Halo 3 Infection Game Type Options

These options, values and descriptions were captured from the Halo 3 custom game editor.

This determines how many players begin the round as Zombies.
 * initial zombie count

The non-percentage options (1-15) specify a number of Zombies at the start. Since the range goes up to 15 instead of 16, it may be presumed that at least one player will start the game as non-Zombie. Using a value of 15 would probably start the game with just one uninfected player.


 * 25% - 25% of players will start the round as Zombies.
 * 50% - 50% of players will start the round as Zombies.
 * 1 - A single vile Zombie will menace players when the round begins.
 * 2 - 2 players will start the round as Zombies.
 * 3 - 3 players will start the round as Zombies.
 * 4 - 4 players will start the round as Zombies.
 * 5 - 5 players will start the round as Zombies.
 * 6 - 6 players will start the round as Zombies.
 * 7 - 7 players will start the round as Zombies.
 * 8 - 8 players will start the round as Zombies.
 * 9 - 9 players will start the round as Zombies.
 * 10 - 10 players will start the round as Zombies.
 * 11 - 11 players will start the round as Zombies.
 * 12 - 12 players will start the round as Zombies.
 * 13 - 13 players will start the round as Zombies.
 * 14 - 14 players will start the round as Zombies.
 * 15 - 15 players will start the round as Zombies.

Infections Settings
Additional settings specific to infection games.

scoring
These settings control how points are scored. Range from -10 to 10.
 * zombie kill points - This determines how many points a player earns for killing a zombie.

Range from -10 to 10.
 * infection points - This determines how many points a Zombie earns for killing and infecting an enemy.

Range from -10 to 10.
 * last man standing bonus - This determines how many bonus points a player earns when becoming the last non-Zombie alive.

Range from -10 to 10.
 * suicide points - This determines how many points a player earns, or loses, when suicide is the cause of death.

Range from -10 to 10.
 * betrayal points - This determines how many points a player earns, or loses, for betraying a teammate.

zombie traits
These traits apply to zombies.

shields and health
these traits modify shield strength and resistance to damage.
 * damage resistance - This determines how much resistance the player has to damage. Higher numbers make the player tougher.
 * unchanged
 * 10%
 * 50%
 * 90%
 * 100% (normal)
 * 110%
 * 150%
 * 200%
 * 300%
 * 500%
 * 1000%
 * 2000%
 * invulnerable - The player is invulnerable to most forms of damage.


 * shield multiplier - This determines how high a player's shields can recharge.
 * unchanged
 * no shields - The players shields are disabled.
 * normal shields
 * 2x overshields
 * 3x overshields
 * 4x overshields


 * shield recharge rate - This determines how fast the player's shields recharge or if they decay over time.
 * unchanged
 * -25% (decay) - The player's shields rapidly grow weaker.
 * -10% (decay) - The player's shields grow weaker over time.
 * -5% (decay) - The player's shields grow weaker very slowly over time.
 * 0% (no recharge) - The player's shields do not recharge.
 * 50% (slower)
 * 90% (slower)
 * 100% (normal)
 * 110% (faster)
 * 200% (faster) - The player's shields recharge twice as fast.


 * shield vampirism - When a player inflicts damage on another player, the former's own shields recharge.
 * unchanged
 * disabled
 * 10% leech - The player's shields receive 10% of the damage inflicted on another player.
 * 25% leech - The player's shields receive 25% of the damage inflicted on another player.
 * 50% leech - The player's shields receive 50% of the damage inflicted on another player.
 * 100% leech - The player's shields receive 100% of the damage inflicted on another player.


 * immune to headshots - If enabled, the player is immune to headshots.
 * unchanged
 * enabled
 * disabled

weapons and damage
These traits modify a player's weapons and how much damage they inflict.
 * damage modifier - This determines how much more, or less, damage a player does.
 * unchanged
 * 0% - The player can deal no damage, only glare and think angry thoughts.
 * 25% - The player only does 25% as much damage as normal.
 * 50%
 * 75%
 * 90%
 * 100% - The player does normal damage
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%
 * instant kill% - anyone the player damages is instantly killed, even if the player is invulnerable.


 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * grenade count - This indicates how many grenades the player starts with.
 * unchanged
 * map default
 * none


 * grenade regeneration - If enabled, the player's grenades regenerate over time.
 * unchanged
 * enabled
 * disabled


 * infinite ammo - If enabled, the player has infinite ammo but will still need to reload.
 * unchanged
 * enabled
 * disabled


 * weapon pickup - If disabled, the player cannot pick up weapons, grenades or equipment.
 * unchanged
 * enabled
 * disabled

movement
These traits modify how a player moves and uses vehicles.
 * player speed - This determines how much faster, or slower, the player moves.
 * unchanged
 * 25% - The player moves at 25% of normal speed
 * 50% - The player moves at 50% of normal speed
 * 75% - The player moves at 75% of normal speed
 * 90% - The player moves at 90% of normal speed
 * 100% - The player moves at normal speed
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%


 * player gravity - This indicates how much gravity affects the player.
 * unchanged
 * 50% - Gravity is at 50%, making the player lighter.
 * 75% - Gravity is at 75%, making the player lighter.
 * 100% - Gravity affects the player normally.
 * 150% - Gravity is at 150%, making the player heavier.
 * 150% - Gravity is at 200%, making the player heavier.


