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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 maps and raised zed limit,
|
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; it can lead to noticable lags at the end of 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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[Acedia.FixZedTimeLags]
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autoEnable=false
|
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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.
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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
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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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|
[Acedia.FixDoshSpam]
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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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|
|
|
|
|
|
|
|
|
; 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.
|
|
|
|
[Acedia.FixFFHack]
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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'.
|
|
|
|
scaleByDefault=false
|
|
|
|
; 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'
|
|
|
|
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'
|
|
|
|
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.???'
|
|
|
|
|
|
|
|
|
|
|
|
; 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.
|
|
|
|
[Acedia.FixInfiniteNades]
|
|
|
|
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
|
|
|
|
|
|
|
|
; This feature addressed an oversight in vanilla code that
|
|
|
|
; allows clients to sell weapon's ammunition.
|
|
|
|
; Moreover, when being sold, ammunition cost is always multiplied by 0.75,
|
|
|
|
; without taking into an account possible discount a player might have.
|
|
|
|
; This allows cheaters to "print money" by buying and selling ammo over and
|
|
|
|
; over again ammunition for some weapons,
|
|
|
|
; notably pipe bombs (74% discount for lvl6 demolition)
|
|
|
|
; and crossbow (42% discount for lvl6 sharpshooter).
|
|
|
|
[Acedia.FixAmmoSelling]
|
|
|
|
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. While for unreliable and for minuscule benefit,
|
|
|
|
; this can potentially be abused by cheaters.
|
|
|
|
; To decrease the amount of value they can get from it, this fix can be
|
|
|
|
; allowed to decrease players' money into negative values.
|
|
|
|
; The trade off is a small chance that a some bug in this fix and
|
|
|
|
; an unlucky circumstances can lead to regular players
|
|
|
|
; having negative dosh values.
|
|
|
|
; Both situations are highly unlikely, but the option is there.
|
|
|
|
allowNegativeDosh=true
|
|
|
|
|
|
|
|
|
|
|
|
; This feature attempts to prevent server crashes caused by someone
|
|
|
|
; quickly switching between being spectator and an active player.
|
|
|
|
[Acedia.FixSpectatorCrash]
|
|
|
|
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.
|
|
|
|
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'.
|
|
|
|
; However, it is necessary to block aggressive enough server crash attempts,
|
|
|
|
; but can cause compatibility issues with some mutators.
|
|
|
|
; It's highly preferred to rewrite such a mutator to be compatible.
|
|
|
|
; NOTE: it should be compatible with most faked players-type mutators,
|
|
|
|
; since this fix 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
|
|
|
|
|
|
|
|
|
|
|
|
; 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.
|
|
|
|
;
|
|
|
|
; It fixes all of the issues by manually setting pistols'
|
|
|
|
; 'SellValue' variables to proper values.
|
|
|
|
; 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.
|
|
|
|
[Acedia.FixDualiesCost]
|
|
|
|
autoEnable=true
|
|
|
|
; Some issues involve possible decrease in pistols' price and
|
|
|
|
; don't lead to 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 people won't even notice it.
|
|
|
|
; 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
|