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  1. ai.aidebug_loadbalanceoverduereportserver
  2. ai.aidebug_toggle
  3. ai.ailoadbalancerupdateinterval 0.25 Set the update interval for the behaviour ai of animals and npcs.
  4. ai.aimanagerloadbalancerupdateinterval 2.0 Set the update interval for the agency of dormant and active animals and npcs.
  5. ai.animal_ignore_food True If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
  6. ai.animalsenseloadbalancerupdateinterval 0.2 Set the update interval for animal senses that updates the knowledge gathering of animals.
  7. ai.defaultloadbalancerupdateinterval 2.5 Set the update interval for the default load balancer, currently used for cover point generation.
  8. ai.frametime 5
  9. ai.ignoreplayers False
  10. ai.move True
  11. ai.nav_carve_height 2 The height of the carve volume.
  12. ai.nav_carve_min_base_size 2 The minimum size we allow a carving volume to be.
  13. ai.nav_carve_min_building_blocks_to_apply_optimization 25 The minimum number of building blocks a building needs to consist of for this optimization to be applied.
  14. ai.nav_carve_size_multiplier 4 The size multiplier applied to the size of the carve volume. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls.
  15. ai.nav_carve_use_building_optimization False If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building.
  16. ai.npc_alertness_drain_rate 0.01 npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
  17. ai.npc_alertness_to_aim_modifier 0.5 This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again.
  18. ai.npc_alertness_zero_detection_mod 0.5 npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero.
  19. ai.npc_cover_compromised_cooldown 10 npc_cover_compromised_cooldown defines how long a cover point is marked as compromised before it's cleared again for selection.
  20. ai.npc_cover_info_tick_rate_multiplier 20 The rate at which we gather information about available cover points. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
  21. ai.npc_cover_path_vs_straight_dist_max_diff 2 npc_cover_path_vs_straight_dist_max_diff defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points.
  22. ai.npc_cover_use_path_distance True If npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
  23. ai.npc_deliberate_hit_randomizer 0.85 The percentage away from a maximum miss the randomizer is allowed to travel when shooting to deliberately hit the target (we don't want perfect hits with every shot).
  24. ai.npc_deliberate_miss_offset_multiplier 1.25 The offset with which the NPC will maximum miss the target.
  25. ai.npc_deliberate_miss_to_hit_alignment_time The time it takes for the NPC to deliberately miss to the time the NPC tries to hit its target. (default: 1.5) (1.5)
  26. ai.npc_door_trigger_size 1.5 npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it
  27. ai.npc_enable True If npc_enable is set to false then npcs won't spawn.
  28. ai.npc_families_no_hurt True If npc_families_no_hurt is true, npcs of the same family won't be able to hurt each other.
  29. ai.npc_gun_noise_silencer_modifier 0.15 The modifier by which a silencer reduce the noise that a gun makes when shot.
  30. ai.npc_htn_player_base_damage_modifier 1.15 Baseline damage modifier for the new HTN Player NPCs to nerf their damage compared to the old NPCs.
  31. ai.npc_htn_player_frustration_threshold 3 npc_htn_player_frustration_threshold defines where the frustration threshold for NPCs go, where they have the opportunity to change to a more aggressive tactic.
  32. ai.npc_ignore_chairs True If npc_ignore_chairs is true, npcs won't care about seeking out and sitting in chairs.
  33. ai.npc_junkpile_a_spawn_chance 0.1 npc_junkpile_a_spawn_chance define the chance for scientists to spawn at junkpile a.
  34. ai.npc_junkpile_dist_aggro_gate 8 npc_junkpile_dist_aggro_gate define at what range (or closer) a junkpile scientist will get aggressive.
  35. ai.npc_junkpile_g_spawn_chance 0.1 npc_junkpile_g_spawn_chance define the chance for scientists to spawn at junkpile g.
  36. ai.npc_max_junkpile_count 30 npc_max_junkpile_count define how many npcs can spawn into the world at junkpiles at the same time (does not include monuments)
  37. ai.npc_max_population_military_tunnels 3 npc_max_population_military_tunnels defines the size of the npc population at military tunnels.
