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Created February 4, 2025 06:57
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Insurgency Sandstorm Game.ini
[Rcon]
bEnabled=True
Password=258456
ListenPort=27015
bUseBroadcastAddress=True
ListenAddressOverride=0.0.0.0
bAllowConsoleCommands=True
MaxPasswordAttempts=0
IncorrectPasswordBanTime=0
[/Script/Insurgency.INSGameMode]
bKillFeed=True ; Default: False - Is the kill feed enabled?
; bKillFeedSpectator=True ; Default: True - Is the kill feed enabled for dedicated spectators and replays?
; bKillerInfo=True ; Default: True - Show information about a death (killer, weapon) to the victim?
; bKillerInfoRevealDistance=False ; Default: False - Reveal distance of kills?
; TeamKillLimit=3 ; Default: 3 - Limit for the number of team kills one player can perform before being kicked.
; TeamKillGrace=0.2 ; Default: 0.2 - Grace timer between team killing incidents.
; TeamKillReduceTime=90 ; Default: 90 - How long until a player’s TK count reduces by 1.
; bDeadSay=False ; Default: False - Can alive players see messages from the dead?
; bDeadSayTeam=True ; Default: True - Can alive players see messages from dead teammates using team-only chat?
; bVoiceAllowDeadChat=False ; Default: False - Can alive players hear voice chat from dead players?
; bVoiceEnemyHearsLocal=True ; Default: True - Can proximity voice chat be heard by enemies?
; bVoiceRadioBroadcastLocal=False ; Default: False - Can radio chat also broadcast on the local channel?
; ActivityID="" ; Default: "" - Match Activity Implementation.
; ActivityExperationTimeLimit=150 ; Default: 150 - Activity expiration time limit in seconds.
; ActivityCancellationTimeLimit=2100 ; Default: 2100 - Activity cancellation time limit in seconds.
; RestrictedVoiceoversPerGM= ; Default: (Empty) - Array of gamemode-wide voiceover restrictions (e.g., team voiceovers in FFA).
; bShowRestrictedAreaBothTeam=False ; Default: False - Show restricted areas for both teams.
[/Script/Insurgency.INSMultiplayerMode]
GameStartingIntermissionTime=5 ; Default: 5 - The additional time to wait for additional players during the starting intermission.
; WinTime=5 ; Default: 5 - How long players are frozen before transitioning to the round intermission screen.
; PostRoundTime=15 ; Default: 15 - How long is spent on the intermission screen.
; PostGameTime=15 ; Default: 15 - How much time is spent between last post round and game over.
; bAutoAssignTeams=True ; Default: True - Should teams be assigned on connect?
; bAllowFriendlyFire=True ; Default: True - Enables friendly fire.
; FriendlyFireModifier=0.2 ; Default: 0.2 - Damage modifier for friendly fire.
; FriendlyFireReflect=0 ; Default: 0 - Damage modifier for friendly fire that is mirrored back at the attacker.
; bAutoBalanceTeams=True ; Default: True - Enables auto team balancing.
; AutoBalanceDelay=10 ; Default: 10 - How long to wait after detecting unbalanced teams.
; bMapVoting=True ; Default: True - Enable map voting at the end of each game.
; bUseMapCycle=True ; Default: True - Enables the use of the map cycle. If disabled, the current map loops indefinitely.
; bVoiceIntermissionAllowAll=True ; Default: True - Allow both teams to talk to each other between rounds.
IdleLimit=999 ; Default: 150 - How long a player can be idle for before being kicked.
; IdleLimitLowReinforcements=90 ; Default: 90 - How long a player can idle for when there are low reinforcements.
IdleCheckFrequency=999 ; Default: 30 - How frequently to check for idle players.
; bAllowThirdPersonSpectate=False ; Default: False - Can players use 3rd person spectator mode?
bBots=true
; ; Gamemode Configuration
; ; Each section corresponds to a specific gamemode. Adjust settings as needed.
[/Script/Insurgency.INSPushGameMode]
; RoundTimeExtension=300 ; Default: 300 - How long a round is extended for each successful capture.
; AttackerWavesPerObjective=5 ; Default: 5 - Number of waves attackers get per-objective.
; AttackerWaveDPR=0.25 ; Default: 0.25 - Percentage of attacker team that has to be dead to trigger a reinforcement wave.
; AttackerWaveTimer=20 ; Default: 20 - Duration of attacker reinforcement wave timer.
; DefenderWavesPerObjective=5 ; Default: 5 - Number of waves defenders get per-objective.
; DefenderWaveDPR=0.25 ; Default: 0.25 - Percentage of defending team that has to be dead to trigger a reinforcement wave.
; DefenderWaveTimer=35 ; Default: 35 - Duration of defender reinforcement wave timer.
; LastStandSetupDelay=10 ; Default: 10 - Delay for the last defender spawn zone to be disabled.
; AdvanceAttackerSpawnsDelay=30 ; Default: 30 - Delay in advancing the attacker spawns.
FriendlyBotQuota=14
bBots=true
[/Script/Insurgency.INSFrontlineGameMode]
; StartingWaves=15 ; Default: 15 - Number of waves each team starts with.
; CapturingBonusWave=2 ; Default: 2 - Number of waves a team gains for capturing an objective.
; RegressSpawnsTimer=10 ; Default: 10 - Timer used for giving players a chance to fallback after losing an objective.
FriendlyBotQuota=14
bBots=true
[/Script/Insurgency.INSSkirmishGameMode]
; DefaultReinforcementWaves=5 ; Default: 5 - Starting reinforcement waves for each team.
; CaptureBonusWaves=1 ; Default: 1 - Number of bonus waves to get when an objective is taken while the team cache is still intact.
FriendlyBotQuota=14
bBots=true
[/Script/Insurgency.INSSurvivalGameMode]
; RoundTimeExtension=300 ; Default: 300 - How long a round is extended for after capping an objective.
; NumWaves=7 ; Default: 7 - How many successful captures (including extraction) are required.
; bEnableExtractionObjective=True ; Default: True - Should the extraction sequence (includes final counterattack) be used.
; ExtractionObjectiveHoldTime=150 ; Default: 150 - How long the extraction objective needs to be held for a successful extraction.
; ExtractionSpawnStopTime=0 ; Default: 0 - Time remaining in extraction to stop spawning enemies.
; BotDPRRespawnFinal=0.1 ; Default: 0.1 - What ratio of bots to respawn at on final objective.
