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- ##############################################################################
- # GAMES
- ##############################################################################
- # Games are picked by setting GameLength option in server startup command or
- # Options in KFMapVote.ini.
- #
- # ScrnGameLength objects have the following fields:
- # GameTitle - Game name that is show in lobby and on the scoreboard
- # BountyScale (default = 1.0) - Dosh for killing zeds in game will be
- # multiplied by BountyScale. This affects only Team Budget (dosh that
- # players get at the end of a wave).
- # StartingCashBonus (default = 0) - Extra cash (in addition to default's)
- # that players get at the start. Can be negative too.
- # Waves - list of waves ([ScrnWaveInfo] objects) to be used in the game
- # Waves are loaded in a given order. Duplicates are allowed too (you can
- # have 3xWave10 in the game, for example).
- # Multiple waves can be set, then the random one will be picked, e.g.:
- # Waves=Wave2a|Wave2b|Wave2c
- # Zeds - list [ScrnZedInfo] objects to be used in the game.
- ##############################################################################
- [151 ScrnGameLength]
- GameTitle=FTG:FTP
- StartingCashBonus=500
- BountyScale=1.3
- Waves=W0FTGFTP
- Waves=W1FTGFTP
- Waves=W2FTGFTP
- Waves=W3FTGFTP
- Waves=W4FTGFTP
- Waves=W5FTGFTP
- Waves=W6FTGFTP
- Waves=SBZ_BossWave
- Zeds=ScrnZeds2
- Zeds=NormalZeds
- Zeds=NextInfectedZeds
- Zeds=XmasZeds
- ##############################################################################
- # WAVES
- ##############################################################################
- # Wave definition objects that are used in [X ScrnGameLength].Waves.
- # Each wave starts with Trader Time, but there is an option to keep shop closed.
- # For example, you can set 10-second cooldown between two waves without shopping.
- #
- # ScrnWaveInfo objects have the following fields:
- # Header - text to replace "NEXT WAVE INBOUND" message. If empty, then default text is used.
- # Title - Wave title that is shown on the Scoreboard and in "NEXT WAVE INBOUND" message.
- # Message - Wave introduction message that along with Title is shown on the
- # Scoreboard and in "NEXT WAVE INBOUND" message
- # TraderMessage - message that Trader says at the start of the Trader Time.
- # Note that each wave starts with the Trader Time.
- # TraderTime (default = 60) - cooldown before start of the wave.
- # bOpenTrader (default = True) - set it to False to disable shopping between waves.
- # All remaining zeds are auto-killed when Trader Doors open.
- # bRespawnDeadPlayers (dafault = true) - respawn or not dead players at the beginning of the wave.
- # bTraderArrow (default = True) - shows the trader arrow. Trader arrow is always shown during the
- # trader time if bOpenTrader=True. In all other cases bTraderArrow is taken into account.
- # bStartAtTrader (default = False) - players spawn next to the trader instead of player start.
- # DoorControl (default = DOOR_Default) - control doors at the beginning of the Trader Time or Cooldown.
- # DOOR_Default - Respawn all doors or leave them as is, depending from ScrnBalance configuration
- # DOOR_Respawn - Respawn all doors on the map
- # DOOR_Blow - Blow up all doors on the map
- # DOOR_Unweld - Unweld healthy doors on the map, don't touch blown doors
- # DOOR_UnweldRespawn - Unweld welded doors, respawn blown doors
- # DOOR_Weld1p - Weld all doors to 1%, respawn blown doors
- # DOOR_WeldHalf - Weld all doors to 50%, respawn blown doors
- # DOOR_WeldFull - Weld all doors to 100%, respawn blown doors
- # DOOR_WeldRandom - Weld all doors to random percent, respawn blown doors
- # DoorControl2 (default = DOOR_Default) - control doors at the beginning of the battle wave (after the Trader Time)
- #
- # EndRule (default = RULE_KillEmAll) - determines a type of the wave:
- # RULE_KillEmAll - classic KF wave which ends when all zeds are dead.
