Config files
arena_ctf.cfg113 lines · 2.7 KB// Sample Quake 4 Arena CTF Server Configuration File
// ---------------------------
// si_name
// ---------------------------
// name advertised to server browsers
si_name "Quake 4 Arena CTF Server"
// ---------------------------
// si_gametype
// ---------------------------
// gametype can be "DM", "Team DM", "Tourney", "CTF", "Arena CTF"
si_gameType "Arena CTF"
// ---------------------------
// net_serverDedicated
// ---------------------------
// type of server, dedicated or listen. Dedicated server
// recommended for anything other than small pick up games
net_serverDedicated 1
// ---------------------------
// si_maxPlayers
// ---------------------------
// maxPlayers, set appropriate to your upstream
si_maxPlayers 16
// ---------------------------
// si_minPlayers
// ---------------------------
// minPlayers, game will stay in warmup until at least this many
// players connect. Only valid if si_warmup 1
si_minPlayers 1
// ---------------------------
// si_warmup
// ---------------------------
// perform a match warmup
si_warmup 1
// ---------------------------
// si_countdown
// ---------------------------
// how many seconds the warmup->game countdown lasts
si_countdown 10
// ---------------------------
// net_serverMaxClientRate
// ---------------------------
// serverMaxClientRate - maximum data rate out to each client. Divide
// your out bandwidth by this value to figure out how many clients you
// can support
// net_serverMaxClientRate 16000
// ---------------------------
// si_mapCycle
// ---------------------------
// simple mapcycle, semicolon delimited list of maps to cycle through
// for more advanced map cycling that sets minplayers/gametype/etc see
// g_mapCycle
si_mapCycle "mp/q4ctf1;mp/q4ctf2;mp/q4ctf3;mp/q4ctf4;mp/q4ctf5"
// ---------------------------
// g_mapCycle
// ---------------------------
// advanced mapcycle, set this to the name of the .scriptcfg in
// q4base/ you want to use
// defaults to "mapcycle" to use q4base/mapcycle.scriptcfg
g_mapCycle ""
// ---------------------------
// si_captureLimit
// ---------------------------
// capture limit, in CTF and Arena CTF, the number of captures required
// to win the game
si_captureLimit 5
// ---------------------------
// si_timeLimit
// ---------------------------
// timelimit, in DM, Team DM, CTF, Arena CTF how long the match will
// last before ending. in tourney how long an individual round will
// last before ending.
si_timeLimit 30
// NOTE:
// if both timelimit and capturelimit is set, the game will end when
// either one is hit
// ---------------------------
// si_map
// ---------------------------
// map, the map to start on
si_map mp/q4ctf1
// start the server
spawnServer
ctf.cfg112 lines · 2.7 KB// Sample Quake 4 CTF Server Configuration File
// ---------------------------
// si_name
// ---------------------------
// name advertised to server browsers
si_name "Quake 4 CTF Server"
// ---------------------------
// si_gametype
// ---------------------------
// gametype can be "DM", "Team DM", "Tourney", "CTF", "Arena CTF"
si_gameType "CTF"
// ---------------------------
// net_serverDedicated
// ---------------------------
// type of server, dedicated or listen. Dedicated server
// recommended for anything other than small pick up games
net_serverDedicated 1
// ---------------------------
// si_maxPlayers
// ---------------------------
// maxPlayers, set appropriate to your upstream
si_maxPlayers 16
// ---------------------------
// si_minPlayers
// ---------------------------
// minPlayers, game will stay in warmup until at least this many
// players connect. Only valid if si_warmup 1
si_minPlayers 1
// ---------------------------
// si_warmup
// ---------------------------
// perform a match warmup
si_warmup 1
// ---------------------------
// si_countdown
// ---------------------------
// how many seconds the warmup->game countdown lasts
si_countdown 10
// ---------------------------
// net_serverMaxClientRate
// ---------------------------
// serverMaxClientRate - maximum data rate out to each client. Divide
// your out bandwidth by this value to figure out how many clients you
// can support
// net_serverMaxClientRate 16000
// ---------------------------
// si_mapCycle
// ---------------------------
// simple mapcycle, semicolon delimited list of maps to cycle through
// for more advanced map cycling that sets minplayers/gametype/etc see
// g_mapCycle
si_mapCycle "mp/q4ctf1;mp/q4ctf2;mp/q4ctf3;mp/q4ctf4;mp/q4ctf5"
// ---------------------------
// g_mapCycle
// ---------------------------
// advanced mapcycle, set this to the name of the .scriptcfg in
// q4base/ you want to use
// defaults to "mapcycle" to use q4base/mapcycle.scriptcfg
g_mapCycle ""
// ---------------------------
// si_captureLimit
// ---------------------------
// capture limit, in CTF and Arena CTF, the number of captures required
// to win the game
si_captureLimit 5
// ---------------------------
// si_timeLimit
// ---------------------------
// timelimit, in DM, Team DM, CTF, Arena CTF how long the match will
// last before ending. in tourney how long an individual round will
// last before ending.