; BotDPRRespawnFirst=0.3 ; Default: 0.3 - What ratio of bots to respawn at on first objective.
; MinimumBotsPerCompletedObjective=0.5 ; Default: 0.5 - Bot respawn delay during counter-attack.
; MaximumBotsPerCompletedObjective=1.0 ; Default: 1.0 - At maximum player count, the number of bots to add per completed objective.
; bResetLoadoutOnNewRound=False ; Default: False - Should the player's loadout and supply be reset on failure?
; ObjectiveDefendDistance=2000 ; Default: 2000 - How close to the objective should the bots be before they move to defend it.
; BotMinimumSpawnRange=3000 ; Default: 3000 - The minimum distance away from all players that a bot must be upon spawning.
; BotMaximumSpawnRange=5000 ; Default: 5000 - The maximum distance away from the nearest player that the bot can be upon spawning.
; BotRespawnDistance=10000 ; Default: 10000 - How far away the nearest player must be for the bots to respawn to a closer position.
; BotSpawnDelay=10 ; Default: 10 - How long after the game begins before bots spawn.
; BotRespawnDelay=1 ; Default: 1 - How long to wait between respawning dead bots.
; BotRepositionDelay=1 ; Default: 1 - How long to wait between teleporting lost bots.
; bUseSpecialWaves=True ; Default: True - Should special waves be used?
; SpecialWaveFrequency=2 ; Default: 2 - If special waves are enabled, how often should they be used?
; SurvivalWaveConfigAssetPath="/Game/Game/Data/Gamemodes/SurvivalWaveConfig_Default.SurvivalWaveConfig_Default" ; Default: Path to asset with enemy config.
; SurvivalNightTimeWaveConfigAssetPath="/Game/Game/Data/Gamemodes/SurvivalWaveConfig_Night.SurvivalWaveConfig_Night" ; Default: Path to asset with enemy config for night maps.
FriendlyBotQuota=6
bBots=true
[/Script/Insurgency.INSOutpostGameMode]
; InitialPrepareTimer=15 ; Default: 15 - Preparation timer given at the start of a round.
; PrepareTimer=45 ; Default: 45 - Preparation timer given between waves.
; WaveSurvivalSupplyAward=1 ; Default: 1 - Amount of supply awarded to all players for wave survival.
; NumWaves=7 ; Default: 7 - Number of waves human players have to survive.
; bDeductWaveAfterRetreat=False ; Default: False - Should a wave be deducted from a defense phase if we had to retreat?
; bResetWavesOnRetreat=False ; Default: False - Should the wave count reset if we have to fall back?
; bForceRespawnOnRetreat=True ; Default: True - Should all players, including alive ones, be respawned on retreat?
; bRetreatOnElimination=True ; Default: True - Should the human players retreat when the team is eliminated rather than ending the round?
; EliminationRetreatDelay=2 ; Default: 2 - Delay on elimination respawning the team at the next objective group.
; bAllowRetreatOnFinalWave=True ; Default: True - Do the players fallback if they lose against the final wave, or just lose the game?
; DefendTimer=120 ; Default: 120 - Time for each attack wave.
; FinalDefendTimer=180 ; Default: 180 - Timer used for the final wave.
; RetreatTimer=0 ; Default: 0 - If the bots capture a point, this is how long the human team is given to retreat.
; MinimumBotsPerAdditionalObjective=2 ; Default: 2 - At minimum player count, the number of bots to add per additional active objective.
; MaximumBotsPerAdditionalObjective=6 ; Default: 6 - At maximum player count, the number of bots to add per additional active objective.
; MinimumBotsPerCompletedWave=0.5 ; Default: 0.5 - At minimum player count, the number of bots to add per completed wave.
; MaximumBotsPerCompletedWave=1 ; Default: 1 - At maximum player count, the number of bots to add per completed wave.
; BotDPRRespawnFirst=0.5 ; Default: 0.5 - Bot respawn DPR (dead player ratio) for the first objective.
; BotDPRRespawnFinal=0.2 ; Default: 0.2 - Bot respawn DPR (dead player ratio) for the final objective.
; BotDPRMinimumTimeRemaining=15 ; Default: 15 - Minimum round time remaining required to use the DPR respawning for bots.
; bUseSpecialWaves=True ; Default: True - Should special waves be used?
; SpecialWaveFrequency=2 ; Default: 2 - If special waves are enabled, how often should they be used?
; bResetLoadoutOnNewRound=True ; Default: True - Should the player's loadout and supply be reset on failure?
; StartingItems=(Item="/Game/Game/Actors/Weapons/SideArm/BP_Firearm_Makarov.BP_Firearm_Makarov_C") ; Default: Starting items given to the player when loadout reset is enabled.
; OutpostWaveConfigAssetPath="/Game/Game/Data/Gamemodes/OutpostWaveConfig_Default.OutpostWaveConfig_Default" ; Default: Path to asset with special enemy config.
FriendlyBotQuota=6
bBots=true
[/Script/Insurgency.INSAmbushGameMode]
; TimeForVIPRespawn=30 ; Default: 30 - Time while VIP can be respawned after round starts in case the active VIP left the game.
FriendlyBotQuota=14
bBots=true
[/Script/Insurgency.INSCoopMode]
AIDifficulty=1.0 ; Default: 0.5 - AI difficulty factor (0-1 range).
; bUseVehicleInsertion=True ; Default: True - Use vehicle insertion sequences where possible.
FriendlyBotQuota=6 ; Default: 4 - Friendly bots for coop.
MinimumEnemies=16 ; Default: 6 - Minimum number of enemy bots.
MaximumEnemies=16 ; Default: 12 - Maximum number of enemy bots.
FriendlyBotQuota=6
bBots=True
[/Script/Insurgency.INSCheckpointGameMode]
; DefendTimer=90 ; Default: 90 - Time to defend against counter attack with small player team.
; DefendTimerFinal=180 ; Default: 180 - Extend duration of counter-attack by this on the final point.
; RetreatTimer=10 ; Default: 10 - Time to force bots to retreat after a counter-attack.
; RespawnDPR=0.1 ; Default: 0.1 - “Dead player ratio” that must be reached before respawning the bot team.
; RespawnDelay=20 ; Default: 20 - Bot respawn delay.
; PostCaptureRushTimer=30 ; Default: 30 - Time bots will rush the cache after destruction.
; CounterAttackRespawnDPR=0.2 ; Default: 0.2 - “Dead player ratio” that must be reached before respawning the bot team during a counter-attack.