- # RULE_SpawnEmAll - wave ends when all zeds are spawned. Use this to transition
- # between waves without trader time and keep the battle pace
- # (prevent endless kiting of last Clot).
- # RULE_Timeout - wave ends at a specific time no matter of how many zeds were killed.
- # RULE_EarnDosh - wave ends when team earns a specific amount of dosh in Team Budget.
- # RULE_KillBoss - use this for end game boss wave. For mid-game boss use RULE_KillEmAll.
- # RULE_GrabDosh - dosh are dropping from dead zeds. Grab it while it's hot!
- # RULE_GrabDoshZed - same as RULE_GrabDosh, but zeds can grab dosh as well (boost their health)
- # RULE_GrabAmmo - players have to look for ammo boxes to finish a wave
- #
- # Counter - wave counter; value depends from EndRule:
- # RULE_KillEmAll, RULE_SpawnEmAll, RULE_KillBoss - amount of zeds in wave (solo, Normal diff.)
- # Scaled according to default KF rules for player count and game difficulty, if PerPlayerMult=0.
- # otherwise scaled by PerPlayerMult.
- # RULE_Timeout - time in seconds. Not scaled by the difficulty.
- # RULE_EarnDosh, RULE_GrabDosh, RULE_GrabDoshZed - dosh in Team Budget. Not scaled by the difficulty.
- # RULE_GrabAmmo - ammo box count to be collected by the team. Not scaled by the difficulty.
- # PerPlayerMult - used when player count > 1.
- # Formula: WaveCounter = Counter + Counter * PerPlayerMult * (PlayerCount - 1)
- # MaxCounter - maximum value for scaled counter (if player count is way too big)
- # SpawnRateMod (default = 1.0) - allows boosting or slowing down zed spawning rate
- # 5.0 - 5x faster spawns (time between spawns * 0.2)
- # 2.0 - twice faster spawns (time between spawns * 0.5)
- # 1.0 - normal speed
- # 0.5 - twice slower spawns (time between spawns * 2.0)
- # MaxZombiesOnce - Max numbers of specimens, which can exist on the map at the same time.
- # Overrides ScrnBalance.MaxZombiesOnce for the given wave. The value is NOT kept for next waves.
- # If MaxZombiesOnce is not set or set to 0, then ScrnBalance.MaxZombiesOnce will be used.
- # BountyScale - Game's BountyScale override for a wave.
- # XP_Bonus - grants XP bonus for completing the wave. Acts similar to EndGameStatBonus in ScrnBalanceSrv.ini.
- # XP_Bonus is a multiplier of all XP that player gained during the game or from previous XP bonus.
- # Warning! Granting XP_Bonus resets the XP stats for calculation of EndGameStatBonus.
- # 0.00 (default) - no bonus
- # 0.50 - 50% XP Bonus
- # 1.00 - 100% XP Bonus
- # 2.00 - 200% XP Bonus
- # XP_BonusAlive - XP Bonus for players who survived the wave. If not set, XP_Bonus is used.
- # If both XP_Bonus and XP_BonusAlive are set, then XP_Bonus is granted for dead players but XP_BonusAlive - for alive.
- # SpecialSquadHealthMod (default = 1.0) - scales both body and head health of zeds in SpecialSquads
- # Should be used only for bosses.
- # ZedsPerSpecialSquad - regular zeds to be spawned between next Special Squad is thrown.
- # This value is randomized +/-10% after each Special Squad's spawn.
- # SpecialSquads - special squad definitions.
- # Squads - regular squad definition.
- # bRandomSquads (default = true) - randomizes squad order. If false, squads will be spawned
- # in the listed order.
- # bRandomSpecialSquads (default = true) - randomizes special squads.