si_timeLimit 30
// NOTE:
// if both timelimit and capturelimit is set, the game will end when
// either one is hit
// ---------------------------
// si_map
// ---------------------------
// map, the map to start on
si_map mp/q4ctf1
// start the server
spawnServerdm.cfg112 lines · 2.7 KB// Sample Quake 4 DM Server Configuration File
// ---------------------------
// si_name
// ---------------------------
// name advertised to server browsers
si_name "Quake 4 DM Server"
// ---------------------------
// si_gametype
// ---------------------------
// gametype can be "DM", "Team DM", "Tourney", "CTF", "Arena CTF"
si_gameType "DM"
// ---------------------------
// net_serverDedicated
// ---------------------------
// type of server, dedicated or listen. Dedicated server
// recommended for anything other than small pick up games
net_serverDedicated 1
// ---------------------------
// si_maxPlayers
// ---------------------------
// maxPlayers, set appropriate to your upstream
si_maxPlayers 16
// ---------------------------
// si_minPlayers
// ---------------------------
// minPlayers, game will stay in warmup until at least this many
// players connect. Only valid if si_warmup 1
si_minPlayers 1
// ---------------------------
// si_warmup
// ---------------------------
// perform a match warmup
si_warmup 1
// ---------------------------
// si_countdown
// ---------------------------
// how many seconds the warmup->game countdown lasts
si_countdown 10
// ---------------------------
// net_serverMaxClientRate
// ---------------------------
// serverMaxClientRate - maximum data rate out to each client. Divide
// your out bandwidth by this value to figure out how many clients you
// can support
// net_serverMaxClientRate 16000
// ---------------------------
// si_mapCycle
// ---------------------------
// simple mapcycle, semicolon delimited list of maps to cycle through
// for more advanced map cycling that sets minplayers/gametype/etc see
// g_mapCycle
si_mapCycle "mp/q4dm1;mp/q4dm2;mp/q4dm3;mp/q4dm4;mp/q4dm5;mp/q4dm6;mp/q4dm7;mp/q4dm8"
// ---------------------------
// g_mapCycle
// ---------------------------
// advanced mapcycle, set this to the name of the .scriptcfg in
// q4base/ you want to use
// defaults to "mapcycle" to use q4base/mapcycle.scriptcfg
g_mapCycle ""
// ---------------------------
// si_fragLimit
// ---------------------------
// fraglimit, in DM and Team DM number of frags required to win the
// game, in tourney the number of frags to win an individual round
si_fragLimit 30
// ---------------------------
// si_timeLimit
// ---------------------------
// timelimit, in DM, Team DM, CTF, Arena CTF how long the match will
// last before ending. in tourney how long an individual round will
// last before ending.
si_timeLimit 30
// NOTE:
// if both timelimit and fraglimit is set, the game will end when
// either one is hit
// ---------------------------
// si_map
// ---------------------------
// map, the map to start on
si_map mp/q4dm1
// start the server
spawnServerserver.cfg60 lines · 3.1 KB// General Server Settings
// sets the server name.
seta si_name "SERVERNAME"
// sets the remote console password for the server.
seta net_serverRemoteConsolePassword "ADMINPASSWORD"
// sets the server password.
seta g_password ""
// denotes if the server is password protected.
seta si_usePass "0"
// the number of players required before the round starts.
seta si_minPlayers "2"
// When this is enabled, the server will not allow any clients to connect if they have modified data files.
