameDel 22
pb_sv_badnameDel 23
pb_sv_badnameDel 24
// pb_sv_badname [grace-seconds] [filter]
// This command will allow you to filter out certain text in names, then give the player x seconds to change the name
// before being removed from the server. Here are some examples:
//
//pb_sv_badname 30 www.
//pb_sv_badname 30 .com
//pb_sv_badname 30 UnnamedPlayer
//pb_sv_badname 30 ogc
//pb_sv_badname 30 noskill
//pb_sv_badname 30 noname
//
// The first two lines prevent people from using your servers to advertise web sites. The others are just suggested
// filters and can be adjusted to your preferences. They are all set to give the player 30 seconds of warnings before
// they are removed from the server.
//
// pb_sv_badnamelist Lists all the bad names in your check list and shows you each lines assigned slot number.
pb_sv_badname 60 console
pb_sv_badname 60 www.
pb_sv_badname 60 http://
pb_sv_badname 60 .com
pb_sv_badname 60 .de
pb_sv_badname 60 .net
pb_sv_badname 60 .org
pb_sv_badname 60 .co.uk
pb_sv_badname 60 UnnamedPlayer
pb sv_badname 60 Unknown Solider
pb sv_badname 60 UnknownSolider
pb_sv_badname 60 player
pb_sv_badname 60 noskill
pb_sv_badname 60 noname
pb_sv_badname 60 arse
pb_sv_badname 60 flip
pb_sv_badname 60 bitch
pb_sv_badname 60 moron
pb_sv_badname 60 dick
pb_sv_badname 60 hitler
pb_sv_badname 60 himmler
pb_sv_badname 60 goebbels
pb_sv_badname 60 nazi
pb_sv_badname 60 *****
pb_sv_badname 60 penis
pb_sv_badname 60 nigger
pb_sv_badname 60 ****
pb_sv_badname 60 ****
pb_sv_badname 60 shit
pb_sv_badname 60 tits
pb_sv_badname 60 vagina
pb_sv_badname 60 asshole
// Amount of seconds allowed between name changes, prevents name spamming.
pb_sv_changeperiod 600
// Number of total allowed name changes per session.
pb_sv_changemax 3
// Amount of time ( in seconds ) that a duplicate name has to be changed before that player is removed from the server.
// This ensures that all players on the server have a unique name.
pb_sv_dupnamegrace 30
// Control of extended characters in names ( characters and symbols that can not be produced from a single key stroke. )
// "0" to disallow such names, "1" to allow these names.
pb_sv_extchar 0
// Control the option of a an "empty" name ( no name at all ) "0" will not allow an empty string to be returned for a
// name value, "1" will allow an empty string.
pb_sv_emptyname 0
// Dictates the minimum amount of actual characters a players name must have to be allowed on the server. This will double
// check the above pb_sv_emptyname 0 to make sure a player doesn't enter "^7^7" as a name ( which satisfies the
// pb_sv_emptyname 0 but still returns an empty string to the console. ) Set this to one to make sure that a player has at
// least one standard character in their name.
pb_sv_minName 3
// ************************************************** ******************************
// ALIAS SETTINGS
// ************************************************** ******************************
// Defaults to 0; if set to 1, PB will reload from the Alias database file after each map change; this is useful for
// cases where multiple servers share an alias database file so that each instance of PB gets updates from other
// servers sharing the same file.
// NOTE: on busy servers, using this function will increase map load times and should be used only after careful
// experimentation on your server(s)
pb_sv_aliasautoload 0
// Can optionally be set to any file on the file-system to direct PB to use instead of the default pbalias.dat file
// (must specify full path or else the file will be stored in fs_basepath location)
pb_sv_aliasfn /home/codpub/pb/pbalias.dat
// Setting defaults to 0 which means alias tracking is disabled; set to some value above 0 to enable and to specify
// how many aliases will be stored for each GUID; if the player uses more aliases than the max, the later ones will
// be ignored
pb_sv_aliasmax 50
// Defaults to 0; if set to 1, PB will kick players who try to use more than PB_SV_AliasMax number of aliases; also
// if set to 1, PB will warn joining players just like it does for extended ascii characters, etc.
pb_sv_aliasmaxenforce 1
// Used to write all the aliases in memory to disk; if desired, an alternate filename (other than pbalias.dat) may
// be specified after the pb_sv_aliaswrite command to have PB write the Alias database to the alternate filename.
// NOTE: using PB_SV_AliasWrite is optional as PB updates the database at every map change automatically; however,
// the map change updates only append new information to the file and thus cause it to grow greatly in size on busy
// servers; conversely, the pb_sv_aliaswrite command writes a fresh copy of the entire Alias database to disk, this
// may take a number of seconds on very busy servers - for best results, we recommend starting up a 'dummy' game
// server just to issue this command and then exit so as not to adversely affect gameplay on populated game servers
//PB_SV_AliasWrite
// ************************************************** ******************************
// GUID SETTINGS
// ************************************************** ******************************
// Number of seconds that a player with no guid is kicked ( 0 - 300 ) We recommend giving players 30 seconds or so in case
// of slow communication rate with the master auth server.
pb_sv_noguidgrace 30
// Number of seconds that a player with a "no updated status" has to update before being kicked ( 300 - 600 )
pb_sv_updategrace 300
// This setting was added to server version 1.011 to set options for the locked-down guid system. This setting is cumulative
// based on adding the values for the conditions desired: 1=UNKN Guid, 2=WRONGIP Guid, 4=DUPLICATE Guids. The current default
// for this setting is 7 (1+2+4) which means that PB will not kick (relax kicking) for any of the three cases. We recommend
// kicking for at least UNKN guids. Below are the possible combinations:
// 0 = Kick for UNKN guid, wrong ip guid and duplicate guid.
// 1 = Kick for wrong ip guid and duplicate guid.
// 2 = Kick for UNKN guid, and duplicate guid.
// 3 = Kick for duplicate guid.
// 4 = Kick for UNKN guid and wrong ip guid.
// 5 = Kick for wrong ip guid.
// 6 = Kick for UNKN guid
// 7 = Don't kick for UNKN guid, wrong ip guid and duplicate guid.
pb_sv_guidrelax 7
// ************************************************** *****************************
// AUTO KICKING AND POWER USER SETTINGS
// ************************************************** *****************************
// Enable kicking for PB Restrictions (0=Off, 1=o\On)
pb_sv_restrictions 1
// This allows admins to turn off / on the feature that shows players why they were kicked ( bad name, cvar violation, hook,
// no guid, etc. ) We recommend leaving this ON, so people can see why they were kicked. "1" is ON and "0" is OFF.
pb_sv_CQC 1
// When kicked from the server for a violation ( bad name, cvar violation, hook, no guid, etc. ) this is the time ( in minutes )
// that person must wait before they can re-join the server.
pb_sv_kicklen 2
// PB_SV_PowerDef [power points]
// Holds the default number of Player Power points (default is 1) assigned to players who are not in the locally stored
// PB Player Power database
pb_sv_powerdef 1
// PB_SV_PowerKickLen [minutes]
// The number of minutes (default is 5) a player will be kept from being able to rejoin after being removed via the
// PB Player Power facility
pb_sv_powerkicklen 5
// PB_SV_PowerMin [power points]
// A player is removed from the server when the number of power points applied against him/her is equal to or greater
// than the value of this setting (default is 10)
pb_sv_powermin 10
// PB_SV_ScoreKick [low_negative_score]
// Players whose score drops below this setting will be kicked from the server; the default of 0 means disabled; the
// allowable range is -1 to -20
pb_sv_scoreKick -3
// ************************************************** ******************************
// BAN UPDATES
// ************************************************** ******************************
// PB_SV_AutoUpdBan [0=no, 1=yes]
// Set to 1 (defaults to 0) if you want PB to automatically update the permanent ban file (pbbans.dat) after each change
// to the banlist in memory
pb_sv_autoupdban 0
// PB_SV_BanLoad [optional filename]
// Loads a PB Ban List from the specified file; if no filename specified, then pbbans.dat is loaded
pb_sv_banload "ban.txt"
// ************************************************** ******************************
// CVAR CHECKS
// ************************************************** ******************************
// Punk Buster cvar checks is a great way for server admins to police their servers and check for cheat variables.