 * vehicle use - This indicates which seats a player can enter.
 * unchanged
 * none - The player may not use any vehicles, even turrets.
 * passenger only - The player may only ride in a passenger seat.
 * full use - The player may use vehicles normally.

sensors
These traits affect a player's sensors.
 * motion tracker mode - this determines what mode the player's motion sensor operates in.
 * unchanged
 * off
 * allies only - The player's motion sensor only shows teammates who are moving.
 * normal mode - The player's motion sensor shows teammates and enemies who are moving.
 * enhanced mode - The player's motion sensor shows teammates and enemies at all times.


 * motion tracker range - This indicates the distance at which the player's motion sensor can detect movement.
 * unchanged
 * 10 meters - The motion sensor range is reduced to 10 meters.
 * 25 meters - The motion sensor operates normally, out to 25 meters.
 * 75 meters - The motion sensor ranged is increased to 75 meters.
 * 150 meters - The motion sensor ranged is increased to 150 meters.

appearance
These traits affect the player's appearance.
 * active camo - This provides Active Camo for the player.
 * unchanged
 * off - Active camo is disabled.
 * poor camo - The player has camouflage that might fool a Grunt.
 * good camo - The player has camouflage the will fool an attentive Elite.


 * waypoint - If enabled, a waypoint will be placed over the player.
 * unchanged
 * no waypoint - No special waypoint is associated with the player.
 * visible to allies - The player has a waypoint that is visible to teammates.
 * visible to everyone - The player has a waypoint that is visible to teammates and enemies


 * forced color - A color selected which overrides the player's team color.
 * unchanged
 * off
 * red
 * blue
 * green
 * orange
 * purple
 * gold
 * brown
 * pink
 * white
 * black
 * zombie

alpha zombie traits
These traits apply to players who start the round as Zombies. These override Zombie traits.

shields and health
these traits modify shield strength and resistance to damage.
 * damage resistance - This determines how much resistance the player has to damage. Higher numbers make the player tougher.
 * unchanged
 * 10%
 * 50%
 * 90%
 * 100% (normal)
 * 110%
 * 150%
 * 200%
 * 300%
 * 500%
 * 1000%
 * 2000%
 * invulnerable - The player is invulnerable to most forms of damage.


 * shield multiplier - This determines how high a player's shields can recharge.
 * unchanged
 * no shields - The players shields are disabled.
 * normal shields
 * 2x overshields
 * 3x overshields
 * 4x overshields


 * shield recharge rate - This determines how fast the player's shields recharge or if they decay over time.
 * unchanged
 * -25% (decay) - The player's shields rapidly grow weaker.
 * -10% (decay) - The player's shields grow weaker over time.
 * -5% (decay) - The player's shields grow weaker very slowly over time.
 * 0% (no recharge) - The player's shields do not recharge.
 * 50% (slower)
 * 90% (slower)
 * 100% (normal)
 * 110% (faster)
 * 200% (faster) - The player's shields recharge twice as fast.


 * shield vampirism - When a player inflicts damage on another player, the former's own shields recharge.
 * unchanged
 * disabled
 * 10% leech - The player's shields receive 10% of the damage inflicted on another player.
 * 25% leech - The player's shields receive 25% of the damage inflicted on another player.
 * 50% leech - The player's shields receive 50% of the damage inflicted on another player.
 * 100% leech - The player's shields receive 100% of the damage inflicted on another player.


 * immune to headshots - If enabled, the player is immune to headshots.
 * unchanged
 * enabled
 * disabled

weapons and damage
These traits modify a player's weapons and how much damage they inflict.
 * damage modifier - This determines how much more, or less, damage a player does.
 * unchanged
 * 0% - The player can deal no damage, only glare and think angry thoughts.
 * 25% - The player only does 25% as much damage as normal.
 * 50%
 * 75%
 * 90%
 * 100% - The player does normal damage
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%
 * instant kill% - anyone the player damages is instantly killed, even if the player is invulnerable.


