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Updated.
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// T6 MP Server Config
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// By Chase (https://ChaseHall.net)
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// <3 BO2 Community.
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// Color Codes:
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// ^1 Red
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// ^2 Green
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// ^3 Yellow
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// ^4 Blue
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// ^5 Cyan
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// ^6 Pink
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// ^7 White
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// ^0 Black
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// Sets the server hostname
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sv_hostname "^2T6 ^7Defualt Server"
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// Access to your server to change stuff remotely or ingame. empty disabled
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rcon_password ""
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// Max players in your server. (Make sure both match) [Make sure the playlist respects this, too.]
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sv_maxclients "18"
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party_maxplayers "18"
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// Max players in your server. (Make sure both match) [Make sure the playlist respects this, too.]
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// Password Protected Server. Leave blank if you want players to join or password if you want to keep public out.
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g_password ""
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// Website (IW4MAdmin)
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_Website ""
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// Don't touch.
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g_logSync "2"
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// Don't touch.
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// IF YOU HAVE MULTIPLE SERVERS, MAKE SURE THIS IS UNIQUE.
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g_log "logs/games_mp.log"
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// IF YOU HAVE MULTIPLE SERVERS, MAKE SURE THIS IS UNIQUE.
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// Access to your server to change stuff remotely or ingame. empty disabled
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rcon_password ""
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// Don't touch this. If you need Ping Limiting, use IW4MAdmin with the Ping Limit plugin.
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sv_minPing 0
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sv_maxPing 999
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// Don't touch this. If you need Ping Limiting, use IW4MAdmin with the Ping Limit plugin.
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//sv_offline 1 // Enables the offline mode. 1 = offline, 0 = online useful for LANs or in the case we get shut down.
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//g_password "" // Password Protected Game Server (Use "password" to it on the client before you connect,)
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//party_maxplayers 18 // How many players can join your server.
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//scr_showperksonspawn 1 // Disable the perks on the right side on spawn.
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//gts forceradar 2 // Enable UAV all the time.
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//gts loadoutKillStreaksEnabled 0 // Disable All Killstreaks.
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//scr_scorestreaks 0 // or it's this one or BOTH?....who knows. UNCONFIRMED at the moment.
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//gts roundStartKillstreakDelay 15 // Delay attacking Scorestreaks at the start of the round. 0-60
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//gts playerRespawnDelay 0 // Respawn timer.
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//gts allowMapScripting 1 // When on, the map will change with dynamic or random elements. Not all maps have dynamic map elements.
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//scr_deleteexplosivesonspawn 1 // Delete Explosive while getting killed.
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//gts roundStartExplosiveDelay 8 // Delay explosive weapon use at the start of the round. 0-60
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//gts allowAnnouncer 1 // Announce enemy team actions.
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//gts allowbattlechatter 1 // Ambient player dialogue. (Hardcore modes usally sets this to off)
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//gts voipKillersHearVictim 1 // Players can briefly hear their victim in their headafter a kill.
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//gts allowhitmarkers 2 // Display indicators on the crosshair when an opponent is damaged.
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//scr_disable_cac 1 // Disable Custom Classes?
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//gts maxAllocation 10 // Number of items players will be able to equip in CAC. (10-17) (cilents will have to use a different class and use this command too while editing CAC)
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//scr_max_rank 0 // Block every player with a level up this value
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//scr_min_prestige 0 // Block every player with a prestige below this value
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//sv_restrictionList "restricted.cfg" // Sets the file name for our restriction system.
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//sv_enableItemRestriction 1 // Enables our custom restriction system.