// Coupled with the Punk Buster game hook check, it can be a very powerful tool. Be careful though, not to place too
// many restrictions on your clients. ( Note that not all games support user defined cvar checks )
//
// The cvar check looks for people using a specified cvar, and then compares it to the value or values you have specified.
// The client then has to change the cvar or he/she will be kicked. Note that not all commands are available for all
// games or game types.
//
// ( we use the example "runrate" here, a fictitious cvar )
//
// --------------------------------------------------------------------------------
//
// "IN" SETTING
//
// pb_sv_cvar [cvar-name] IN [from-value] [optional-to-value]
//
// pb_sv_cvar runrate IN 8000 Means all players MUST have their runrate set to 8000 or they will be kicked.
//
// pb_sv_cvar runrate IN 1000 8000 Means all players MUST have their runrate setting from 1000 to 8000 to play on your server.
//
//
// --------------------------------------------------------------------------------
//
// "OUT" SETTING
//
// pb_sv_cvar [cvar-name] OUT [from-value] [optional-to-value]
//
// pb_sv_cvar runrate OUT 8000 Means all players MUST NEVER have their runrate set to 8000 or they will be kicked. Values of
// 0 - 7999 and 8001 to max value are ok.
//
// pb_sv_cvar runrate OUT 1000 8000 Means all players MUST NEVER have their runrate setting from 1000 to 8000 to play on your
// server. Values of 0 - 999 and 8001 to max value are ok.
//
//
// --------------------------------------------------------------------------------
//
// Here is a recommended list of cvars to check for cheats. If entered directly into your pbsv.cfg, we recommend adding the line
// pb_sv_cvarempty before the cvar checks. This is to prevent re-stacking and "pile-on" ( duplicate ) cvar checks that can
// increase lag and cpu performance. The command makes sure that the cvar check list is emptied before loading the list.
//
// cvars MUST = 0 or else client is kicked.
pb_sv_cvarempty
pb_sv_cvar aim IN 0
pb_sv_cvar aaim IN 0
pb_sv_cvar aaim1 IN 0
pb_sv_cvar glow IN 0
pb_sv_cvar ignorewalls IN 0
pb_sv_cvar pingpredict IN 0
pb_sv_cvar autoaim IN 0
pb_sv_cvar autofire IN 0
pb_sv_cvar ogc_aim IN 0
pb_sv_cvar ogc_bot IN 0
pb_sv_cvar ogc_fov IN 0
pb_sv_cvar ogc_glow IN 0
pb_sv_cvar ogc_mode IN 0
pb_sv_cvar ogc_names IN 0
pb_sv_cvar ogc_wall IN 0
pb_sv_cvar ogc_trans IN 0
pb_sv_cvar ogc_weapons IN 0
pb_sv_cvar pmove_fixed IN 0
pb_sv_cvar cl_punkbuster IN 1
pb_sv_cvar safe IN 0
pb_sv_cvar radar IN 0
pb_sv_cvar mode IN 0
pb_sv_cvar names IN 0
pb_sv_cvar bunny IN 0
pb_sv_cvar nofx IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar shoot IN 0
pb_sv_cvar weapons IN 0
pb_sv_cvar alias IN 0
pb_sv_cvar guid IN 0
pb_sv_cvar spIN1 IN 0
pb_sv_cvar spIN2 IN 0
pb_sv_cvar spIN IN 0
pb_sv_cvar stopspIN IN 0
pb_sv_cvar script1 IN 0
pb_sv_cvar team IN 0
pb_sv_cvar afire IN 0
pb_sv_cvar pesp IN 0
pb_sv_cvar pesp1 IN 0
pb_sv_cvar pesp2 IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar vec IN 0
pb_sv_cvar vec1 IN 0
pb_sv_cvar key IN 0
pb_sv_cvar key1 IN 0
pb_sv_cvar key2 IN 0
pb_sv_cvar key3 IN 0
pb_sv_cvar afov IN 0
pb_sv_cvar afov1 IN 0
pb_sv_cvar aburst IN 0
pb_sv_cvar aburst1 IN 0
pb_sv_cvar aburst2 IN 0
pb_sv_cvar aburst3 IN 0
pb_sv_cvar aburst4 IN 0
pb_sv_cvar aburst5 IN 0
pb_sv_cvar aburst6 IN 0
pb_sv_cvar aburst7 IN 0
pb_sv_cvar aburst8 IN 0
pb_sv_cvar aburst9 IN 0
pb_sv_cvar thrd IN 0
pb_sv_cvar thrd1 IN 0
pb_sv_cvar thrd2 IN 0
pb_sv_cvar thrd3 IN 0
pb_sv_cvar thrd4 IN 0
pb_sv_cvar thrd5 IN 0
pb_sv_cvar fb IN 0
pb_sv_cvar fb1 IN 0
pb_sv_cvar fb2 IN 0
pb_sv_cvar fb3 IN 0
pb_sv_cvar wwall IN 0
pb_sv_cvar wwall1 IN 0
pb_sv_cvar tree IN 0
pb_sv_cvar tree1 IN 0
pb_sv_cvar fog IN 0
pb_sv_cvar fog1 IN 0
pb_sv_cvar box IN 0
pb_sv_cvar box1 IN 0
pb_sv_cvar box2 IN 0
pb_sv_cvar box3 IN 0
pb_sv_cvar sky IN 0
pb_sv_cvar sky1 IN 0
pb_sv_cvar gun IN 0
pb_sv_cvar gun1 IN 0
pb_sv_cvar tp IN 0
pb_sv_cvar tp1 IN 0
pb_sv_cvar tp2 IN 0
pb_sv_cvar tp3 IN 0
pb_sv_cvar fov160 IN 0
pb_sv_cvar fov80 IN 0
pb_sv_cvar sesp0 IN 0
pb_sv_cvar sesp1 IN 0
pb_sv_cvar smok0 IN 0
pb_sv_cvar smok1 IN 0
pb_sv_cvar avex0 IN 0
pb_sv_cvar avex1 IN 0
pb_sv_cvar team0 IN 0
pb_sv_cvar team1 IN 0
pb_sv_cvar 3rdp0 IN 0
pb_sv_cvar 3rdp1 IN 0
pb_sv_cvar avexh IN 0
pb_sv_cvar avexc IN 0
pb_sv_cvar dance0 IN 0
pb_sv_cvar dance1 IN 0
pb_sv_cvar dance2 IN 0
pb_sv_cvar recoil IN 0
pb_sv_cvar recoil1 IN 0
pb_sv_cvar devb IN 0
pb_sv_cvar deva IN 0
pb_sv_cvar devb IN 0
pb_sv_cvar dev1 IN 0
pb_sv_cvar wh IN 0
pb_sv_cvar wh1 IN 0
pb_sv_cvar wh2 IN 0
pb_sv_cvar wh3 IN 0
pb_sv_cvar con IN 0
pb_sv_cvar con1 IN 0
pb_sv_cvar bun IN 0
pb_sv_cvar bun1 IN 0
pb_sv_cvar gre IN 0
pb_sv_cvar gre1 IN 0
pb_sv_cvar por IN 0
pb_sv_cvar por1 IN 0
pb_sv_cvar fw IN 0
pb_sv_cvar fw1 IN 0
pb_sv_cvar tq IN 0
pb_sv_cvar tq1 IN 0
pb_sv_cvar tq2 IN 0
pb_sv_cvar tq3 IN 0
pb_sv_cvar bull IN 0
pb_sv_cvar bull1 IN 0
pb_sv_cvar s0 IN 0
pb_sv_cvar s1 IN 0
pb_sv_cvar s2 IN 0
pb_sv_cvar s3 IN 0
pb_sv_cvar s4 IN 0
pb_sv_cvar s5 IN 0
pb_sv_cvar s6 IN 0
pb_sv_cvar s7 IN 0
pb_sv_cvar s8 IN 0
pb_sv_cvar s9 IN 0
pb_sv_cvar s10 IN 0
pb_sv_cvar s11 IN 0
pb_sv_cvar s12 IN 0
pb_sv_cvar s13 IN 0
pb_sv_cvar s14 IN 0
pb_sv_cvar s15 IN 0
pb_sv_cvar s16 IN 0
pb_sv_cvar s17 IN 0
pb_sv_cvar s18 IN 0
pb_sv_cvar s19 IN 0
pb_sv_cvar s20 IN 0
pb_sv_cvar m0 IN 0
pb_sv_cvar m1 IN 0
pb_sv_cvar m2 IN 0
pb_sv_cvar m3 IN 0
pb_sv_cvar m4 IN 0
pb_sv_cvar m5 IN 0
pb_sv_cvar m6 IN 0
pb_sv_cvar m7 IN 0
pb_sv_cvar m8 IN 0
pb_sv_cvar m9 IN 0
pb_sv_cvar m10 IN 0
pb_sv_cvar m11 IN 0
pb_sv_cvar m12 IN 0
pb_sv_cvar m13 IN 0
pb_sv_cvar m14 IN 0
pb_sv_cvar m15 IN 0
pb_sv_cvar m16 IN 0
pb_sv_cvar m17 IN 0
pb_sv_cvar m18 IN 0
pb_sv_cvar m19 IN 0
pb_sv_cvar m20 IN 0
pb_sv_cvar c0 IN 0
pb_sv_cvar c0f IN 0
pb_sv_cvar c1 IN 0
pb_sv_cvar c2 IN 0
pb_sv_cvar c3 IN 0
pb_sv_cvar c4 IN 0
pb_sv_cvar c5 IN 0
pb_sv_cvar c6 IN 0
pb_sv_cvar c7 IN 0
pb_sv_cvar c8 IN 0
pb_sv_cvar c9 IN 0
pb_sv_cvar c10 IN 0
pb_sv_cvar c11 IN 0
pb_sv_cvar c12 IN 0
pb_sv_cvar c13 IN 0
pb_sv_cvar c14 IN 0
pb_sv_cvar c15 IN 0
pb_sv_cvar c16 IN 0
pb_sv_cvar c17 IN 0
pb_sv_cvar c18 IN 0
pb_sv_cvar c19 IN 0
pb_sv_cvar c20 IN 0
pb_sv_cvar wf IN 0
pb_sv_cvar wf1 IN 0
pb_sv_cvar wf2 IN 0
pb_sv_cvar wf3 IN 0
pb_sv_cvar wallhack IN 0
pb_sv_cvar thirdp IN 0
pb_sv_cvar esp IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar pmove_fixed IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar quiet IN 0