 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * grenade count - This indicates how many grenades the player starts with.
 * unchanged
 * map default
 * none


 * grenade regeneration - If enabled, the player's grenades regenerate over time.
 * unchanged
 * enabled
 * disabled


 * infinite ammo - If enabled, the player has infinite ammo but will still need to reload.
 * unchanged
 * enabled
 * disabled


 * weapon pickup - If disabled, the player cannot pick up weapons, grenades or equipment.
 * unchanged
 * enabled
 * disabled

movement
These traits modify how a player moves and uses vehicles.
 * player speed - This determines how much faster, or slower, the player moves.
 * unchanged
 * 25% - The player moves at 25% of normal speed
 * 50% - The player moves at 50% of normal speed
 * 75% - The player moves at 75% of normal speed
 * 90% - The player moves at 90% of normal speed
 * 100% - The player moves at normal speed
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%


 * player gravity - This indicates how much gravity affects the player.
 * unchanged
 * 50% - Gravity is at 50%, making the player lighter.
 * 75% - Gravity is at 75%, making the player lighter.
 * 100% - Gravity affects the player normally.
 * 150% - Gravity is at 150%, making the player heavier.
 * 150% - Gravity is at 200%, making the player heavier.


 * vehicle use - This indicates which seats a player can enter.
 * unchanged
 * none - The player may not use any vehicles, even turrets.
 * passenger only - The player may only ride in a passenger seat.
 * full use - The player may use vehicles normally.

sensors
These traits affect a player's sensors.
 * motion tracker mode - this determines what mode the player's motion sensor operates in.
 * unchanged
 * off
 * allies only - The player's motion sensor only shows teammates who are moving.
 * normal mode - The player's motion sensor shows teammates and enemies who are moving.
 * enhanced mode - The player's motion sensor shows teammates and enemies at all times.


 * motion tracker range - This indicates the distance at which the player's motion sensor can detect movement.
 * unchanged
 * 10 meters - The motion sensor range is reduced to 10 meters.
 * 25 meters - The motion sensor operates normally, out to 25 meters.
 * 75 meters - The motion sensor ranged is increased to 75 meters.
 * 150 meters - The motion sensor ranged is increased to 150 meters.

appearance
These traits affect the player's appearance.
 * active camo - This provides Active Camo for the player.
 * unchanged
 * off - Active camo is disabled.
 * poor camo - The player has camouflage that might fool a Grunt.
 * good camo - The player has camouflage the will fool an attentive Elite.


 * waypoint - If enabled, a waypoint will be placed over the player.
 * unchanged
 * no waypoint - No special waypoint is associated with the player.
 * visible to allies - The player has a waypoint that is visible to teammates.
 * visible to everyone - The player has a waypoint that is visible to teammates and enemies


 * forced color - A color selected which overrides the player's team color.
 * unchanged
 * off
 * red
 * blue
 * green
 * orange
 * purple
 * gold
 * brown
 * pink
 * white
 * black
 * zombie

last man traits
These traits apply to the last non-Zombie player alive.

shields and health
these traits modify shield strength and resistance to damage.
 * damage resistance - This determines how much resistance the player has to damage. Higher numbers make the player tougher.
 * unchanged
 * 10%
 * 50%
 * 90%
 * 100% (normal)
 * 110%
 * 150%
 * 200%
 * 300%
 * 500%
 * 1000%
 * 2000%
 * invulnerable - The player is invulnerable to most forms of damage.


 * shield multiplier - This determines how high a player's shields can recharge.
 * unchanged
 * no shields - The players shields are disabled.
 * normal shields
 * 2x overshields
 * 3x overshields
 * 4x overshields


 * shield recharge rate - This determines how fast the player's shields recharge or if they decay over time.
 * unchanged
 * -25% (decay) - The player's shields rapidly grow weaker.
 * -10% (decay) - The player's shields grow weaker over time.
 * -5% (decay) - The player's shields grow weaker very slowly over time.
 * 0% (no recharge) - The player's shields do not recharge.
 * 50% (slower)
 * 90% (slower)
 * 100% (normal)
 * 110% (faster)
 * 200% (faster) - The player's shields recharge twice as fast.


 * shield vampirism - When a player inflicts damage on another player, the former's own shields recharge.
 * unchanged
 * disabled
 * 10% leech - The player's shields receive 10% of the damage inflicted on another player.
 * 25% leech - The player's shields receive 25% of the damage inflicted on another player.
 * 50% leech - The player's shields receive 50% of the damage inflicted on another player.
 * 100% leech - The player's shields receive 100% of the damage inflicted on another player.


 * immune to headshots - If enabled, the player is immune to headshots.
 * unchanged
 * enabled
 * disabled

weapons and damage
These traits modify a player's weapons and how much damage they inflict.
 * damage modifier - This determines how much more, or less, damage a player does.
 * unchanged
 * 0% - The player can deal no damage, only glare and think angry thoughts.
 * 25% - The player only does 25% as much damage as normal.
 * 50%
 * 75%
 * 90%
 * 100% - The player does normal damage
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%
 * instant kill% - anyone the player damages is instantly killed, even if the player is invulnerable.


