* "g_ctf_disable" Default: 0 Set this to 1 in order to disable Capture-The-Flag mode. If the map running is a dm map, then it will run in Round-Based-Match mode. If the map running is an obj map, then it will begin a standard objective game. * "g_ctf_pointlimit" Default: 4 This sets the number of points a team must score in order to win a round. If time runs out before the point limit is reached, then the team with the most points will be the winner. Setting this to 0 will allow the round to continue until time runs out, then determine a winner. Use the standard 'roundlimit' cvar to control the length of the round. The default round time is 12 minutes. * "g_ctf_suddendeath" Default: 5 If time runs out and the score is tied, a sudden death round will begin. The next team to score will win the round. Set this option to the number of minutes the sudden death round should last. If the sudden death round ends with the score still tied, then a 'final' sudden death round will occur (see below). Setting this to 0 will start a final sudden death round immediately. * "g_ctf_fsuddendeath" Default: 3 If time runs out in sudden death, then a final sudden death round will begin. This is the same as sudden death except that respawning will be disabled. The next team to score or kill all of the enemy team will win the round. Set this option to the number of minutes the final sudden death round should last. If the final sudden death round ends with the score still tied and players still alive, then a draw will occur. Setting this to 0 will force a draw immediately. * "g_ctf_alliedbase" Default: map-specific Set this in order to change the location of the allied base. The format is as follows: "<x-coord> <y-coord> <z-coord> <angle>". For example, a value of "297 -2115 -22.62 180" will place the allied base at ( 297 -2115 -22.62 ) and it will be facing at an angle of 180. You will most likely want to set this for a specific map. See the section on "Map-Specific Customization" for instructions on how to do this. * "g_ctf_axisbase" Default: map-specific Set this in order to change the location of the axis base. The format is the same as 'alliedbase'. * "g_ctf_returnboth" Default: 0 Set this to 1 in order to require a team to bring both flags to their own base in order to score a point. When set to 0, they only have to bring the enemy team's flag to their own base to score. * "g_ctf_countdown" Default: 15 This sets the number of seconds a team must hold the flags at their base in order to score a point. Setting this to 0 will cause them to instantly score when the flags are brought home. Setting this to a large value will give the opposing team a chance to re-capture their flag and prevent a score. The scoring team will have to guard their base well in order to hold off the opposing team. Set this to a small value to make scoring easy. * "g_ctf_capturepress" Default: 20 This sets the duration of the button press for capturing a flag from the enemy's base (in tenths of a second). Setting this to -1 means that a button press is not required- you can walk up to the flag and capture it immediately. Set this to a large value to make it difficult to capture a flag from an enemy team's base. A player will have to stand in front of the base while pressing the button and be vulnerable to attack. This allows snipers to guard a base. Setting to zero is not recommended-- it will be too easy for the opposing team to re-capture their flag and prevent a score. * "g_ctf_returnpress" Default: 15 This sets the duration of the button press for returning a flag to home base (in tenths of a second). Setting this to -1 means a button press is not required- simply walk up to the spot where the flag should go and it will attach to the base immediately. Set this to a large value to make it difficult to return a flag to home base, and keep the snipers happy. * "g_ctf_drophold" Default: -1 This sets how long a player must hold the 'use' key in order to drop a flag (in tenths of a second). Setting this to -1 will disable intentional flag dropping. Setting this to a value of 20 would enable flag dropping, and require a player to hold the use key for 2 seconds in order to drop it. This would allow players to intentionally hide a flag from the opposing team, or allow a player to hand off their flag to a teammate. * "g_ctf_friendlyreturn" Default: 7 This determines how much time (in seconds) after a player captures their own team's flag that it will return automatically to their own base. Setting this to 0 will cause the flag to immediately return home. Setting this to -1 means that the flag will not return home. Setting this to a large value means that a player needs to stay alive for awhile after they pick up their team's flag in order for it to return to home base. Disabling flag return by setting to -1 will allow a team to hide their own flag by having a teammate carry the flag and hide somewhere. * "g_ctf_groundreturn" Default: 25 This determines how much time (in seconds) after a flag sits on the ground that it will automatically return to its base. Setting this to 0 will cause the flag to immediately return home. Setting this to -1 means that the flag will not return home. Setting this to a large value will give a team the chance to recapture a flag and continue their progress if their flag carrier drops the flag by being killed. Setting this to 0 would mean that the flag carrier must stay alive during the entire journey back to home base. Setting to -1 is not recommended-- the flag could potentially be lost somewhere for the remainder of the round. * "g_ctf_dropdelay" Default: 20 This sets the amount of time (in tenths of a second) after a flag is dropped that it cannot be picked up by any player. The flag will be semi-transparent while it is disabled. Set this to a large value to lengthen the amount of time players will fight over a flag once its dropped. Setting to 0 is not recommended and may make certain functions not work. * "g_ctf_announce" Default: "dropped atbase" This setting controls the announcing of the flag positions for given events. The format is the list of events in which to announce the flag position. The possible events are: "captured" -- Announce the flag position when a player picks up a flag. When not set, the position will be a generic 'Axis/Allied Player' "dropped" -- Announce the flag position when the flag is on the ground. When not set, the position will be 'Ground' "atbase" -- Announce the flag position when the flag is at a team's base. When not set, the position will be 'Axis/Allied Base' "abbr" -- Include this option to announce the flag positions in abbreviated format. "none" -- Set the cvar to "none" to disable all flag position announcements. Note that flag positions will only be announced for maps that have a map description set up (currently mohdm2, mohdm4, and mohdm6). If a map doesn't have a description available then you will only get the generic announcements. Setting these options will keep the game moving forward by showing players where the flags are. * "g_ctf_announcefreq" Default: 8 If announcing the flag position when "captured" is enabled, this setting controls the frequency that the flag position is updated. Set to the number of seconds between updates of the flag position. If set to 0, then only the position at the spot of capture will be announced. Setting this to a small value will make it impossible for the flag carrier to hide or stay alive. Set this to a large value to give them a chance but not allow them to completely hide.
So you would add "roundlimit: 5" to the above line.// You can use the generic "g_mef_settings" for setting common gametype
// settings, such as "timelimit", "roundlimit", or "mef_team_spawn_interval".
// You can also put the general freeze tag related settings in here so that
// they affect all freeze tag based gametypes, or the ctf settings so they
// would affect both CTF and FTCTF.
// This example sets the timelimit to 30 and fraglimit to 5 for all gametypes.
set g_mef_settings "timelimit: 30 fraglimit: 5"
set g_mef_settings "timelimit: 30 fraglimit: 5 roundlimit: 5"