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SoF2 Server Round, Respawn and Team Settings

Set the pace of your Soldier of Fortune II server: time and score limits, round timing, wave respawns, spawn protection, team balance and spectators.

Updated 3 min read Servers and hosting

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A Soldier of Fortune II server’s pace is set by a handful of settings: timelimit and scorelimit end the match, g_roundtimelimit, g_roundjointime and g_roundstartdelay shape each round in round-based modes, g_respawnInterval and g_respawnInvulnerability control respawning, and g_teamForceBalance keeps teams even. This guide explains each, with example values for public and match servers.

Match length

Match settings
CVARWhat it doesDefaultRecommended
timelimitMatch time limit in minutes. 0 = no time limit.0β€”
scorelimitScore required to win the match. 0 = no score limit.20β€”
g_warmupDuration of the warmup period in seconds before a match begins.20β€”

The match ends at whichever limit is reached first. 0 turns a limit off. g_warmup gives players time to join before a match starts. Set it to 0 to start straight away.

Rounds

These apply to round-based game types, such as Infiltration and Elimination, where players don’t respawn until the next round:

Round settings
CVARWhat it doesDefaultRecommended
g_roundtimelimitTime limit per round in minutes. 0 = no round time limit.5β€”
g_roundjointimeSeconds at the start of a round during which late-joining players can enter without waiting.5β€”
g_roundstartdelayDelay in seconds before a round begins after the join window closes.5β€”
g_timeextensionSeconds of overtime added when a team is close to winning at the end of a round.15β€”
g_suddenDeathEnables sudden death when the round is tied at time expiry.1β€”
  • g_roundtimelimit is in minutes. Five suits most maps. Large maps may need more.
  • g_roundjointime is the window, in seconds, in which players joining a round that has just started still spawn. A few seconds is fair. Longer, and players can join once they’ve seen how the round is going.
  • g_roundstartdelay is a pause before the round starts, for players to get ready.

How Elimination plays is covered in the Elimination guide.

Respawning

In modes where players respawn, such as Deathmatch, Team Deathmatch and Capture the Flag:

Respawn settings
CVARWhat it doesDefaultRecommended
g_respawnIntervalTime in seconds between player respawn waves (wave respawn mode).15β€”
g_respawnInvulnerabilitySeconds of spawn protection granted to a player immediately after respawning.5β€”
  • Wave respawns (g_respawnInterval) bring dead players back together every so many seconds, instead of one by one. Waves reward teams that attack together, and give defenders a short breather after a big fight.
  • Spawn protection (g_respawnInvulnerability) stops spawn-killing. Five seconds is enough to move to cover. Much longer, and players use it to attack while they can’t be hurt.

Teams

Team settings
CVARWhat it doesDefaultRecommended
g_teamAutoJoinAutomatically places new players into a team when they connect.0β€”
g_teamForceBalancePrevents players from joining a team that already has more players.0β€”
g_maxGameClientsMaximum number of clients that can be actively playing (not spectating).0β€”

g_teamForceBalance 1 stops players joining the bigger team, which is the simplest way to keep public games fair. g_teamAutoJoin 1 puts new players straight on a team, which helps new players who don’t know the team menu (N), but stops friends choosing to play together.

Spectators and the dead

Spectator settings
CVARWhat it doesDefaultRecommended
g_followEnemyAllows dead players to spectate enemy players.1β€”
g_forceFollowForces spectators to follow an active player rather than using free camera.0β€”
g_inactivitySeconds of inactivity before a player is moved to spectator.180β€”
g_timeouttospecSeconds of inactivity before an idle player is moved to spectator.15β€”

For fair play in round-based modes, set g_followEnemy 0, so dead players can only watch their own team and can’t pass on where the enemy is. g_forceFollow 1 also stops dead players flying around the map in free camera.

Example settings

Public Infiltration or Elimination server

seta g_gametype "inf"
seta timelimit "30"
seta scorelimit "0"
seta g_roundtimelimit "5"
seta g_roundjointime "5"
seta g_roundstartdelay "5"
seta g_teamForceBalance "1"
seta g_teamAutoJoin "0"
seta g_followEnemy "0"
seta g_inactivity "180"

Public Capture the Flag server

seta g_gametype "ctf"
seta timelimit "20"
seta scorelimit "10"
seta g_respawnInterval "10"
seta g_respawnInvulnerability "5"
seta gt_flagReturnTime "30"
seta g_teamForceBalance "1"

Clan match (scrim) server

seta g_warmup "0"
seta g_teamForceBalance "0"
seta g_teamAutoJoin "0"
seta g_followEnemy "0"
seta g_forceFollow "1"
seta g_allowVote "0"
seta g_inactivity "0"

Match servers usually turn off balancing (each clan picks its side), voting and idle kicks, and set a password so only the two teams join. See server.cfg explained and clans and clan wars.

Applying changes

Put the settings in your server.cfg. Most take effect from the next map, so after editing, reload the config and restart the map through rcon: /rcon exec server.cfg, then /rcon map_restart. Commands are covered in admin commands.

Frequently asked questions

How do I change the round time on a SoF2 server?

Set g_roundtimelimit in minutes, for example seta g_roundtimelimit "6", in your server.cfg.

How do I stop spawn killing on my SoF2 server?

Keep spawn protection on with g_respawnInvulnerability, 5 seconds by default.

How do I force balanced teams?

Set g_teamForceBalance 1. Players can then only join the smaller team.

Can dead players see the enemy team?

Only if g_followEnemy is 1, the default. Set it to 0 so the dead can only watch their own team.

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