; CounterAttackRespawnDelay=20 ; Default: 20 - Bot respawn delay during counter-attack.
; ObjectiveTotalEnemyRespawnMultiplierMin=1 ; Default: 1 - Multiplier of bots to respawn with minimum player count.
; ObjectiveTotalEnemyRespawnMultiplierMax=1 ; Default: 1 - Multiplier of bots to respawn with maximum player count.
; FinalCacheBotQuotaMultiplier=1.5 ; Default: 1.5 - Increase in bot quota for final objective if it’s a cache.
; bForceSoloWaves=True ; Default: True - Enables the reinforcement waves system from local play.
FriendlyBotQuota=6
bBots=True
SoloEnemies=16
MinimumEnemies=16
MaximumEnemies=16
SoloWaves=30
[/Script/Insurgency.INSDefuseGameMode]
; bResetTimer=True ; Default: True - Reset timer when an objective is captured.
; RoundTimeExtension=0.0 ; Default: 0.0 - Time to extend round timer.
; DetonationTime=-1.0 ; Default: -1.0 - Override of time before detonation.
; AttackersRespawnDelay=10.0 ; Default: 10.0 - Delay before attackers respawn.
; DefendersRespawnDelay=10.0 ; Default: 10.0 - Delay before defenders respawn.
; RiggingDuration=5.0 ; Default: 5.0 - How long this objective takes to rig.
; DefusingDuration=5.0 ; Default: 5.0 - How long this objective takes to defuse.
FriendlyBotQuota=14
bBots=True
[/Script/Insurgency.DominationGameMode]
bBots=True
BotQuota=14
FriendlyBotQuota=14
MinimumPlayers=1
[/Script/Insurgency.Mutator_Vampirism]
; bCountFriendlyFire=false ; Default: false - Count friendly fire towards health gain?
MaxHealth=100 ; Default: 1000 - The maximum amount of health that you can gain from damaging other players.
[/MoreAmmo/Mutators/MoreAmmo.MoreAmmo_C]
PrimaryAmmoMultiplier=3.0
SecondaryAmmoMultiplier=3.0
UnderbarrelAmmoMultiplier=3.0
ExplosiveLauncherAmmoMultiplier=2.0
[/Reloads/Mutator/BP_Mutator_Reloads.BP_Mutator_Reloads_C]
SpeedChoice=Fastest
; [/Reloads/Mutator/BP_BoltUpgrade.BP_BoltUpgrade_C]
; BoltSpeedRifle=1.15
; BoltSpeedShotgun=1.3
; BoltSpeedRevolver=1.15
; BoltSpeedPistol=1.5
; BoltSpeedGeneric=1.15
; [/Reloads/Mutator/BP_BoltUpgradeGreased.BP_BoltUpgradeGreased_C]
; BoltSpeedRifleGrease=1.72
; BoltSpeedWelrodGrease=2.15
; BoltSpeedGenericGrease=1.72
; [/Reloads/Mutator/BP_Mutator_Quickdraw.BP_Mutator_Quickdraw_C]
; EnablePistols=True
; [/Reloads/Mutator/BP_UG_QuickdrawUB.BP_UG_QuickdrawUB_C]
; QuickdrawSpeed=0.5
; [/Reloads/Mutator/BP_UG_QuickdrawPistol.BP_UG_QuickdrawPistol_C]
; QuickdrawSpeed=0.75
; HolsterSpeed=0.9
; [/Reloads/Mutator/BP_UG_QuickdrawPistolUpgrade.BP_UG_QuickdrawPistolUpgrade_C]
; QuickdrawSpeed=0.5
; HolsterSpeed=0.8
[/HitIndicator/Mutators/HitIndicator.HitIndicator_C]
; Crosshair=True
BodyStats=False ; Default: True
; CriticalSound=True
; CriticalSoundSelect=1
; IconColor=(R=1.0,G=1.0,B=1.0,A=1.0) ;Red,Green,Blue,Alpha
SkullColor=(R=1.0,G=1.0,B=1.0,A=0.0) ; Default (R=1.0,G=1.0,B=1.0,A=1.0), Red,Green,Blue,Alpha
; [/HealthBarPlus/Mutators/HealthBarPlus.HealthBarPlus_C]
; MinPercent=0.0
; MaxPercent=1000.0
; HPOpacity=100.0
; PercentText=True
; BarMode=True
; HPBarShift=(X=0.0,Y=0.0)
; PlayerMaxHealth=0
; [/AmmoBar/Mutators/AmmoBar.AmmoBar_C]
; AmmoBarShift=(X=0.0,Y=0.0)
; TextMode=False
; [/NiceThrow/Mutators/NiceThrow.NiceThrow_C]
; NadeThrowPredict=True ;Allows An Aiming Prediction Path Before Throwing Grenades
; NadeDetect=True ;Notifies Of Incoming Grenades By Type
; NadeTrails=True ;Shows A Trail On Your Grenade Once Thrown
; DetectRadius=600.0 ;Radius For NadeDetection
; PredictionLineScale=0.5 ; Default 0.5 Thickness Of The Prediction Line
[/healthmodifier/Mutators/healthmodifier.healthmodifier_C]
bAutoPromote_medic=False ; Default: False - medic promotion is automatic on spawn and restock
bDisplayServerInfo=True ; Default: True - if set to false, won't display in the server config in HMlog
bEnable_blurOnBleed=False ; Default: True - add a blur effect to the current bleeding effect
bEnable_cHP=False ; Default: True - if set to false it will keep default HP value for player
bEnable_cHPAI=False ; Default: True - if set to false it will keep default value for AI
bEnable_downedPlayerGrunt=False ; Default: True - enable grunt sounds for downed players
bEnable_drag=False ; Default: False - floating medic icon can be dragged to a safer spot (simulate dragging a body on the ground with slower movement)
bEnable_HealingOverTime=True ; Default: False - heal over time if no damage is received after a certain amount of time
bEnable_healing=False ; Default: False - enable the medic - healing functionality
bEnable_hsAIModifier=False ; Default: False - set to True to active the AI headshot damage modifier
bEnable_hsModifier=False ; Default: False - set to True to active the Player headshot damage modifier
bEnable_persistence=False ; Default: False - revive with existing (before dying) inventory, what is dropped remains on the floor
bEnable_reinforce=False ; Default: False - activate the reinfdorce functionality (like revive wave but on a person basis, not all team members)
bEnable_revive=False ; Default: False - enable the revive functionality (bEnable_healing must be set to True)
; bEnable_selfHeal=False ; Default: False - enable the self healing functionality (bEnable_healing must be set to True)
bEnable_shockOnHit=False ; Default: False - active short duration shellshock on dmg received
bEnable_stemBleed=False ; Default: True - enable the stem bleeding functionality (after the countdown, it'll stop the active bleeding)
bEnable_waveReinforce=False ; Default: False - like the wave respawn but on command
bEnable_bleedPainGrunt=False ; Default: True - enable grunt sounds for bleeding pain
; bFixed_cHP=True ; Default: True - if set to True, it will use the fixed cHP value for player max health; if set to False, it will use the xcHP addition
; bFixed_cHPAI=True ; Default: True - if set to True, it will use the fixed cHP value for AI max health; if set to False, it will use the xcHPAI addition