  38. ai.npc_max_roam_multiplier 3 This is multiplied with the max roam range stat of an NPC to determine how far from its spawn point the NPC is allowed to roam.
  39. ai.npc_only_hurt_active_target_in_safezone True If npc_only_hurt_active_target_in_safezone is true, npcs won't any player other than their actively targeted player when in a safe zone.
  40. ai.npc_patrol_point_cooldown 5 npc_patrol_point_cooldown defines the cooldown time on a patrol point until it's available again
  41. ai.npc_reasoning_system_tick_rate_multiplier 1 The rate at which we tick the reasoning system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
  42. ai.npc_respawn_delay_max_military_tunnels 1920 npc_respawn_delay_max_military_tunnels defines the maximum delay between spawn ticks at military tunnels.
  43. ai.npc_respawn_delay_min_military_tunnels 480 npc_respawn_delay_min_military_tunnels defines the minimum delay between spawn ticks at military tunnels.
  44. ai.npc_sensory_system_tick_rate_multiplier 5 The rate at which we tick the sensory system. Minimum value is 1, as it multiplies with the tick-rate of the fixed AI tick rate of 0.1
  45. ai.npc_spawn_on_cargo_ship True Spawn NPCs on the Cargo Ship.
  46. ai.npc_spawn_per_tick_max_military_tunnels 1 npc_spawn_per_tick_max_military_tunnels defines how many can maximum spawn at once at military tunnels.
  47. ai.npc_spawn_per_tick_min_military_tunnels 1 npc_spawn_per_tick_min_military_tunnels defineshow many will minimum spawn at once at military tunnels.
  48. ai.npc_speed_crouch_run 0.25 npc_speed_crouch_run define the speed of an npc when in the crouched run state, and should be a number between 0 and 1.
  49. ai.npc_speed_crouch_walk 0.1 npc_speed_crouch_walk define the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
  50. ai.npc_speed_run 0.4 npc_speed_walk define the speed of an npc when in the run state, and should be a number between 0 and 1.
  51. ai.npc_speed_sprint 1 npc_speed_walk define the speed of an npc when in the sprint state, and should be a number between 0 and 1.
  52. ai.npc_speed_walk 0.18 npc_speed_walk define the speed of an npc when in the walk state, and should be a number between 0 and 1.
  53. ai.npc_use_new_aim_system True If npc_use_new_aim_system is true, npcs will miss on purpose on occasion, where the old system would randomize aim cone.
  54. ai.npc_use_thrown_weapons True If npc_use_thrown_weapons is true, npcs will throw grenades, etc. This is an experimental feature.
  55. ai.npc_valid_aim_cone 0.8 npc_valid_aim_cone defines how close their aim needs to be on target in order to fire.
  56. ai.npc_valid_mounted_aim_cone 0.92 npc_valid_mounted_aim_cone defines how close their aim needs to be on target in order to fire while mounted.
  57. ai.npcsenseloadbalancerupdateinterval 0.2 Set the update interval for npc senses that updates the knowledge gathering of npcs.
  58. ai.ocean_patrol_path_iterations 100000
  59. ai.selectnpclookatserver
  60. ai.sensetime 1
  61. ai.think True
  62. ai.tickrate 5
  63. aimanager.ai_dormant True If ai_dormant is true, any npc outside the range of players will render itself dormant and take up less resources, but wildlife won't simulate as well.
  64. aimanager.ai_dormant_max_wakeup_per_tick 30 ai_dormant_max_wakeup_per_tick defines the maximum number of dormant agents we will wake up in a single tick.
  65. aimanager.ai_htn_animal_tick_budget 4 ai_htn_animal_tick_budget defines the maximum amount of milliseconds ticking htn animal agents are allowed to consume.
  66. aimanager.ai_htn_player_junkpile_tick_budget 4 ai_htn_player_junkpile_tick_budget defines the maximum amount of milliseconds ticking htn player junkpile agents are allowed to consume.
  67. aimanager.ai_htn_player_tick_budget 4 ai_htn_player_tick_budget defines the maximum amount of milliseconds ticking htn player agents are allowed to consume.
