Header
Excessive Plus is very customizable. You can create your very own personal settings, change the weapon behaviour, the gameplay, items, nearly everything to fit your needs.

You can also use the pre-made configurations inside the "conf/" directory.


To load these configurations use
/load <conf/yourconfig.cfg>

  // or if you are admin of a remote server

/rcon load <conf/yourconfig.cfg>

NOTICE: The following configurations are static and CANNOT be changed, to modify one of these you'll need to COPY or RENAME it!

Static: baseq3.cfg, default.cfg, excessive1.cfg, excessive2.cfg, excessive3.cfg, excessive4.cfg, excessive5.cfg, magnum.cfg and xp.cfg.





Configuration System


The basic format of the 'Configuration System' is
Topic {
  Key1: Value1
  Key2: Value2
  Key3: "Value 3"
}

Because white-space format does NOT matter, it's the same as
Topic{Key1:Value1;Key2:Value2;Key3:"Value 3"}

There are 3 comment types
// one line comment

# one line comment

/* 1, 2 lines,
       or
   more lines comment */

To execute console commands use
/kick allbots

  // or by using the backslash '\'

\addbot doom

You can also use simple if-else constructs
if ( g_gametype != 3 ) { // NOT team deathmatch
    Key1: 15;
    Key2: 25;
} else { // team deathmatch
    Key1: 5;
    Key2: 10;
}

// just the same..
if(g_gametype!=3){Key1:15;Key2:25}else{Key1:5;Key2:10}


// a bit more complex?
if ( g_gametype == 3 || g_gametype == 6 ) { // tdm or freeze tag
    g_quadFactor: 1;

    if ( timelimit >= 20 ) { // 20+ minutes
        Key1: 50;
    } else if ( timelimit >= 12 ) { // 12+ minutes but less than 20
        Key1: 35;
    } else { // less than 12 minutes
        Key1: 15;

        g_quadFactor: 3.5;
        /say ^1Quad Damage ^7is enabled because of the short timelimit!
    }
}

There is one special if construct to check if it is a warmup game or not
if ( warmup ) { // it's a warmup game
    Key1: 15;
    Key2: 25;
} else { // no it's regular
    Key1: 5;
    Key2: 10;
}


NOTICE: You DO NOT need to (re)set all available options, left out variables will be set to the default value! (default.cfg or scroll down)





Here is the 'default.cfg' with self-explaining comments of all available options
/* 'Configuration Name' here
 *
 * Add some
 * description here..
 **/


// Topic 'Config' is required
Config {
    Name: "Your example configuration";
    Date: "13 Feb 2004";
    Author: "Your Name <email@domain.tld>";
}


// Topic 'Misc' is optional
Misc {

   /* Unlagged Technology
    *
    * 0 - Disabled
    * 1 - Enabled
    **/
    Unlagged: 1;

   /* Excessive Physics
    *
    * Special physics for the excessive gameplay. Only the
    * movement physics are configurable, everything else is
    * either enabled (> 0) or disabled (= 0).
    *
    * This is NOT ProMode!
    *
    *  0 - Disabled
    *  1 - Forward Move
    *  2 - Forward and Side Move (ProMode 'alike')
    *  3 - Side Move
    **/
    Physics: 1;

   /* Player Solids (no player clips)
    *
    * 0 - Disabled
    * 1 - Enabled
    **/
    Solids: 0;



   /* Spawn Weapon (in-hand weapon)
    *
    *  0 - Last used
    *  1 - Gauntlet
    *  2 - Machinegun
    *  3 - Shotgun
    *  4 - Grenade Launcher
    *  5 - Rocket Launcher
    *  6 - Lightning Gun
    *  7 - Railgun
    *  8 - Plasma Gun
    *  9 - BFG
    * 10 - Grappling Hook
    **/
    Default Weapon: 0;

   /* Spawn Weapons (inventory weapons)
    *
    *    1 - Gauntlet         (*)
    *    2 - Machinegun       (*)
    *    4 - Shotgun          (*)
    *    8 - Grenade Launcher (*)
    *   16 - Rocket Launcher  (*)
    *   32 - Lightning Gun    (*)
    *   64 - Railgun          (*)
    *  128 - Plasma Gun       (*)
    *  256 - BFG              (*)
    *  512 - Grappling Hook
    *
    * Example: Machinegun + BFG + Railgun ->  2 + 256 + 64 = 322
    *   or as human readable 'Start Weapons: "2 + 256 + 64";'
    **/
    Start Weapons: 511;

