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February 4, 2025 06:57
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Insurgency Sandstorm Game.ini
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| [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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