  68. aimanager.ai_htn_use_agency_tick True If ai_htn_use_agency_tick is true, the ai manager's agency system will tick htn agents at the ms budgets defined in ai_htn_player_tick_budget and ai_htn_animal_tick_budget. If it's false, each agent registers with the invoke system individually, with no frame-budget restrictions.
  69. aimanager.ai_to_player_distance_wakeup_range 160 If an agent is beyond this distance to a player, it's flagged for becoming dormant.
  70. aimanager.nav_disable False If set to true the navmesh won't generate.. which means Ai that uses the navmesh won't be able to move
  71. aimanager.nav_obstacles_carve_state nav_obstacles_carve_state 2 defines which obstacles can carve the terrain. 0 - No carving, 1 - Only player construction carves, 2 - All obstacles carve. (2)
  72. aimanager.nav_wait True If true we'll wait for the navmesh to generate before completely starting the server. This might cause your server to hitch and lag as it generates in the background.
  73. aimanager.pathfindingiterationsperframe 100 The maximum amount of nodes processed each frame in the asynchronous pathfinding process. Increasing this value will cause the paths to be processed faster, but can cause some hiccups in frame rate. Default value is 100, a good range for tuning is between 50 and 500.
  74. aithinkmanager.framebudgetms 2.5
  75. antihack.admincheat True
  76. antihack.debuglevel 1
  77. antihack.enforcementlevel 1
  78. antihack.eye_clientframes 2
  79. antihack.eye_forgiveness 0.5
  80. antihack.eye_penalty 0
  81. antihack.eye_protection 2
  82. antihack.eye_serverframes 2
  83. antihack.flyhack_extrusion 2
  84. antihack.flyhack_forgiveness_horizontal 1.5
  85. antihack.flyhack_forgiveness_vertical 1.5
  86. antihack.flyhack_margin 0.05
  87. antihack.flyhack_maxsteps 15
  88. antihack.flyhack_penalty 100
  89. antihack.flyhack_protection 3
  90. antihack.flyhack_rejec False
  91. antihack.flyhack_stepsize 0.1
  92. antihack.forceposition True
  93. antihack.maxdeltatime 1
  94. antihack.maxdesync 1
  95. antihack.maxviolation 100
  96. antihack.melee_clientframes 2
  97. antihack.melee_forgiveness 0.5
  98. antihack.melee_penalty 0
  99. antihack.melee_protection 3
  100. antihack.melee_serverframes 2
  101. antihack.modelstate True
  102. antihack.noclip_backtracking 0.01
  103. antihack.noclip_margin 0.09
  104. antihack.noclip_maxsteps 15
  105. antihack.noclip_penalty 0
  106. antihack.noclip_protection 3
  107. antihack.noclip_reject True
  108. antihack.noclip_stepsize 0.1
  109. antihack.objectplacement True
  110. antihack.projectile_clientframes 2
  111. antihack.projectile_forgiveness 0.5
  112. antihack.projectile_penalty 0
  113. antihack.projectile_protection 5
  114. antihack.projectile_serverframes 2
  115. antihack.projectile_trajectory_horizontal 1
  116. antihack.projectile_trajectory_vertical 1
  117. antihack.relaxationpause 10
  118. antihack.relaxationrate 0.1
  119. antihack.reporting True
  120. antihack.speedhack_forgiveness 2
  121. antihack.speedhack_penalty 0
  122. antihack.speedhack_protection 2
  123. antihack.speedhack_reject True
  124. antihack.speedhack_slopespeed 10
  125. antihack.userlevel 2
  126. baseboat.generate_paths True
  127. batching.collider_capacity 30000
  128. batching.collider_submeshes 1
  129. batching.collider_threading True
  130. batching.collider_vertices 1000
  131. batching.colliders True
  132. batching.print_colliders
  133. batching.refresh_colliders
  134. batching.verbose 0
  135. bear.population 2 Population active on the server, per square km
  136. bigwheelgame.spinfrequencyseconds 45
  137. boar.population 5 Population active on the server, per square km
  138. bradley.enabled True
  139. bradley.quickrespawn
  140. bradley.respawndelayminutes 60
  141. bradley.respawndelayvariance 1
  142. cargoship.egress_duration_minutes 10
  143. cargoship.event_duration_minutes 50
  144. cargoship.event_enabled True
  145. cargoship.loot_round_spacing_minutes 10
  146. cargoship.loot_rounds 3
  147. chat.enabled True
  148. chat.say
  149. chat.search
  150. chat.serverlog True
  151. chat.tail
  152. chicken.population 3 Population active on the server, per square km (3)
  153. clothlod.clothloddist 20 distance cloth will simulate until
  154. commands.echo
  155. commands.find
  156. console.search
  157. console.tail
  158. construct.frameminutes 30
  159. coverpointvolume.cover_point_sample_step_height cover_point_sample_step_height 2 defines the height of the steps we do vertically for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
  160. coverpointvolume.cover_point_sample_step_size 6 cover_point_sample_step_size defines the size of the steps we do horizontally for the cover point volume's cover point generation (smaller steps gives more accurate cover points, but at a higher processing cost).