; bForce_MedicFloatingIcon=False ; Default: False - display a medic floating icon that can be seen by medic through walls (never hidden, no spinning icon)
; bLock_modHud=False ; Default: False - display for the mod huds are locked by server (disable client /hud /mhud commands)
; bRebind_medicKey=True ; Default: True - allow a player (client) to rebind the key associated with their healing functions
; bRestrict_medicClass=False ; Default: False - if set to true, medic promotion will only be possible with the classes defined in ‘medicClasses’
; bRestrict_reinforce=False ; Default: False - to restrict to class (like team leader)
; bReviveFill_Restock=False ; Default: False - refill revive uses when a medic restock
; bReviveFill_Round=False ; Default: False - refill revive uses for all medics at round start
; bReviveFill_Spawn=False ; Default: False - refill revive uses when a medic respawn
; bScaleObjPoints2Players=False ; Default: False - activate the point per player instead of random fixed values
bShow_BR=False ; Default: True - display a bleedbar and current bleed rate
; bShow_downPlayerName=False ; Default: False - display the player name above the icon (as part of the spinning icon)
bShow_HP=False ; Default: True - display a healthbar and current HP value
; bShow_medicFloatingIcon=False ; Default: False - display a medic floating icon that can be seen by medic through walls (hide on LOS)
bShow_medicHud=False ; Default: True - display the medic hud
; bShow_medicKey=True ; Default: True - display on top of the bleed hud the key to use for the medic functionalities
; f_cHP=200 ; Default: 200 - fixed value for player max health
; f_cHPAI=180 ; Default: 180 - fixed value for AI max health
f_dmg2Pool=0.0 ; Default: 0.8 - factor of damage to be converted to bleed pool
f_dmgThreshold=100 ; Default: 25 - min damage to be counted as bleed (added to pool)
; f_dragDistance=130 ; Default: 130 - max distance from the floating icon you can drag it
; f_healingAmount=50 ; Default: 50 - healing amount per tick to other soldier
; f_healingDistance=130 ; Default: 130 - min distance in cm to be able to heal other soldier
; f_healingTick=4 ; Default: 4 - time to wait for the heal to occur in seconds (healing others and self)
; f_hotDelay=5 ; Default: 5 - delay of no damage required for heal over time (H.O.T.) to activate
; f_hotDmgRecoverRatio=0.5 ; Default: 0.5 - ratio of the difference of the dmg received to be send back into H.O.T.
f_hotHPRatioBase=1.0 ; Default: 0.2 - the ratio of max HP at which H.O.T. will always fill (even if f_hotDmgRecoverRatio is 0.0)
f_hotHPRatioLimit=1.0 ; Default: 0.8 - the ratio of max HP at which H.O.T. will never exceed (even if f_hotDmgRecoverRatio=1.0)
f_hotTick=10 ; Default: 2 - amount of time between H.O.T.
f_hotperTick=100 ; Default: 1 - amount of healing per tick
; f_hsAIModifier=0.0 ; Default: 0.0 - additive factor for the AI headshot damage modifier (ex. value of 0.3 result in +30% headshot damage on AI target)
; f_hsModifier=0.0 ; Default: 0.0 - additive factor for the Player headshot damage modifier (ex. value of -1.0 result in no headshot damage on Player target)
; f_hudOpacity=0.8 ; Default: 0.8 - change hud opacity
; f_hudXRatioPosition=0.6 ; Default: 0.6 - set the X ratio (from the left side of the screen) to put the HP, bleed & medic hud
f_largeBleedChance=0.0 ; Default: 0.25 - chance of large bleed effect
f_lostStaminaOnBleed=0.0 ; Default: 5.5 - remove this amount of stamina per bleed (set to 0 to remove the effect)
f_pool2Bleed=0.0 ; Default: 0.04 - factor of bleed pool to be applied as bleed damage at each tick (per 2s)
; f_reviveDeafen=15 ; Default: 15 - duration of the deafen effect after being revived
; f_reviveDistance=130 ; Default: 130 - max distance between medic icon and medic to activate the revive
; f_reviveDuration=15 ; Default: 15 - time in seconds required to revive someone
; f_reviveFade=2.5 ; Default: 2.5 - duration of the black screen fade effect after being revived
; f_reviveHP=150 ; Default: 150 - HP a player gets when revived
; f_reviveLifespan=90 ; Default: 90 - duration until the revive is no longer available
; f_selfHealAmount=25 ; Default: 25 - healing amount to self per tick
; f_selfHealLimit=150 ; Default: 150 - maximum HP you can heal in self healing mode
; f_shockDmgThreshold=50 ; Default: 50 - if more damage is received than this value, a camera shake is activated, also movement speed is decreased during shock duration
; f_shockDmgThresholdAI=50 ; Default: 50 - if more damage is received than this value, movement speed is decreased during shock duration
; f_shockDuration=20 ; Default: 20 - duration of the shock effect in seconds
; f_shortShockMinDmg=35.0 ; Default: 35.0 - minimum damage received to activate the short shell shock effect
f_smallBleedChance=0.0 ; Default: 0.65 - chance of small bleed effect
; f_stemBleedDuration=10 ; Default: 10 - time required to stem bleeding (simulates bandage) in seconds
; f_xcHP=1.0 ; Default: 1.0 - additive ratio for player max health (ex. xcHP=-0.1 is -10% from initial max health, so max HP = 90)
; f_xcHPAI=1.0 ; Default: 1.0 - additive ratio for AI max health (ex. xcHPAI=2.0 is +200% from initial max health, so max HP = 300)
; f_HMLogYRatioPosition=0.06 ; Default: 0.06 - set the Y ratio (from the top of the screen) to put the HM LOG
; f_players2PointsRatio=1.0 ; Default: 1.0 - scale point per player earned on objective complete
; i_maxMedic=0 ; Default: 0 - max number of medic in a match per team (set to 0 for infinite) - promoted medic is reset on logout, team change or end of match
; i_maxRevive=0 ; Default: 0 - amount of revive that a medic can perform (set to 0 for infinite uses)
