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  1. ##############################################################################
  2. # GAMES
  3. ##############################################################################
  4. # Games are picked by setting GameLength option in server startup command or
  5. # Options in KFMapVote.ini.
  6. #
  7. # ScrnGameLength objects have the following fields:
  8. # GameTitle - Game name that is show in lobby and on the scoreboard
  9. # BountyScale (default = 1.0) - Dosh for killing zeds in game will be
  10. #   multiplied by BountyScale. This affects only Team Budget (dosh that
  11. #   players get at the end of a wave).
  12. # StartingCashBonus (default = 0) - Extra cash (in addition to default's)
  13. #   that players get at the start. Can be negative too.
  14. # Waves - list of waves ([ScrnWaveInfo] objects) to be used in the game
  15. #   Waves are loaded in a given order. Duplicates are allowed too (you can
  16. #   have 3xWave10 in the game, for example).
  17. #   Multiple waves can be set, then the random one will be picked, e.g.:
  18. #   Waves=Wave2a|Wave2b|Wave2c
  19. # Zeds - list [ScrnZedInfo] objects to be used in the game.
  20. ##############################################################################
  21.  
  22. [151 ScrnGameLength]
  23. GameTitle=FTG:FTP
  24. StartingCashBonus=500
  25. BountyScale=1.3
  26. Waves=W0FTGFTP
  27. Waves=W1FTGFTP
  28. Waves=W2FTGFTP
  29. Waves=W3FTGFTP
  30. Waves=W4FTGFTP
  31. Waves=W5FTGFTP
  32. Waves=W6FTGFTP
  33. Waves=SBZ_BossWave
  34. Zeds=ScrnZeds2
  35. Zeds=NormalZeds
  36. Zeds=NextInfectedZeds
  37. Zeds=XmasZeds
  38.  
  39.  
  40. ##############################################################################
  41. # WAVES
  42. ##############################################################################
  43. # Wave definition objects that are used in [X ScrnGameLength].Waves.
  44. # Each wave starts with Trader Time, but there is an option to keep shop closed.
  45. # For example, you can set 10-second cooldown between two waves without shopping.
  46. #
  47. # ScrnWaveInfo objects have the following fields:
  48. # Header - text to replace "NEXT WAVE INBOUND" message. If empty, then default text is used.
  49. # Title - Wave title that is shown on the Scoreboard and in "NEXT WAVE INBOUND" message.
  50. # Message - Wave introduction message that along with Title is shown on the
  51. #   Scoreboard and in "NEXT WAVE INBOUND" message
  52. # TraderMessage - message that Trader says at the start of the Trader Time.
  53. #   Note that each wave starts with the Trader Time.
  54. # TraderTime (default = 60) - cooldown before start of the wave.
  55. # bOpenTrader (default = True) - set it to False to disable shopping between waves.
  56. #   All remaining zeds are auto-killed when Trader Doors open.
  57. # bRespawnDeadPlayers (dafault = true) - respawn or not dead players at the beginning of the wave.
  58. # bTraderArrow (default = True) - shows the trader arrow. Trader arrow is always shown during the
  59. #   trader time if bOpenTrader=True. In all other cases bTraderArrow is taken into account.
  60. # bStartAtTrader (default = False) - players spawn next to the trader instead of player start.
  61. # DoorControl (default = DOOR_Default) - control doors at the beginning of the Trader Time or Cooldown.
  62. #   DOOR_Default - Respawn all doors or leave them as is, depending from ScrnBalance configuration
  63. #   DOOR_Respawn - Respawn all doors on the map
  64. #   DOOR_Blow - Blow up all doors on the map
  65. #   DOOR_Unweld - Unweld healthy doors on the map, don't touch blown doors
  66. #   DOOR_UnweldRespawn - Unweld welded doors, respawn blown doors
  67. #   DOOR_Weld1p - Weld all doors to 1%, respawn blown doors
  68. #   DOOR_WeldHalf - Weld all doors to 50%, respawn blown doors
  69. #   DOOR_WeldFull - Weld all doors to 100%, respawn blown doors
  70. #   DOOR_WeldRandom - Weld all doors to random percent, respawn blown doors
  71. # DoorControl2 (default = DOOR_Default) - control doors at the beginning of the battle wave (after the Trader Time)
  72. #
  73. # EndRule (default = RULE_KillEmAll) - determines a type of the wave:
  74. #   RULE_KillEmAll - classic KF wave which ends when all zeds are dead.