  161. craft.add
  162. craft.cancel
  163. craft.canceltask
  164. craft.instant False
  165. cui.endtest
  166. cui.test
  167. data.export
  168. debug.breakheld Break the current held object
  169. debug.breakitem Break all the items in your inventory whose name match the passed string
  170. debug.callbacks False
  171. debug.checktriggers False
  172. debug.disablecondition False Do not damage any items
  173. debug.drink
  174. debug.eat
  175. debug.flushgroup Takes you in and out of your current network group, causing you to delete and then download all entities in your PVS again
  176. debug.hurt
  177. debug.log True
  178. debug.puzzleprefabrespawn respawn all puzzles from their prefabs
  179. debug.puzzlereset reset all puzzles
  180. debug.renderinfo
  181. debug.stall
  182. decay.bracket_0_blockcount 15 Between 0 and this value are considered bracket 0 and will cost bracket_0_costfraction per upkeep period to maintain
  183. decay.bracket_0_costfraction 0.1 blocks within bracket 0 will cost this fraction per upkeep period to maintain
  184. decay.bracket_1_blockcount 50 Between bracket_0_blockcount and this value are considered bracket 1 and will cost bracket_1_costfraction per upkeep period to maintain
  185. decay.bracket_1_costfraction 0.15 blocks within bracket 1 will cost this fraction per upkeep period to maintain
  186. decay.bracket_2_blockcount 125 Between bracket_1_blockcount and this value are considered bracket 2 and will cost bracket_2_costfraction per upkeep period to maintain
  187. decay.bracket_2_costfraction 0.2 blocks within bracket 2 will cost this fraction per upkeep period to maintain
  188. decay.bracket_3_blockcount 200 Between bracket_2_blockcount and this value (and beyond) are considered bracket 3 and will cost bracket_3_costfraction per upkeep period to maintain
  189. decay.bracket_3_costfraction 0.333 blocks within bracket 3 will cost this fraction per upkeep period to maintain
  190. decay.debug False
  191. decay.delay_metal 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  192. decay.delay_override 0 When set to a value above 0 everything will decay with this delay
  193. decay.delay_stone 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  194. decay.delay_toptier 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  195. decay.delay_twig 0 How long should this building grade decay be delayed when not protected by upkeep, in hours
  196. decay.delay_wood 0 How long should this building grade decay be delayed when not protected by upkeep, in hours (0)
  197. decay.duration_metal 8 How long should this building grade take to decay when not protected by upkeep, in hours
  198. decay.duration_override 0 When set to a value above 0 everything will decay with this duration
  199. decay.duration_stone 5 How long should this building grade take to decay when not protected by upkeep, in hours
  200. decay.duration_toptier 12 How long should this building grade take to decay when not protected by upkeep, in hours
  201. decay.duration_twig 1 How long should this building grade take to decay when not protected by upkeep, in hours
  202. decay.duration_wood 3 How long should this building grade take to decay when not protected by upkeep, in hours
  203. decay.outside_test_range 50 Maximum distance to test to see if a structure is outside, higher values are slower but accurate for huge buildings
  204. decay.scale 1
  205. decay.tick 600
  206. decay.upkeep True Is upkeep enabled
  207. decay.upkeep_grief_protection 1440 (24 hours) How many minutes can the upkeep cost last after the cupboard was destroyed?