 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * grenade count - This indicates how many grenades the player starts with.
 * unchanged
 * map default
 * none


 * grenade regeneration - If enabled, the player's grenades regenerate over time.
 * unchanged
 * enabled
 * disabled


 * infinite ammo - If enabled, the player has infinite ammo but will still need to reload.
 * unchanged
 * enabled
 * disabled


 * weapon pickup - If disabled, the player cannot pick up weapons, grenades or equipment.
 * unchanged
 * enabled
 * disabled

movement
These traits modify how a player moves and uses vehicles.
 * player speed - This determines how much faster, or slower, the player moves.
 * unchanged
 * 25% - The player moves at 25% of normal speed
 * 50% - The player moves at 50% of normal speed
 * 75% - The player moves at 75% of normal speed
 * 90% - The player moves at 90% of normal speed
 * 100% - The player moves at normal speed
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%


 * player gravity - This indicates how much gravity affects the player.
 * unchanged
 * 50% - Gravity is at 50%, making the player lighter.
 * 75% - Gravity is at 75%, making the player lighter.
 * 100% - Gravity affects the player normally.
 * 150% - Gravity is at 150%, making the player heavier.
 * 150% - Gravity is at 200%, making the player heavier.


 * vehicle use - This indicates which seats a player can enter.
 * unchanged
 * none - The player may not use any vehicles, even turrets.
 * passenger only - The player may only ride in a passenger seat.
 * full use - The player may use vehicles normally.

sensors
These traits affect a player's sensors.
 * motion tracker mode - this determines what mode the player's motion sensor operates in.
 * unchanged
 * off
 * allies only - The player's motion sensor only shows teammates who are moving.
 * normal mode - The player's motion sensor shows teammates and enemies who are moving.
 * enhanced mode - The player's motion sensor shows teammates and enemies at all times.


 * motion tracker range - This indicates the distance at which the player's motion sensor can detect movement.
 * unchanged
 * 10 meters - The motion sensor range is reduced to 10 meters.
 * 25 meters - The motion sensor operates normally, out to 25 meters.
 * 75 meters - The motion sensor ranged is increased to 75 meters.
 * 150 meters - The motion sensor ranged is increased to 150 meters.

appearance
These traits affect the player's appearance.
 * active camo - This provides Active Camo for the player.
 * unchanged
 * off - Active camo is disabled.
 * poor camo - The player has camouflage that might fool a Grunt.
 * good camo - The player has camouflage the will fool an attentive Elite.


 * waypoint - If enabled, a waypoint will be placed over the player.
 * unchanged
 * no waypoint - No special waypoint is associated with the player.
 * visible to allies - The player has a waypoint that is visible to teammates.
 * visible to everyone - The player has a waypoint that is visible to teammates and enemies


 * forced color - A color selected which overrides the player's team color.
 * unchanged
 * off
 * red
 * blue
 * green
 * orange
 * purple
 * gold
 * brown
 * pink
 * white
 * black
 * zombie

weapons and vehicles
these settings control the players weapons and objects on the map.
 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * weapons on map - Replace weapons on the map with specialty sets.
 * map default - The default weapons will be placed on the map.
 * assault rifles
 * duals - Weapons on the map will be replaced with dual wieldable weapons.
 * gravity hammers
 * spartan lasers
 * rocket launchers
 * shotguns
 * sniper rifles
 * energy swords
 * random - Weapons on the map will be replaced with random weapons
 * no power weapons - No power weapons like shotguns and rocket launchers will be placed on the map.
 * no snipers - No powerful long range sniping weapons will be placed on the map.
 * no weapons - No weapons will be placed on the map.


 * grenades on map - Enables or disables the placement of grenades on the map.
 * map default
 * none - Grenades will not be placed on the map.


 * vehicle set - Enables or disables certain vehicles on the map.
 * map default
 * all vehicles
 * no air craft
 * no tanks
 * no light ground
 * aircraft only
 * tanks only
 * light ground only
 * mongooses only
 * no vehicles - No vehicles will be present on the map.


 * indestructible vehicles - If enabled, vehicles are indestructible.
 * enabled
 * disabled

custom powerup traits
This determines which abilities are given by Custom powerups and for how long.
 * duration.
 * 10 seconds
 * 15 seconds
 * 30 seconds
 * 60 seconds
 * 90 seconds
 * none - these traits are disabled.

shields and health
these traits modify shield strength and resistance to damage.
 * damage resistance - This determines how much resistance the player has to damage. Higher numbers make the player tougher.
 * unchanged
 * 10%
 * 50%
 * 90%
 * 100% (normal)
 * 110%
 * 150%
 * 200%
 * 300%
 * 500%
 * 1000%
 * 2000%
 * invulnerable - The player is invulnerable to most forms of damage.


