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- [ScrnBalanceSrv.ScrnBalance]
- ####################################################################
- # PERK LEVEL BALANCE
- ####################################################################
- # Automatically lowers perks, which are too high for the current difficulty
- # and raises perks, that are too low. So you can split visual and bonus
- # parts of the perks (players will see 2 perk icons on the HUD).
- # Level caps still allows perk progression.
- BonusLevelNormalMax=3
- BonusLevelHardMin=2
- BonusLevelHardMax=4
- BonusLevelSuiMin=4
- BonusLevelSuiMax=6
- BonusLevelHoeMin=5
- BonusLevelHoeMax=6
- # Comment the lines above and uncomment below to disable bonus level caps
- # BonusLevelNormalMax=255
- # BonusLevelHardMin=0
- # BonusLevelHardMax=255
- # BonusLevelSuiMin=0
- # BonusLevelSuiMax=255
- # BonusLevelHoeMin=0
- # BonusLevelHoeMax=255
- # If you're using perk progression above level 6, you can set up additional
- # requirement scaling for that.
- # >1.0 - slower progression
- # <1.0 - faster progression, e.g. 0.5 = twice faster
- Post6RequirementScaling=0.71
- # Scale Support's welding point requirement, e.g. 0.5 = half lower req.
- WeldingRequirementScaling=1.0
- # Additional scaling to Commando's Stalker kill requirement.
- # Before lowering it take in mind that each Shiver kill can give up to 2 points
- # to this progression too (first for decapitaion, second for kill).
- StalkerRequirementScaling=1.0
- # If headshot damage dealth with Sharpshooter's weapon exceeds this value,
- # then SS gets +1 to perk progression, even if victim isn't decapitaded yet.
- # This was made to encourage Shaprshooter focusing on big targets with sniper rifles
- # not farm kills with pistols
- SharpProgMinDmg=1000
- # Level requirement balance for Medic and Sharpshooter:
- # 0 - ScrN Classic: easy progression for levels above 6.
- # Not recomended. Left only for backward compatibility.
- # 1 - ScrN Balanced (v5 recomended): All Medic level requirements balanced with other perks.
- # Level 6 left @ 100k while level 5 raised to 50k, level 4 - 25k etc.
- # Medic's Level 7+ progression is more than a twice harder than in ScrN Classic, but
- # still easier than in ServerPerks.
- # Sharpshooter's Level 7+ progression made slightly harder.
- # 2 - All perk requirements will be set exactly the same as in ServerPerks.
- ReqBalanceMode=1
- # Additionally raise max bonus level cap, if extra players join in.
- # Of player count is below or equal with 6, level cap will be set to default one
- # (depending from difficulty setting, e.g. BonusLevelHoeMax)
- # If player count exceeds 6, level cap raises 1 level per extra player
- #
- # Dynamic Level Cap doesn't affect Hardcore Level!
- bDynamicLevelCap=True
- ####################################################################
- # Additional balance for 7+ player games
- ####################################################################
- # Zed spawn rate increase per each player above 6,
- # comparing to original spawn rate (in percent).
- # 0.00 - no increase (same spawns as in 6p game)
- # 0.25 - 25% faster zed spawns per each player above 6 (double faster spawns in 10p game)
- # 1.00 - double zed spawn per each player above 6 (5x faster spawns in 10p game)
- Post6ZedSpawnInc=0.25
- # Ammo box spawn chance increase per each player above 6.
- # 0.00 - no incease
- # 1.00 - double increase
- # 0.20 - 20% increase
- # For example, by default there is 25% ammo box spawn chance on HoE.
- # With 20% increase in 10-players game, spawn chance will be:
- # 0.25 + (0.25 * 4 * 0.20) = 0.45 = 45% chance that ammo box will be
- # spawned = 80% increase to default ( 4 extra players * 20% each)
- Post6AmmoSpawnInc=0.20
- # How many zeds to add per each player above 6 (in percent of default wave size)
- # Works only if bAlterWaveSize=true.
- # Default KF game value = 0.80, which is way too much.
- # For comparison, value for 5th and 6th player is 0.50
- Post6ZedsPerPlayer=0.40
- bAlterWaveSize=true
- # Max number of zeds in wave
- MaxWaveSize=800
- # Min numbers of players to be used in calculation of zed count in wave
- FakedPlayers=1
- # Max numbers of specimens, which can exist on the map at the same time.
- # Works only for regular waves (Short, Medium, Long).