  208. decay.upkeep_heal_scale 1 Scale at which objects heal when upkeep conditions are met, default of 1 is same rate at which they decay
  209. decay.upkeep_inside_decay_scale 0.1 Scale at which objects decay when they are inside, default of
  210. decay.upkeep_period_minutes 1440 (24 hours) How many minutes does the upkeep cost last?
  211. entity.debug_toggle
  212. entity.deleteby Destroy all entities created by this user
  213. entity.find_entity
  214. entity.find_group
  215. entity.find_id
  216. entity.find_parent
  217. entity.find_radius
  218. entity.find_self
  219. entity.find_status
  220. entity.nudge
  221. entity.spawn
  222. entity.spawnitem
  223. entity.spawnlootfrom
  224. env.addtime
  225. env.day 1-31
  226. env.month 1-12
  227. env.progresstime True
  228. env.time
  229. env.year 2024
  230. fps.limit 256
  231. gc.collect
  232. gc.unload
  233. global.ban
  234. global.banid
  235. global.banlist List of banned users (sourceds compat)
  236. global.banlistex List of banned users - shows reasons and usernames
  237. global.bans List of banned users
  238. global.breakitem
  239. global.buildinfo Get information about this build
  240. global.clientperf
  241. global.colliders
  242. global.developer 0
  243. global.dump
  244. global.entid
  245. global.error
  246. global.free
  247. global.injure
  248. global.kick
  249. global.kickall
  250. global.kill
  251. global.listid List of banned users, by ID (sourceds compat)
  252. global.maxthreads 8
  253. global.moderatorid
  254. global.mutechat
  255. global.mutevoice
  256. global.objects
  257. global.ownerid
  258. global.perf 0-9
  259. global.playerlist Get a list of players
  260. global.players Print out currently connected clients etc
  261. global.queue
  262. global.quit
  263. global.removemoderator
  264. global.removeowner
  265. global.report
  266. global.respawn
  267. global.respawn_sleepingbag
  268. global.respawn_sleepingbag_remove
  269. global.restart
  270. global.say Sends a message in chat
  271. global.serverinfo Get a list of information about the server
  272. global.setinfo
  273. global.skipqueue
  274. global.sleep
  275. global.spectate
  276. global.stats Print out stats of currently connected clients
  277. global.status Print out currently connected clients
  278. global.status_sv
  279. global.subscriptions
  280. global.sysinfo
  281. global.sysuid
  282. global.teleport2me
  283. global.teleport
  284. global.teleportany
  285. global.teleportpos
  286. global.textures
  287. global.timewarning False `
  288. global.unban
  289. global.unmutechat
  290. global.unmutevoice
  291. global.users Show user info for players on server.
  292. global.version
  293. hackablelockedcrate.decayseconds 7200 How many seconds until the crate is destroyed without any hack attempts
  294. hackablelockedcrate.requiredhackseconds 900 How many seconds for the crate to unlock
  295. halloween.enable False
  296. halloween.murdererpopulation 0 Population active on the server, per square km
  297. halloween.scarecrow_beancan_vs_player_dmg_modifier 0.1 Modified damage from beancan explosion vs players
  298. halloween.scarecrow_body_dmg_modifier 0.25 Modifier to how much damage scarecrows take to the body.