   /* Spawn Powerups (only after first connect)
    *
    *   1 - Quad Damage
    *   2 - Battle Suit
    *   4 - Haste
    *   8 - Invisibility
    *  16 - Regeneration
    *  32 - Flight
    *
    * Example: Quad Damage + Haste ->  1 + 4 = 5
    *   or as human readable 'Start Powerups: "1 + 4";'
    **/
    Start Powerups: 0;

   /* Map Weapons
    *
    *    1 - Machinegun
    *    2 - Shotgun
    *    4 - Grenade Launcher
    *    8 - Rocket Launcher
    *   16 - Lightning Gun
    *   32 - Railgun
    *   64 - Plasma Gun
    *  128 - BFG
    *
    * Example: Shotgun + Plasma Gun ->  2 + 64 = 66
    *   or as human readable 'Weapons: "2 + 64";'
    **/
    Weapons: 0;

   /* Map Items
    *
    *    1 - Armor Shard  (*)
    *    2 - Armor Jacket
    *    4 - Armor Combat (*)
    *    8 - Armor Body   (*)
    *   16 - Health Small
    *   32 - Health
    *   64 - Health Large
    *  128 - Health Mega
    *  256 - Teleporter   (*)
    *  512 - Medkit       (*)
    *
    * Example: Armor Body + Health Mega ->  8 + 128 = 136
    *   or as human readable 'Items: "8 + 128";'
    **/
    Items: 781;

   /* Map Ammos
    *
    *    1 - Bullets
    *    2 - Shells
    *    4 - Grenades
    *    8 - Rockets
    *   16 - Lightning
    *   32 - Slugs
    *   64 - Cells
    *  128 - BFG
    *
    * Example: BFG + Shells + Slugs ->  128 + 2 + 32 = 162
    *   or as human readable 'Ammos: "128 + 2 + 32";'
    **/
    Ammos: 0;

   /* Map Powerups
    *
    *   1 - Quad Damage  (*)
    *   2 - Battle Suit  (*)
    *   4 - Haste        (*)
    *   8 - Invisibility (*)
    *  16 - Regeneration (*)
    *  32 - Flight       (*)
    *
    * Example: Flight + Quad Damge ->  32 + 1 = 33
    *   or as human readable 'Powerups: "32 + 1";'
    **/
    Powerups: 63;

   /* Drop Enable
    *
    * Allow specific types for /drop
    *
    *   1 - CTF Flag   (*)
    *   2 - Weapons    (*)
    *   4 - Ammos      (*)
    *   8 - Powerups   (*)
    *  16 - Holdables  (*)
    *  32 - Armor      (*)
    *  64 - Health     (*)
    *
    * Example: Weapons + Ammos + CTF Flag ->  2 + 4 + 1 = 7
    *   or as human readable 'Drop Enable: "2 + 4 + 1";'
    **/
    Drop Enable: 127;



   /* Weapon Switch Speed
    *
    *    0 - Default Weapon Switch Method
    * < -0 - Instant shot with ## milliseconds delay (ProMode like)
    * > +0 - Instant switch with ## milliseconds delay
    **/
    Switch Time: 1;

   /* Spawn Protection
    *
    *   0 - Disabled
    *  ## - ## seconds
    **/
    Spawn Protection: 2;

   /* Shootable Missiles
    *
    *  0 - Disabled
    *  1 - Enabled
    **/
    Destroyable Missiles: 0;

   /* Inactivity Protection
    *
    *   0 - Disabled
    *  ## - Force after ## seconds
    **/
    Inactivity Spectator: 180;

   /* Teleport Missiles thru Teleporters
    *
    *  0 - Disabled
    *  1 - Enabled
    **/
    Teleport Missiles: 0;

   /* Multiple Air-Jumps
    *
    *   0 - Disabled
    *  ## - Allow ## air-jumps
    **/
    Multi Jumps: 0;

