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178 lines
8.7 KiB
178 lines
8.7 KiB
; 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=false |
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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. |
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[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'. |
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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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; 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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[Acedia.FixInfiniteNades] |
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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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; therefore it's suggested to keep this flag set to 'false'. |
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ignoreTossFlags=false |
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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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; Moreover, when being sold, ammunition cost is always multiplied by 0.75, |
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; without taking into an account possible discount a player might have. |
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; This allows cheaters to "print money" by buying and selling ammo over and |
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; over again ammunition for some weapons, |
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; notably pipe bombs (74% discount for lvl6 demolition) |
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; and crossbow (42% discount for lvl6 sharpshooter). |
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[Acedia.FixAmmoSelling] |
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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. While for unreliable and for minuscule benefit, |
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; this can potentially be abused by cheaters. |
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; To decrease the amount of value they can get from it, this fix can be |
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; allowed to decrease players' money into negative values. |
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; The trade off is a small chance that a some bug in this fix and |
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; an unlucky circumstances can lead to regular players |
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; having negative dosh values. |
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; Both situations are highly unlikely, but the option is there. |
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allowNegativeDosh=true |
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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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[Acedia.FixSpectatorCrash] |
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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. |
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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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; However, it is necessary to block aggressive enough server crash attempts, |
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; but can cause compatibility issues with some mutators. |
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; It's highly preferred to rewrite such a mutator to be compatible. |
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; NOTE: it should be compatible with most faked players-type mutators, |
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; since this fix 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 |