From 04327fc63b40825e5439395d97a75268db704128 Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Sat, 18 Jul 2020 20:29:09 +0700 Subject: [PATCH] Add config file --- config/AcediaFixes.ini | 255 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 255 insertions(+) create mode 100644 config/AcediaFixes.ini diff --git a/config/AcediaFixes.ini b/config/AcediaFixes.ini new file mode 100644 index 0000000..4ce7e15 --- /dev/null +++ b/config/AcediaFixes.ini @@ -0,0 +1,255 @@ +[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