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DefaultCommander.ini

Aug 14th, 2025
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INI file 4.96 KB | Gaming | 0 0
  1. [/Script/ReadyOrNot.RosterManagerSettings]
  2. RosterSize=7
  3. NumRecruitableCharacters=3
  4.  
  5. +AdditionalRosterSlots=3
  6. +AdditionalRosterSlots=5
  7. +AdditionalRosterSlots=7
  8. +AdditionalRosterSlots=9
  9. +AdditionalRosterSlots=11
  10.  
  11. MaximumStartingStress=0.2                       ; Maximum starting stress value for new characters
  12. MaximumStartingAccuracy=0.4                     ; Maximum starting accuracy stat for new characters
  13. MaximumStartingReflexes=0.4                     ; Maximum starting reflex stat for new characters
  14.  
  15. +AvailableTraits=(Name="Breacher",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Breacher.RT_Breacher)
  16. +AvailableTraits=(Name="Kicker",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Kicker.RT_Kicker)
  17. +AvailableTraits=(Name="MoralOfficer",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_MoralOfficer.RT_MoralOfficer)
  18. +AvailableTraits=(Name="Paramedic",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Paramedic.RT_Paramedic)
  19. +AvailableTraits=(Name="Negotiator",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Negotiator.RT_Negotiator)
  20. +AvailableTraits=(Name="EOD",bEnabled=False,Trait=/Game/Blueprints/Commander/Traits/RT_EOD.RT_EOD)
  21. +AvailableTraits=(Name="Pacifier",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Pacifier.RT_Pacifier)
  22. +AvailableTraits=(Name="Veteran",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Veteran.RT_Veteran)
  23. +AvailableTraits=(Name="BorderPatrol",bEnabled=False,Trait=/Game/Blueprints/Commander/Traits/RT_BorderPatrol.RT_BorderPatrol)
  24. +AvailableTraits=(Name="SBAGS",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_SBAGS.RT_SBAGS)
  25. +AvailableTraits=(Name="Nutritionist",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Nutritionist.RT_Nutritionist)
  26. +AvailableTraits=(Name="Armorer",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Armorer.RT_Armorer)
  27. +AvailableTraits=(Name="Intimidator",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Intimidator.RT_Intimidator)
  28. +AvailableTraits=(Name="RiotControl",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_RiotControl.RT_RiotControl)
  29.  
  30. MissionsUntilTraitUnlockable=2                  ; How many missions a squad member must participate in before they can unlock their trait
  31.  
  32. EventData=/Game/Blueprints/Commander/RED_Standard.RED_Standard
  33.  
  34. DeathChance=0.5                                 ; Maximum chance for a roster character to die instead of being incapacitated
  35. MaxIncapacitationTime=3                         ; Maximum time for a character to be incapacitated for
  36. MaxStressWhenIncapacitated=0.9                  ; When a character is incapacitated cap their stress to this value for balance
  37.  
  38. MaxOfficersFiredAtOnce=1
  39. StressGainForOfficerFired=0.15                  ; Stress gain when firing an officer
  40. MaxStressForOfficerFired=0.9                    ; Maximum stress an officer can reach after another officer is fired
  41.  
  42. StressGainForOfficerKilled=0.2                  ; Stress gain for squadmates whenever a fellow officer is killed in a mission
  43. StressGainForPlayerKilled=0.15                  ; Stress gain for the team when the player character is killed in a mission
  44.  
  45. StressGainForExfil=0.05                         ; Stress gain for officer when exfiltrated from a mission
  46. StressGainForActiveShooterExfil=0.25            ; Stress gain for officer when exfiltrated from an active shooter mission
  47. StressGainForOfficerNotExfil=0.5                ; Stress gain for officer when left behind when exfiltrating a mission
  48.  
  49. StressGainForFriendlyKilledByPlayer=0.05        ; Initial stress value whenever a player kills a friendly or otherwise surrendered character
  50. StressGainForFriendlyKilledByPlayerBase=3.0     ; Base for exponential growth of the stress gained for friendly kills
  51.  
  52. MinBaseStressGainForKill=0.04                   ; Minimum random base stress gain for all squadmates when a suspect is killed during a mission
  53. MaxBaseStressGainForKill=0.08                   ; Maximum random base stress gain for all squadmates when a suspect is killed during a mission
  54. StressMultiplierForKillInstigator=1.3           ; Multiplier applied to the squadmate responsible for a kill
  55. StressMultiplierForCivilianKill=2.0             ; Multiplier applied whenever a civilian is killed
  56.  
  57. StressLossForCivilianArrest=0.03                ; Stress loss for all squadmates when a civilian is arrested
  58. StressLossForSuspectArrest=0.08                 ; Stress loss for all squadmates when a suspect is arrested
  59.  
  60. PassiveStressLoss=0.125                         ; Stress lost passively per successful mission by inactive SWAT members
  61.  
  62. MaxCharactersInTherapy=3                        ; The max number of characters that can be in therapy at a time, -1 is unlimited
  63. MinimumStressForTherapy=0.5                     ; Minimum stress level before you are able to send a character to the therapist
  64. TherapistTimeScale=2.0                          ; Scalar for number of missions away when using therapist (i.e. nearly 100% stress will have 4 missions away)
  65.  
Tags: ron
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