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客戶系統 > 知識庫 > Ascend Servers > Game Servers > Specific Game Servers > Insurgency Standalone > List of gamemode config files and how to edit them
List of gamemode config files and how to edit them
Firstly you must know how Server handles loading of multiple config files before you will be editing them:
server.cfg // this is your primary server config file containing global variables
default_server_<mode>.cfg // default file which contains settings for specific mode
server_<mode>.cfg // non-default config, overrides default, use this for custom servers
server_<map>.cfg // optional file for settings per-map
server_<map>_<mode>.cfg // optional file for settings per-map-gamemode
Loaded from top to bottom (from most general to most specific).
If you have conflicting CVARS (Console Variables, simply put: commands) the last loaded config will have highest priority, thus overriding such conflicting cvar.
You just saw that there is possibility to have per-map settings as well as per-map-gamemode. Those config files are not default and you must create them if you want to have such settings.
Now You can proceed to edit files which are loaded by the server and correspond to the current game mode. These files are located in "..\insurgency\cfg" directory and contain per-gamemode settings, the name of the file matching the mode it modifies.
http://pastebin.com/WGDPYJiG
Example of server_checkpoint.cfg, starting with default settings:
"mp_coop_lobbysize" "6" // how many players are allowed in coop modes, maximum 8
"mp_maxgames" "1" // maximum number of games played
"mp_maxrounds" "5" // maximum number of rounds played before map changes without reaching winlimit
"mp_winlimit_coop" "1" // maximum number of WINS before next map can be loaded
"mp_roundtime" "900" // round time in seconds, ATTENTION! for COOP modes, this is time till next objective is captured, not for whole round !
"mp_cp_capture_time" "30" // number of seconds needed to capture an objective
"mp_cp_deteriorate_time" "0"
"mp_supply_token_base" "10" // number of supply points at start of the map
"mp_supply_token_bot_base" "18" // number of supply points for bots
"mp_supply_rate_losing_team_high" "1" // how many supply points will player earn on losing team as MVP
"mp_supply_rate_losing_team_low" "1" // non-MVP losing team
"mp_supply_rate_winning_team_high" "1" // how many supply points will player earn on winning team as MVP
"mp_supply_rate_winning_team_low" "1" // non-MVP winning team
"ins_bot_count_checkpoint_min" "5" // number of bots on server for 1 player
"ins_bot_count_checkpoint_max" "16" // number of bots on server for 8 players
"ins_bot_count_checkpoint_default" "0" // when set to 0, it will scale between the min and max depending on player count
Now you can edit this with adding optional CVARs such as these:
default_server_<mode>.cfg // default file which contains settings for specific mode
server_<mode>.cfg // non-default config, overrides default, use this for custom servers
server_<map>.cfg // optional file for settings per-map
server_<map>_<mode>.cfg // optional file for settings per-map-gamemode
Loaded from top to bottom (from most general to most specific).
If you have conflicting CVARS (Console Variables, simply put: commands) the last loaded config will have highest priority, thus overriding such conflicting cvar.
You just saw that there is possibility to have per-map settings as well as per-map-gamemode. Those config files are not default and you must create them if you want to have such settings.
Now You can proceed to edit files which are loaded by the server and correspond to the current game mode. These files are located in "..\insurgency\cfg" directory and contain per-gamemode settings, the name of the file matching the mode it modifies.
http://pastebin.com/WGDPYJiG
Example of server_checkpoint.cfg, starting with default settings:
"mp_coop_lobbysize" "6" // how many players are allowed in coop modes, maximum 8
"mp_maxgames" "1" // maximum number of games played
"mp_maxrounds" "5" // maximum number of rounds played before map changes without reaching winlimit
"mp_winlimit_coop" "1" // maximum number of WINS before next map can be loaded
"mp_roundtime" "900" // round time in seconds, ATTENTION! for COOP modes, this is time till next objective is captured, not for whole round !
"mp_cp_capture_time" "30" // number of seconds needed to capture an objective
"mp_cp_deteriorate_time" "0"
"mp_supply_token_base" "10" // number of supply points at start of the map
"mp_supply_token_bot_base" "18" // number of supply points for bots
"mp_supply_rate_losing_team_high" "1" // how many supply points will player earn on losing team as MVP
"mp_supply_rate_losing_team_low" "1" // non-MVP losing team
"mp_supply_rate_winning_team_high" "1" // how many supply points will player earn on winning team as MVP
"mp_supply_rate_winning_team_low" "1" // non-MVP winning team
"ins_bot_count_checkpoint_min" "5" // number of bots on server for 1 player
"ins_bot_count_checkpoint_max" "16" // number of bots on server for 8 players
"ins_bot_count_checkpoint_default" "0" // when set to 0, it will scale between the min and max depending on player count
Now you can edit this with adding optional CVARs such as these:
"mp_supply_token_max" "50" // maximum supply points (base + earned)
"mp_player_resupply_delay_base" "10" // base delay between player resupply in seconds
"mp_player_resupply_delay_max" "130" // maximum delay between resupply in seconds
"mp_player_resupply_delay_penalty" "20" // penalty for resupply spamming, in seconds
"mp_player_resupply_penalty_reset" "45" // time in seconds where penalty resets
"mp_timer_pregame" "0" // timer for the pre-game (before the game starts, usually after map change or on mp_restartgame 1), in seconds
"mp_timer_preround" "10" // timer for the pre-round (before the round starts, usually after a previous round ends or on mp_restartround 1), in seconds
"mp_timer_postround" "8" // timer for the post-round (after the round starts)
"mp_timer_postgame" "10" // timer for the post-game (at the end of a game / map rotation)
"mp_timer_preround_first" "10" // timer for pre-round right after the map loads (additional timer, it counts towards “mp_timer_preround”)
"mp_checkpoint_counterattack_always" "0" // enables/disables “always counterattack” for Checkpoint mode
"bot_damage" "1" // the amount of damage bots give off compared to normal players, 0.1 - 1.0 (in 0.1 increments)
"mp_player_resupply_delay_base" "10" // base delay between player resupply in seconds
"mp_player_resupply_delay_max" "130" // maximum delay between resupply in seconds
"mp_player_resupply_delay_penalty" "20" // penalty for resupply spamming, in seconds
"mp_player_resupply_penalty_reset" "45" // time in seconds where penalty resets
"mp_timer_pregame" "0" // timer for the pre-game (before the game starts, usually after map change or on mp_restartgame 1), in seconds
"mp_timer_preround" "10" // timer for the pre-round (before the round starts, usually after a previous round ends or on mp_restartround 1), in seconds
"mp_timer_postround" "8" // timer for the post-round (after the round starts)
"mp_timer_postgame" "10" // timer for the post-game (at the end of a game / map rotation)
"mp_timer_preround_first" "10" // timer for pre-round right after the map loads (additional timer, it counts towards “mp_timer_preround”)
"mp_checkpoint_counterattack_always" "0" // enables/disables “always counterattack” for Checkpoint mode
"bot_damage" "1" // the amount of damage bots give off compared to normal players, 0.1 - 1.0 (in 0.1 increments)