   /* DM Flags
    *
    *   1 - No Self-Damage        (*)
    *   2 - No Falling-Damage
    *   4 - Infinite Health
    *   8 - Infinite Armor
    *  16 - Infinite Ammo
    *  32 - Drop Weapons on Death
    *  64 - Don't allow \drop
    *
    * Example: No Self-Damage + Infinite Ammo ->  1 + 16 = 17
    *   or as human readable 'DM Flags: "1 + 16";'
    **/
    DM Flags: 1;

   /* Gib Player on Death
    *
    *  0 - Disabled
    *  1 - Enabled
    **/
    Gib: 1;

   /* Corpse Life Time
    *
    *  ## - Stay for ## milliseconds
    **/
    Corpse Time: 5000;

   /* Respawn Time
    *
    *  ## - Respawn after ## milliseconds
    **/
    Respawn Time: 1700;

   /* Chat Protection
    *
    *   0 - Disabled
    *  ## - Activate Protection after ## seconds of chatting
    **/
    Chat Protection: 3;

   /* Mute Spectators
    *
    *  0 - Disabled
    *  1 - Enabled
    **/
    Mute Spectators: 0;



   /* Haste Factor
    *
    *  ## - Multiply speed by factor ##
    **/
    Haste Factor: 1.3;

   /* Regeneration Factor
    *
    *  ## - Regenerate ## Health
    **/
    Regen Factor: 50;

   /* Battle Suit Factor
    *
    *  ## - Protects ##% against Damage
    **/
    Battle Suit Factor: 0.5;

   /* Spawn Health
    *
    *  ## - Spawn with ## Health
    **/
    Health: 300;

   /* Health Soft Limit
    *
    *   0 - Use 'Health' value
    *  ## - Limit health at ## for regeneration/soft pickups
    **/
    Health Soft Limit: 0;

   /* Health Hard Limit
    *
    *   0 - Use 2 x 'Health' value
    *  ## - Limit the Health at ## points
    **/
    Health Hard Limit: 0;

   /* Health Regeneration
    *
    *   0 - Disabled
    *  ## - Regenerate Health each ## milliseconds
    **/
    Health Regen: 200;

   /* Health Regeneration Amount
    *
    *  ## - Regenerate ## Health
    **/
    Health Regen Amount: 1;


   /* Spawn Armor
    *
    *  ## - Spawn with ## Armor
    **/
    Armor: 0;

   /* Armor Soft Limit
    *
    *   0 - Use 'Health' value
    *  ## - Limit armor at ## for regeneration
    **/
    Armor Soft Limit: 0;

   /* Armor Hard Limit
    *
    *   0 - Use 2 x 'Health' value
    *  ## - Limit armor at ## points
    **/
    Armor Hard Limit: 0;

   /* Armor Regeneration
    *
    *   0 - Disabled
    *  ## - Regenerate Armor each ## milliseconds
    **/
    Armor Regen: 0;

   /* Armor Regeneration Amount
    *
    *  ## - Regenerate ## Armor
    **/
    Armor Regen Amount: 1;



    // Topic 'Armor System' is required
    Armor System {

       /* Armor System
        *
        *  0 - Regular VQ3 System
        *  1 - Quake I / CPMA System
        *  2 - Quake II System
        **/
        System: 0;

       /* Spawn Armor Quality (only if 'System > 0')
        *
        * Only if '(Spawn) Armor' is set!
        *
        *  'Green'  - Spawn with Green Armor (Jacket)
        *  'Yellow' - Spawn with Yellow Armor (Combat)
        *  'Red'    - Spawn with Red Armor (Body)
        **/
        Quality: "Green";

       /* Armor Green Limit (only if 'System > 0')
        *
        *  ## - Limits the Green Armor (Jacket) to ##
        **/
        Green Limit: 100;

       /* Armor Yellow Limit (only if 'System > 0')
        *
        *  ## - Limits the Yellow Armor (Combat) to ##
        **/
        Yellow Limit: 150;

       /* Armor Red Limit (only if 'System > 0')
        *
        *  ## - Limits the Red Armor (Body) to ##
        **/
        Red Limit: 200;

       /* Armor Green Quality (only if 'System > 0')
        *
        *  ## - Protects ##% against Damage when
        *       wearing the Green Armor (Jacket)
        **/
        Green Quality: 0.5;

