From c50facf487fe3cd660033942c22ee214f5709861 Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Sat, 18 Jul 2020 20:30:02 +0700 Subject: [PATCH] Removed unrelated config file --- config/AcediaFixes.ini | 255 ----------------------------------------- 1 file changed, 255 deletions(-) delete mode 100644 config/AcediaFixes.ini diff --git a/config/AcediaFixes.ini b/config/AcediaFixes.ini deleted file mode 100644 index 4ce7e15..0000000 --- a/config/AcediaFixes.ini +++ /dev/null @@ -1,255 +0,0 @@ -[AcediaFixes.FixDualiesCost] -; This feature fixes several issues, related to the selling price of both -; single and dual pistols, all originating from the existence of dual weapons. -; Most notable issue is the ability to "print" money by buying and -; selling pistols in a certain way. -; -; Fix only works with vanilla pistols, as it's unpredictable what -; custom ones can do and they can handle these issues on their own -; in a better way. -autoEnable=true -; Some issues involve possible decrease in pistols' price and -; don't lead to the exploit, but are still bugs and require fixing. -; If you have a Deagle in your inventory and then get another one -; (by either buying or picking it off the ground) - the price of resulting -; dual pistols will be set to the price of the last deagle, -; like the first one wasn't worth anything at all. -; In particular this means that (prices are off-perk for more clarity): -; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of -; the cost (+750 do$h), you lose 250 do$h; -; 2. If you first buy a deagle (-500 do$h), then buy -; the second one (-500 do$h) and then sell them, you'll only get -; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h; -; 3. So if you already have bought a deagle (-500 do$h), -; you can get a more expensive weapon by doing a stupid thing -; and first selling your Deagle (+375 do$h), -; then buying dual deagles (-1000 do$h). -; If you sell them after that, you'll gain 75% of the cost of -; dual deagles (+750 do$h), leaving you with losing only 375 do$h. -; Of course, situations described above are only relevant if you're planning -; to sell your weapons at some point and most players won't even -; notice these issues. -; But such an oversight still shouldn't exist in a game and we fix it by -; setting sell value of dualies as a sum of values of each pistol. -; Yet, fixing this issue leads to players having more expensive -; (while fairly priced) weapons than on vanilla, technically making -; the game easier. And some people might object to having that in -; a whitelisted bug-fixing feature. -; These people are, without a question, complete degenerates. -; But making mods for only non-mentally challenged isn't inclusive. -; So we add this option. -; Set it to 'false' if you only want to fix ammo printing -; and leave the rest of the bullshit as-is. -allowSellValueIncrease=true - - -[AcediaFixes.FixAmmoSelling] -; This feature addressed an oversight in vanilla code that -; allows clients to sell weapon's ammunition. -; Due to the implementation of ammo selling, this allows cheaters to -; "print money" by buying and selling ammo over and over again. -autoEnable=true -; Due to how this fix works, players with level below 6 get charged less -; than necessary by the shop and this fix must take the rest of -; the cost by itself. -; The problem is, due to how ammo purchase is coded, low-level (<6 lvl) -; players can actually buy more ammo for "fixed" weapons than they can afford -; by filling ammo for one or all weapons. -; Setting this flag to 'true' will allow us to still take full cost -; from them, putting them in "debt" (having negative dosh amount). -; If you don't want to have players with negative dosh values on your server -; as a side-effect of this fix, then leave this flag as 'false', -; letting low level players buy ammo cheaper -; (but not cheaper than lvl6 could). -; NOTE: this issue doesn't affect level 6 players. -; NOTE #2: this fix does give players below level 6 some -; technical advantage compared to vanilla game, but this advantage -; cannot exceed benefits of having level 6. -allowNegativeDosh=false - - -[AcediaFixes.FixInventoryAbuse] -; This feature addressed two issues with the inventory: -; 1. Players carrying amount of weapons that shouldn't be allowed by the -; weight limit. -; 2. Players carrying two variants of the same gun. -; For example carrying both M32 and camo M32. -; Single and dual version of the same