  75. #   RULE_SpawnEmAll - wave ends when all zeds are spawned. Use this to transition
  76. #       between waves without trader time and keep the battle pace
  77. #       (prevent endless kiting of last Clot).
  78. #   RULE_Timeout - wave ends at a specific time no matter of how many zeds were killed.
  79. #   RULE_EarnDosh - wave ends when team earns a specific amount of dosh in Team Budget.
  80. #   RULE_KillBoss - use this for end game boss wave. For mid-game boss use RULE_KillEmAll.
  81. #   RULE_GrabDosh - dosh are dropping from dead zeds. Grab it while it's hot!
  82. #   RULE_GrabDoshZed - same as RULE_GrabDosh, but zeds can grab dosh as well (boost their health)
  83. #   RULE_GrabAmmo - players have to look for ammo boxes to finish a wave
  84. #
  85. # Counter - wave counter; value depends from EndRule:
  86. #   RULE_KillEmAll, RULE_SpawnEmAll, RULE_KillBoss - amount of zeds in wave (solo, Normal diff.)
  87. #       Scaled according to default KF rules for player count and game difficulty, if PerPlayerMult=0.
  88. #       otherwise scaled by PerPlayerMult.
  89. #   RULE_Timeout - time in seconds. Not scaled by the difficulty.
  90. #   RULE_EarnDosh, RULE_GrabDosh, RULE_GrabDoshZed - dosh in Team Budget. Not scaled by the difficulty.
  91. #   RULE_GrabAmmo - ammo box count to be collected by the team. Not scaled by the difficulty.
  92. # PerPlayerMult - used when player count > 1.
  93. #   Formula: WaveCounter = Counter + Counter * PerPlayerMult * (PlayerCount - 1)
  94. # MaxCounter - maximum value for scaled counter (if player count is way too big)
  95. # SpawnRateMod (default = 1.0) - allows boosting or slowing down zed spawning rate
  96. #   5.0 - 5x faster spawns (time between spawns * 0.2)
  97. #   2.0 - twice faster spawns (time between spawns * 0.5)
  98. #   1.0 - normal speed
  99. #   0.5 - twice slower spawns (time between spawns * 2.0)
  100. # MaxZombiesOnce - Max numbers of specimens, which can exist on the map at the same time.
  101. #   Overrides ScrnBalance.MaxZombiesOnce for the given wave. The value is NOT kept for next waves.
  102. #   If MaxZombiesOnce is not set or set to 0, then ScrnBalance.MaxZombiesOnce will be used.
  103. # BountyScale - Game's BountyScale override for a wave.
  104. # XP_Bonus - grants XP bonus for completing the wave. Acts similar to EndGameStatBonus in ScrnBalanceSrv.ini.
  105. #   XP_Bonus is a multiplier of all XP that player gained during the game or from previous XP bonus.
  106. #   Warning! Granting XP_Bonus resets the XP stats for calculation of EndGameStatBonus.
  107. #   0.00 (default) - no bonus
  108. #   0.50 - 50% XP Bonus
  109. #   1.00 - 100% XP Bonus
  110. #   2.00 - 200% XP Bonus
  111. # XP_BonusAlive - XP Bonus for players who survived the wave. If not set, XP_Bonus is used.
  112. #   If both XP_Bonus and XP_BonusAlive are set, then XP_Bonus is granted for dead players but XP_BonusAlive - for alive.
  113. # SpecialSquadHealthMod (default = 1.0) - scales both body and head health of zeds in SpecialSquads
  114. #   Should be used only for bosses.
  115. # ZedsPerSpecialSquad - regular zeds to be spawned between next Special Squad is thrown.
  116. #   This value is randomized +/-10% after each Special Squad's spawn.
  117. # SpecialSquads - special squad definitions.
  118. # Squads - regular squad definition.
  119. # bRandomSquads (default = true) - randomizes squad order. If false, squads will be spawned
  120. #   in the listed order.
  121. # bRandomSpecialSquads (default = true) - randomizes special squads.
  122. #
  123. # *** SPECIAL SQUADS ***
  124. # Special squad is spawned at the start of each wave and then after every
  125. # ZedsPerSpecialSquad amount of zeds. Special squad definition are the same as regular.
  126. # Usually big zeds (FP) are put into special squads to do a heavy pressure on a player team.
  127. # If there are multiple special squads defined, then random squad is picked.
  128. #
  129. # *** SQUAD DEFINITION ***
  130. # Squads=[<MinPlayers>[-<MaxPlayers>:] <SquadMember> [+ <SquadMember>...]