- #
- # *** SPECIAL SQUADS ***
- # Special squad is spawned at the start of each wave and then after every
- # ZedsPerSpecialSquad amount of zeds. Special squad definition are the same as regular.
- # Usually big zeds (FP) are put into special squads to do a heavy pressure on a player team.
- # If there are multiple special squads defined, then random squad is picked.
- #
- # *** SQUAD DEFINITION ***
- # Squads=[<MinPlayers>[-<MaxPlayers>:] <SquadMember> [+ <SquadMember>...]
- # or:
- # Squads=~<SquadScale>: <SquadMember> [+ <SquadMember>...]
- # where:
- # MinPlayers - min required numbers of players in the team. Squad won't be used if player count is less that this value.
- # MaxPlayers - max number of players in the team for this squad to be used.
- # SquadMember:
- # [<n>*]<alias>[/<fallback>...]
- # , where :
- # n - zed count
- # alias - zed alias (defined in [ScrnZedInfo] object)
- # fallback - another zed alias to be spawned instead if original alias is disabled
- # Examples:
- # Squads=BL # Squad contains one Bloat
- # Squads=2*CL + BL # 2 Clots + 1 Bloat
- # Squads=6: 2*FP # (squad is used only on 6+ player games): 2 Fleshpounds
- # Squads=1-5: FP # (squad is used only in 1-5 player games: 1 Fleshpound
- # Squads=TH/HU + 2*GF # Tesla Husk + 2 Gorefasts. If TH is disabled, Husk is used instead.
- # Squads=BR + 2*HU # Brute + 2 Husks. If BR is disable, squad will NOT be used at all.
- #
- # SquadScale - more players = more zeds in squad instead of them having more health. Number means number of players per
- # each zed to spawn and max health (in terms of "players") for each zed to have.
- # Example:
- # SpecialSquads=~6: BOSS
- # ^ Spawns extra boss per each 6 players. Each boss won't have more than 6p hp.
- # Total health of all bosses will match the player count:
- # 1 player : 1 boss, 1p hp
- # 2 players: 1 boss, 2p hp
- # 6 players: 1 boss, 6p hp
- # 7 players: 2 bosses, 3.5p hp each
- # 8 players: 2 bosses, 4p hp each
- # 9 players: 2 bosses, 4.5p hp each
- # 10 players: 2 bosses, 5p hp each
- # 11 players: 2 bosses, 5.5p hp each
- # 12 players: 2 bosses, 6p hp each
- # 13 players: 3 bosses, 4.33p hp each (13/3)
- # 18 players: 3 bosses, 6p hp each
- # 20 players: 4 bosses, 3.33p hp each
- #
- # *** RULES FOR SQUAD SPAWN ***
- # If ANY zed alias in squad definition is disabled and no fallback given, then
- # squad will not be used at all!
- # Squads and SpecialSquads are picked randomly from the list.
- # Neither Squads nor SpecialSquads are not used twice unless there are no squads remaining.
- # If all squads are used, then list gets regenerated and reshuffled.
- # There should not be more than 8 members in each squads.
- # Duplicates are allowed. You can have multiple records of the same squad definition to
- # raise percentage of specific zeds.
- # There is a cooldown after each squad spawn. Therefore having a single squad "8*CL" makes
- # zeds spawn twice faster than having 2 squads "4*CL" or 4 times faster than having 4 "2*CL".
- # For sake of balance you should put small zeds in larger squads (4-8 members) while keeping
- # big/medium zeds is smaller ones (1-3 members) with an exception of SpecialSquads which are
- # meant to do a heavy pressure.
- ##############################################################################
- [W0FTGFTP ScrnWaveInfo]
- Header=FTG:FTP
- Message=Kill the leftovers before we begin
- TraderTime=3
- TraderMessage=Can't open the shop with hostiles nearby!
