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EF 1 Voting System
Just like Quake 3 EF does utilize a voting system, which allows players to call votes for game type, maps and kicking players. This does however require the server to allow that. Especially when using a map cycle, it is recommended to not allow voting, as after a map vote, the map cycle will not continue on its own.
To activate voting on the server, set g_allowvote
to 1
, which is the default.
After that, the principle is always the same. callvote [command]
calls for a vote, whereas [command]
can be one of the following list:
map_restart
: either restart the current map without new loading, or (if a previous vote or map cycle set it) load the next map.nextmap
: Sets the next map. When the current round is finished, the map set by this command will be started.map [mapname]
: Switches directly to the map given by[mapname]
.kick [playername]
: Asks whether the player with the nick defined by[playername]
should be kicked from the server.clientkick [number]
: Same askick
, just this time with the players number[number]
. To get the number of a player, use/serverstatus
.g_gametype [number]
: Switch the game type, e. g. from DM to CTF. The change will take effect only after a changing the current map. See also section Game Types on this subject.
All changes will only take effect, when there were at least 50% of the participants voting for yes. The player calling the vote counts as a vote as well. In order to vote, you have to use the command vote
, followed either by yes
or no
. By default, vote yes
is bound to F1 while vote no
is bound to F2.
If you are playing with no other human players on a server (so alone or only bot players besides you), then votes are always passed. While the score board is shown between maps (intermission), votes cannot be called for.