  131. #   or:
  132. # Squads=~<SquadScale>: <SquadMember> [+ <SquadMember>...]
  133. #   where:
  134. # MinPlayers - min required numbers of players in the team. Squad won't be used if player count is less that this value.
  135. # MaxPlayers - max number of players in the team for this squad to be used.
  136. # SquadMember:
  137. #   [<n>*]<alias>[/<fallback>...]
  138. #   , where :
  139. #   n - zed count
  140. #   alias - zed alias (defined in [ScrnZedInfo] object)
  141. #   fallback - another zed alias to be spawned instead if original alias is disabled
  142. # Examples:
  143. # Squads=BL                             # Squad contains one Bloat
  144. # Squads=2*CL + BL                      # 2 Clots + 1 Bloat
  145. # Squads=6: 2*FP                        # (squad is used only on 6+ player games): 2 Fleshpounds
  146. # Squads=1-5: FP                        # (squad is used only in 1-5 player games: 1 Fleshpound
  147. # Squads=TH/HU + 2*GF                   # Tesla Husk + 2 Gorefasts. If TH is disabled, Husk is used instead.
  148. # Squads=BR + 2*HU                      # Brute + 2 Husks. If BR is disable, squad will NOT be used at all.
  149. #
  150. # SquadScale - more players = more zeds in squad instead of them having more health. Number means number of players per
  151. #   each zed to spawn and max health (in terms of "players") for each zed to have.
  152. # Example:
  153. # SpecialSquads=~6: BOSS
  154. # ^ Spawns extra boss per each 6 players. Each boss won't have more than 6p hp.
  155. # Total health of all bosses will match the player count:
  156. # 1 player : 1 boss, 1p hp
  157. # 2 players: 1 boss, 2p hp
  158. # 6 players: 1 boss, 6p hp
  159. # 7 players: 2 bosses, 3.5p hp each
  160. # 8 players: 2 bosses, 4p hp each
  161. # 9 players: 2 bosses, 4.5p hp each
  162. # 10 players: 2 bosses, 5p hp each
  163. # 11 players: 2 bosses, 5.5p hp each
  164. # 12 players: 2 bosses, 6p hp each
  165. # 13 players: 3 bosses, 4.33p hp each (13/3)
  166. # 18 players: 3 bosses, 6p hp each
  167. # 20 players: 4 bosses, 3.33p hp each
  168. #
  169. # *** RULES FOR SQUAD SPAWN ***
  170. # If ANY zed alias in squad definition is disabled and no fallback given, then
  171. #   squad will not be used at all!
  172. # Squads and SpecialSquads are picked randomly from the list.
  173. # Neither Squads nor SpecialSquads are not used twice unless there are no squads remaining.
  174. # If all squads are used, then list gets regenerated and reshuffled.
  175. # There should not be more than 8 members in each squads.
  176. # Duplicates are allowed. You can have multiple records of the same squad definition to
  177. # raise percentage of specific zeds.
  178. # There is a cooldown after each squad spawn. Therefore having a single squad "8*CL" makes
  179. # zeds spawn twice faster than having 2 squads "4*CL" or 4 times faster than having 4 "2*CL".
  180. # For sake of balance you should put small zeds in larger squads (4-8 members) while keeping
  181. # big/medium zeds is smaller ones (1-3 members) with an exception of SpecialSquads which are
  182. # meant to do a heavy pressure.
  183. ##############################################################################
  184.  
  185. [W0FTGFTP ScrnWaveInfo]
  186. Header=FTG:FTP
  187. Message=Kill the leftovers before we begin
  188. TraderTime=3
  189. TraderMessage=Can't open the shop with hostiles nearby!
  190. DoorControl=DOOR_Weld1p
  191. bOpenTrader=false
  192. bStartAtTrader=True
  193. EndRule=RULE_KillEmAll
  194. SpawnRateMod=2.0
  195. PerPlayerMult=0.1
  196. Counter=10
  197. Maxcounter=10
  198. ZedsPerSpecialSquad=666
  199. Squads=2*GRITCL
  200. Squads=GRITCL
  201. Squads=GRITCL
  202. Squads=CR
  203. SpecialSquads=GRITFP + 2*GRITCL
  204. SpecialSquads=GRITFP + 2*GRITCL
  205. SpecialSquads=GRITFP + 2*GRITCL
  206. SpecialSquads=GRITSC + 2*GRITCL
  207. SpecialSquadHealthMod=0.7
  208.  