- # In Sandbox mode this can be set in KillingFloor.ini
- # Hardcoded minumum = 8.
- # Warning! Setting higher values can cause lags and game crashes!
- MaxZombiesOnce=32
- ####################################################################
- # MONEY BALANCE
- ####################################################################
- # Adjust weapon prices and discounts, so initial inventory for all perks
- # would be the same
- bSpawnBalance=True
- # Initial inventory costs nothing, i.e. players don't get any dosh for selling it
- bSpawn0=False
- ####################################################################
- # WEAPON BALANCE
- ####################################################################
- # General weapon balance. You can enable/disable balance for every gun individually
- # by replacing ScrnBalance version back to KFMod in ServerPerks.ini
- bWeaponFix=True
- # Replaces weapon pickups spawned on the map (or dropped by players)
- # with ScrN version.
- # Set it to False if you're using some KFMod weapons instead of ScrN.
- bReplacePickups=True
- # Replace pickups in Story (Objective) Mode?
- bReplacePickupsStory=True
- # Alternate Burning Mechanism. Zeds take more fire DoT in the begining, but burn
- # less amount of time. New fire damage received extends burning time.
- bAltBurnMech=True
- # Balance the game for Gunslinger Perk
- bGunslinger=True
- # Replace hand grenades with ScrN version, allowing to "cook" them
- bReplaceNades=True
- # Armor weights 1 block instead of hand grenades. Players without armor
- # can carry more stuff. Forces bReplaceNades=True
- bShieldWeight=False
- # Allow clients to see damage numbers on the screen?
- bShowDamages=True
- ####################################################################
- # Version 5 features
- ####################################################################
- # Works the sama as Marco's KFMaxPlayers
- # 0 - don't force max players
- ForcedMaxPlayers=20
- # Force players to use the server setting
- bForceManualReload=False
- bManualReload=False
- # Makes game more hardcore (i.e. will make later).
- # Reserved for a future use, set it to true if you're always feeling game is
- # too easy for you.
- # Currently it only disables "Blue lasers for teammates" setting
- bHardcore=False
- # Participate in Beta to test new, uncorfirmed features
- bBeta=False
- # Replace heads-up display with ScrN version.
- # It is strictly recommended to use ScrN HUD in ScrnBalance games!
- # Set it to false only if you have compatibility issues with other mutators.
- # Disabling ScrN HUD disables such ScrN features like low ammo warning,
- # show damage, speed, displaying cowboy mode indicator etc.
- bReplaceHUD=True
- # Replaces Scoreboard
- bReplaceScoreBoard=True
- # If bBroadcastPickups=True, BroadcastPickupText will be broadcasted to players
- # every time someone picks up a weapon which belongs to somebody else.
- # Weapons with no sell value are not broadcasted.
- # BroadcastPickupText can contain the following variables:
- # %p - player's name, who picked up the weapons
- # %w - weapon name
- # %o - owner's name (player who dropped this weapon)
- # %$ - weapon's sell value
- bBroadcastPickups=True
- BroadcastPickupText=%p picked up %o's %w ($%$).
- # Allows players to lock their dropped weapons.
- # Locked weapons can not be picked up by other players.
- # Players who locked their weapons can not pick up other another's weapons.
- # So player can lock weapons just to prevent picking up other guns.
- # Players can lock their weapons from ScrN Settings GUI page or by
- # using new console commands: LockWeapons, UnlockWeapons, ToggleWeaponLock.
- # The next example toggles weapon lock by pressing "L" key:
- # set input L ToggleWeaponLock
- # Weapons having SellValue=0 can not be locked (e.g. initial weapons)
- bAllowWeaponLock=True
- # Automatically kicks players without perk (or got the "Perk Bug")
- bAutoKickOffPerkPlayers=True
- # Event number:
- # 0 - Default zeds
- # 1 - Summer (circus) zeds
- # 2 - Halloween (new) zeds
- # 3 - Xmas zeds
- # 255 - Forces regular zeds. Ignores current KF event or map infos.
- EventNum=2
- # Force the event. Set it to true to enable event zeds outside official event's period of time.
- # WARNING! Tripwire strips out event zeds from time to time. For example, in v1051
- # there are only regular and Summer zeds. If you force Xmas or Halloween event, no
- # zeds will be spawned at all!
- bForceEvent=False
- # Ability to create custom events with own monster collection
- # Custom event numbers must be between 100 and 199!