       /* Armor Yellow Quality
        *
        * This is also for 'System 0' because
        * you always wear the Yellow Armor there.
        *
        *  ## - Protects ##% against Damage when
        *       wearing the Yellow Armor (Combat)
        **/
        Yellow Quality: 0.66;

       /* Armor Red Quality (only if 'System > 0')
        *
        *  ## - Protects ##% against Damage when
        *       wearing the Red Armor (Body)
        **/
        Red Quality: 0.75;
    }



    // Topic 'Anti Camp' is required
    Anti Camp {

       /* Anti Camp Protection
        *
        *   0 - Disabled
        *  ## - Allow camping for ## seconds
        **/
        Time: 0;

       /* Anti Camp Radius
        *
        *  ## - Radius for Camp Protection
        **/
        Radius: 500;

       /* Anti Camp Damage
        *
        *  ## - Give ## Damage every second
        **/
        Damage: 60;
    }



   /* Topic 'Team Red' is required
    *
    * Team specific settings.
    **/
    Team Red {
        Default Weapon: 0;
        Start Weapons: 0;
        Start Powerups: 0;
    }



   /* Topic 'Team Blue' is required
    *
    * Team specific settings.
    **/
    Team Blue {
        Default Weapon: 0;
        Start Weapons: 0;
        Start Powerups: 0;
    }



   /* Topic 'Protect the Leader' is required
    *
    * Protect the Leader specific settings.
    **/
    Protect the Leader {
        Default Weapon: 1;
        Start Weapons: 1;
        Start Powerups: 16;
    }
}


/* Topic 'Weapons' is optional
 *
 * There are several options available to tweak and
 * modify the weapons.
 *
 *
 * Sky
 *  0 - Missile/projectile do not explode at the sky/black box.
 *  1 - They explode/hit it.
 *
 * Ammo
 *  ## - Spawn with ## ammo for that weapon
 *       and limit the max ammo to ##.
 *
 * Cycle
 *  ## - Time that has to pass (in milliseconds) before you can
 *       reuse the weapon.
 *
 * Speed
 *  ## - Only for missiles. Missile moves with a speed of ##.
 *
 * Regen
 *   0 - No ammo regeneration.
 *  ## - Regenerate ammo each ## milliseconds.
 *
 * Damage
 *  ## - Cause ## damage on direct hit.
 *
 * Splash Damage
 *   0 - No splash damage.
 *  ## - Cause ## splash damage. Needs 'Radius'!
 *
 * Radius
 *   0 - No splash damage and no knockback.
 *  ## - Radius for splash damage.
 *
 * Self Damage
 *   0 - No self-damage for this weapon, even if self-damage
 *       is enabled in 'DM Flags'.
 *  ## - Cause ##% of damage.
 *
 * Knockback
 *    0 - No self-knockback.
 * < -0 - Direct self-knockback.
 * > +0 - Radial self-knockback. The far away the explosion
 *        the less your knockback.
 *
 * Weight
 *  ## - Weight of the weapon.
 *       Player Speed = Player Speed / Weapon Weight.
 *
 * Bounce
 *  ## - Bounce ## times before explode.
 *
 * Gravity
 *  0 - Disabled.
 *  1 - Only for missiles. Affect that missile by gravity (i.e. Grenades).
 *
 * Time to Live
 *  ## - Only for missiles. Missile explodes after ## milliseconds.
 **/
Weapons {

   /* Offhand Grapple
    *
    * This MUST be disabled to use the onhand Grapple!
    *
    *  0 - Disabled.
    *  1 - Enabled.
    *
    * Usage: /bind mouse2 +button5
    **/
    Offhand Grapple: 0;


    // Topic 'Grapple' is required
    Grapple {
        Cycle: 400;
        Damage: 300;
        Speed: 2000;

       /* Grapple Time
        *
        *   0 - Unlimited time.
        *  ## - Stay hooked for ## seconds.
        **/
        Time: 10;

       /* Grapple Pull-Speed
        *
        *  ## - Pull yourself with a speed of ##.
        **/
        Pull Speed: 800;

       /* Grapple Style
        *
        *  0 - Default Grapple.
        *  1 - New Grapple Physics (Rope).
        **/
        Style: 0;

        Gravity: 0;
        Sky: 0;
        Time to Live: 10000;
        Weight: 1.0;
    }


