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5 years ago
; 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 maps and raised zed limit,
; it can lead to noticable lags at the end of 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'.
[Acedia.FixZedTimeLags]
autoEnable=false
; 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.
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
; 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.
[Acedia.FixDoshSpam]
autoEnable=true
5 years ago
; 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
; 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.
[Acedia.FixFFHack]
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.???'
; 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