  299. halloween.scarecrow_chase_stopping_distance 0.5 Stopping distance for destinations set while chasing a target
  300. halloween.scarecrow_throw_beancan_global_delay 8 (seconds) The delay globally on a server between each time a scarecrow throws a beancan
  301. halloween.scarecrowpopulation 0 Population active on the server, per square km
  302. halloween.scarecrows_throw_beancans True Scarecrows can throw beancans
  303. heli.bulletaccuracy 2
  304. heli.bulletdamagescale 1
  305. heli.call
  306. heli.calltome
  307. heli.drop
  308. heli.guns 1
  309. heli.lifetimeminutes 15
  310. heli.strafe
  311. heli.testpuzzle
  312. hierarchy.cd
  313. hierarchy.del
  314. hierarchy.ls
  315. horse.population 2 Population active on the server, per square km
  316. hotairballoon.outsidedecayminutes 180 How long before a HAB is killed while outside
  317. hotairballoon.population 1 Population active on the server
  318. hotairballoon.serviceceiling 200
  319. inventory.endloot
  320. inventory.give
  321. inventory.giveall
  322. inventory.givearm
  323. inventory.giveid
  324. inventory.giveto
  325. inventory.lighttoggle
  326. inventory.resetbp
  327. inventory.unlockall
  328. ioentity.backtracking 8
  329. ioentity.framebudgetms 1
  330. ioentity.responsetime 0.1
  331. manifest.printmanifest
  332. manifest.printmanifestraw
  333. minicopter.outsidedecayminutes 240 How long before a minicopter is killed while outside
  334. minicopter.population 1 Population active on the server
  335. motorrowboat.outsidedecayminutes 180 How long before a boat is killed while outside
  336. motorrowboat.population 4 Population active on the server
  337. net.visdebug False
  338. note.update
  339. npcautoturret.sleeperhostiledelay 1200 How many seconds until a sleeping player is considered hostile
  340. physics.bouncethreshold 2
  341. physics.droppedmode 2 The collision detection mode that dropped items and corpses should use (2)
  342. physics.gravity 1 Gravity multiplier
  343. physics.minsteps 2 The slowest physics steps will operate
  344. physics.sendeffects True Send effects to clients when physics objects collide
  345. physics.sleepthreshold 0.005
  346. physics.solveriterationcount 3 The default solver iteration count permitted for any rigid bodies. Must be positive
  347. physics.steps 16 The amount of physics steps per second
  348. playerinventory.forcebirthday False
  349. pool.clear_assets
  350. pool.clear_memory
  351. pool.clear_prefabs
  352. pool.debug False
  353. pool.enabled True
  354. pool.export_prefabs
  355. pool.mod 2
  356. pool.print_assets
  357. pool.print_memory
  358. pool.print_prefabs
  359. profile.start
  360. profile.stop
  361. rcon.ip
  362. rcon.port 28016
  363. rcon.print False If true, rcon commands etc will be printed in the console
  364. rcon.web True If set to true, use websocket rcon. If set to false use legacy, source engine rcon.
  365. relationshipmanager.acceptinvite
  366. relationshipmanager.addtoteam
  367. relationshipmanager.fakeinvite
  368. relationshipmanager.kickmember
  369. relationshipmanager.leaveteam
  370. relationshipmanager.maxteamsize 8
  371. relationshipmanager.promote
  372. relationshipmanager.rejectinvite
  373. relationshipmanager.sendinvite
  374. relationshipmanager.sleeptoggle
  375. relationshipmanager.trycreateteam
  376. rhib.rhibpopulation 1 Population active on the server
  377. samsite.alltarget False targetmode, 1 = all air vehicles, 0 = only hot air ballons
  378. samsite.staticrepairseconds 1200 how long until static sam sites auto repair
  379. santasleigh.altitudeaboveterrain 50
  380. santasleigh.desiredaltitude 60
  381. santasleigh.drop
  382. sentry.hostileduration 120 how long until something is considered hostile after it attacked
  383. sentry.targetall False target everyone regardless of authorization
  384. server.arrowarmor 1
  385. server.arrowdamage 1
  386. server.authtimeout 60
  387. server.backup Backup server folder
  388. server.bleedingarmor 1
  389. server.bleedingdamage 1
  390. server.branch
  391. server.bulletarmor 1
  392. server.bulletdamage 1
  393. server.cheatreport
  394. server.combatlog Get the player combat log
  395. server.combatlogdelay 10
  396. server.combatlogsize 30
  397. server.compression False
  398. server.corpsedespawn 300
  399. server.corpses True
  400. server.cycletime 500
  401. server.debrisdespawn 30
  402. server.description
  403. server.dropitems True
  404. server.encryption 2
  405. server.entitybatchsize 100
  406. server.entitybatchtime 1
  407. server.entityrate 16
  408. server.events True
  409. server.fps
  410. server.globalchat True
  411. server.headerimage
  412. server.hostname
  413. server.identity
  414. server.idlekick 30 (minutes)
  415. server.idlekickadmins 0
  416. server.idlekickmode 1
  417. server.ip
  418. server.ipqueriespermin 30
  419. server.itemdespawn 300
  420. server.level Procedural Map
  421. server.levelurl
  422. server.maxcommandpacketsize 1000000
  423. server.maxcommandspersecond 100
  424. server.maxpacketsize 5000000
  425. server.maxpacketspersecond 1500
  426. server.maxplayers 10
  427. server.maxreceivetime 20
  428. server.maxrpcspersecond 200
  429. server.maxtickspersecond 300
  430. server.maxunack 4
  431. server.meleearmor 1
  432. server.meleedamage 1
  433. server.metabolismtick 1
  434. server.netcache True
  435. server.netcachesize 0
  436. server.netlog False
  437. server.official False
  438. server.plantlightdetection True
  439. server.planttick 60
  440. server.planttickscale 1
  441. server.playerserverfall True
  442. server.playertimeout 60
  443. server.port 28015
  444. server.printeyes Print the current player eyes.