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//////////////////////////////////////////////////
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// GAME TYPE CONFIGURATION //
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//////////////////////////////////////////////////
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// conf - Kill Confirmed //
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// ctf - Capture the Flag //
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// dem - Demolition //
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// dm - Free-for-all //
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// dom - Domination //
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// gun - Gun Game //
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// hq -Headquaters //
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// koth - Hardpoint //
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// oic - One in the chamber //
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// oneflag - One-Flag CTF //
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// sas - Sticks & Stones //
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// sd - Search and Destroy //
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// shrp - Sharpshooter //
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// tdm - Team Deathmatch //
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//////////////////////////////////////////////////
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// Please make sure the game types are synced //
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// or you might end up with a FFA that needs //
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// 7500 kills to be won. YOU HAVE BEEN WARNED! //
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//////////////////////////////////////////////////
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exec gamesettings_default.cfg // Load the default server settings
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exec gamesettings_tdm.cfg // Load the default tdm settings
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set_gametype tdm // the game type to tdm
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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// RESTRICTIONS CONFIGURATION //
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//////////////////////////////////////////////////
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// BANNED ATTACHMENTS //
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//////////////////////////////////////////////////
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//restrict_attachment "reflex" // Reflex
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//restrict_attachment "steadyaim" // Laser sight
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//restrict_attachment "silencer" // Suppressor/Silencer
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//restrict_attachment "dualclip // Fast Mag
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//restrict_attachment "holo" // EOTech Sight
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//restrict_attachment "grip" // Grip
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//restrict_attachment "fastads" // Quickdraw
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//restrict_attachment "fmj" // Full Metal Jacket
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//restrict_attachment "extbarrel" // Long Barrel
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//restrict_attachment "rangefinder" // Target Finder
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//restrict_attachment "stalker" // Stock
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//restrict_attachment "extclip" // Extended Clip
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//restrict_attachment "dualoptic" // Hybrid Optic
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//restrict_attachment "sf" // Select Fire
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//restrict_attachment "rf" // Rapid Fire
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//restrict_attachment "gl" // Grenade Launcher
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//restrict_attachment "mms" // Millimeter Scanner
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//restrict_attachment "acog" // ACOG Sight
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//restrict_attachment "swayreduc" // Ballistics CPU
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//restrict_attachment "vzoom" // Variable Zoom
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//restrict_attachment "ir" // Dual Band Scope
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//restrict_attachment "dw" // Dual Wield
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//restrict_attachment "tacknife" // Tactical Knife
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//restrict_attachment "stackfire" // Tri-Bolt (Crossbow)
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//////////////////////////////////////////////////
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// RESTRICT PERK 1 //
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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// Lightweight //
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// Move Faster. Take no damage when falling. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_movefaster|specialty_fallheight"
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//////////////////////////////////////////////////
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// Hardline //
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// Earn Scorestreaks faster. //
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//////////////////////////////////////////////////
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//restrict_item specialty_earnmoremomentum
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//////////////////////////////////////////////////
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// Blind Eye //
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// Undetectable by AI controlled air support. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_nottargetedbyairsupport"
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//////////////////////////////////////////////////
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// Flak Jacket //
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// Take less explosive damage //
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//////////////////////////////////////////////////
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//restrict_item "specialty_flakjacket"
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//////////////////////////////////////////////////
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// Ghost //
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// Cannnot be detected by enemy UAVs. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_gpsjammer"
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//////////////////////////////////////////////////
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// RESTRICT PERK 2 //
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//////////////////////////////////////////////////
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// Toughness //
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// Flinch less when shot. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_bulletflinch"
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//////////////////////////////////////////////////
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// Cold Blooded //
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// Resistant to targeting systems. //
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// No name or red crosshair //
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//////////////////////////////////////////////////
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//restrict_item "specialty_immunenvthermal|specialty_noname|specialty_immunerangefinder|specialty_nokillstreakreticle|specialty_immunemms|specialty_nomotionsensor"
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//////////////////////////////////////////////////
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// Fast Hands //
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// Swap weapons and use equipment fast. //
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// Repin grenades. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_fastweaponswitch|specialty_pin_back|specialty_fasttoss|specialty_fastequipmentuse"
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//////////////////////////////////////////////////
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// Hardwire //
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// Immune to counter-UAV and EMP //
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//////////////////////////////////////////////////
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//restrict_item "specialty_immunecounteruav|specialty_immuneemp"
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//////////////////////////////////////////////////
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// Scavenger //
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// Refill ammo on people you killed. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_scavenger"
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//////////////////////////////////////////////////
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// RESTRICT PERK 3 //
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//////////////////////////////////////////////////
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// Dexterity //
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// Aim faster after sprinting. //