  209. [W1FTGFTP ScrnWaveInfo]
  210. Header=Follow The Guardian
  211. Message=Fight the Patriarchs
  212. TraderTime=60
  213. bOpenTrader=true
  214. bTraderArrow=False
  215. bStartAtTrader=True
  216. EndRule=RULE_Timeout
  217. SpawnRateMod=0.60
  218. Counter=180
  219. MaxCounter=300
  220. PerPlayerMult=0.10
  221. ZedsPerSpecialSquad=20
  222. bRandomSpecialSquads=False
  223. Squads=4*CL
  224. Squads=4*CR
  225. Squads=2*ST + 2*CR
  226. Squads=2*CL + SH/CL + BL
  227. Squads=2*CL + 3*CR + GF
  228. Squads=CL + GF + 2*SH/2*GF
  229. Squads=3*CL + GF + SI
  230. Squads=4*ST
  231. Squads=4*GF
  232. Squads=2*CR + 2*GF + 2*ST + TH/SI
  233. Squads=TH/HU
  234. Squads=4*SH
  235. SpecialSquads=HU
  236. SpecialSquads=BOSS
  237. SpecialSquads=GF
  238. SpecialSquads=GF
  239. SpecialSquads=BOSS
  240. SpecialSquads=GF
  241. SpecialSquads=GF
  242. SpecialSquads=BOSS
  243. SpecialSquads=GF
  244. SpecialSquads=GF
  245. SpecialSquads=BOSS
  246. SpecialSquadHealthMod=0.15
  247.  
  248. [W2FTGFTP ScrnWaveInfo]
  249. Header=ONE MORE PATRIARCH
  250. TraderTime=3
  251. bOpenTrader=false
  252. bRespawnDeadPlayers=False
  253. TraderMessage=I'm still trying to find a spot to open shop, hang in there.
  254. EndRule=RULE_KillEmAll
  255. SpawnRateMod=0.70
  256. Counter=10
  257. ZedsPerSpecialSquad=666
  258. Squads=4*CL
  259. Squads=4*CR
  260. Squads=2*ST + 2*CR
  261. Squads=2*CL + SH/CL + BL
  262. Squads=2*CL + 2*GF
  263. Squads=CL + GF + 2*SH/2*GF
  264. Squads=3*CL + GF + SI
  265. Squads=3*CL + CR + 2*ST + BL + SI
  266. Squads=4*ST
  267. Squads=4*GF
  268. Squads=6*CR
  269. Squads=2*CR + 2*GF + 2*ST + TH/SI
  270. Squads=HU
  271. Squads=BR
  272. SpecialSquads=BOSS
  273. SpecialSquadHealthMod=0.15
  274.  
  275. [W3FTGFTP ScrnWaveInfo]
  276. Header=MORE PATRIARCHS
  277. TraderTime=60
  278. bOpenTrader=true
  279. TraderMessage=More Patriarchs are coming, be ready!
  280. EndRule=RULE_Timeout
  281. Counter=180
  282. MaxCounter=300
  283. PerPlayerMult=0.10
  284. SpawnRateMod=0.60
  285. ZedsPerSpecialSquad=20
  286. bRandomSpecialSquads=False
  287. Squads=4*CL
  288. Squads=4*CR
  289. Squads=2*ST + 2*CR
  290. Squads=2*CL + SH/CL + BL
  291. Squads=2*CL + 2*GF
  292. Squads=CL + GF + 2*SH/2*GF
  293. Squads=3*CL + GF + SI
  294. Squads=3*CL + CR + 2*ST + BL + TH/SI
  295. Squads=SC + 3*CL
  296. Squads=JS/SC + 2*CL + BL
  297. Squads=4*GF
  298. Squads=6*CR
  299. Squads=2*CL + 2*CR + 2*GF + 2*SI
  300. Squads=HU + BL + 2*CL
  301. Squads=BR + 2*GF
  302. Squads=FM
  303. SpecialSquads=HU
  304. SpecialSquads=BOSS
  305. SpecialSquads=GF
  306. SpecialSquads=GF
  307. SpecialSquads=BOSS
  308. SpecialSquads=GF
  309. SpecialSquads=GF
  310. SpecialSquads=BOSS
  311. SpecialSquads=GF
  312. SpecialSquads=GF
  313. SpecialSquadHealthMod=0.15
  314.  