seta si_pure "1"
// Shows the server info.
seta serverInfo ""
// The maximum players that can join the server.
seta si_maxPlayers "16"
// Game Settings
seta si_gameType "DM" // Sets the type of game. Options are DM, Team DM, CTF, Arena CTF, or Tourney.
seta si_autobalance "1" // 1=on 0=off - when enabled this will autobalance player to each team.
seta si_shuffle "0" // 1=on 0=off - Shuffles the teams after each round. Only applicable to team games (TeamDM,CTF, ArenaCTF). Set to 1 to enable, 0 to disable.
seta si_spectators "1" // 1=on 0=off - Allows spectators when enabled or forces all connected clients to play.
seta si_teamDamage "0" // 1=on 0=off - when enabled teamates will be able to hurt each other.
seta si_warmup "1" // 1=on 0=off - when enabled this sets the server to ruin a warmup period before match play begins.
seta si_allowVoting "0" // 1=on 0=off - allows player voting.
seta g_spectatorChat "0" // 1=on 0=off - allows spectators to chat in-game.
seta si_useReady "0" // 1=on 0=off - Forces players to select "Ready" before starting a match.
seta si_weaponStay "0" // 1=on 0=off - With this enabled, players cannot pick up weapons if they already have them, and cannot get ammo from weapons, only ammo packs.
seta si_allowHitScanTint "0" // Enables custom railgun tinting color for players. Settings are as follows:
//0 - no tinting allowed
//1 - player hitscan tinting allowed in DM and NO hitscan tinting in team games
//2 - player hitscan tinting allowed in DM and use team-color hitscan tints in
//Team Games
seta si_fragLimit "100" // Sets the number of kills a player must get in order to win the round. When set to 0, there is no frag limit.
seta si_timeLimit "0" // Sets the round's time limit in minutes. When set to 0, there is no time limit.
seta si_tourneyLimit "3" // The number of times a tourney will use the same map before changing the map.
seta si_captureLimit "10" // The number of flag captures needed to win a CTF or ArenaCTF match.
//Rates
//seta net_clientMaxRate "16000"
//seta net_serverMaxClientRate "10000"
//Punkbuster Settings
seta sv_punkbuster "0" // 1=enabled 0=disabled
//Map Settings
//seta si_mapCycle "" // Creates a list of maps to cycle. It requires a semicolon-delimited list, such as "mp/q4dm1.map;mp/q4dm2.map;mp/q4dm2.map". It takes priority over the mapcycle.scriptcfg file.
seta si_map "mp/q4dm1.map" // sets the starting map
seta g_mapCycle "mapcycle" // Sets the server's map cycling script. Defaults to mapcycle.scriptcfg. This file is located in the Q4base directory.
//Game Modes - Execute game mode configs
//exec dm.cfg
//exec ctf.cfg
//exec teamdm.cfg
//exec tourney.cfg
// start the server
spawnServerteamdm.cfg112 lines · 2.7 KB// Sample Quake 4 Team DM Server Configuration File
// ---------------------------
// si_name
// ---------------------------
// name advertised to server browsers
si_name "Quake 4 Team DM Server"
// ---------------------------
// si_gametype
// ---------------------------
// gametype can be "DM", "Team DM", "Tourney", "CTF", "Arena CTF"
si_gameType "Team DM"
// ---------------------------
// net_serverDedicated
// ---------------------------
// type of server, dedicated or listen. Dedicated server
// recommended for anything other than small pick up games
net_serverDedicated 1
// ---------------------------
// si_maxPlayers
// ---------------------------
// maxPlayers, set appropriate to your upstream
si_maxPlayers 16
// ---------------------------
// si_minPlayers
// ---------------------------
// minPlayers, game will stay in warmup until at least this many
// players connect. Only valid if si_warmup 1
si_minPlayers 1
// ---------------------------
// si_warmup
// ---------------------------
// perform a match warmup
si_warmup 1
// ---------------------------
// si_countdown
// ---------------------------
// how many seconds the warmup->game countdown lasts
si_countdown 10
// ---------------------------
// net_serverMaxClientRate
// ---------------------------
// serverMaxClientRate - maximum data rate out to each client. Divide
// your out bandwidth by this value to figure out how many clients you
// can support
// net_serverMaxClientRate 16000
// ---------------------------
// si_mapCycle
// ---------------------------
// simple mapcycle, semicolon delimited list of maps to cycle through
// for more advanced map cycling that sets minplayers/gametype/etc see
// g_mapCycle
si_mapCycle "mp/q4dm1;mp/q4dm2;mp/q4dm3;mp/q4dm4;mp/q4dm5;mp/q4dm6;mp/q4dm7;mp/q4dm8;mp/q4dm9"
// ---------------------------
// g_mapCycle
// ---------------------------
// advanced mapcycle, set this to the name of the .scriptcfg in
// q4base/ you want to use
// defaults to "mapcycle" to use q4base/mapcycle.scriptcfg
g_mapCycle ""
// ---------------------------
// si_fragLimit
// ---------------------------
// fraglimit, in DM and Team DM number of frags required to win the
// game, in tourney the number of frags to win an individual round
si_fragLimit 50
// ---------------------------
// si_timeLimit
// ---------------------------
// timelimit, in DM, Team DM, CTF, Arena CTF how long the match will
// last before ending. in tourney how long an individual round will
// last before ending.