- # CustomEvents=(EventNum=100,MonstersCollection="ScrnBalanceSrv.Doom3MonstersCollection",ServerPackages=("ScrnDoom3KF"))
- # Use MapInfo to set individual settings for each map:
- # MapName Map file name without extention (.rom)
- # MaxZombiesOnce Max numbers of specimens, which can exist on the map at the same time.
- # Difficulty Map difficulty comparing to average:
- # -1.00 easiest, lame, perk farming map
- # -0.50 easy to win, but not so lame as above
- # -0.25 less challenging, but not as easy as walk in the park
- # 0.00 average KF map
- # 0.25 slightly harder than normal
- # 0.50 Tought one. You need excellent teamwork and skills to win this
- # 1.00 Insane difficulty. You have no idea how to survive on this map.
- # ForceEventNum Force event zeds for this map. See EventNum for details.
- # 0 = do not force the event. Use 255 to force regular zeds.
- # If bForceEvent=False, this value will be ignored.
- # It is not necessary to specify all fields. If field is skipped, default value will be used.
- # Some examples:
- # MapInfo=(MapName="KF-AbusementPark",Difficulty=0.25,ForceEventNum=1)
- # MapInfo=(MapName="KF-Hellride",Difficulty=-0.25,ForceEventNum=1)
- # MapInfo=(MapName="KF-Steamland",ForceEventNum=1)
- # MapInfo=(MapName="KF-Manor",MaxZombiesOnce=32,ForceEventNum=255)
- # Got tired from plonkers, who are running from the team and camping zeds spawns,
- # making early waves boring? Vote for spawning a special squad to kill them, e.g.:
- # mvote SPAWN KillSquad
- # You can setup as many squads as you want.
- # Note that voted zeds will spawn in random places and will follow random players,
- # not necessary the plonker you voted them for. But killing 4 husks by a team is much
- # easier than by solo zerker ;)
- # Examples:
- # VoteSquad=(SquadName="KillSquad",MonsterClass="KFChar.ZombieHusk",NumMonsters=4)
- # VoteSquad=(SquadName="WipeSquad",MonsterClass="FemaleFPZED_v075.FemaleFP",NumMonsters=2)
- # VoteSquad=(SquadName="WipeSquad",MonsterClass="KFChar.ZombieSiren",NumMonsters=2)
- ####################################################################
- # Achievements
- ####################################################################
- # Achievement settings:
- # 1 - Use achievements
- # 2 - Hard map achievements (server uses custom or/and super zombies
- # 4 - Suicidal map achievements (server uses HardPat or SuperHat
- # 8 - Hell On Earth map achievements (server uses DooM3 monsters)
- # Take a calculator and sum values of the features you want to use
- # Write down the sum:
- AchievementFlags=255
- # Force ServerPerks to update Perk DB, after achievement earning
- bSaveStatsOnAchievementEarned=True
- # Tell other players that somebody earned an achievement
- bBroadcastAchievementEarn=True
- # EndGameStatBonus allows to boost perk stats gained during
- # the game, if it has been won.
- # bStatBonusUsesHL allows to use Hardcore Level in calculation.
- # For example, if EndGameStatBonus=0.5 and bStatBonusUsesHL=False.
- # players gain 50% perk stat bonus for winning the game, i.e. if
- # player scored 100K shotgun damage, additional 50K will be added
- # to Support Spec.'s perk progress.
- # If bStatBonusUsesHL=True, EndGameStatBonus will be multiplied by
- # game's hardcore level (type MUTATE HL in console to check).
- # For example, if bStatBonusUsesHL=True and EndGameStatBonus=0.075
- # players will gain 75% stat bonus, if hardcore level = 10
- # or 112.5%, if hardcore level = 15
- #
- # StatBonusMinHL stores minimal hardcore level on the server, which
- # will be subtracted from HL in end game bonus calculation, i.e.
- # (HL - StatBonusMinHL) * EndGameStatBonus
- # End Game Bonus will be granted only if it is >= 10%
- EndGameStatBonus=0
- bStatBonusUsesHL=False
- StatBonusMinHL=0
- ####################################################################
- # Voting
- ####################################################################
- bAllowVoting=True
- bAllowPauseVote=True
- # Allow pause voting (mvote PAUSE 60) only during trader time
- bPauseTraderOnly=True
- # mvote LOCKPERK DEMOLITIONS
- bAllowLockPerkVote=True
- # If players voted to end current trader time, then skipped time can
- # be added to the next one. SkippedTradeTimeMult determines how much
- # of the skipped time can be added:
- # 1 - full time will be added,
- # 0.5 - add only half of the skipped time to the next trader time
- # 0 - do not add any time
- # -1 - disable end trade voting
- SkippedTradeTimeMult=1
- # Allows kick-voting players, e.g.