    // Topic 'Suicide' is required
    Suicide {
        Damage: 100;
        Radius: 100;

       /* Suicide Style
        *
        *  0 - Disabled.
        *  1 - Explosion on death.
        **/
        Style: 1;
    }


    // Topic 'Gauntlet' is required
    Gauntlet {
        Cycle: 400;
        Damage: 750;
        Weight: 1.0;
    }


    // Topic 'Machinegun' is required
    Machinegun {
        Ammo: 500;
        Cycle: 50;
        Damage: 45;
        Splash Damage: 0;
        Regen: 180;
        Radius: 0;
        Knockback: 0;

       /* Machinegun Spread
        *
        *  ## - Spread Factor.
        **/
        Spread: 200;

       /* Machinegun Radial Spread
        *
        *  0 - Quadratic Spread (old mods before 1.29).
        *  1 - Radial Spread.
        **/
        Radial: 1;

        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }


    // Topic 'Shotgun' is required
    Shotgun {
        Ammo: 50;
        Cycle: 500;
        Damage: 40;
        Splash Damage: 0;
        Regen: 2000;
        Radius: 0;
        Knockback: 0;

       /* Shotgun Spread
        *
        *  ## - Spread Factor.
        **/
        Spread: 700;

       /* Shotgun Radial Spread
        *
        *  0 - Quadratic Spread (default).
        *  1 - Radial Spread.
        **/
        Radial: 0;

       /* Shotgun Style
        *
        *  0 - Disabled.
        *  1 - Railgun Trails.
        **/
        Style: 1;

        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }


    // Topic 'Grenade Launcher' is required
    Grenade Launcher {
        Ammo: 50;
        Cycle: 400;
        Damage: 1000;
        Splash Damage: 200;
        Speed: 700;
        Regen: 1600;
        Radius: 200;
        Knockback: 0;

       /* Grenade Launcher Style
        *
        *  0 - Disabled.
        *  1 - Mines.
        **/
        Style: 1;

        Bounce: 0;
        Gravity: 0;
        Time to Live: 1000;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }


    // Topic 'Rocket Launcher' is required
    Rocket Launcher {
        Ammo: 100;
        Cycle: 100;
        Damage: 100;
        Splash Damage: 100;
        Speed: 900;
        Regen: 400;
        Radius: 120;
        Knockback: 0;

       /* Rocket Launcher Style
        *
        *  0 - Default.
        *  1 - Guided Rockets.
        *  2 - Homing Rockets.
        **/
        Style: 0;

        Bounce: 0;
        Gravity: 0;

       /* Rocket Launcher Homing Factor
        *
        *  ## - Homing Factor (requires 'Style 2').
        **/
        Homing Factor: 0.3;

        Time to Live: 15000;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }


    // Topic 'Lightning Gun' is required
    Lightning Gun {
        Ammo: 200;
        Cycle: 100;
        Damage: 70;
        Splash Damage: 70;
        Regen: 400;
        Radius: 75;
        Knockback: 0;

       /* Lightning Gun Range
        *
        *  ## - Beam length.
        **/
        Range: 768;

       /* Lightning Gun Style
        *
        *  0 - Disabled.
        *  1 - Explosion on end of beam.
        **/
        Style: 1;

       /* Lightning Gun Bounce
        *
        * THIS WILL CRASH ALL CLIENTS WITHOUT THE .PK3!
        **/
        Bounce: 0;

        Weight: 1.0;
        Sky: 1;
        Self Damage: 0.5;
    }


    // Topic 'Railgun' is required
    Railgun {
        Ammo: 100;
        Cycle: 100;
        Damage: 40;
        Splash Damage: 0;
        Regen: 400;
        Radius: 0;
        Knockback: 0;
        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }


    // Topic 'Plasma Gun' is required
    Plasma Gun {
        Ammo: 100;
        Cycle: 100;
        Damage: 60;
        Splash Damage: 60;
        Speed: 2000;
        Regen: 400;
        Radius: 30;
        Knockback: 0;

       /* Plasma Gun Style
        *
        *  0 - Disabled.
        *  1 - 3 Streams (Mr. Pants' Excessive).
        **/
        Style: 1;

        Bounce: 0;
        Gravity: 0;
        Time to Live: 10000;