si_timeLimit 20
// NOTE:
// if both timelimit and fraglimit is set, the game will end when
// either one is hit
// ---------------------------
// si_map
// ---------------------------
// map, the map to start on
si_map mp/q4dm1
// start the server
spawnServertourney.cfg120 lines · 2.9 KB// Sample Quake 4 Tourney Server Configuration File
// ---------------------------
// si_name
// ---------------------------
// name advertised to server browsers
si_name "Quake 4 Tourney Server"
// ---------------------------
// si_gametype
// ---------------------------
// gametype can be "DM", "Team DM", "Tourney", "CTF", "Arena CTF"
si_gameType "Tourney"
// ---------------------------
// net_serverDedicated
// ---------------------------
// type of server, dedicated or listen. Dedicated server
// recommended for anything other than small pick up games
net_serverDedicated 1
// ---------------------------
// si_maxPlayers
// ---------------------------
// maxPlayers, set appropriate to your upstream
si_maxPlayers 16
// ---------------------------
// si_minPlayers
// ---------------------------
// minPlayers, game will stay in warmup until at least this many
// players connect. Only valid if si_warmup 1
si_minPlayers 1
// ---------------------------
// si_warmup
// ---------------------------
// perform a match warmup
si_warmup 1
// ---------------------------
// si_countdown
// ---------------------------
// how many seconds the warmup->game countdown lasts
si_countdown 10
// ---------------------------
// net_serverMaxClientRate
// ---------------------------
// serverMaxClientRate - maximum data rate out to each client. Divide
// your out bandwidth by this value to figure out how many clients you
// can support
// net_serverMaxClientRate 16000
// ---------------------------
// si_mapCycle
// ---------------------------
// simple mapcycle, semicolon delimited list of maps to cycle through
// for more advanced map cycling that sets minplayers/gametype/etc see
// g_mapCycle
si_mapCycle "mp/q4dm11v1;mp/q4dm3;mp/q4dm7"
// ---------------------------
// g_mapCycle
// ---------------------------
// advanced mapcycle, set this to the name of the .scriptcfg in
// q4base/ you want to use
// defaults to "mapcycle" to use q4base/mapcycle.scriptcfg
g_mapCycle ""
// ---------------------------
// si_fragLimit
// ---------------------------
// fraglimit, in DM and Team DM number of frags required to win the
// game, in tourney the number of frags to win an individual round
si_fragLimit 3
// ---------------------------
// si_timeLimit
// ---------------------------
// timelimit, in DM, Team DM, CTF, Arena CTF how long the match will
// last before ending. in tourney how long an individual round will
// last before ending.
si_timeLimit 3
// NOTE:
// if both timelimit and fraglimit is set, the game will end when
// either one is hit
// ---------------------------
// si_tourneyLimit
// ---------------------------
// tourney limit is how many times the tourney will run through before
// the mapcycle gets invoked
si_tourneyLimit 3
// ---------------------------
// si_map
// ---------------------------
// map, the map to start on
si_map mp/q4dm11v1
// start the server
spawnServerMore arena fps configs
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