weapon are also considered -; the same type of gun, so you shouldn't be able to carry -; both MK23 and dual MK23 or dual handcannons and golden handcannon. -; But cheaters do. But not with this fix. -autoEnable=true -; How often (in seconds) should we do inventory validation checks? -; You shouldn't really worry about performance, but there's also no need to -; do this check too often. -checkInterval=0.25 -; For this fix to properly work, this array must contain an entry for -; every dual weapon in the game (like pistols, with single and dual versions). -; It's made configurable in case of custom dual weapons. -dualiesClasses=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup') -dualiesClasses=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup') -dualiesClasses=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup') -dualiesClasses=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup') -dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup') -dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup') - - -[AcediaFixes.FixInfiniteNades] -; This feature fixes a vulnerability in a code of 'Frag' that can allow -; player to throw grenades even when he no longer has any. -; There's also no cooldowns on the throw, which can lead to a server crash. -autoEnable=true -; Setting this flag to 'true' will allow to throw grenades by calling -; 'ServerThrow' directly, as long as player has necessary ammo. -; This can allow some players to throw grenades much quicker than intended, -; therefore it's suggested to keep this flag set to 'false'. -ignoreTossFlags=false - - -[AcediaFixes.FixDoshSpam] -; This feature addressed two dosh-related issues: -; 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash'; -; 2. Breaking collision detection logic by stacking large amount of -; 'CashPickup' actors in one place, which allows one to either -; reach unintended locations or even instantly kill zeds. -; -; It fixes them by limiting speed, with which dosh can spawn, and -; allowing this limit to decrease when there's already too much dosh -; present on the map. -autoEnable=true -; Highest and lowest speed with which players can throw dosh wads. -; It'll be evenly spread between all players. -; For example, if speed is set to 6 and only one player will be spamming dosh, -; - he'll be able to throw 6 wads of dosh per second; -; but if all 6 players are spamming it, - each will throw only 1 per second. -; NOTE: these speed values can be exceeded, since a player is guaranteed -; to be able to throw at least one wad of dosh, if he didn't do so in awhile. -; NOTE #2: if maximum value is less than minimum one, -; the lowest (maximum one) will be used. -doshPerSecondLimitMax=50 -doshPerSecondLimitMin=5 -; Amount of dosh pickups on the map at which we must set dosh per second -; to 'doshPerSecondLimitMin'. -; We use 'doshPerSecondLimitMax' when there's no dosh on the map and -; scale linearly between them as it's amount grows. -criticalDoshAmount=25 - - -[AcediaFixes.FixSpectatorCrash] -; This feature attempts to prevent server crashes caused by someone -; quickly switching between being spectator and an active player. -autoEnable=true -; This fix will try to kick any player that switches between active player -; and cooldown faster than time (in seconds) in this value. -; NOTE: raising this value past default value of '0.25' -; won't actually improve crash prevention, but might cause regular players to -; get accidentally kicked. -spectatorChangeTimeout=0.25 -; [ADVANCED] Don't change this setting unless you know what you're doing. -; Allows you to turn off server blocking. -; Players that don't respect timeout will still be kicked. -; This might be needed if this fix conflicts with another mutator -; that also changes 'numPlayers'. -; This option is necessary to block aggressive enough server crash -; attempts, but can cause compatibility issues with some mutators. -; It's highly recommended to rewrite such a mutator to be compatible instead. -; NOTE: fix should be compatible with most faked players-type mutators, -; since this it remembers the difference between amount of -; real players and 'numPlayers'. -; After unblocking, it sets 'numPlayers' to -; the current amount of real players + that difference. -; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes -; 3 players + 3 (=6 numPlayers). -allowServerBlock=true - - -[AcediaFixes.FixFFHack] -; This feature fixes a bug that can allow players to