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