; i_pointsperObjectiveMin=1 ; Default: 1 - points earned per objective completed (min for the random)
; i_pointsperObjectiveMax=3 ; Default: 3 - points earned per objective completed (max for the random)
; i_shockSpeedProfile=3 ; Default: 3 - (profile 1 : 50% of normal speed, profile 2 : 40 %, profile 3 : 30%)
; i_startingPoints=1 ; Default: 1 - points to reinforce at round start
; medicClasses=Assaulter,Advisor,Breacher,Gunner,Marksman ; Default: Assaulter,Advisor,Breacher,Gunner,Marksman - classes that accept medic promotion (careful - case sensitive, no space before and after each comma)
; medicKey=T ; Default: T - change the default key ("T") used for the healing functions (for all players joining)
; reinforceClasses=Commander ; Default: Commander - the classes that allow reinforce command
; [/HealthRegen/Mutator/HealthRegen.HealthRegen_C]
; Config=(Mutator="",Scenario="",GameMode="INSCheckpointGameMode",RegenATeam=True,RegenDTeam=False,RegenLoopTime=1.0,RegenDelayTime=10.0,RegenHealthAmount=10.0,RegenHealthLimit=1.0,ObjATeam=True,ObjDTeam=False,ObjHealStart=0.4,ObjHealEnd=1.0,ObjHealFinalObj=1.0,ObjHealLimit=1.0,ObjHealMode=1)
; Config=(Mutator="",Scenario="",GameMode="INSCoopMode",RegenATeam=True,RegenDTeam=False,RegenLoopTime=1.0,RegenDelayTime=10.0,RegenHealthAmount=10.0,RegenHealthLimit=1.0,ObjATeam=True,ObjDTeam=False,ObjHealStart=0.4,ObjHealEnd=1.0,ObjHealFinalObj=1.0,ObjHealLimit=1.0,ObjHealMode=1)
; RegenGrunt=True
; RegenOverlay=True
; RegenOverlayColour=(R=0.5,G=0.2,B=0.2,A=0.05)
; ObjShowInChat=True
; Debug=1
; [/HudModifier/Mutators/HudModifier.HudModifier_C]
; ;display the diamond icon on teamate and their name
; bShowAllyHudMarker=False
; ;display the floating hints icon (like supply crate)
; bShowHintsFloatingMarker=False
; ;display the floating objective icon
; bShowObjectiveFloatingMarker=False
; ;completly disable the scoreboard
; bShowScoreboard=False
; ;display objective info at the bottom of the screen
; bShowObjectiveDock=False
; ;display the wave info at the bottom of the screen
; bShowWaveDock=False
; ;display de radial communication widget (the one with Target Spotted & Intimidate)
; bShowRadialComm=False
; ;display the radial compass
; bShowCompass=False
; ;display a linear type compass at the top of the screen (don't show information markers like the radial one)
; bShowLinearCompass=True
; f_LinCompassScale=0.55
; f_LinCompassOpacity=0.6
; ;default font = lighter gray inside and darker outside
; bInvertLinCompColor=False
; ;show/hide timer at bottom mid
; bShowTimer=True
; ;show/hide weapon selection pannel at bottom right
; bShowWeaponSelection=True
; f_WeaponAmmoHudOpacity=0.5
; ;Opacity regarding fire support hud and radial menu
; f_FSIndicatorHudOpacity=0.5
; f_RadialFSOpacity=0.65
; [/zCore/Mutators/zCore.zCore_C]
; zCoreMods=BlueprintGeneratedClass'/ImprovedAI/zCore/zCore_ImprovedAI.zCore_ImprovedAI_C'
; [/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
; AccuracyMultiplier=2.0
; bCustomBotNames=False
; bEnableForFriendlyAI=True
; [/AIModifier/Mutators/AIModifier.AIModifier_C]
; ;Bot Sight Config Variables & Values (descriptions are true if used with EnhancedAttack, otherwise we can't know for sure how NWI use them):
; ;Maximum sight range to register another player and put it into memory (do not mean it's spotted though)
; ;When a threath is spotted or heard it will use Alert and not Idle
; SightRangeAlert=20000.0
; SightRangeIdle=15000.0
; ;Maximum sight range to register another player and put it into memory (do not mean it's spotted though) within smoke grenade cloud
; ;Play with it because they are NWI variables with no proper info on them
; SightRangeWithinSmokeGrenade=300.0
; SightRangeWithinSmokeGrenadeEye=150.0
; SightRangeSmokeEyeFrac=0.5
; ;Minimum light intensity to register a player (the other is for night scenario only)
; MinLightIntensityToSeeTarget=0.03
; MinLightIntensitytoSeeTargetatNight=0.025
; ;Fully visible means there's no reduction in spot chance regarding light condition
; LightIntensityforFullyVisibleTarget=0.2
; ;If we don't have a fully visible target, this is the additional time before engaging
; TimetoNoticeVisibilityMultiplier=1.5
; ;If light intensity (LI) is under that value, it'll be enhanced
; ;Night vision strength is multiplied to the LI
; MinLightIntensitytoAffectNightVision=40.0
; MinNightVisionSightStrength=0.15
; ;Factor that impact chance to be spotted under different conditions
; ;Linear interpolation between distances
; ChanceSprintMultiplier=2.0
; ChanceMovingMultiplier=1.25
; ChanceAtDistanceStanding=50.0
; ChanceAtCloseRangeStanding=95.0
; ChanceAtDistanceCrouched=2.5
; ChanceAtCloseRangeCrouched=40.0
; ChanceAtDistanceProne=0.03
; ChanceAtCloseRangeProne=20.0
; ;Hearing Config Variables & Values (descriptions are true if used with EnhancedAttack, otherwise we can't know for sure how NWI use them):
; ;When aware is present, it means under that distance the bot will know it's a foe or not
; DoorBreachAwareDistance=2500.0
; HearAwareDistanceRadial=2500.0
; HearAwareDistanceGunshot=7500.0
; HearAwareDistanceSprintFootstep=1500.0
; HearAwareDistanceFootsteps=500.0
; HearAwareDistanceBreach=2500.0
; HearAwareDistanceDoor=800.0
; HearAwareDistanceRigExplosive=1200.0
; HearDistanceFootstepsSprinting=4000.0
; HearDistanceFootstepsRunning=2000.0
; ;Max height limit between the listener and the emitter to register the sound
; HearAbilityZOffsetMin=200.0
; HearAbilityZOffsetMax=400.0
; ;Factor to use if no LOS between listener and the emitter
; FencedTargetHearAbilityModifier=0.75
; ;Turn Speed Config Variables & Values (base on testing of the community, we can't know for sure how NWI use them) :
; ;Angle is from the line of sight to the point of interest (centered = 0 deg)
; ;At 300deg, the turn speed is 60 deg / time unit (sec ?)
