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[/Script/Insurgency.INSMultiplayerMode]
bAutoRecordReplaysDedicated = True
bHandleDedicatedServerReplays = True
bSupplyGainEnabled = True
bAwardSupplyInstantly = True
MaximumSupply = 999
InitialSupply = 30
RoundLimit = 3
MinimumPlayers = 1
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SupplyGainFrequency = 99999
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[/Script/Engine.GameNetworkManager]
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bMovementTimeDiscrepancyDetection = False
bMovementTimeDiscrepancyResolution = False
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;There is a config option for “ClientAuthorativePosition” on the GameNetworkManager that changes the rules: the server will accept client movement as authoritative and not force a correction if it’ s within a squared distance (MAXPOSITIONERRORSQUARED) from where the server last saw it.
;So in this case, the server would warp the character to where the client tried to move, and the client’ s position is the authority. The server can still replicate movement to the client normally, this just handles rogue client movements.
;Can set True on COOP servers
ClientAuthorativePosition = True
;Average size of replicated move packet (ServerMove() packet size) in bytes from player contains client movement and view info
MoveRepSize = 512.0f
;is the bandwidth cost in bytes of sending a client adjustment update. 180 is greater than the actual cost, but represents a tweaked value reserving enough bandwidth for other updates sent to the client.
;Increase this value to reduce client adjustment update frequency, or if the amount of data sent in the clientadjustment() call increases
CLIENTADJUSTUPDATECOST = 512.0f
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[/Script/Engine.GameSession]
MaxPlayers = 16
MaxSpectators = 0
[/Script/Insurgency.INSCoopMode]
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MinimumEnemies = 3
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MaximumEnemies = 24
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MaxPlayersToScaleEnemyCount = 10
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bBotsUseHumanLoadouts = False
bRestrictClassByPlayerLevel = True
[/ScaleBotAmount/Mutators/ScaleBotAmount.ScaleBotAmount_C]
;Enable enemy bot scale for bBots
bScaleBot = True
;;Enemy bot scale base on your friendly bot too. Otherwise, just players
bScaleWithFriendlyBot = False
;;Your team will lose only if your whole team is dead (including friendly bot) with no reinforcement wave left
;;You will still lose if enemy recap your checkpoint because that part of the gamemode
bLoseWhenWholeTeamDead = True
[/AdvancedSupplyPoints/Mutators/AdvancedSupplyPoints.AdvancedSupplyPoints_C]
;Players that captured the objective will get this amount of supply as a reward
ObjectiveCapturedSupply = 7
;
;;Players that destroyed the objective will get this amount of supply as a reward
ObjectiveDestroyedSupply = 7
;
;;Everytime a round end, players in losing team will get this amount of supply point
RoundEndSupply = 12
;
;;Everytime a round end, players in winning team will get this amount of supply point
RoundEndWinningTeamSupply = 7
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[/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
bEnableBotSkillCfg = True
;Distance from this sound that we confirm our target is an enemy
HearAwareDistanceRadial = 3000.0
HearAwareDistanceGunshot = 5000.0
HearAwareDistanceSprintFootstep = 2000.0
;Distance from this sound that we can hear the target
HearDistanceFootstepsSprinting = 2500.0
HearDistanceFootstepsRunning = 1000.0
;Time before we start attacking at close targets
AttackDelayClose = 0.3
;Time before we start attacking at distant targets
AttackDelayDistant = 1.0
;Multiplier applied to spotting chance
ChanceSprintMultiplier = 2.0
ChangeMovingMultiplier = 1.20
AccuracyMultiplier = 1.25
;Multiply our spread by this much when fully suppressed
SuppressionAccuracyMultiplier = 0.7
bFindCover = True
CoverTick = 5.0
bFindCoverWhenShotAt = True
bCustomBotNames = True
BotNameList = Mikee,Arc,DaraDef,AniCator,Guinevere,sswires,Circleus,John Doe,Jeroen,fatherHank
[/WelcomeMessage/Mutators/WelcomeMessage.WelcomeMessage_C]
;Message to display to the client when they first spawn in
WelcomeMessage = %name%, Welcome to my server!/nEnjoy and have fun!
[/JoinLeaveMessage/Mutators/JoinLeaveMessage.JoinLeaveMessage_C]
;Enable or disable join message
bEnableJoinMessage = True
;;Message to appear when a player joins
JoinMessage = %name% has joined the game.
;;Enable or disable leave message
bEnableLeaveMessage = True
;;Message to appear when a player leaves
LeaveMessage = %name% has left the game.