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// Mantle and climb faster. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_fastmantle|specialty_fastladderclimb|specialty_sprintrecovery|specialty_fastmeleerecovery"
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//////////////////////////////////////////////////
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// Extreme Conditioning //
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// Aim faster after sprinting. //
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// Mantle and climb faster. //
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//////////////////////////////////////////////////
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//restrict_item specialty_longersprint
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//////////////////////////////////////////////////
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// Engineer //
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// Reroll & booby trap Care Packages. //
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// Show enemy equipment in the world. //
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// Delay explosives. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_showenemyequipment|specialty_delayexplosive"
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//////////////////////////////////////////////////
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// Tactical Mask //
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// Reduces effects of flashbangs,Concussion, //
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// Shock Charges. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_stunprotection|specialty_flashprotection|specialty_proximityprotection"
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//////////////////////////////////////////////////
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// Dead Silence //
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// Move silently and be very sneaky sneaky. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_quieter"
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//////////////////////////////////////////////////
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// Awareness //
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// Enemy movements are easier to hear. //
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//////////////////////////////////////////////////
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//restrict_item "specialty_loudenemies"
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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//Wild Card Perks //
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//////////////////////////////////////////////////
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//restrict_item "bonuscard_perk_1_greed" // Perk 1 Greed - Take a second perk.
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//restrict_item "bonuscard_perk_2_greed" // Perk 2 Greed - same as a above.
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//restrict_item "bonuscard_perk_3_greed" // Perk 3 Greed - sigh...same as above.
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//restrict_item "bonuscard_overkill" // Overkill - Take a primary weapon as your second weapon.
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//restrict_item "bonuscard_secondary_gunfighter"// Secondary Gunfighter - Take a 2nd attachment for your second weapon.
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//restrict_item "bonuscard_primary_gunfighter" // Primary Gunfighter - Take a 2nd attachment for your second weapon.
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//restrict_item "bonuscard_two_tacticals" // Tactician - Take a tactical grenade in place of your lethal grenade.
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//restrict_item "bonuscard_danger_close" // Danger Close - Take a second lethal.
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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// MAP ROTATION LIST //
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//////////////////////////////////////////////////
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// STOCK //
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//////////////////////////////////////////////////
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// //
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// mp_la - Aftermath //
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// mp_dockside - Cargo //
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// mp_carrier - Carrier //
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// mp_drone - Drone //
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// mp_express - Express //
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// mp_hijacked - Hijacked //
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// mp_meltdown - Meltdown //
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// mp_overflow - Overflow //
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// mp_nightclub - Plaza //
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// mp_raid - Raid //
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// mp_slums - Slums //
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// mp_village - Standoff //
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// mp_turbine - Turbine //
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// mp_socotra - Yemen //
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// //
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// Bonus Map: //
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// mp_nuketown_2020 - Nuketown 2025 //
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// //
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//////////////////////////////////////////////////
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// REVOLUTION MAP PACK 1 //
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//////////////////////////////////////////////////
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// //
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// mp_downhill - Downhill //
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// mp_mirage - Mirage //
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// mp_hydro - Hydro //
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// mp_skate - Grind //
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// //
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//////////////////////////////////////////////////
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// UPRISING MAP PACK 2 //
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//////////////////////////////////////////////////
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// //
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// mp_concert - Encore //
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// mp_magma - Magma //
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// mp_vertigo - Vertigo //
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// mp_studio - Studio //
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// //
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//////////////////////////////////////////////////
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// VENGEANCE MAP PACK 3 //
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//////////////////////////////////////////////////
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// //
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// mp_uplink - Uplink //
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// mp_bridge - Detour //
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// mp_castaway - Cove //
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// mp_paintball - Rush //
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// //
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//////////////////////////////////////////////////
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// APOCALYPSE MAP PACK 4 //
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//////////////////////////////////////////////////
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// //
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// mp_dig - Dig //
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// mp_frostbite - Frost //
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// mp_pod - Pod //
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// mp_takeoff - Takeoff //
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// //
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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// Examples for sv_maprotation //
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//////////////////////////////////////////////////////////////////////////
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// Single Game Mode + Maps: //
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//sv_mapRotation "exec tdm.cfg map mp_dig map mp_raid map mp_express" //
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// //
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// Several Mix Game Modes + Maps: //
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//sv_mapRotation "exec tdm.cfg map mp_la exec dm.cfg map mp_dockside" //
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////
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// Current Rotation (Edit to your liking) //
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//////////////////////////////////////////////////
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sv_maprotation "exec tdm.cfg map mp_la"
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//Congratulations. You reached the end of this file. Leave map_rotate down below or else the server will not start after launch...