pb_sv_cvar predict IN 0
pb_sv_cvar fov IN 0
pb_sv_cvar teamcheck IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar vec_stand IN 0
pb_sv_cvar vec_crouch IN 0
pb_sv_cvar vec_prone IN 0
pb_sv_cvar thirdpcfg IN 0
pb_sv_cvar snaps IN 20 40
pb_sv_cvar com_maxfps out 0.000001 29
pb_sv_cvar pb_Sleep IN 0 500
pb_sv_cvar cl_maxpackets IN 30 100
pb_sv_cvar rate IN 5000 25000
pb_sv_cvar cg_thirdPerson IN 0
pb_sv_cvar cg_drawGun IN 1
pb_sv_cvar r_lightmap IN 0
pb_sv_cvar r_fog IN 1
pb_sv_cvar r_drawSModels IN 1
pb_sv_cvar r_showCullXModels IN 0
pb_sv_cvar r_drawWorld IN 1
pb_sv_cvar r_entfullBright IN 0
pb_sv_cvar r_showtris IN 0
pb_sv_cvar r_flares IN 1
pb_sv_cvar r_intensity IN 0 1.5
pb_sv_cvar cl_timenudge in -50 0
pb_sv_cvar r_gamma in 0 2
pb_sv_cvar r_mapoverbrightbits IN 0 2
pb_sv_cvar r_overbrightbits IN 0 2
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_picmip2 IN 0 3
pb_sv_cvar r_shownormals IN 0
pb_sv_cvar r_xdebug IN 0
pb_sv_cvar r_leaflights IN 0
pb_sv_cvar r_fastsky IN 0
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_picmip2 IN 0 3
pb_sv_cvar r_nv_fogdist_mode INcLUDE NV
pb_sv_md5toolempty
pb_sv_cvar r_znear IN 4 // prevents potential code hack
pb_sv_cvar r_nocurves IN 0 // prevents potential code hack
pb_sv_cvar sv_padpackets IN 0 // prevents artificial lag
pb_sv_cvar cg_shadows IN 0 1 // prevents shadows wallhack
pb_sv_cvar cm_oncurves IN 0 // prevents potential code hack
pb_sv_cvar cm_noAreas IN 0 // prevents potential code hack
pb_sv_cvar cg_bobup IN 0 0.005 // Prevents bobup exploit
// PB_SV_CvarChangedPulse [Number]
// The number of minutes (default is 99 which means disabled) between automatic sends of the CVARCHANGED command described
// in the command section above
pb_sv_cvarchangedpulse 30
// PB_SV_CvarFreq [Number]
// The number of times per minute (default is 6) that each player has one cvar value checked against the current list
// of cvar ranges on this server
pb_sv_cvarfreq 6
// PB_SV_CvarLogging [0/1/2/3]
// Determines the target destination of log output related to player cvar checks; The value of 1 (default) specifies the
// server console and normal log file, the value of 2 specifies separate log files in the "svlogs" folder with the var
// file extension, and the value of 3 specifies both
pb_sv_cvarlogging 1
// PB_SV_CvarUserPulse [Number]
// The number of minutes (default is 99 which means disabled) between automatic sends of the CVARUSER command described
// in the command section above
pb_sv_cvaruserpulse 30
// PB_SV_CvarWalk [Number]
// The default setting of 0 tells PunkBuster to simply log lists of cvar names returned by the CVARSRCH, CVARUSER and
// CVARCHANGED commands so that the Admin would have to manually query the individual values if desired; a non-zero
// setting tells PunkBuster to "walk" through each cvar returned in such a list automatically and log the values of
// each cvar - the higher the number for this setting, the more cvars PunkBuster walks through during each processing
// cycle
pb_sv_cvarwalk 0
// ************************************************** ******************************
// LOGFILE SETTINGS
// ************************************************** ******************************
// PB_SV_LogCeiling [Number]
// The highest serial number (default is 1000) that PunkBuster will use in numbering its log files before starting
// over at 1
pb_sv_logceiling 1000
// PB_SV_LogNext [Number]
// The next serial number that PB will use to name a PB log file; this setting is automatically maintained by
// PunkBuster and is incremented after each map change by the Game Server as PB opens a new log file
pb_sv_lognext ""
// PB_SV_LogAddr [Address / Internet Hostname]
// Holds the address of the machine to which remote logging is sent (default is empty meaning the feature is not used)
pb_sv_logaddr ""
// PB_SV_LogPort [Port #]
// Holds the listen port of the machine to which remote logging is sent (default is 0 meaning the feature is not used)
pb_sv_logport ""
// PB_SV_LogUser [Username]
// Holds the username required to send logging output to a listening remote logging machine
pb_sv_loguser ""
// PB_SV_LogPw [Password]
// Holds the password required to send logging output to a listening remote logging machine
pb_sv_logpw ""
// PB_SV_LogSync [0=no, 1=yes]
// When set to 1 (default is 0), PB will name Game log files in accordance with PB log files using the same serial
// number system; Game log files will still be stored in the same location inside the game directory either way, but
// will have the same filename as the corresponding PB log file and both will be closed at the end of each map and a
// new log file will be opened
pb_sv_logsync 0
// ************************************************** ******************************
// HTTP SETTINGS
// ************************************************** ******************************
// PB_SV_HttpAddr [IP Address]
// The IP Address of the computer running the PunkBuster WebTool; if this setting is left empty ("" which is the
// default), then the WebTool will only operate properly when used with a web browser running on the same machine as
// PunkBuster itself (i.e. using 127.0.0.1 as the IP address)
//pb_sv_httpaddr "XX.XX.XXX.XXX"
// PB_SV_HttpPort [Port Number]
// The TCP port number used by the WebTool's http server; this setting defaults to 0 which means the WebTool is
// deactivated
//pb_sv_httpport "28960"
// PB_SV_HttpKey [Key (password) for WebTool use]
// The Key or Password used by the WebTool to limit access to its features; if this setting is left empty ("" which
// is the default), then the game server's rconpassword will be used instead; if both are empty, then the WebTool will
// not be usable at all
//pb_sv_httpkey "XXXXXX"
// PB_SV_HttpMaps [List of Maps]
// By default, this setting is empty which means that the standard official maps will be displayed in the 'change map'
// dropdown list inside the WebTool; if you wish to customize the entries in the dropdown, then use this setting to
// store the list of maps (each separated by a space)
//pb_sv_httpmaps "XXXXXXX"
// PB_SV_HttpRefresh [Number]
// The number of seconds between auto-refreshes of the Player List screen inside the WebTool; setting this to 999
// means that the page will not auto-refresh at all
//pb_sv_httprefresh "999"
This is set and people can go on team killing, and it will not kick them! It is driving the players on the server nuts, and my clan nuts.