bypass server's -; friendly fire limitations and teamkill. -; Usual fixes apply friendly fire scale to suspicious damage themselves, which -; also disables some of the environmental damage. -; In oder to avoid that, this fix allows server owner to define precisely -; to what damage types to apply the friendly fire scaling. -; It should be all damage types related to projectiles. -autoEnable=true -; Defines a general rule for chosing whether or not to apply -; friendly fire scaling. -; This can be overwritten by exceptions ('alwaysScale' or 'neverScale'). -; Enabling scaling by default without any exceptions in 'neverScale' will -; make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'. -scaleByDefault=false -; Damage types, for which we should always reaaply friendly fire scaling. -alwaysScale=Class'KFMod.DamTypeCrossbuzzsawHeadShot' -alwaysScale=Class'KFMod.DamTypeCrossbuzzsaw' -alwaysScale=Class'KFMod.DamTypeFrag' -alwaysScale=Class'KFMod.DamTypePipeBomb' -alwaysScale=Class'KFMod.DamTypeM203Grenade' -alwaysScale=Class'KFMod.DamTypeM79Grenade' -alwaysScale=Class'KFMod.DamTypeM79GrenadeImpact' -alwaysScale=Class'KFMod.DamTypeM32Grenade' -alwaysScale=Class'KFMod.DamTypeLAW' -alwaysScale=Class'KFMod.DamTypeLawRocketImpact' -alwaysScale=Class'KFMod.DamTypeFlameNade' -alwaysScale=Class'KFMod.DamTypeFlareRevolver' -alwaysScale=Class'KFMod.DamTypeFlareProjectileImpact' -alwaysScale=Class'KFMod.DamTypeBurned' -alwaysScale=Class'KFMod.DamTypeTrenchgun' -alwaysScale=Class'KFMod.DamTypeHuskGun' -alwaysScale=Class'KFMod.DamTypeCrossbow' -alwaysScale=Class'KFMod.DamTypeCrossbowHeadShot' -alwaysScale=Class'KFMod.DamTypeM99SniperRifle' -alwaysScale=Class'KFMod.DamTypeM99HeadShot' -alwaysScale=Class'KFMod.DamTypeShotgun' -alwaysScale=Class'KFMod.DamTypeNailGun' -alwaysScale=Class'KFMod.DamTypeDBShotgun' -alwaysScale=Class'KFMod.DamTypeKSGShotgun' -alwaysScale=Class'KFMod.DamTypeBenelli' -alwaysScale=Class'KFMod.DamTypeSPGrenade' -alwaysScale=Class'KFMod.DamTypeSPGrenadeImpact' -alwaysScale=Class'KFMod.DamTypeSeekerSixRocket' -alwaysScale=Class'KFMod.DamTypeSeekerRocketImpact' -alwaysScale=Class'KFMod.DamTypeSealSquealExplosion' -alwaysScale=Class'KFMod.DamTypeRocketImpact' -alwaysScale=Class'KFMod.DamTypeBlowerThrower' -alwaysScale=Class'KFMod.DamTypeSPShotgun' -alwaysScale=Class'KFMod.DamTypeZEDGun' -alwaysScale=Class'KFMod.DamTypeZEDGunMKII' -alwaysScale=Class'KFMod.DamTypeZEDGunMKII' -; Damage types, for which we should never reaply friendly fire scaling. -;neverScale=Class'KFMod.???' - - -[AcediaFixes.FixZedTimeLags] -; When zed time activates, game speed is immediately set to -; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables, -; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default), -; but during last 'zedTimeDuration * 0.166' seconds (by default 0.498) -; it starts to speed back up, causing game speed to update every tick. -; This makes animations look more smooth when exiting zed-time. -; However, updating speed every tick for that purpose seems like -; an overkill and, combined with things like -; increased tick rate, certain open maps and increased zed limit, -; it can lead to noticable lags at the end of the zed time. -; This fix limits amount of actual game speed updates, alleviating the issue. -; -; As a side effect it also fixes an issue where during zed time speed up -; 'zedTimeSlomoScale' was assumed to be default value of '0.2'. -; Now zed time will behave correctly with mods that change 'zedTimeSlomoScale'. -autoEnable=true -; Maximum amount of game speed updates upon leaving zed time. -; 2 or 3 seem to provide a good enough result that, -; i.e. it should be hard to notice difference with vanilla game behavior. -; 1 is a smallest possible value, resulting in effectively removing any -; smooting via speed up, simply changing speed from -; the slowest (0.2) to the highest. -; For the reference: on servers with default 30 tick rate there's usually -; about 13 updates total (without this fix). -maxGameSpeedUpdatesAmount=3 -; [ADVANCED] Don't change this setting unless you know what you're doing. -; Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event -; from being disabled. -; Useful when running Acedia along with custom 'GameInfo' -; (that isn't 'KFGameType') that relies on 'Tick' event. -; Note, however, that in order to keep this fix working properly, -; it's on you to make sure 'KFGameType.Tick()' logic isn't executed. -disableTick=true \ No newline at end of file