; ;At 30 deg, turn speed is 90 deg / time unit (sec ?)
; ;Linear interpolation between min and max
; TurnSpeedMaxAngleThreshold=300
; TurnSpeedMinAngleThreshold=30
; TurnSpeedMaxAngle=60
; TurnSpeedMinAngle=90
; ;Modifier is applied to turn speed linearly (from x 2.0 at 0 m to x 1.0 at 25m?)
; TurnSpeedDistanceThreshold=2500.0
; TurnSpeedScaleModifierMax=2.0
; ;Accurancy & Distance Config Variables & Values (descriptions are true if used with EnhancedAttack, otherwise we can't know for sure how NWI use them):
; ;Delay before engaging in seconds / firing at specified distances
; ;Linear interpolation
; AttackDelayClose=0.2
; AttackDelayDistant=0.5
; AttackDelayMelee=0.3
; ;Measure is in unreal unit (1 uu = 1 cm)
; DistanceRange=15000.0
; CloseRange=800.0
; MiddleRange=3750.0
; ;New bloat box = Bloat box of the firearm config / multiplier
; AccuracyMultiplier=2.0
; SuppressionAccuracyMultiplier=0.4
; ;Zero time is set at the starting of the engagement or if sight position changed (entering or exiting ADS)
; ;This multiplier is additive to other bloatbox multiplier
; ZeroTimeMultiplierEasy=2.0
; ZeroTimeMultiplierHard=0.5
; ;Multiply the bloatbox value depending on difficulty
; ;Linear interpolation
; BloatBoxMultiplierEasy=2.0
; BloatBoxMultiplierHard=0.5
; ;Multiply the bloatbox value depending on distance from target
; ;Linear interpolation
; BloatBoxMultiplierDistance=2.0
; BloatBoxMultiplierMaxDistance=20000.0
; BloatBoxMultiplierMinDistance=2000.0
; ;Weapon Category Config Variables & Values (line separation is for visual simplicity, when pasted in game.ini are characters must be continuous (no line break):
; ;Thanks to miguelmargarido for the values
; ;AttackDegrees is the difference between the desired firing point (FP) and actual
; ;If AttackDegrees is over limit, firing stops and bot readjusts its FP
; WeaponCategoryConfigs=
; ((Launcher, (MinAttackDegrees=1.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=0.0,ProjectileSpreadZeroTimeClose=0.0,BloatBoxMax=(X=100.0,Y=75.0))),
; (MarksmanRifle, (MaxDistance=60000.0,MinAttackDegrees=0.25,MaxAttackDegrees=0.5,ProjectileSpreadZeroTimeFar=2.0,BloatBoxMin=(X=15.0,Y=15.0),BloatBoxMax=(X=100.0,Y=75.0))),
; (BoltRifle, (MaxDistance=90000.0,MinAttackDegrees=0.3,MinAttackDegreesClose=10.0,MaxAttackDegrees=0.6,BloatBoxMin=(X=25.0,Y=25.0),BloatBoxMax=(X=100.0,Y=75.0))),
; (Shotgun, (MaxDistance=6500.0,MinAttackDegrees=1.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=5.0,ProjectileSpreadZeroTimeClose=2.5,BloatBoxMin=(X=75.0,Y=75.0))),
; (LightMachineGun, (MinAttackDegrees=2.0,MaxAttackDegrees=3.0,ProjectileSpreadZeroTimeClose=2.0,BloatBoxMin=(X=75.0,Y=75.0),BloatBoxMax=(X=100.0,Y=75.0))),
; (HeavyMachineGun, (MaxDistance=50000.0,MinAttackDegrees=2.0,MaxAttackDegrees=3.0,ProjectileSpreadZeroTimeFar=7.0,BloatBoxMin=(X=75.0,Y=75.0),BloatBoxMax=(X=100.0,Y=75.0))),
; (SubmachineGun, (MaxDistance=10000.0,MinAttackDegrees=1.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeClose=1.5,BloatBoxMin=(X=25.0,Y=25.0),BloatBoxMax=(X=100.0,Y=75.0))),
; (Carbine, (MaxDistance=26000.0,MinAttackDegrees=1.0,MinAttackDegreesClose=15.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=4.0,ProjectileSpreadZeroTimeClose=1.5,HipFireLongRange=2000.0,BloatBoxMin=(X=100.0,Y=75.0))),
; (Pistol, (MaxDistance=4500.0,MinAttackDegrees=1.0,MinAttackDegreesClose=15.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=4.0,ProjectileSpreadZeroTimeClose=2.0)),
; (AssaultRifle, (MaxDistance=35000.0,MinAttackDegrees=1.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=4.0,ProjectileSpreadZeroTimeClose=1.5,HipFireLongRange=2000.0,BloatBoxMin=(X=25.0,Y=25.0),BloatBoxMax=(X=100.0,Y=100.0))))
; ;Weapon Default Category Config Variables & Values (line separation is for visual simplicity, when pasted in game.ini are characters must be continuous (no line break):
; ;If no specific weapon category is set, this default will be used
; DefaultCategoryConfig=(MaxDistance=25000.0,MinAttackDegrees=1.0,MinAttackDegreesClose=20.0,MaxAttackDegrees=2.0,ProjectileSpreadZeroTimeFar=4.0,ProjectileSpreadZeroTimeClose=1.5,HipFireChanceClose=0.8,HipFireChanceLong=0.1,HipFireCloseRange=50.0,HipFireLongRange=1500.0,BloatBoxMin=(X=25.0,Y=25.0),BloatBoxMax=(X=100.0,Y=75.0)))
; ;Explosive Config Variables & Values
; ;Bot cooking some sweet nade!