 * shield multiplier - This determines how high a player's shields can recharge.
 * unchanged
 * no shields - The players shields are disabled.
 * normal shields
 * 2x overshields
 * 3x overshields
 * 4x overshields


 * shield recharge rate - This determines how fast the player's shields recharge or if they decay over time.
 * unchanged
 * -25% (decay) - The player's shields rapidly grow weaker.
 * -10% (decay) - The player's shields grow weaker over time.
 * -5% (decay) - The player's shields grow weaker very slowly over time.
 * 0% (no recharge) - The player's shields do not recharge.
 * 50% (slower)
 * 90% (slower)
 * 100% (normal)
 * 110% (faster)
 * 200% (faster) - The player's shields recharge twice as fast.


 * shield vampirism - When a player inflicts damage on another player, the former's own shields recharge.
 * unchanged
 * disabled
 * 10% leech - The player's shields receive 10% of the damage inflicted on another player.
 * 25% leech - The player's shields receive 25% of the damage inflicted on another player.
 * 50% leech - The player's shields receive 50% of the damage inflicted on another player.
 * 100% leech - The player's shields receive 100% of the damage inflicted on another player.


 * immune to headshots - If enabled, the player is immune to headshots.
 * unchanged
 * enabled
 * disabled

weapons and damage
These traits modify a player's weapons and how much damage they inflict.
 * damage modifier - This determines how much more, or less, damage a player does.
 * unchanged
 * 0% - The player can deal no damage, only glare and think angry thoughts.
 * 25% - The player only does 25% as much damage as normal.
 * 50%
 * 75%
 * 90%
 * 100% - The player does normal damage
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%
 * instant kill% - anyone the player damages is instantly killed, even if the player is invulnerable.


 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * grenade count - This indicates how many grenades the player starts with.
 * unchanged
 * map default
 * none


 * grenade regeneration - If enabled, the player's grenades regenerate over time.
 * unchanged
 * enabled
 * disabled


 * infinite ammo - If enabled, the player has infinite ammo but will still need to reload.
 * unchanged
 * enabled
 * disabled


 * weapon pickup - If disabled, the player cannot pick up weapons, grenades or equipment.
 * unchanged
 * enabled
 * disabled

movement
These traits modify how a player moves and uses vehicles.
 * player speed - This determines how much faster, or slower, the player moves.
 * unchanged
 * 25% - The player moves at 25% of normal speed
 * 50% - The player moves at 50% of normal speed
 * 75% - The player moves at 75% of normal speed
 * 90% - The player moves at 90% of normal speed
 * 100% - The player moves at normal speed
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%


 * player gravity - This indicates how much gravity affects the player.
 * unchanged
 * 50% - Gravity is at 50%, making the player lighter.
 * 75% - Gravity is at 75%, making the player lighter.
 * 100% - Gravity affects the player normally.
 * 150% - Gravity is at 150%, making the player heavier.
 * 150% - Gravity is at 200%, making the player heavier.


 * vehicle use - This indicates which seats a player can enter.
 * unchanged
 * none - The player may not use any vehicles, even turrets.
 * passenger only - The player may only ride in a passenger seat.
 * full use - The player may use vehicles normally.

sensors
These traits affect a player's sensors.
 * motion tracker mode - this determines what mode the player's motion sensor operates in.
 * unchanged
 * off
 * allies only - The player's motion sensor only shows teammates who are moving.
 * normal mode - The player's motion sensor shows teammates and enemies who are moving.
 * enhanced mode - The player's motion sensor shows teammates and enemies at all times.


 * motion tracker range - This indicates the distance at which the player's motion sensor can detect movement.
 * unchanged
 * 10 meters - The motion sensor range is reduced to 10 meters.
 * 25 meters - The motion sensor operates normally, out to 25 meters.
 * 75 meters - The motion sensor ranged is increased to 75 meters.
 * 150 meters - The motion sensor ranged is increased to 150 meters.

appearance
These traits affect the player's appearance.
 * active camo - This provides Active Camo for the player.
 * unchanged
 * off - Active camo is disabled.
 * poor camo - The player has camouflage that might fool a Grunt.
 * good camo - The player has camouflage the will fool an attentive Elite.


 * waypoint - If enabled, a waypoint will be placed over the player.
 * unchanged
 * no waypoint - No special waypoint is associated with the player.
 * visible to allies - The player has a waypoint that is visible to teammates.
 * visible to everyone - The player has a waypoint that is visible to teammates and enemies


 * forced color - A color selected which overrides the player's team color.
 * unchanged
 * off
 * red
 * blue
 * green
 * orange
 * purple
 * gold
 * brown
 * pink
 * white
 * black
 * zombie

general settings
These setting are common to all game types. Range from 1 to 10.
 * number of rounds - This determines how many rounds are in a game.