- DoorControl=DOOR_Weld1p
- bOpenTrader=false
- bStartAtTrader=True
- EndRule=RULE_KillEmAll
- SpawnRateMod=2.0
- PerPlayerMult=0.1
- Counter=10
- Maxcounter=10
- ZedsPerSpecialSquad=666
- Squads=2*GRITCL
- Squads=GRITCL
- Squads=GRITCL
- Squads=CR
- SpecialSquads=GRITFP + 2*GRITCL
- SpecialSquads=GRITFP + 2*GRITCL
- SpecialSquads=GRITFP + 2*GRITCL
- SpecialSquads=GRITSC + 2*GRITCL
- SpecialSquadHealthMod=0.7
- [W1FTGFTP ScrnWaveInfo]
- Header=Follow The Guardian
- Message=Fight the Patriarchs
- TraderTime=60
- bOpenTrader=true
- bTraderArrow=False
- bStartAtTrader=True
- EndRule=RULE_Timeout
- SpawnRateMod=0.60
- Counter=180
- MaxCounter=300
- PerPlayerMult=0.10
- ZedsPerSpecialSquad=20
- bRandomSpecialSquads=False
- Squads=4*CL
- Squads=4*CR
- Squads=2*ST + 2*CR
- Squads=2*CL + SH/CL + BL
- Squads=2*CL + 3*CR + GF
- Squads=CL + GF + 2*SH/2*GF
- Squads=3*CL + GF + SI
- Squads=4*ST
- Squads=4*GF
- Squads=2*CR + 2*GF + 2*ST + TH/SI
- Squads=TH/HU
- Squads=4*SH
- SpecialSquads=HU
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=GF
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=GF
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=GF
- SpecialSquads=BOSS
- SpecialSquadHealthMod=0.15
- [W2FTGFTP ScrnWaveInfo]
- Header=ONE MORE PATRIARCH
- TraderTime=3
- bOpenTrader=false
- bRespawnDeadPlayers=False
- TraderMessage=I'm still trying to find a spot to open shop, hang in there.
- EndRule=RULE_KillEmAll
- SpawnRateMod=0.70
- Counter=10
- ZedsPerSpecialSquad=666
- Squads=4*CL
- Squads=4*CR
- Squads=2*ST + 2*CR
- Squads=2*CL + SH/CL + BL
- Squads=2*CL + 2*GF
- Squads=CL + GF + 2*SH/2*GF
- Squads=3*CL + GF + SI
- Squads=3*CL + CR + 2*ST + BL + SI
- Squads=4*ST
- Squads=4*GF
- Squads=6*CR
- Squads=2*CR + 2*GF + 2*ST + TH/SI
- Squads=HU
- Squads=BR
- SpecialSquads=BOSS
- SpecialSquadHealthMod=0.15
- [W3FTGFTP ScrnWaveInfo]
- Header=MORE PATRIARCHS
- TraderTime=60
- bOpenTrader=true
- TraderMessage=More Patriarchs are coming, be ready!
- EndRule=RULE_Timeout
- Counter=180
- MaxCounter=300
- PerPlayerMult=0.10
- SpawnRateMod=0.60
- ZedsPerSpecialSquad=20
- bRandomSpecialSquads=False
- Squads=4*CL
- Squads=4*CR
- Squads=2*ST + 2*CR
- Squads=2*CL + SH/CL + BL
- Squads=2*CL + 2*GF
- Squads=CL + GF + 2*SH/2*GF
- Squads=3*CL + GF + SI
- Squads=3*CL + CR + 2*ST + BL + TH/SI
- Squads=SC + 3*CL
- Squads=JS/SC + 2*CL + BL
- Squads=4*GF
- Squads=6*CR
- Squads=2*CL + 2*CR + 2*GF + 2*SI
- Squads=HU + BL + 2*CL
- Squads=BR + 2*GF
- Squads=FM
- SpecialSquads=HU
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=GF
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=GF
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=GF
- SpecialSquadHealthMod=0.15
- [W4FTGFTP ScrnWaveInfo]
- Header=ONE MORE PATRIARCH
- TraderTime=3
- bOpenTrader=false
- bRespawnDeadPlayers=False
- TraderMessage=I'm still trying to find a spot to open shop, hang in there.