I poseted this on punkbusted.com, and no answers. Here, I figure I have lots of admins!
I don't know if perhaps PB is conflicting with the normal config file that was set to kick team-killers before PB was available??
Many people have said the above works for them???. I have included a copy of my server.cfg file in blue, followed by my pbsv.cfg file in yellow. Can someone help me out?
Thanks!
MFrag
// Hostname and Public Information
seta sv_hostname "^2{TRv} Public Svr"
seta .Clan "{TRv}Team-Ravage"
seta .Email "admin@team-ravage.com"
seta .Website "www.team-ravage.com"
seta .Location "Texas, USA"
seta .IRC ""
seta .CPU ""
seta .Connection "OC/3"
// Set the Server IP and Port Address
//set net_ip 67.15.20.191
//set net_port 28960
// Set the Game type: bel, dm, re, sd, tdm, hq
set g_gametype "tdm"
// Number of Players
set sv_maxclients "24"
// Set the Rcon Password: To control the Server Remotely
set rconPassword "XXXXX"
//Display Stats and Shots - PAM Mod
set sv_showstats "0"
set sv_showshots "1"
//Set up server for Laddar mode
//PAM Mode League
//
//pub Default Public Mode Rules
//mohi Mohi League
//twl_ladder TWL Ladder
//twl TWL League
//ogl OGL League
//esl ESL League
//ga Game Arena
//sg SG League
//ed ED League
//pg PG League
//bl BL League
//ccodl CCODL League
//sta STA League
//cal CAL League
//ig IG League
//cb_ladder Clan Base Ladder
//ugs UGS League
//sotf SOTF Tournament
//cb_opencup ClanBase Open Cup
//gotfrag GotFrag Tournament
//r60 r60 League
//vg Visual Gaming Tournament
//proveg Proving Grounds
//jolt Jolt League
set pam_mode "twl_ladder"
// Password needed to join the server - "" is public server
set g_password "" // Public
// Setup for Private Player spots on the Server
set sv_privateclients "0"
set sv_privatepassword "xxxxxxx"
// Set the Max Rate Per Player on the server
// MaxRate = Upload Speed / (# of Players * 8)
set sv_maxrate "25000"
set sv_fps "20"
// Set up the Max Ping Rate allowed for a client
set sv_maxping "999"
// Pure on or Off: Pure is basicly an anticheat - Dont allow people with modified .pk3
// files to join in
set sv_pure "1"
// MOTD
set scr_motd "^1Welcome To ^2{TRv}Team-Ravage Clan ^7Dedicated HQ Linux Server! ^1We are Recruiting. ^4Stats at www.team-ravage.com/stats"
// Have the Server Show Up on GameSpy
set sv_gamespy "1"
set sv_floodprotect "1"
// Master Servers
set sv_master1 "codmaster.activision.com"
set sv_master2 "codmaster.infinityward.com"
set protocol "2"
// Server Log File
set logfile "1"
set g_log "server.log"
set g_logsync "0" // Syncs log file during play for real-time processing
set g_logHits "1"
// Allow Voting on the server: 0=No 1=Yes
// It is recommended if you have friendly fire on
// that you also enable voting so that players can kick team killers
set scr_allow_vote "0"
// Friendly Fire: 0=Off 1=On 2=Reflect Damage 3=Share Damage between victim & Attacker
set scr_friendlyfire "1"
// Team Kill Options
set g_teamkillwarn "1" // Number of team kills before a warning is issued
set g_teamkillkick "3" // Number of team kills before client is kicked
// Invulnerable Time After a Respawn
set sv_invulnerabletime "3"
// Delay in Time Before a Player Can Switch Teams
set g_teamswitchdelay "10"
// Force Respawn: DM & TDM
set scr_forcerespawn "1" // Turning this on with KillCam enabled, disables KillCam
//set scr_forcerespawn "0"
// Draws a Team Icon Over Teammates: 0=Off 1=On
set scr_drawfriend "1"
// KillCam On/Off
set scr_killcam "0"
// Freelook Spectating mode
set scr_freelook "0"
// 0=Kill Cam 1=Team Spectate
set g_forceteamspectate "1"
//Spectate Enemy players (Allow/Deny ability to spectate enemy players when dead
set scr_spectateenemy "0"
//Force team balancing on or off (Round based, end of round; spawn based; every 60 secs
//set scr_teambalance "1"
set scr_teambalance "0"
// Enable Developer it Controls the Type of Log File
set developer "0"
// Behind Enemy Lines Settings
set scr_bel_alivepointtime "10"
set scr_bel_scorelimit "50"
set scr_bel_timelimit "20"
// Deathmatch Settings
set scr_dm_scorelimit "80"
set scr_dm_timelimit "20"
// Retrieval Settings
set scr_re_graceperiod "20"
set scr_re_roundlength "3"
set scr_re_roundlimit "7"
set scr_re_scorelimit "5"
set scr_re_showcarrier "0"
set scr_re_timelimit "0"
// Search and Destroy Settings
set scr_sd_graceperiod "20"
set scr_sd_roundlength "3"
set scr_sd_roundlimit "7"
set scr_sd_scorelimit "5"
set scr_sd_timelimit "0"
// Team Deathmatch Settings
set scr_tdm_scorelimit "150"
set scr_tdm_timelimit "20"
// Headquarters Settings
set scr_hq_scorelimit "450"
set scr_hq_timelimit "20"
// Weapons Allowed
set scr_allow_bar "1"
set scr_allow_bren "1"
set scr_allow_enfield "1"
set scr_allow_kar98k "1"
set scr_allow_kar98ksniper "1"
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_mp40 "1"
set scr_allow_mp44 "1"
set scr_allow_nagant "1"
set scr_allow_nagantsniper "1"
set scr_allow_panzerfaust "0"
set scr_allow_ppsh "1"
set scr_allow_springfield "1"
set scr_allow_sten "1"
set scr_allow_thompson "1"
// Punkbuster Support
//pb_sv_disable // Disable Punkbuster Support
pb_sv_enable // Enable Punkbuster Support
wait // Allow time for Punkbuster to load before loading first map
// Set the Map Rotation
seta sv_maprotation "gametype tdm map mp_brecourt gametype tdm map mp_carentan gametype tdm map mp_chateau gametype tdm map mp_dawnville gametype tdm map mp_depot gametype tdm map mp_harbor gametype tdm map mp_hurtgen gametype tdm map mp_pavlov gametype tdm map mp_powcamp gametype tdm map mp_railyard gametype tdm map mp_rocket gametype tdm map mp_bocage gametype tdm map mp_neuville gametype tdm map mp_stalingrad "
// Start Map Rotation
map_rotate
//
//PunkBuster Settings File
//
// ************************************************** ******************************
// SCREENSHOT SETTINGS
// ************************************************** ******************************
// Automatic Screen Shots
// To set up your server to take automatic screen shots, you will need to use and understand the following commands in
// your pbsv.cfg.