 * time limit - This determines how long the rounds last, excluding Sudden Death or early wins.
 * no limit - Rounds are unlimited and will not end until someone wins.
 * 2 minutes
 * 3 minutes
 * 4 minutes
 * 5 minutes
 * 6 minutes
 * 7 minutes
 * 8 minutes
 * 9 minutes
 * 10 minutes
 * 12 minutes
 * 15 minutes
 * 20 minutes
 * 30 minutes
 * 45 minutes
 * 60 minutes

shields and health
these traits modify shield strength and resistance to damage.
 * damage resistance - This determines how much resistance the player has to damage. Higher numbers make the player tougher.
 * unchanged
 * 10%
 * 50%
 * 90%
 * 100% (normal)
 * 110%
 * 150%
 * 200%
 * 300%
 * 500%
 * 1000%
 * 2000%
 * invulnerable - The player is invulnerable to most forms of damage.


 * shield multiplier - This determines how high a player's shields can recharge.
 * unchanged
 * no shields - The players shields are disabled.
 * normal shields
 * 2x overshields
 * 3x overshields
 * 4x overshields


 * shield recharge rate - This determines how fast the player's shields recharge or if they decay over time.
 * unchanged
 * -25% (decay) - The player's shields rapidly grow weaker.
 * -10% (decay) - The player's shields grow weaker over time.
 * -5% (decay) - The player's shields grow weaker very slowly over time.
 * 0% (no recharge) - The player's shields do not recharge.
 * 50% (slower)
 * 90% (slower)
 * 100% (normal)
 * 110% (faster)
 * 200% (faster) - The player's shields recharge twice as fast.


 * shield vampirism - When a player inflicts damage on another player, the former's own shields recharge.
 * unchanged
 * disabled
 * 10% leech - The player's shields receive 10% of the damage inflicted on another player.
 * 25% leech - The player's shields receive 25% of the damage inflicted on another player.
 * 50% leech - The player's shields receive 50% of the damage inflicted on another player.
 * 100% leech - The player's shields receive 100% of the damage inflicted on another player.


 * immune to headshots - If enabled, the player is immune to headshots.
 * unchanged
 * enabled
 * disabled

weapons and damage
These traits modify a player's weapons and how much damage they inflict.
 * damage modifier - This determines how much more, or less, damage a player does.
 * unchanged
 * 0% - The player can deal no damage, only glare and think angry thoughts.
 * 25% - The player only does 25% as much damage as normal.
 * 50%
 * 75%
 * 90%
 * 100% - The player does normal damage
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%
 * instant kill% - anyone the player damages is instantly killed, even if the player is invulnerable.


 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * grenade count - This indicates how many grenades the player starts with.
 * unchanged
 * map default
 * none


 * grenade regeneration - If enabled, the player's grenades regenerate over time.
 * unchanged
 * enabled
 * disabled


 * infinite ammo - If enabled, the player has infinite ammo but will still need to reload.
 * unchanged
 * enabled
 * disabled


 * weapon pickup - If disabled, the player cannot pick up weapons, grenades or equipment.
 * unchanged
 * enabled
 * disabled

movement
These traits modify how a player moves and uses vehicles.
 * player speed - This determines how much faster, or slower, the player moves.
 * unchanged
 * 25% - The player moves at 25% of normal speed
 * 50% - The player moves at 50% of normal speed
 * 75% - The player moves at 75% of normal speed
 * 90% - The player moves at 90% of normal speed
 * 100% - The player moves at normal speed
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%


 * player gravity - This indicates how much gravity affects the player.
 * unchanged
 * 50% - Gravity is at 50%, making the player lighter.
 * 75% - Gravity is at 75%, making the player lighter.
 * 100% - Gravity affects the player normally.
 * 150% - Gravity is at 150%, making the player heavier.
 * 150% - Gravity is at 200%, making the player heavier.


 * vehicle use - This indicates which seats a player can enter.
 * unchanged
 * none - The player may not use any vehicles, even turrets.
 * passenger only - The player may only ride in a passenger seat.
 * full use - The player may use vehicles normally.

sensors
These traits affect a player's sensors.
 * motion tracker mode - this determines what mode the player's motion sensor operates in.
 * unchanged
 * off
 * allies only - The player's motion sensor only shows teammates who are moving.
 * normal mode - The player's motion sensor shows teammates and enemies who are moving.
 * enhanced mode - The player's motion sensor shows teammates and enemies at all times.