; FragGrenadeMinDetonateTime=1.5
; ;Throw grenade if not pathing to target exists
; bOnlyGrenadeUnreachable=False
; ;Allows to throw grenade even if bot got eyes on the target
; CanGrenadeWithLOS=False
; GrenadeMinimumDistance=1000.0
; GrenadeInaccuracyMaxDistance=5000.0
; ;To limit the risk of spamming grenades (at the same time)
; SquadGrenadeCooldown=15.0
; GrenadeInaccuracyMin=(X=50.0,Y=50.0)
; GrenadeInaccuracyMax=(X=350.0,Y=350.0)
; RocketMinimumDistance=3000.0
; RocketSquadCooldown=30.0
; RocketMinimumClusterSize=2
; ;AIM behaviors Config Variables & Values
; ;Depending on the bot, they will perform cover checks after a certain amount of time.
; ;So Chance2Cover=0.35 is 35% chance to go to the nearest cover spot when the bot is near an objective (for defender only).
; Chance2Cover=0.8
; ;Allows bot to check from corner and enclosed area they can use as cover (even if the map as no AICover actor placed)
; Chance2ImprovisedCover=0.45
; ;Chance to go to cover even if it's outside the wander distance
; Chance2CoverFar=0.3
; ;When wandering, the bot will periodically make a check for covers close to him (whitin MaxDistance2Cover value).
; MaxDistance2Cover=3000
; ;Bot will move freely if this check succeed. It will try to stay inside the wander distance overwrite of the map or if not set to DefaultWanderDistance
; ;Check will reset on new objective
; Chance2Wander=0.2
; DefaultWanderDistance=6500.0
; ;Multiply to value of wander distance overwrite of the map or if not set to DefaultWanderDistance
; WanderDistanceMaxMultiplier=2.0
; ;When a friendly is killed nearby or proper conditions are met, a flank check is performed.
; ;So 0.4 is 40% chance to try to flank the ennemy (will guess approximate position if no visual contact)
; Chance2Flank=0.2
; ;At bot spawn, this check is performed. If success to bot will rush move command.
; ;It'll impact many behavior, like hunting and hunter to move faster (movement and stance)
; Chance2Rush=0.7
; ;If a bot perception is triggered (sound, visual) it will perform this check.
; ;If successful, it will investigate (hunt) the source of the sound or the last seen position of the threat.
; Chance2Hunt=0.5
; ;At bot spawn, this check is performed. If successful, the bot will continuously scan for hostile using its senses.
; ;Once a stimulus is perceived, it will being active hunting, ignoring most of the objective related behaviors, but counterattack.
; ;It's a more intense hunt that the regular Chance2Hunt which the latest is wander based only (lower priority).
; Chance2ForceHunt=0.35
; ;If there's more friends around (close and med range) then foes (close) a check is perform
; ;0.2 is 20% than the bot regroup and put more pressure on the opposite team
; Chance2Regroup=0.2
; ;Hearing and onAlert status will provide a bonus to spot an ennemy that will decrease with the distance
; ;This will define at which distance from the point of interest the bonus decrease
; bonusSpotLossStartingDistance=2000.0
; ;When a sound is perceived, this will increase the likelihood to spot the ennemy
; ;This is the max value to start at close range (inside bonusSpotLossStartingDistance)
; maxBonusSpotChanceHearing=0.95
; ;Similar as hearing
; ;Alert is triggered when bot sense an ennemy, take damage and is kept on moment after a fight
; maxBonusSpotChanceAlert=0.05
; ;Multiplied to the spot chance value when performing a lean (edge) spot check
; ;Vanilla spot check can't do proper lean spot check because the center of the player is often behind the wall (edge)
; ChanceLeanMultiplier=0.8
; ;Minimal sound intensity to consider hearing a threat (bot will turn a localize the emitter)
; minChance2Hear=0.15
; ;Force to cover (retreat) when the damage received is over this value
; InjuredDmgThreshold=40
; ;Force to cover (retreat) when HP / maxHP is below this value
; InjuredHPRatioThreshold=0.35
; ;Used for Defend and Move2Objective
; DistanceNear2Objective=2500.0
; DistanceMid2Objective=4000.0
; DistanceFar2Objective=8500.0
; ;Bots will try to respect this ratio around the objective (lower priority though)
; ratioBotsClose2Objective=0.5
; ;Random time between min & max to stop firing when LOS is lost
; ;Same for suppression
; minTime2StopFiringNLOS=3.0
; maxTime2StopFiringNLOS=8.0
; minSuppressionTime=8.0
; maxSuppressionTime=15.0
; ;Inside this distance, no suppression will occur
; SuppressionMinDistance=400.0
; ;0.2 is 20% chance to suppress a target when LOS is lost (like under cover or behind an edge)
; ;Having players around will enforce this behavior
; BaseChance2Suppress=0.2
; AddChance2SuppressPerFriend=0.15
; ;0.0 is aiming to the body center, 1.0 is aiming to the head
; ratioAimingHead2Body=0.3
; ;Variable difficulty Config Variables & Values (overwrite [/Script/Insurgency.INSCoopMode])
; PlayerCountForMinAIDifficulty=2
; PlayerCountForMaxAIDifficulty=12
; MinAIDifficulty=0.25
; MaxAIDifficulty=0.75
; ;Miscellaneous Config Variables & Values (overwrite [/Script/Insurgency.INSCoopMode])
; ;Allows overwrite of the defaultBotConfig and hardcoreBotConfig
; bOverwriteBotSkillCfg=True
; ;Force to use vanilla defaultBotConfig and default hardcoreBotConfig (optional - used in SDK)
; bResetBotSkillCfg=False
; bBotIgnoresDamage=False
; bBotHasInfiniteAmmo=False
; bBotUsesVehicles=False
; ;Make fire support call unavailable for bots, but counter attack on objective will automatically trigger fire support (it's hard coded)
; bDisableBotFireSupport=False
; ;Bot will engage fire support hovering vehicle like Blackhawk, Apache, IED drone if set to True
; ;The ChanceCounterFireSupport check is only performed when no launcher (like RPG) is available as the bot will use std Firearm at the hovering vehicle (on Blackhawk and IED drone)
; bCounterFireSupport=False
; Chance2CounterFireSupport=0.35
; ;Will build a list of all lights and poll all near to players to get a more realistic lighting intensity than base sampler
; bDisableDynamicLightSampling=False
; ;Workaround to make C4 and IED invisible to bots
; bSuppressFearofC4=True
; ;If set to True, will generate a zone (volume) that ennemy bots won't go in
; ;Activation is the chance to generate a killzone (0.65 is 65 %)
; ;Duration in seconds, on defend the timer is shortened
; bEnableKillZone=False
; ChanceKillZoneActivation=0.65
; KillZoneDuration=45
; KillZoneDurationOnDefend=15
; KillZoneDurationVariationPercent=0.3
; KillZoneWidth=180.0
; KillZoneHeight=200.0
; ;Workaround to lower the speech volume of soldier, sometimes some reverb can still be heard (that's the best we can do at the moment)
; bMuteBotTalking=False
; bMutePlayerSoldierTalking=False
; ;If set to true, suppression is only allowed for light and heavy machine gun
; bSuppression4MgOnly=True
; ;After an objective is capture, the bots will stay around for a moment before going to the next objective
; bRetreatIsDeferred=True
; DeferredRetreatDelayTime=15.0
; DeferredRetreatShoutFrequencyMin=5.0
; DeferredRetreatShoutFrequencyMax=10.0
; ;Maybe used in some NWI behaviors to filter valid target previously spotted or sensed
; MemoryMaxAge=90.0
; ;Reaction of bot under supression
; CoverSuppressionToCowerCombat=0.1
; CoverSuppressionToCower=0.02
; CoverSuppressionToRecover=0.0
; CoverCowerMinTime=3.5
; ;Reaction of bot under pressure (need more testing)
; MoraleRestoreTime=10.0
; MoraleLostOnHeadShot=50.0
; MoraleLostOnDeath=15.0
; MoraleLostOnGruesomeDeath=35.0
; MoraleToRetreat=5.0
; MoraleToRecover=80.0
; ;Add a random amount of bots to base value if set > 0
; ;Generate new amount when the objective changes
; variableBotCount=0
; ;When using Mute, this is the chance (0.35 is 35%) that a on death sound will play
; Chance2PlayDeathSound=0.35
; ;Default AIModifier behavior list:
; ;All bots have (private) generated values that futher influence AIM behaviors to make then less predictable
; !ValidBehaviors=ClearArray
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_FollowSquadLeader"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ThrowBackGrenade"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ThrowGrenade"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ThrowSmokeGrenade"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ThrowGrenadeAtWindows"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_FireRocket"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_FlushTarget"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_FleeGrenade"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_AttackMelee"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_RequestFireSupport"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_Pursue"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_Investigate"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_Vehicle"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_MoveToSeat"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_DestroyObjective"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_UseSmartActor"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_OutpostPrepare"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ClearObjective"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_SeekAndDestroy"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ReloadBackupWeapon"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_ReloadEquippedWeapon"')