- # mvote KICK PLAYER_NAME (lame play)
- bAllowKickVote=True
- # Allows blaming players, e.g.
- # mvote BLAME PLAYER_NAME (lame play)
- # Blaming has no real affect, just notifies player that he's doing
- # something wrong
- bAllowBlameVote=True
- # If games feels boring, allows players to vote "mvote BORING" to
- # double zed spawn rate. This can be voted multiple times, but
- # can't be rolled back. Zed spawn rates are reset, if player dies,
- # and at the end of each wave.
- bAllowBoringVote=True
- # If last monsters got stuck on the map, player can vote to auto-kill
- # them by using "mvote END WAVE" command.
- # MaxVoteKillMonsters is the max number of monsters that can be
- # auto-killed. End wave voting is disabled, when there are more zeds left.
- # Setting MaxVoteKillMonsters=0 completely disables end wave voting
- MaxVoteKillMonsters=0
- # If total base health of all monsters exceeds MaxVoteKillHP,
- # then vote fails. Note that base (default) health is taking in
- # count, not the current one (player and difficulty multipliers are excluded)
- MaxVoteKillHP=2000
- # If bVoteKillCheckVisibility=True, then monsters can't be auto-killed, if
- # some of them can see player
- bVoteKillCheckVisibility=True
- # After end wave vote succeeds, team receives money penalty, which
- # depends from killed monsters' ScoringValue and VoteKillPenaltyMult
- # For example, if team votes to kill 2 Fleshpounds, each of them having
- # ScoringValue=200, and VoteKillPenaltyMult=5, then team will be penalized
- # by (200+200)*5=$2000.
- VoteKillPenaltyMult=5
- ####################################################################
- # Custom Weapon Support
- ####################################################################
- # PerkedWeapons=<Perk Index>:<Weapon Class Name>[:<Bonuses>]
- # , where:
- # <Perk Index>:
- # 0 - Medic
- # 1 - Support spec.
- # 2 - Sharpshooter
- # 3 - Commando
- # 4 - Berserker
- # 5 - Firebug
- # 6 - Demolitions
- # 7 - Gunslinger
- # <Weapon Class Name> - Full class name of weapon, including package name.
- # Weapon class names can be retrieved from .ucl files.
- # Keep in mind, that you need to specify WEAPON class name, not the PICKUP class (as you do in ServerPerks.ini)
- # <Bonuses> - list of key letters, granting individual bonuses:
- # $ - discount (both on weapon and ammo)
- # W - weapon's general bonuses (reload, recoil)
- # P - Primary fire damage bonus
- # S - Secondary (alternate) fire damage bonus
- # A - Primary fire ammo bonuses (magazine, total)
- # B - Secondary fire ammo bonus (total ammo)
- # D - override primary damage type with perk's default one (enable perk progression).
- # d - override secondary damage type with perk's default one
- # * - mark weapon as a special one:
- # Sharpshooter gets fire rate bonus for spec.weap.
- # Gunslinger can act in Cowboy Mode while holding spec.weap.
- # If <Bonuses> are ommited, all bonuses will be granted, except D|d|*.
- # You always need to specify those switches, if you want to override damage types.
- # You can grant only those bonuses, which perk provides. For example, you can't add
- # damage bonus for Medic, or reload bonus for Support Spec, or ammo discount for Gunslinger.
- # There are extra requirements for some perks too, like Berserker can have bonuses only
- # for melee weapons, Demo - damage bonus is applied only on explosive damage types.
- # Tommy Gun moved to Firebug
- PerkedWeapons=5:KFMOD.ThompsonSMG:W$AD
- # Custom perk indicies are starting with 10
- # Correct perk index can be checked out in KillingFloor.log
- # after a game launch (searcn by ScrnBalance keyword)
- # In Version 5 perk index can be specified manualy before the perk class name,
- # delimiting it with ":". Custom perk index must be between 10 and 255!