 * motion tracker range - This indicates the distance at which the player's motion sensor can detect movement.
 * unchanged
 * 10 meters - The motion sensor range is reduced to 10 meters.
 * 25 meters - The motion sensor operates normally, out to 25 meters.
 * 75 meters - The motion sensor ranged is increased to 75 meters.
 * 150 meters - The motion sensor ranged is increased to 150 meters.

appearance
These traits affect the player's appearance.
 * active camo - This provides Active Camo for the player.
 * unchanged
 * off - Active camo is disabled.
 * poor camo - The player has camouflage that might fool a Grunt.
 * good camo - The player has camouflage the will fool an attentive Elite.


 * waypoint - If enabled, a waypoint will be placed over the player.
 * unchanged
 * no waypoint - No special waypoint is associated with the player.
 * visible to allies - The player has a waypoint that is visible to teammates.
 * visible to everyone - The player has a waypoint that is visible to teammates and enemies.


 * forced color - A color selected which overrides the player's team color.
 * unchanged
 * off
 * red
 * blue
 * green
 * orange
 * purple
 * gold
 * brown
 * pink
 * white
 * black
 * zombie

respawn settings
These traits affect players respawning.
 * respawn time - This determines how long a dead player waits to respawn.
 * 3 seconds
 * 4 seconds
 * 5 seconds
 * 10 seconds
 * 15 seconds
 * 20 seconds
 * 25 seconds
 * 30 seconds
 * 45 seconds
 * 60 seconds
 * 90 seconds
 * 2 minutes
 * 3 minutes


 * suicide penalty - When a player commits suicide, this penalty is added to the player's next respawn.
 * none
 * 3 seconds
 * 5 seconds
 * 10 seconds
 * 15 seconds
 * 20 seconds
 * 30 seconds
 * 60 seconds
 * 2 minutes
 * 3 minutes - A penalty of 3 minutes is added. Wow, that's harsh.


 * betrayal penalty - When a player betrays a teammate, this penalty is added to the player's next respawn.
 * none
 * 3 seconds
 * 5 seconds
 * 10 seconds
 * 15 seconds
 * 20 seconds
 * 30 seconds
 * 60 seconds
 * 2 minutes
 * 3 minutes - A penalty of 3 minutes is added. Wow, that's harsh.


 * lives per round - This determines how many times a player may die before no longer respawning normally.
 * unlimited - The player may die an unlimited number of deaths.

Range from 1 to 10.

advanced respawn settings
These are more specialized respawn settings.

respawn modifiers
These settings further modify respawning.
 * synchronize with team - If enabled, the player will respawn at the same time as dead teammates.
 * disabled - Players respan independently of one another.
 * enabled - Players respawn times will synchronize so that they respawn with each other.


 * respawn time growth - Every time you die, your respawn time increases, but killing enemies decreases it.
 * disabled
 * 2 seconds - Deaths increase your respawn time by 2 seconds.
 * 3 seconds - Deaths increase your respawn time by 3 seconds.
 * 5 seconds - Deaths increase your respawn time by 5 seconds.
 * 10 seconds - Deaths increase your respawn time by 10 seconds.
 * 15 seconds - Deaths increase your respawn time by 15 seconds.


 * respawn on kills - If enabled, the player kills allows dead teammates to respawn, even if they are out of lives.
 * enabled
 * disabled

Respawn traits
These traits are applied to a player for a short time after respawning. This will override all other traits.
 * duration - Duration determines how long the player is given these traits.
 * none - These traits are disabled.
 * 1 second
 * 2 seconds
 * 3 seconds
 * 4 seconds
 * 5 seconds
 * 10 seconds
 * 15 seconds
 * 30 seconds
 * 60 seconds

shields and health
these traits modify shield strength and resistance to damage.
 * damage resistance - This determines how much resistance the player has to damage. Higher numbers make the player tougher.
 * unchanged
 * 10%
 * 50%
 * 90%
 * 100% (normal)
 * 110%
 * 150%
 * 200%
 * 300%
 * 500%
 * 1000%
 * 2000%
 * invulnerable - The player is invulnerable to most forms of damage.


 * shield multiplier - This determines how high a player's shields can recharge.
 * unchanged
 * no shields - The players shields are disabled.
 * normal shields
 * 2x overshields
 * 3x overshields
 * 4x overshields


 * shield recharge rate - This determines how fast the player's shields recharge or if they decay over time.
 * unchanged
 * -25% (decay) - The player's shields rapidly grow weaker.
 * -10% (decay) - The player's shields grow weaker over time.
 * -5% (decay) - The player's shields grow weaker very slowly over time.
 * 0% (no recharge) - The player's shields do not recharge.
 * 50% (slower)
 * 90% (slower)
 * 100% (normal)
 * 110% (faster)
 * 200% (faster) - The player's shields recharge twice as fast.