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map_rotate
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@ -1,105 +1,97 @@
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// T6 MP Server Config
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// By Chase (https://ChaseHall.net)
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// <3 BO2 Community.
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//////////////////////////////////////////////////
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/// PlutoT6 ZM ServerConfiguration file //
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//////////////////////////////////////////////////
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// This config best view with Notepad++ OR //
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// Other *nix compatible editors of your choice.//
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//////////////////////////////////////////////////
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// 0.1 Basic version //
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// 0.2 Added map list and map rotation //
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// 0.3 Added Colors and B3/Log/RCon section //
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// 0.4 Added gametype to map list and rotation //
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// 0.5 Added location to map list and rotation //
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// 0.6 Added Sharp Shooter and Gun game //
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// 0.7 Clean up //
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// 0.8 Additional gts -Fry //
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// 0.9 Cleaned up the mess Fry merged, //
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// added more comments //
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// 1.0 Noob friendly -Fry //
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// 1.1 Updated for relaunch of PlutoT6 //
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// 1.2 sv_maprotation system simplified -Jezuz //
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//////////////////////////////////////////////////
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// Color Codes:
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// ^1 Red
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// ^2 Green
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// ^3 Yellow
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// ^4 Blue
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// ^5 Cyan
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// ^6 Pink
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// ^7 White
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// ^0 Black
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// Sets the server hostname
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sv_hostname "^2IW4x ^7Defualt Server"
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// Access to your server to change stuff remotely or ingame. empty disabled
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rcon_password ""
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// Max players in your server. (Make sure both match) [Recommend 4 for almost bug free gameplay, 8 technically supported.]
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sv_maxclients "4"
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party_maxplayers "4"
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// Max players in your server. (Make sure both match) [Recommend 4 for almost bug free gameplay, 8 technically supported.]
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// Password Protected Server. Leave blank if you want players to join or password if you want to keep public out.
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g_password ""
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// Website (IW4MAdmin)
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_Website ""
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// Don't touch.
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g_logSync "2"
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// Don't touch.
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// IF YOU HAVE MULTIPLE SERVERS, MAKE SURE THIS IS UNIQUE.
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g_log "logs/games_mp.log"
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// IF YOU HAVE MULTIPLE SERVERS, MAKE SURE THIS IS UNIQUE.
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// Access to your server to change stuff remotely or ingame. empty disabled
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rcon_password ""
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// Don't touch this. If you need Ping Limiting, use IW4MAdmin with the Ping Limit plugin.
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sv_minPing 0
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sv_maxPing 999
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// Don't touch this. If you need Ping Limiting, use IW4MAdmin with the Ping Limit plugin.
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//sv_offline 1 // Enables the offline mode. 1 = offline, 0 = online useful for LANs or in the case we get shut down.
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// Remove "//" in front of lines to allow the
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// server to read them. Anything after "//" is a
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// Comment.
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//////////////////////////////////////////////////
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// GENERAL SETTINGS //
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//////////////////////////////////////////////////
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//g_password "" // Password protected Game Server
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sv_maxclients 4 // Maximum players that are allowed in your server. (1-8) (Recommend 4 for almost bug free gameplay)
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//zombies_minplayers 1 // Minimum players needed to start the game (Default is 1). Do NOT set this higher than sv_maxclients!
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//sv_minPing 0 // Minimum ping needed to the server? (Terribly broken and inaccurate since ages!)
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//sv_maxPing 400 // Maximum ping allowed to the server? (Terribly broken and inaccurate since ages!)
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//zm_gungame 1 // Enable Pluto's custom Gun Game?
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//zm_sharpshooter 1 // Enable Pluto's custom Sharp Shooter?