// This setting tells your PB enabled server whether it should retrieve screen shots automatically. Setting to 1 will
// turn the auto screen shot capture ON and setting it to 0 will turn it OFF. The default is OFF.
pb_sv_autoss 1
// This is the MINIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before
// attempting to take another one. The default is 60 seconds. Remember that taking screen shots from every player every
// 60 seconds will rack up a nice number of screen shots in your PB's screen shots folder and use plenty of system
// resources, sometimes resulting in lag. If there are 10 players on your server and the map lasts 10 minutes, you will
// be getting 100 screen shots per map. Be careful with this setting. Some recommended settings and samples will be
// presented at the end of this page.
pb_sv_autossfrom 300
// This is the MAXIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting
// to take another one. The default is 1200 ( 20 minutes. ) Some recommended settings and samples will be presented at
// the end of this page.
pb_sv_autossto 1200
// PB screen shots are taken and then saved numerically. This is the "starting" number that PB will use to name screen
// shots. Default is 1.
pb_sv_ssfloor 1
// This is the highest number PB screen shots will be saved. After screen shot #100, PB will over write the screen shots
// starting at your pb_sv_ssfloor setting. Default is 100 but this could easily be reached in a few hours. Some
// recommended settings and samples will be presented at the end of this page.
pb_sv_ssceiling 500
// Each player will have to wait a random amount of seconds ( up to the number of this setting ) before actually sending
// the screen shot after the request has been made. This *may* help reduce lag, as all players don't have to send their
// shots and then get processed and written at the same time, rather they get done randomly within the time frame set.
// On the other hand, it may cause more lag ( lets say set to 5 ) from screen shots being sent and processed over a
// longer period of time ( processing 20 players over a 5 second period, rather than an instantaneous "glitch" from all
// 20 being done at the same time.) Default is 0 which means there is no delay and all shots are taken at the same time.
pb_sv_ssdelay 60
// This is where PB will send the screen shots and the helper html files. The default is "" ( empty ) and need not be
// specified if you want to keep the shots stored in the default PB screen shots folder.
pb_sv_sspath ""
// The height in pixels of the screen shot. 240 is the default and the recommended value to maintain a good size while
// keeping file size and cpu usage at an acceptable level.
pb_sv_ssheight 480
// The width in pixels of the screen shot. 320 is the default and the recommended value to maintain a good size while
// keeping file size and cpu usage at an acceptable level.
pb_sv_sswidth 640
// The sample rate ( quality ) of the shot captured. If set to "2" then only every second pixel is taken ( both
// horizontally and vertically. ) If set to "4" then only every fourth pixel is taken. This reduces file size and cpu
// usage but significantly reduces the picture quality as well, making it hard to prove those "close calls." Default
// is 1 and is recommended.
pb_sv_sssrate 1
// Percentage ACROSS the screen where the center of the screen shot should be captured from. Default is 50 and is
// recommended to keep the screen shots centered.
pb_sv_ssxpct 50
// Percentage DOWN the screen where the center of the screen shot should be captured from. Default is 50 and is
// recommended to keep the screen shots centered.
pb_sv_ssypct 50
pb_sv_MaxConDls 3
pb_sv_MaxConUpdates 12
pb_sv_MaxDlRate 5
// ************************************************** ******************************
// TASKS SETTINGS
// ************************************************** ******************************
// pb_sv_taskdel [slot#]
// Deletes a task in your list of tasks by slot number. This is useful in keeping multiple tasks
// from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of
// tasks to make sure you start off clear.
pb_sv_taskempty
pb_sv_taskdel 1
pb_sv_taskdel 2
pb_sv_taskdel 3
pb_sv_taskdel 4
pb_sv_taskdel 5
// pb_sv_task [start-seconds] [optional-run-every-seconds]
// This allows server admins to set a task starting from a specified time in seconds and then running again every x
// seconds there after. If no re-run value is specified then the task is only run once. This feature is not limited to
// PB functions and can run in-game functions as well. You may use more than one task if you like. Example:
//
// pb_sv_task 10 300 "say ^3Visit us at www.team-ravage.com"
// pb_sv_task 15 305 "say ^5Email server admins: admin@team-ravage.com"
// pb_sv_task 700 "pb_sv_bindsrch com_maxfps"
// pb_sv_task 700 "pb_sv_bindsrch m_pitch"
//
// This will spam your two messages on screen and re run them at the specified times. The last two will run a bind-cvar
// check once only.
//
// pb_sv_tlist Shows what tasks you have running and shows you what slot number each task is assigned to.
//pb_sv_task 25 300 "say ^3CDB ADMIN:^7 ^1FF is ON - watch your Fire!"
//pb_sv_task 30 300 "say ^3CDB ADMIN:^7 ^1Cheaters, Team-Killers and -Wounders get kicked/banned!"
//pb_sv_task 140 300 "say ^3Map Rotation:^7 ^3Stalingrad, Neuville, Carentan"
//
//TWL Ladder Matches
//
pb_sv_MsgPrefix "[LPB v1.0]-Admin"
pb_sv_task 20 330 "say ^3PUNK BUSTER/PAM UNIVERSAL CoD LEAGUE CONFIG ^7v1.0 ^3CURRENTLY ^7ENABLED ^3AND RUNNING"
pb_sv_task 65 300 "pb_sv_bindsrch com_maxfps"
pb_sv_task 75 320 "pb_sv_bindsrch centerview"
pb_sv_task 80 330 "pb_sv_bindsrch updatescreen"
//Time in milliseconds Punkbuster sleeps between processing cycles
//
pb_sv_Sleep 120
// ************************************************** *******************************
// NAME SETTINGS
// ************************************************** *******************************
// pb_sv_badnameDel [slot#]
// Deletes a name in your list of bad names by slot number. This is useful in keeping multiple bad names from piling up
// and repeating themselves. In your pbsv.cfg you should insert this command right before your list of bad names to make
// sure you start off clear.
pb_sv_badnameempty
pb_sv_badnameDel 1
pb_sv_badnameDel 2
pb_sv_badnameDel 3
pb_sv_badnameDel 4
pb_sv_badnameDel 5
pb_sv_badnameDel 6
pb_sv_badnameDel 7
pb_sv_badnameDel 8
pb_sv_badnameDel 9
pb_sv_badnameDel 10
pb_sv_badnameDel 11
pb_sv_badnameDel 12
pb_sv_badnameDel 13
pb_sv_badnameDel 14
pb_sv_badnameDel 15
pb_sv_badnameDel 16
pb_sv_badnameDel 17
pb_sv_badnameDel 18
pb_sv_badnameDel 19
pb_sv_badnameDel 20
pb_sv_badnameDel 21
pb_sv_badnameDel 22
pb_sv_badnameDel 23
pb_sv_badnameDel 24
// pb_sv_badname [grace-seconds] [filter]
// This command will allow you to filter out certain text in names, then give the player x seconds to change the name
// before being removed from the server. Here are some examples:
//
//pb_sv_badname 30 www.
//pb_sv_badname 30 .com
//pb_sv_badname 30 UnnamedPlayer
//pb_sv_badname 30 ogc
//pb_sv_badname 30 noskill
//pb_sv_badname 30 noname
//
// The first two lines prevent people from using your servers to advertise web sites. The others are just suggested
// filters and can be adjusted to your preferences. They are all set to give the player 30 seconds of warnings before
// they are removed from the server.