       /* Plasma Gun Spread
        *
        *  ## - Spread Factor (only for 'Style 1').
        **/
        Spread: 300;

        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }


    // Topic 'BFG' is required
    BFG {
        Ammo: 60;
        Cycle: 800;
        Damage: 125;
        Splash Damage: 200;
        Speed: 2000;
        Regen: 3200;
        Radius: 80;
        Knockback: 0;

       /* BFG Style
        *
        *  0 - Disabled.
        *  1 - Explosion spawns Grenades (Mr. Pants' Excessive).
        *  2 - Explosion spawns Grenades (green explosion).
        *  3 - Explosion spawns Grenades (SoD MoD).
        **/
        Style: 1;

        Bounce: 0;
        Gravity: 0;
        Time to Live: 10000;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
    }
}


// Topic 'Items' is required
Items {

   /* Shootable Items
    *
    *  0 - Disabled.
    *  1 - Enabled.
    **/
    Shootable: 0;


    // Topic 'Replace' is required
    Replace {
        item_armor_shard: "";
        item_armor_jacket: "";
        item_armor_combat: "";
        item_armor_body: "";
        item_health_small: "";
        item_health: "";
        item_health_large: "";
        item_health_mega: "";

        item_quad: "";
        item_enviro: "";
        item_haste: "";
        item_invis: "";
        item_regen: "";
        item_flight: "";

        weapon_gauntlet: "";
        weapon_machinegun: "";
        weapon_shotgun: "";
        weapon_grenadelauncher: "";
        weapon_rocketlauncher: "";
        weapon_lightning: "";
        weapon_railgun: "";
        weapon_plasmagun: "";
        weapon_bfg: "";

        ammo_bullets: "";
        ammo_shells: "";
        ammo_grenades: "";
        ammo_rockets: "";
        ammo_lightning: "";
        ammo_slugs: "";
        ammo_cells: "";
        ammo_bfg: "";

        holdable_teleporter: "";
        holdable_medkit: "";
    }


    // Topic 'Respawn' is required
    Respawn {
        item_armor_shard: 25;
        item_armor_jacket: 25;
        item_armor_combat: 25;
        item_armor_body: 25;
        item_health_small: 35;
        item_health: 35;
        item_health_large: 35;
        item_health_mega: 35;

        item_quad: 120;
        item_enviro: 120;
        item_haste: 120;
        item_invis: 120;
        item_regen: 120;
        item_flight: 120;

        weapon_gauntlet: 5;
        weapon_machinegun: 5;
        weapon_shotgun: 5;
        weapon_grenadelauncher: 5;
        weapon_rocketlauncher: 5;
        weapon_lightning: 5;
        weapon_railgun: 5;
        weapon_plasmagun: 5;
        weapon_bfg: 5;

        ammo_bullets: 40;
        ammo_shells: 40;
        ammo_grenades: 40;
        ammo_rockets: 40;
        ammo_lightning: 40;
        ammo_slugs: 40;
        ammo_cells: 40;
        ammo_bfg: 40;

        holdable_teleporter: 60;
        holdable_medkit: 60;

        // The maximum of all 3 will be used
        team_CTF_redflag: 30;
        team_CTF_blueflag: 30;
        team_CTF_neutralflag: 30;
    }

    // Topic 'Amount' is required
    Amount {
        item_armor_shard: 5;
        item_armor_jacket: 25;
        item_armor_combat: 50;
        item_armor_body: 100;
        item_health_small: 5;
        item_health: 25;
        item_health_large: 50;
        item_health_mega: 100;

        item_quad: 30;
        item_enviro: 30;
        item_haste: 30;
        item_invis: 30;
        item_regen: 30;
        item_flight: 60;

        weapon_machinegun: 40;
        weapon_shotgun: 10;
        weapon_grenadelauncher: 10;
        weapon_rocketlauncher: 10;
        weapon_lightning: 100;
        weapon_railgun: 10;
        weapon_plasmagun: 50;
        weapon_bfg: 20;

        ammo_bullets: 50;
        ammo_shells: 10;
        ammo_grenades: 5;
        ammo_rockets: 5;
        ammo_lightning: 60;
        ammo_slugs: 10;
        ammo_cells: 30;
        ammo_bfg: 15;

        holdable_teleporter: 60;
        holdable_medkit: 60;
    }
}