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//gts zmDifficulty 1 // Difficulty? 0 = Easy, 1 = Normal
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//gts startRound 1 // Starting Round. Only Survival and Grief have this option!
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//These options can also be configured individually on a map basis in each zm config in gamesettings.
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//////////////////////////////////////////////////
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//gts startRound 1 // Starting Round. Works on all maps.
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//gts magic 1 // Remove all supernatural assistance? Only Survival and Grief have this option!
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//gts headshotsonly 0 // Headshots only? Only Survival and Grief have this option!
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//gts allowdogs 1 // Allow Hellhounds? Only Survival has this option!
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//gts cleansedLoadout 1 // Allow players to choose their Loadout? Only Turned has this option!
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//gts teamCount 2 // Sets the number of teams 2. Set to 2 by default when loading grief.
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//////////////////////////////////////////////////
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// B3, IW4MADMIN, GAME LOG & RCON SETTINGS //
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//////////////////////////////////////////////////
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g_logSync 2 // 0 only flush on game end, 1 flush when buffer full, 2 always flush after a write, 3 append to old logs.
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g_log "logs\games_zm.log" // If you choose to use this make sure the filename is unique for each server!
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rcon_password "" // RemoteCONtrol password, needed for most management tools like IW4MADMIN and B3. Do not skip if you installing IW4MADMIN.
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//////////////////////////////////////////////////
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//The "exec zm_<gametype>_<location>.cfg" line sets the dvars for the location and gametype for you. This .cfg applies to all following maps in the rotation like MP until another .cfg is defined.
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//You may modify these .cfgs in gamesettings. Make sure only one sv_maprotation line is uncommented or you may run into errors on starting or joining the server.
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//Currently rotating the map using sv_maprotation doesn't work properly, i.e. clients will be kicked with an error when the map rotates to another map.
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//Its recommended to only include one map in your sv_maprotation for this reason.
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/////////////////////////////////////////////////////////////////////////
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// Maps and the matching configs //
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/////////////////////////////////////////////////////////////////////////
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||||
// Buried - zm_classic_processing.cfg map zm_buried //
|
||||
// Buried Turned - zm_cleansed_street.cfg map zm_buried //
|
||||
// Buried Grief - zm_grief_street.cfg map zm_buried //
|
||||
// Die Rise - zm_classic_rooftop.cfg map zm_highrise //
|
||||
// Mob of The Dead - zm_classic_prison.cfg map zm_prison //
|
||||
// Mob of The Dead Grief - zm_grief_cellblock.cfg map zm_prison //
|
||||
// Nuketown - zm_standard_nuked.cfg map zm_nuked //
|
||||
// Origins - zm_classic_tomb.cfg map zm_tomb //
|
||||
// Tranzit - zm_classic_transit.cfg map zm_transit //
|
||||
// Tranzit Farm Survival - zm_standard_farm.cfg map zm_transit //
|
||||
// Tranzit Town Survival - zm_standard_town.cfg map zm_transit //
|
||||
// Tranzit Bus Depot Survival - zm_standard_transit.cfg map zm_transit //
|
||||
// Tranzit Farm Grief - zm_grief_farm.cfg map zm_transit //
|
||||
// Tranzit Town Grief - zm_grief_town.cfg map zm_transit //
|
||||
// Tranzit Bus Depot Grief - zm_grief_transit.cfg map zm_transit //
|
||||
// Tranzit Diner Turned - zm_cleansed_diner.cfg map zm_transit_dr //
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// Notes:
|
||||
// Origins requires a gsc fix to prevent crashes with more than 4 players.
|
||||
// --> https://forum.plutonium.pw/topic/2313
|
||||
// Town/Tranzit servers will not natively spawn in tombstone since servers launch the maps in solo.
|
||||
// --> https://forum.plutonium.pw/topic/124
|
||||
// Grief requires a fix otherwise teams won't balance resulting in clients crashing when a 5th player joins.