//
// pb_sv_badnamelist Lists all the bad names in your check list and shows you each lines assigned slot number.
pb_sv_badname 60 console
pb_sv_badname 60 www.
pb_sv_badname 60 http://
pb_sv_badname 60 .com
pb_sv_badname 60 .de
pb_sv_badname 60 .net
pb_sv_badname 60 .org
pb_sv_badname 60 .co.uk
pb_sv_badname 60 UnnamedPlayer
pb sv_badname 60 Unknown Solider
pb sv_badname 60 UnknownSolider
pb_sv_badname 60 player
pb_sv_badname 60 noskill
pb_sv_badname 60 noname
pb_sv_badname 60 arse
pb_sv_badname 60 flip
pb_sv_badname 60 bitch
pb_sv_badname 60 moron
pb_sv_badname 60 dick
pb_sv_badname 60 hitler
pb_sv_badname 60 himmler
pb_sv_badname 60 goebbels
pb_sv_badname 60 nazi
pb_sv_badname 60 *****
pb_sv_badname 60 penis
pb_sv_badname 60 nigger
pb_sv_badname 60 ****
pb_sv_badname 60 ****
pb_sv_badname 60 shit
pb_sv_badname 60 tits
pb_sv_badname 60 vagina
pb_sv_badname 60 asshole
// Amount of seconds allowed between name changes, prevents name spamming.
pb_sv_changeperiod 600
// Number of total allowed name changes per session.
pb_sv_changemax 3
// Amount of time ( in seconds ) that a duplicate name has to be changed before that player is removed from the server.
// This ensures that all players on the server have a unique name.
pb_sv_dupnamegrace 30
// Control of extended characters in names ( characters and symbols that can not be produced from a single key stroke. )
// "0" to disallow such names, "1" to allow these names.
pb_sv_extchar 0
// Control the option of a an "empty" name ( no name at all ) "0" will not allow an empty string to be returned for a
// name value, "1" will allow an empty string.
pb_sv_emptyname 0
// Dictates the minimum amount of actual characters a players name must have to be allowed on the server. This will double
// check the above pb_sv_emptyname 0 to make sure a player doesn't enter "^7^7" as a name ( which satisfies the
// pb_sv_emptyname 0 but still returns an empty string to the console. ) Set this to one to make sure that a player has at
// least one standard character in their name.
pb_sv_minName 3
// ************************************************** ******************************
// ALIAS SETTINGS
// ************************************************** ******************************
// Defaults to 0; if set to 1, PB will reload from the Alias database file after each map change; this is useful for
// cases where multiple servers share an alias database file so that each instance of PB gets updates from other
// servers sharing the same file.
// NOTE: on busy servers, using this function will increase map load times and should be used only after careful
// experimentation on your server(s)
pb_sv_aliasautoload 0
// Can optionally be set to any file on the file-system to direct PB to use instead of the default pbalias.dat file
// (must specify full path or else the file will be stored in fs_basepath location)
pb_sv_aliasfn /home/codpub/pb/pbalias.dat
// Setting defaults to 0 which means alias tracking is disabled; set to some value above 0 to enable and to specify
// how many aliases will be stored for each GUID; if the player uses more aliases than the max, the later ones will
// be ignored
pb_sv_aliasmax 50
// Defaults to 0; if set to 1, PB will kick players who try to use more than PB_SV_AliasMax number of aliases; also
// if set to 1, PB will warn joining players just like it does for extended ascii characters, etc.
pb_sv_aliasmaxenforce 1
// Used to write all the aliases in memory to disk; if desired, an alternate filename (other than pbalias.dat) may
// be specified after the pb_sv_aliaswrite command to have PB write the Alias database to the alternate filename.
// NOTE: using PB_SV_AliasWrite is optional as PB updates the database at every map change automatically; however,
// the map change updates only append new information to the file and thus cause it to grow greatly in size on busy
// servers; conversely, the pb_sv_aliaswrite command writes a fresh copy of the entire Alias database to disk, this
// may take a number of seconds on very busy servers - for best results, we recommend starting up a 'dummy' game
// server just to issue this command and then exit so as not to adversely affect gameplay on populated game servers
//PB_SV_AliasWrite
// ************************************************** ******************************
// GUID SETTINGS
// ************************************************** ******************************
// Number of seconds that a player with no guid is kicked ( 0 - 300 ) We recommend giving players 30 seconds or so in case
// of slow communication rate with the master auth server.
pb_sv_noguidgrace 30
// Number of seconds that a player with a "no updated status" has to update before being kicked ( 300 - 600 )
pb_sv_updategrace 300
// This setting was added to server version 1.011 to set options for the locked-down guid system. This setting is cumulative
// based on adding the values for the conditions desired: 1=UNKN Guid, 2=WRONGIP Guid, 4=DUPLICATE Guids. The current default
// for this setting is 7 (1+2+4) which means that PB will not kick (relax kicking) for any of the three cases. We recommend
// kicking for at least UNKN guids. Below are the possible combinations:
// 0 = Kick for UNKN guid, wrong ip guid and duplicate guid.
// 1 = Kick for wrong ip guid and duplicate guid.
// 2 = Kick for UNKN guid, and duplicate guid.
// 3 = Kick for duplicate guid.
// 4 = Kick for UNKN guid and wrong ip guid.
// 5 = Kick for wrong ip guid.
// 6 = Kick for UNKN guid
// 7 = Don't kick for UNKN guid, wrong ip guid and duplicate guid.
pb_sv_guidrelax 7
// ************************************************** *****************************
// AUTO KICKING AND POWER USER SETTINGS
// ************************************************** *****************************
// Enable kicking for PB Restrictions (0=Off, 1=o\On)
pb_sv_restrictions 1
// This allows admins to turn off / on the feature that shows players why they were kicked ( bad name, cvar violation, hook,
// no guid, etc. ) We recommend leaving this ON, so people can see why they were kicked. "1" is ON and "0" is OFF.
pb_sv_CQC 1
// When kicked from the server for a violation ( bad name, cvar violation, hook, no guid, etc. ) this is the time ( in minutes )
// that person must wait before they can re-join the server.
pb_sv_kicklen 2
// PB_SV_PowerDef [power points]
// Holds the default number of Player Power points (default is 1) assigned to players who are not in the locally stored
// PB Player Power database
pb_sv_powerdef 1
// PB_SV_PowerKickLen [minutes]
// The number of minutes (default is 5) a player will be kept from being able to rejoin after being removed via the
// PB Player Power facility
pb_sv_powerkicklen 5
// PB_SV_PowerMin [power points]
// A player is removed from the server when the number of power points applied against him/her is equal to or greater
// than the value of this setting (default is 10)
pb_sv_powermin 10
// PB_SV_ScoreKick [low_negative_score]
// Players whose score drops below this setting will be kicked from the server; the default of 0 means disabled; the
// allowable range is -1 to -20
pb_sv_scoreKick -3
// ************************************************** ******************************
// BAN UPDATES
// ************************************************** ******************************
// PB_SV_AutoUpdBan [0=no, 1=yes]
// Set to 1 (defaults to 0) if you want PB to automatically update the permanent ban file (pbbans.dat) after each change
// to the banlist in memory
pb_sv_autoupdban 0
// PB_SV_BanLoad [optional filename]
// Loads a PB Ban List from the specified file; if no filename specified, then pbbans.dat is loaded
pb_sv_banload "ban.txt"
// ************************************************** ******************************
// CVAR CHECKS
// ************************************************** ******************************
// Punk Buster cvar checks is a great way for server admins to police their servers and check for cheat variables.
// Coupled with the Punk Buster game hook check, it can be a very powerful tool. Be careful though, not to place too
// many restrictions on your clients. ( Note that not all games support user defined cvar checks )
//
// The cvar check looks for people using a specified cvar, and then compares it to the value or values you have specified.
// The client then has to change the cvar or he/she will be kicked. Note that not all commands are available for all
// games or game types.
//
// ( we use the example "runrate" here, a fictitious cvar )
//
// --------------------------------------------------------------------------------
//
// "IN" SETTING
//
// pb_sv_cvar [cvar-name] IN [from-value] [optional-to-value]
//
// pb_sv_cvar runrate IN 8000 Means all players MUST have their runrate set to 8000 or they will be kicked.
//
// pb_sv_cvar runrate IN 1000 8000 Means all players MUST have their runrate setting from 1000 to 8000 to play on your server.