- EndRule=RULE_KillEmAll
- SpawnRateMod=0.70
- Counter=10
- ZedsPerSpecialSquad=666
- Squads=4*CL
- Squads=4*CR
- Squads=2*ST + 2*CR
- Squads=2*CL + SH/CL + BL
- Squads=2*CL + 2*GF
- Squads=CL + GF + 2*SH/2*GF
- Squads=3*CL + GF + SI
- Squads=3*CL + CR + 2*ST + BL + TH/SI
- Squads=SC + 3*CL
- Squads=JS/SC + 2*CL + BL
- Squads=4*GF
- Squads=6*CR
- Squads=2*CL + 2*CR + 2*GF + 2*SI
- Squads=HU
- Squads=HU + BL + 2*CL
- Squads=BR + 2*GF
- Squads=FM + TH/2*GF
- Squads=FP
- SpecialSquads=BOSS
- SpecialSquadHealthMod=0.15
- [W5FTGFTP ScrnWaveInfo]
- Header=MORE PATRIARCHS
- TraderTime=60
- bOpenTrader=true
- EndRule=RULE_Timeout
- Counter=180
- MaxCounter=300
- PerPlayerMult=0.10
- SpawnRateMod=0.60
- ZedsPerSpecialSquad=20
- bRandomSpecialSquads=False
- Squads=4*CL
- Squads=4*CL + BL
- Squads=4*CR
- Squads=2*ST + 2*CR
- Squads=3*CL + GF
- Squads=2*CL + 2*GF
- Squads=2*CL + 3*CR + GF
- Squads=3*CL + CR + 2*ST + BL + TH/SI
- Squads=JS/SC + 2*CL
- Squads=SC + 2*CL + 3*GF
- Squads=4*CL
- Squads=4*ST
- Squads=4*GF
- Squads=6*CR
- Squads=2*CR + 2*GF + 2*ST + SI
- Squads=2*CL + 2*CR + 2*GF + 2*SI
- Squads=2*HU
- Squads=BR + 2*BL
- Squads=FM
- Squads=2*TH
- Squads=2*FM + SC + BL
- Squads=FP
- SpecialSquads=2*FP + SI
- SpecialSquads=BOSS
- SpecialSquads=BL
- SpecialSquads=GF
- SpecialSquads=BOSS
- SpecialSquads=GF
- SpecialSquads=BL
- SpecialSquads=BOSS
- SpecialSquads=FP
- SpecialSquadHealthMod=0.15
- [W6FTGFTP ScrnWaveInfo]
- Header=ONE MORE PATRIARCH
- TraderTime=3
- bOpenTrader=false
- bRespawnDeadPlayers=False
- TraderMessage=I'm still trying to find a spot to open shop, hang in there.
- EndRule=RULE_KillEmAll
- SpawnRateMod=0.70
- Counter=10
- ZedsPerSpecialSquad=666
- Squads=4*CL
- Squads=4*CL + BL
- Squads=4*CR
- Squads=2*CL + 2*GF
- Squads=2*CL + 3*CR + GF
- Squads=3*CL + CR + 2*ST + BL + TH/SI
- Squads=JS/SC + 2*CL
- Squads=SC + 2*CL + 3*GF
- Squads=2*CR + 3*ST + BL + SI + TH/SI
- Squads=4*CL + GF
- Squads=4*CL
- Squads=4*ST
- Squads=4*GF
- Squads=6*CR
- Squads=2*CL + 2*CR + 2*GF + 2*SI
- Squads=HU
- Squads=2*HU
- Squads=2*BR
- Squads=FM
- Squads=2*TH
- Squads=FP + SC + 2*SI + BL
- SpecialSquads=BOSS
- SpecialSquadHealthMod=0.15
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