; +ValidBehaviors=(Class'"/Script/Insurgency.BotBehavior_HipFireWithPrimary"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_EnhancedAmbush.BotBehavior_AIM_EnhancedAmbush_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_EnhancedAwareness.BotBehavior_AIM_EnhancedAwareness_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_EnhancedWander.BotBehavior_AIM_EnhancedWander_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_Hunters.BotBehavior_AIM_Hunters_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_Hunting.BotBehavior_AIM_Hunting_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_Move2Objective.BotBehavior_AIM_Move2Objective_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_TakingDamage.BotBehavior_AIM_TakingDamage_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_DefendObjective.BotBehavior_AIM_DefendObjective_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_SoldierKilled.BotBehavior_AIM_SoldierKilled_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_Injured.BotBehavior_AIM_Injured_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_Tactics.BotBehavior_AIM_Tactics_C"')
; +ValidBehaviors=(Class'"/AIModifier/AI/BotBehavior_AIM_EnhancedSuppression.BotBehavior_AIM_EnhancedSuppression_C"')
; +ValidBehaviors=(Class="/AIModifier/AI/BotBehavior_AIM_AttackFSHoveringVehicle.BotBehavior_AIM_AttackFSHoveringVehicle_C")
[/RoundProgress/Mutator/RoundProgress.RoundProgress_C]
SkippingMessage=Skipping to checkpoint.
CheckpointSetMessage=Checkpoint complete! You will start from here next round!
StructArray=(ScenarioString="Scenario_Crossing_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Farmhouse_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Hideout_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Hillside_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Ministry_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Outskirts_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Precinct_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Refinery_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Summit_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_PowerPlant_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Tideway_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Tell_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Bab_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Citadel_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Farmhouse_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Refinery_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Crossing_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Hideout_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Precinct_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Summit_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Outskirts_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Ministry_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Hillside_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_PowerPlant_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Tideway_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Tell_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Bab_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Citadel_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Prison_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Prison_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_TORO_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_TORO_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_CompoundCity_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Highlands_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Highlands_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_MountainPass_Checkpoint",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Noshahr_Canals_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Noshahr_Canals_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Macedonia_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Macedonia_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_ps_cp_sec",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Frost_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Sheds_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Sheds_Checkpoint_Security2",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Sheds_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_SultanOfDrugs_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_SultanOfDrugs_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Mud_Village_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Mud_Village_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_LastLight_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_LastLight_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Oasis_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Diplomacy_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Coastline_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="scenario_valley_checkpoint_security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Factory_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Assault_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_RedwoodReborn_Checkpoint",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Grindelwald_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Grindeltown_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Grindellake_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_BadLands_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_BadLands_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Polar_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Polar_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_West_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_West_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="S_Factory_Coop_Ins_1",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="S_Factory_Coop_Ins_2",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="S_Factory_Coop_Sec_1",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="S_Factory_Coop_Sec_2",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="S_Factory_Coop_Sec_3",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Safehouse_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Safehouse_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Necropolis_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Mintaqah_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_TheGreenZone_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_TheGreenZone_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_PeakReborn_Checkpoint",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Temple_CP_Sec",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Temple_CP_Ins",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_der_Bunker_CP_Sec",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_der_Riese_CP_Sec",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Dust2_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Dome_Checkpoint_Security_Day",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Polar_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Polar_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Skyscraper_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Skyscraper_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Drycanal_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Embassy_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Heights_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Kandagal_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Market_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Panj_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Peak_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Revolt_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Station_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Verticality_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_Crash_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_DryCanalNF_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_LastLight_Checkpoint_Security",ObjectiveSkipIndex=(-1),StartSkipped=False)
StructArray=(ScenarioString="Scenario_LastLight_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False)
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