//
//
// --------------------------------------------------------------------------------
//
// "OUT" SETTING
//
// pb_sv_cvar [cvar-name] OUT [from-value] [optional-to-value]
//
// pb_sv_cvar runrate OUT 8000 Means all players MUST NEVER have their runrate set to 8000 or they will be kicked. Values of
// 0 - 7999 and 8001 to max value are ok.
//
// pb_sv_cvar runrate OUT 1000 8000 Means all players MUST NEVER have their runrate setting from 1000 to 8000 to play on your
// server. Values of 0 - 999 and 8001 to max value are ok.
//
//
// --------------------------------------------------------------------------------
//
// Here is a recommended list of cvars to check for cheats. If entered directly into your pbsv.cfg, we recommend adding the line
// pb_sv_cvarempty before the cvar checks. This is to prevent re-stacking and "pile-on" ( duplicate ) cvar checks that can
// increase lag and cpu performance. The command makes sure that the cvar check list is emptied before loading the list.
//
// cvars MUST = 0 or else client is kicked.
pb_sv_cvarempty
pb_sv_cvar aim IN 0
pb_sv_cvar aaim IN 0
pb_sv_cvar aaim1 IN 0
pb_sv_cvar glow IN 0
pb_sv_cvar ignorewalls IN 0
pb_sv_cvar pingpredict IN 0
pb_sv_cvar autoaim IN 0
pb_sv_cvar autofire IN 0
pb_sv_cvar ogc_aim IN 0
pb_sv_cvar ogc_bot IN 0
pb_sv_cvar ogc_fov IN 0
pb_sv_cvar ogc_glow IN 0
pb_sv_cvar ogc_mode IN 0
pb_sv_cvar ogc_names IN 0
pb_sv_cvar ogc_wall IN 0
pb_sv_cvar ogc_trans IN 0
pb_sv_cvar ogc_weapons IN 0
pb_sv_cvar pmove_fixed IN 0
pb_sv_cvar cl_punkbuster IN 1
pb_sv_cvar safe IN 0
pb_sv_cvar radar IN 0
pb_sv_cvar mode IN 0
pb_sv_cvar names IN 0
pb_sv_cvar bunny IN 0
pb_sv_cvar nofx IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar shoot IN 0
pb_sv_cvar weapons IN 0
pb_sv_cvar alias IN 0
pb_sv_cvar guid IN 0
pb_sv_cvar spIN1 IN 0
pb_sv_cvar spIN2 IN 0
pb_sv_cvar spIN IN 0
pb_sv_cvar stopspIN IN 0
pb_sv_cvar script1 IN 0
pb_sv_cvar team IN 0
pb_sv_cvar afire IN 0
pb_sv_cvar pesp IN 0
pb_sv_cvar pesp1 IN 0
pb_sv_cvar pesp2 IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar vec IN 0
pb_sv_cvar vec1 IN 0
pb_sv_cvar key IN 0
pb_sv_cvar key1 IN 0
pb_sv_cvar key2 IN 0
pb_sv_cvar key3 IN 0
pb_sv_cvar afov IN 0
pb_sv_cvar afov1 IN 0
pb_sv_cvar aburst IN 0
pb_sv_cvar aburst1 IN 0
pb_sv_cvar aburst2 IN 0
pb_sv_cvar aburst3 IN 0
pb_sv_cvar aburst4 IN 0
pb_sv_cvar aburst5 IN 0
pb_sv_cvar aburst6 IN 0
pb_sv_cvar aburst7 IN 0
pb_sv_cvar aburst8 IN 0
pb_sv_cvar aburst9 IN 0
pb_sv_cvar thrd IN 0
pb_sv_cvar thrd1 IN 0
pb_sv_cvar thrd2 IN 0
pb_sv_cvar thrd3 IN 0
pb_sv_cvar thrd4 IN 0
pb_sv_cvar thrd5 IN 0
pb_sv_cvar fb IN 0
pb_sv_cvar fb1 IN 0
pb_sv_cvar fb2 IN 0
pb_sv_cvar fb3 IN 0
pb_sv_cvar wwall IN 0
pb_sv_cvar wwall1 IN 0
pb_sv_cvar tree IN 0
pb_sv_cvar tree1 IN 0
pb_sv_cvar fog IN 0
pb_sv_cvar fog1 IN 0
pb_sv_cvar box IN 0
pb_sv_cvar box1 IN 0
pb_sv_cvar box2 IN 0
pb_sv_cvar box3 IN 0
pb_sv_cvar sky IN 0
pb_sv_cvar sky1 IN 0
pb_sv_cvar gun IN 0
pb_sv_cvar gun1 IN 0
pb_sv_cvar tp IN 0
pb_sv_cvar tp1 IN 0
pb_sv_cvar tp2 IN 0
pb_sv_cvar tp3 IN 0
pb_sv_cvar fov160 IN 0
pb_sv_cvar fov80 IN 0
pb_sv_cvar sesp0 IN 0
pb_sv_cvar sesp1 IN 0
pb_sv_cvar smok0 IN 0
pb_sv_cvar smok1 IN 0
pb_sv_cvar avex0 IN 0
pb_sv_cvar avex1 IN 0
pb_sv_cvar team0 IN 0
pb_sv_cvar team1 IN 0
pb_sv_cvar 3rdp0 IN 0
pb_sv_cvar 3rdp1 IN 0
pb_sv_cvar avexh IN 0
pb_sv_cvar avexc IN 0
pb_sv_cvar dance0 IN 0
pb_sv_cvar dance1 IN 0
pb_sv_cvar dance2 IN 0
pb_sv_cvar recoil IN 0
pb_sv_cvar recoil1 IN 0
pb_sv_cvar devb IN 0
pb_sv_cvar deva IN 0
pb_sv_cvar devb IN 0
pb_sv_cvar dev1 IN 0
pb_sv_cvar wh IN 0
pb_sv_cvar wh1 IN 0
pb_sv_cvar wh2 IN 0
pb_sv_cvar wh3 IN 0
pb_sv_cvar con IN 0
pb_sv_cvar con1 IN 0
pb_sv_cvar bun IN 0
pb_sv_cvar bun1 IN 0
pb_sv_cvar gre IN 0
pb_sv_cvar gre1 IN 0
pb_sv_cvar por IN 0
pb_sv_cvar por1 IN 0
pb_sv_cvar fw IN 0
pb_sv_cvar fw1 IN 0
pb_sv_cvar tq IN 0
pb_sv_cvar tq1 IN 0
pb_sv_cvar tq2 IN 0
pb_sv_cvar tq3 IN 0
pb_sv_cvar bull IN 0
pb_sv_cvar bull1 IN 0
pb_sv_cvar s0 IN 0
pb_sv_cvar s1 IN 0
pb_sv_cvar s2 IN 0
pb_sv_cvar s3 IN 0
pb_sv_cvar s4 IN 0
pb_sv_cvar s5 IN 0
pb_sv_cvar s6 IN 0
pb_sv_cvar s7 IN 0
pb_sv_cvar s8 IN 0
pb_sv_cvar s9 IN 0
pb_sv_cvar s10 IN 0
pb_sv_cvar s11 IN 0
pb_sv_cvar s12 IN 0
pb_sv_cvar s13 IN 0
pb_sv_cvar s14 IN 0
pb_sv_cvar s15 IN 0
pb_sv_cvar s16 IN 0
pb_sv_cvar s17 IN 0
pb_sv_cvar s18 IN 0
pb_sv_cvar s19 IN 0
pb_sv_cvar s20 IN 0
pb_sv_cvar m0 IN 0
pb_sv_cvar m1 IN 0
pb_sv_cvar m2 IN 0
pb_sv_cvar m3 IN 0
pb_sv_cvar m4 IN 0
pb_sv_cvar m5 IN 0
pb_sv_cvar m6 IN 0
pb_sv_cvar m7 IN 0
pb_sv_cvar m8 IN 0
pb_sv_cvar m9 IN 0
pb_sv_cvar m10 IN 0
pb_sv_cvar m11 IN 0
pb_sv_cvar m12 IN 0
pb_sv_cvar m13 IN 0
pb_sv_cvar m14 IN 0
pb_sv_cvar m15 IN 0
pb_sv_cvar m16 IN 0
pb_sv_cvar m17 IN 0
pb_sv_cvar m18 IN 0
pb_sv_cvar m19 IN 0
pb_sv_cvar m20 IN 0
pb_sv_cvar c0 IN 0
pb_sv_cvar c0f IN 0
pb_sv_cvar c1 IN 0
pb_sv_cvar c2 IN 0
pb_sv_cvar c3 IN 0
pb_sv_cvar c4 IN 0
pb_sv_cvar c5 IN 0
pb_sv_cvar c6 IN 0
pb_sv_cvar c7 IN 0
pb_sv_cvar c8 IN 0
pb_sv_cvar c9 IN 0
pb_sv_cvar c10 IN 0
pb_sv_cvar c11 IN 0
pb_sv_cvar c12 IN 0
pb_sv_cvar c13 IN 0
pb_sv_cvar c14 IN 0
pb_sv_cvar c15 IN 0
pb_sv_cvar c16 IN 0
pb_sv_cvar c17 IN 0
pb_sv_cvar c18 IN 0
pb_sv_cvar c19 IN 0
pb_sv_cvar c20 IN 0
pb_sv_cvar wf IN 0
pb_sv_cvar wf1 IN 0
pb_sv_cvar wf2 IN 0
pb_sv_cvar wf3 IN 0
pb_sv_cvar wallhack IN 0
pb_sv_cvar thirdp IN 0
pb_sv_cvar esp IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar pmove_fixed IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar quiet IN 0
pb_sv_cvar predict IN 0
pb_sv_cvar fov IN 0
pb_sv_cvar teamcheck IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar vec_stand IN 0
pb_sv_cvar vec_crouch IN 0
pb_sv_cvar vec_prone IN 0
pb_sv_cvar thirdpcfg IN 0
pb_sv_cvar snaps IN 20 40
pb_sv_cvar com_maxfps out 0.000001 29
pb_sv_cvar pb_Sleep IN 0 500
pb_sv_cvar cl_maxpackets IN 30 100
pb_sv_cvar rate IN 5000 25000
pb_sv_cvar cg_thirdPerson IN 0