- CustomPerks=11:ScrnSentryTech.ScrnVetSentryTech
- PerkedWeapons=11:SentryTechWeapV111.IncendiaryPipeBomb:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.TechPipeBombExplosive:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.G36CAssaultRifle:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.DoomSentryBot:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.MedicSentryBot:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.PTurret:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.BioLauncher:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.TechFlaregun:*
- PerkedWeapons=11:SentryTechWeapV111.ShockRifle:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.MachinePistol:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.MachineDualies:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.USCMSentry:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.TechM7A3MMedicGun:WP$AD
- #PerkedWeapons=11:SentryTechWeapV111.PlasmaCutter:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.HL_GravityGun:WP$AD
- PerkedWeapons=11:SentryTechWeapV111.HL_RPG:WP$AD
- PerkedWeapons=11:KFMod.ZEDGun:WP$ABD
- PerkedWeapons=11:KFMod.ZEDMKIIWeapon:WP$ABD
- ####################################################################
- # Uncomment the following lines (remove leading #)
- # if you're using Brute (Heavy) Gunner perk
- ####################################################################
- #CustomPerks=10:ScrnBruteGunnerN.ScrnVetBruteGunnerPerk
- PerkedWeapons=10:KFMod.GoldenAK47AssaultRifle:W$APD
- PerkedWeapons=10:BruteGunnerWeapV111.BruteSA80LSW:W$APD
- PerkedWeapons=10:BruteGunnerWeapV111.BruteRPK47MachineGun:W$APD
- PerkedWeapons=10:BruteGunnerWeapV111.BrutePKM:W$APD
- PerkedWeapons=10:BruteGunnerWeapV111.BruteChainGun:W$APD
- PerkedWeapons=10:BruteGunnerWeapV111.BruteM249:W$APD
- PerkedWeapons=10:BruteGunnerWeapV111.BruteM41AAssaultRifle:W$PD
- PerkedWeapons=10:BruteGunnerWeapV111.BruteAUG_A1AR:W$P
- ####################################################################
- ####################################################################
- # Uncomment the following lines (remove leading #)
- # if you're using ScrN Brute (Heavy) Gunner Perk'n'Weapons edition
- ####################################################################
- CustomPerks=10:ScrnBruteGunnerPNW.ScrnVetBruteGunnerPerk
- ####################################################################
- ####################################################################
- # Custom weapons made by "Operaciya Y" (killingfloor.ru)
- # Colt originaly made by Michael ‘Whisky’ Gartley
- # HopMines originaly made by Marco
- # Balanced by PooSH
- # Weapon package used privately on ScrN servers
- ####################################################################
- #PerkedWeapons=1:ScrnWeapons.Saiga12c
- #PerkedWeapons=2:ScrnWeapons.VSSDT
- #PerkedWeapons=2:ScrnWeapons.SVDc
- #PerkedWeapons=3:ScrnWeapons.ThompsonSubmachineGun:W$P
- #PerkedWeapons=3:ScrnWeapons.AKC74AssaultRifle
- #PerkedWeapons=3:ScrnWeapons.VALDTAssaultRifle
- #PerkedWeapons=3:ScrnWeapons.HK417AR
- #PerkedWeapons=5:ScrnWeapons.M202A1RL:W$P
- #PerkedWeapons=6:ScrnWeapons.HopMineLchr
- #PerkedWeapons=6:ScrnWeapons.RPG:DW$PA
- #PerkedWeapons=6:ScrnWeapons.M202A2RL
- #PerkedWeapons=7:ScrnWeapons.Colt:DW$PA
- ####################################################################
- # Horzine Rocket Launcher
- #PerkedWeapons=6:HRL.HRL
- ####################################################################
- # Custom Monster Balance
- # Requires additional mutator:
- # http://steamcommunity.com/sharedfiles/filedetails/?id=98914871
- ####################################################################
- [ScrnMonstersMut.ScrnMonstersMut]
- BrutePkgName=KFBruteFinal_014
- ShiverPkgName=Shiver014
- JasonPkgName=Jason_Vorhees
- FemaleFPPkgName=FemaleFPZED_v081
- bAddBrutes=True
- bAddShivers=True
- bAddJasons=True
- bAddFemaleFP=True
- bHardPat=True
- # allow voting to enable/disable particular monsters, e.g.:
- # mutate vote Brute on
- bAllowVoting=True
- bLockBrutes=False
- bLockShivers=False
- bLockJasons=False
- bLockFemaleFP=False
- bLockHardPat=False
- [ScrnBalanceSrv.ScrnPlayerInfo]
- # Perk stats to exclude in end game bonus calculation.
- # For more info see EndGameStatBonus.
- #ExcludeBonusStats=Ach
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