  445. server.printpos Print the current player position.
  446. server.printrot Print the current player rotation.
  447. server.pve False
  448. server.queriespersecond 2000
  449. server.queryport 0
  450. server.radiation True
  451. server.readcfg
  452. server.respawnresetrange 50
  453. server.salt
  454. server.save Force save the current game
  455. server.savecachesize 2753207
  456. server.saveinterval 600
  457. server.schematime 1800
  458. server.secure True
  459. server.seed True
  460. server.sendnetworkupdate Send network update for all players
  461. server.setshowholstereditems Show holstered items on player bodies
  462. server.showholstereditems True
  463. server.snapshot This sends a snapshot of all the entities in the client's pvs. This is mostly redundant, but we request this when the client starts recording a demo.. so they get all the information.
  464. server.stability True
  465. server.start Starts a server
  466. server.stats False
  467. server.stop Stops a server
  468. server.tickrate 10
  469. server.updatebatch 512
  470. server.updatebatchspawn 1024
  471. server.url
  472. server.worldsize
  473. server.woundingenabled True
  474. server.writecfg Writes config files
  475. spawn.fill_groups
  476. spawn.fill_individuals
  477. spawn.fill_populations
  478. spawn.max_density 1
  479. spawn.max_rate 1
  480. spawn.min_density 0.5
  481. spawn.min_rate 0.5
  482. spawn.player_base 100
  483. spawn.player_scale 2
  484. spawn.report
  485. spawn.respawn_groups True
  486. spawn.respawn_individuals True
  487. spawn.respawn_populations True
  488. spawn.scalars
  489. spawn.tick_individuals 300
  490. spawn.tick_populations 60
  491. stability.accuracy 0.001
  492. stability.collapse 0.05
  493. stability.refresh_stability
  494. stability.stabilityqueue 9
  495. stability.strikes 10
  496. stability.surroundingsqueue 3
  497. stability.verbose 0
  498. stag.population 3 Population active on the server, per square km
  499. supply.call
  500. supply.drop
  501. time.fixeddelta 0.0625
  502. time.maxdelta 0.5
  503. time.pausewhileloading True
  504. time.timescale 1
  505. vehicle.boat_corpse_seconds 300
  506. vehicle.swapseats
  507. vis.attack False
  508. vis.damage False
  509. vis.hitboxes False
  510. vis.lineofsight False
  511. vis.protection False
  512. vis.sense False
  513. vis.triggers False
  514. vis.weakspots False
  515. weather.clouds
  516. weather.fog
  517. weather.rain
  518. weather.wind
  519. wolf.population 2 Population active on the server, per square km
  520. workshop.print_approved_skins
  521. world.cache True
  522. xmas.enabled False
  523. xmas.giftsperplayer 2
  524. xmas.refill
  525. xmas.spawnattempts 5
  526. xmas.spawnrange 40
  527. zombie.population 0 Population active on the server, per square km
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