pb_sv_cvar cg_drawGun IN 1
pb_sv_cvar r_lightmap IN 0
pb_sv_cvar r_fog IN 1
pb_sv_cvar r_drawSModels IN 1
pb_sv_cvar r_showCullXModels IN 0
pb_sv_cvar r_drawWorld IN 1
pb_sv_cvar r_entfullBright IN 0
pb_sv_cvar r_showtris IN 0
pb_sv_cvar r_flares IN 1
pb_sv_cvar r_intensity IN 0 1.5
pb_sv_cvar cl_timenudge in -50 0
pb_sv_cvar r_gamma in 0 2
pb_sv_cvar r_mapoverbrightbits IN 0 2
pb_sv_cvar r_overbrightbits IN 0 2
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_picmip2 IN 0 3
pb_sv_cvar r_shownormals IN 0
pb_sv_cvar r_xdebug IN 0
pb_sv_cvar r_leaflights IN 0
pb_sv_cvar r_fastsky IN 0
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_picmip2 IN 0 3
pb_sv_cvar r_nv_fogdist_mode INcLUDE NV
pb_sv_md5toolempty
pb_sv_cvar r_znear IN 4 // prevents potential code hack
pb_sv_cvar r_nocurves IN 0 // prevents potential code hack
pb_sv_cvar sv_padpackets IN 0 // prevents artificial lag
pb_sv_cvar cg_shadows IN 0 1 // prevents shadows wallhack
pb_sv_cvar cm_oncurves IN 0 // prevents potential code hack
pb_sv_cvar cm_noAreas IN 0 // prevents potential code hack
pb_sv_cvar cg_bobup IN 0 0.005 // Prevents bobup exploit
// PB_SV_CvarChangedPulse [Number]
// The number of minutes (default is 99 which means disabled) between automatic sends of the CVARCHANGED command described
// in the command section above
pb_sv_cvarchangedpulse 30
// PB_SV_CvarFreq [Number]
// The number of times per minute (default is 6) that each player has one cvar value checked against the current list
// of cvar ranges on this server
pb_sv_cvarfreq 6
// PB_SV_CvarLogging [0/1/2/3]
// Determines the target destination of log output related to player cvar checks; The value of 1 (default) specifies the
// server console and normal log file, the value of 2 specifies separate log files in the "svlogs" folder with the var
// file extension, and the value of 3 specifies both
pb_sv_cvarlogging 1
// PB_SV_CvarUserPulse [Number]
// The number of minutes (default is 99 which means disabled) between automatic sends of the CVARUSER command described
// in the command section above
pb_sv_cvaruserpulse 30
// PB_SV_CvarWalk [Number]
// The default setting of 0 tells PunkBuster to simply log lists of cvar names returned by the CVARSRCH, CVARUSER and
// CVARCHANGED commands so that the Admin would have to manually query the individual values if desired; a non-zero
// setting tells PunkBuster to "walk" through each cvar returned in such a list automatically and log the values of
// each cvar - the higher the number for this setting, the more cvars PunkBuster walks through during each processing
// cycle
pb_sv_cvarwalk 0
// ************************************************** ******************************
// LOGFILE SETTINGS
// ************************************************** ******************************
// PB_SV_LogCeiling [Number]
// The highest serial number (default is 1000) that PunkBuster will use in numbering its log files before starting
// over at 1
pb_sv_logceiling 1000
// PB_SV_LogNext [Number]
// The next serial number that PB will use to name a PB log file; this setting is automatically maintained by
// PunkBuster and is incremented after each map change by the Game Server as PB opens a new log file
pb_sv_lognext ""
// PB_SV_LogAddr [Address / Internet Hostname]
// Holds the address of the machine to which remote logging is sent (default is empty meaning the feature is not used)
pb_sv_logaddr ""
// PB_SV_LogPort [Port #]
// Holds the listen port of the machine to which remote logging is sent (default is 0 meaning the feature is not used)
pb_sv_logport ""
// PB_SV_LogUser [Username]
// Holds the username required to send logging output to a listening remote logging machine
pb_sv_loguser ""
// PB_SV_LogPw [Password]
// Holds the password required to send logging output to a listening remote logging machine
pb_sv_logpw ""
// PB_SV_LogSync [0=no, 1=yes]
// When set to 1 (default is 0), PB will name Game log files in accordance with PB log files using the same serial
// number system; Game log files will still be stored in the same location inside the game directory either way, but
// will have the same filename as the corresponding PB log file and both will be closed at the end of each map and a
// new log file will be opened
pb_sv_logsync 0
// ************************************************** ******************************
// HTTP SETTINGS
// ************************************************** ******************************
// PB_SV_HttpAddr [IP Address]
// The IP Address of the computer running the PunkBuster WebTool; if this setting is left empty ("" which is the
// default), then the WebTool will only operate properly when used with a web browser running on the same machine as
// PunkBuster itself (i.e. using 127.0.0.1 as the IP address)
//pb_sv_httpaddr "XX.XX.XXX.XXX"
// PB_SV_HttpPort [Port Number]
// The TCP port number used by the WebTool's http server; this setting defaults to 0 which means the WebTool is
// deactivated
//pb_sv_httpport "28960"
// PB_SV_HttpKey [Key (password) for WebTool use]
// The Key or Password used by the WebTool to limit access to its features; if this setting is left empty ("" which
// is the default), then the game server's rconpassword will be used instead; if both are empty, then the WebTool will
// not be usable at all
//pb_sv_httpkey "XXXXXX"
// PB_SV_HttpMaps [List of Maps]
// By default, this setting is empty which means that the standard official maps will be displayed in the 'change map'
// dropdown list inside the WebTool; if you wish to customize the entries in the dropdown, then use this setting to
// store the list of maps (each separated by a space)
//pb_sv_httpmaps "XXXXXXX"
// PB_SV_HttpRefresh [Number]
// The number of seconds between auto-refreshes of the Player List screen inside the WebTool; setting this to 999
// means that the page will not auto-refresh at all
//pb_sv_httprefresh "999"