// Send a file formated like this as the only command line argument to the
// spring executable.  All players must get the exact same file except
// MyPlayerNum, HostIP, SourcePort, PLAYER\CountryCode, PLAYER\Rank,
// and possibly TEAM\AIDLL.

// Since december 2007 the restrictions on player/team/allyteam numbering are
// loosened:

// Players and teams must be in the same order on each client, but the
// numbering does not need to be consecutive, or even identical on each client:
// the sequences of players/teams/allyteams may contain gaps.

// For example, one may define NumPlayers=2 and add a PLAYER10 and PLAYER14
// section to the script, and Spring will automatically compress this
// internally to PLAYER0 and PLAYER1. Same applies to teams and allyteams.

// The used numbers must be lower than the maximum number of those sections.
// At the time of this writing this is: 32/17/17 for players/teams/allyteams
// respectively.

[GAME]
{
	Mapname=;           //with .smf extension
	Gametype=xtape.sd7; //the primary mod archive
	Scriptname=Commanders;
	StartMetal=1000;
	StartEnergy=1000;
	MaxUnits=500;       // per team
	StartPosType=x;     // 0 fixed, 1 random, 2 choose in game, 3 choose before game (see StartPosX)
	GameMode=x;         // 0 cmdr dead->game continues, 1 cmdr dead->game ends, 2 lineage
	LimitDgun=0;        // limit dgun to fixed radius around startpos?
	DiminishingMMs=0;   // diminish metal maker's metal production for every new one of them?
	DisableMapDamage=0; // disable map craters?
	GhostedBuildings=1; // ghost enemy buildings after losing los on them
	NoHelperAIs=0;      // are GroupAIs and other helper AIs allowed?
	LuaGaia=1;          // Use LuaGaia?
	LuaRules=1;         // Use LuaRules?

	MaxSpeed=3;         // speed limits at game start
	MinSpeed=0.3;

	Demofile=demo.sdf;  // if set this game is a multiplayer demo replay
	Savefile=save.ssf;  // if set this game is a continuation of a saved game

	HostIP=xxx.xxx.xxx.xxx;
	HostPort=xxx;       // usually 8452
	SourcePort=0;       // set this if you want a different source port (as client)

	MyPlayerNum=x;      //only variable that should vary between different players

	NumPlayers=x;
	NumTeams=y;
	NumAllyTeams=z;

	// a player (player 0 is the host)
	[PLAYER0]
	{
		Name=name;
		Spectator=0;
		Team=number;
		IsFromDemo=0;   // use only in combination with Demofile (see above)
		CountryCode=;   // country of the player, if known (nl/de/it etc.)
		Rank=-1;
	}
	//more players

	// players in this will share the same units (start with one commander etc)
	[TEAM0]
	{
		TeamLeader=x;   // player number that is the "leader"
		AllyTeam=number;
		RgbColor=red green blue;  // red green blue in range [0-1]
		Side=Arm/Core;  // other sides possible with user mods i suppose
		Handicap=0-100; // Percent bonus on all resources collected ?
		StartPosX=0;    // Use these in combination with StartPosType=3
		StartPosZ=0;    // range is in map coordinates as returned by unitsync (NOT like StartRectTop et al)
		AiDLL=file;     // If this line exists the team will have a global ai loaded from
		// the file, the teamleader field indicates which computer the ai will run on.
	}
	//more teams

	// teams in ally team share los etc and cant break alliance, every team must be in exactly one ally team
	[ALLYTEAM0]
	{
		NumAllies=0;
		Ally0=(AllyTeam number); //means that this team is allied with the other, not necesarily the reverse

		StartRectTop=0;    // Use these in combination with StartPosType=2
		StartRectLeft=0;   //   (ie. select in map)
		StartRectBottom=1; // range is 0-1: 0 is left or top edge,
		StartRectRight=1;  //   1 is right or bottom edge
	}
	//more ally teams

	//something for selecting which unit files to disable or restrict

	NumRestrictions=xx;

	[RESTRICT]
	{
		Unit0=armah;
		Limit0=0;       // use 0 for all units that should be completely disabled
		Unit1=corvp;
		Limit1=50;      // >0 can be used for limiting, like build restrictions in TA
		//...
	}
}