 * shield vampirism - When a player inflicts damage on another player, the former's own shields recharge.
 * unchanged
 * disabled
 * 10% leech - The player's shields receive 10% of the damage inflicted on another player.
 * 25% leech - The player's shields receive 25% of the damage inflicted on another player.
 * 50% leech - The player's shields receive 50% of the damage inflicted on another player.
 * 100% leech - The player's shields receive 100% of the damage inflicted on another player.


 * immune to headshots - If enabled, the player is immune to headshots.
 * unchanged
 * enabled
 * disabled

weapons and damage
These traits modify a player's weapons and how much damage they inflict.
 * damage modifier - This determines how much more, or less, damage a player does.
 * unchanged
 * 0% - The player can deal no damage, only glare and think angry thoughts.
 * 25% - The player only does 25% as much damage as normal.
 * 50%
 * 75%
 * 90%
 * 100% - The player does normal damage
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%
 * instant kill% - Anyone the player damages is instantly killed, even if the player is invulnerable.


 * primary weapon - This is the carried weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random


 * secondary weapon - This is the backpack weapon when the player is spawned.
 * unchanged
 * map default
 * assault rifle
 * battle rifle
 * brute shot
 * gravity hammer
 * magnum
 * needler
 * plasma pistol
 * rocket launcher
 * shotgun
 * smg
 * sniper rifle
 * spartan laser
 * energy sword
 * random
 * none


 * grenade count - This indicates how many grenades the player starts with.
 * unchanged
 * map default
 * none


 * grenade regeneration - If enabled, the player's grenades regenerate over time.
 * unchanged
 * enabled
 * disabled


 * infinite ammo - If enabled, the player has infinite ammo but will still need to reload.
 * unchanged
 * enabled
 * disabled


 * weapon pickup - If disabled, the player cannot pick up weapons, grenades or equipment.
 * unchanged
 * enabled
 * disabled

movement
These traits modify how a player moves and uses vehicles.
 * player speed - This determines how much faster, or slower, the player moves.
 * unchanged
 * 25% - The player moves at 25% of normal speed.
 * 50% - The player moves at 50% of normal speed.
 * 75% - The player moves at 75% of normal speed.
 * 90% - The player moves at 90% of normal speed.
 * 100% - The player moves at normal speed.
 * 110%
 * 125%
 * 150%
 * 200%
 * 300%


 * player gravity - This indicates how much gravity affects the player.
 * unchanged
 * 50% - Gravity is at 50%, making the player lighter.
 * 75% - Gravity is at 75%, making the player lighter.
 * 100% - Gravity affects the player normally.
 * 150% - Gravity is at 150%, making the player heavier.
 * 150% - Gravity is at 200%, making the player heavier.


 * vehicle use - This indicates which seats a player can enter.
 * unchanged
 * none - The player may not use any vehicles, even turrets.
 * passenger only - The player may only ride in a passenger seat.
 * full use - The player may use vehicles normally.

sensors
These traits affect a player's sensors.
 * motion tracker mode - this determines what mode the player's motion sensor operates in.
 * unchanged
 * off
 * allies only - The player's motion sensor only shows teammates who are moving.
 * normal mode - The player's motion sensor shows teammates and enemies who are moving.
 * enhanced mode - The player's motion sensor shows teammates and enemies at all times.


 * motion tracker range - This indicates the distance at which the player's motion sensor can detect movement.
 * unchanged
 * 10 meters - The motion sensor range is reduced to 10 meters.
 * 25 meters - The motion sensor operates normally, out to 25 meters.
 * 75 meters - The motion sensor ranged is increased to 75 meters.
 * 150 meters - The motion sensor ranged is increased to 150 meters.

appearance
These traits affect the player's appearance.
 * active camo - This provides Active Camo for the player.
 * unchanged
 * off - Active camo is disabled.
 * poor camo - The player has camouflage that might fool a Grunt.
 * good camo - The player has camouflage the will fool an attentive Elite.


 * waypoint - If enabled, a waypoint will be placed over the player.
 * unchanged
 * no waypoint - No special waypoint is associated with the player.
 * visible to allies - The player has a waypoint that is visible to teammates.
 * visible to everyone - The player has a waypoint that is visible to teammates and enemies


 * forced color - A color selected which overrides the player's team color.
 * unchanged
 * off
 * red
 * blue
 * green
 * orange
 * purple
 * gold
 * brown
 * pink
 * white
 * black
 * zombie


 * team changing
 * allowed
 * not allowed


 * friendly fire - If enabled, players may damage their teammates. Remember kids, friendly fire isn't.
 * enabled
 * disabled


 * betrayal booting - If enabled, players who are betrayed by a teammate are given the option to boot that teammate.
 * enabled
 * disabled