  315. [W4FTGFTP ScrnWaveInfo]
  316. Header=ONE MORE PATRIARCH
  317. TraderTime=3
  318. bOpenTrader=false
  319. bRespawnDeadPlayers=False
  320. TraderMessage=I'm still trying to find a spot to open shop, hang in there.
  321. EndRule=RULE_KillEmAll
  322. SpawnRateMod=0.70
  323. Counter=10
  324. ZedsPerSpecialSquad=666
  325. Squads=4*CL
  326. Squads=4*CR
  327. Squads=2*ST + 2*CR
  328. Squads=2*CL + SH/CL + BL
  329. Squads=2*CL + 2*GF
  330. Squads=CL + GF + 2*SH/2*GF
  331. Squads=3*CL + GF + SI
  332. Squads=3*CL + CR + 2*ST + BL + TH/SI
  333. Squads=SC + 3*CL
  334. Squads=JS/SC + 2*CL + BL
  335. Squads=4*GF
  336. Squads=6*CR
  337. Squads=2*CL + 2*CR + 2*GF + 2*SI
  338. Squads=HU
  339. Squads=HU + BL + 2*CL
  340. Squads=BR + 2*GF
  341. Squads=FM + TH/2*GF
  342. Squads=FP
  343. SpecialSquads=BOSS
  344. SpecialSquadHealthMod=0.15
  345.  
  346. [W5FTGFTP ScrnWaveInfo]
  347. Header=MORE PATRIARCHS
  348. TraderTime=60
  349. bOpenTrader=true
  350. EndRule=RULE_Timeout
  351. Counter=180
  352. MaxCounter=300
  353. PerPlayerMult=0.10
  354. SpawnRateMod=0.60
  355. ZedsPerSpecialSquad=20
  356. bRandomSpecialSquads=False
  357. Squads=4*CL
  358. Squads=4*CL + BL
  359. Squads=4*CR
  360. Squads=2*ST + 2*CR
  361. Squads=3*CL + GF
  362. Squads=2*CL + 2*GF
  363. Squads=2*CL + 3*CR + GF
  364. Squads=3*CL + CR + 2*ST + BL + TH/SI
  365. Squads=JS/SC + 2*CL
  366. Squads=SC + 2*CL + 3*GF
  367. Squads=4*CL
  368. Squads=4*ST
  369. Squads=4*GF
  370. Squads=6*CR
  371. Squads=2*CR + 2*GF + 2*ST + SI
  372. Squads=2*CL + 2*CR + 2*GF + 2*SI
  373. Squads=2*HU
  374. Squads=BR + 2*BL
  375. Squads=FM
  376. Squads=2*TH
  377. Squads=2*FM + SC + BL
  378. Squads=FP
  379. SpecialSquads=2*FP + SI
  380. SpecialSquads=BOSS
  381. SpecialSquads=BL
  382. SpecialSquads=GF
  383. SpecialSquads=BOSS
  384. SpecialSquads=GF
  385. SpecialSquads=BL
  386. SpecialSquads=BOSS
  387. SpecialSquads=FP
  388. SpecialSquadHealthMod=0.15
  389.  
  390. [W6FTGFTP ScrnWaveInfo]
  391. Header=ONE MORE PATRIARCH
  392. TraderTime=3
  393. bOpenTrader=false
  394. bRespawnDeadPlayers=False
  395. TraderMessage=I'm still trying to find a spot to open shop, hang in there.
  396. EndRule=RULE_KillEmAll
  397. SpawnRateMod=0.70
  398. Counter=10
  399. ZedsPerSpecialSquad=666
  400. Squads=4*CL
  401. Squads=4*CL + BL
  402. Squads=4*CR
  403. Squads=2*CL + 2*GF
  404. Squads=2*CL + 3*CR + GF
  405. Squads=3*CL + CR + 2*ST + BL + TH/SI
  406. Squads=JS/SC + 2*CL
  407. Squads=SC + 2*CL + 3*GF
  408. Squads=2*CR + 3*ST + BL + SI + TH/SI
  409. Squads=4*CL + GF
  410. Squads=4*CL
  411. Squads=4*ST
  412. Squads=4*GF
  413. Squads=6*CR
  414. Squads=2*CL + 2*CR + 2*GF + 2*SI
  415. Squads=HU
  416. Squads=2*HU
  417. Squads=2*BR
  418. Squads=FM
  419. Squads=2*TH
  420. Squads=FP + SC + 2*SI + BL
  421. SpecialSquads=BOSS
  422. SpecialSquadHealthMod=0.15
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