|
||||
// --> https://forum.plutonium.pw/topic/4057
|
||||
|
||||
//Classic/TranZit Maps rotation
|
||||
sv_maprotation "exec zm_classic_processing.cfg map zm_buried exec zm_classic_rooftop.cfg map zm_highrise exec zm_classic_prison.cfg map zm_prison exec zm_classic_tomb.cfg map zm_tomb exec zm_classic_transit.cfg map zm_transit"
|
||||
|
||||
//////////////////////////////////////////////////
|
||||
// MAP LIST WITH ALL GAME MODES AND LOCATIONS //
|
||||
//////////////////////////////////////////////////
|
||||
// At the moment only the first game mode of //
|
||||
// each map works on dedicated servers (31/3/18)//
|
||||
//////////////////////////////////////////////////
|
||||
// Buried aka Resolution 1295 //
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zclassic loc processing map zm_buried//
|
||||
//////////////////////////////////////////////////
|
||||
// Die Rise aka Great Leap Forward //
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zclassic loc rooftop map zm_highrise//
|
||||
//////////////////////////////////////////////////
|
||||
// Nuketown //
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zstandard loc nuked map zm_nuked //
|
||||
//////////////////////////////////////////////////
|
||||
// Mob of the Dead //
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zclassic loc prison map zm_prison//
|
||||
//////////////////////////////////////////////////
|
||||
// Origins //
|
||||
//Make sure you don't allow more than 4 players!//
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zclassic loc tomb map zm_tomb //
|
||||
//////////////////////////////////////////////////
|
||||
// Diner (Turned only) //
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zcleansed loc diner map zm_transit_dr//
|
||||
//////////////////////////////////////////////////
|
||||
// Green Run aka Bus Depot aka Farm aka Town //
|
||||
//////////////////////////////////////////////////
|
||||
//gametype zclassic loc transit map zm_transit //
|
||||
//////////////////////////////////////////////////
|
||||
//Survival Maps rotation
|
||||
//sv_maprotation "exec zm_standard_town.cfg map zm_transit exec zm_standard_transit.cfg map zm_transit exec zm_standard_farm.cfg map zm_transit exec zm_standard_nuked.cfg map zm_nuked"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
//Unlike in other games/MP you should always define the game type and location. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////
|
||||
//Grief Maps rotation
|
||||
//sv_maprotation "exec zm_grief_town.cfg map zm_transit exec zm_grief_transit.cfg map zm_transit exec zm_grief_farm.cfg map zm_transit exec zm_grief_cellblock.cfg map zm_prison exec zm_grief_street.cfg map zm_buried"
|
||||
|
||||
sv_maprotation "gametype zclassic loc processing map zm_buried gametype zclassic loc rooftop map zm_highrise gametype zstandard loc nuked map zm_nuked gametype zclassic loc prison map zm_prison gametype zclassic loc tomb map zm_tomb gametype zclassic loc transit map zm_transit"
|
||||
//Turned Maps rotation
|
||||
//sv_maprotation "exec zm_cleansed_diner.cfg map zm_transit_dr exec zm_cleansed_street.cfg map zm_buried"
|
||||
|
||||
//Congratulations. You reached the end of this file. Leave map_rotate down below or else the server will not start after launch...
|
||||
map_rotate
|
@ -11,8 +11,8 @@ set_gametype ctf
|
||||
//gts roundwinlimit 2 // Round Win Limit. The number of rounds a team needs to win before the game ends.
|
||||
//gts enemyCarrierVisible 2 // Enemy Carrier. How and if the enemy appears on the minimap. (0 = No. 1 = Yes. 2 = Delayed)
|
||||
//gts idleFlagResetTime 30 // The time before a flag is automatically returned to base. (0-60 seconds)
|
||||
//gts captureTime 0 // Pickup Time. The amoun of time it takes to pickup the enemy flag.
|
||||
//gts defuseTime 0 // Return Time. How long it tales to return a flag. (-1 = off. 0 = Instant. (Defualt) 10 = limit of seconds.)
|
||||
//gts captureTime 0 // Pickup Time. The amount of time it takes to pickup the enemy flag.
|
||||
//gts defuseTime 0 // Return Time. How long it takes to return a flag. (-1 = off. 0 = Instant. (Defualt) 10 = limit of seconds.)
|
||||
//gts playerRespawnDelay 7.5 // The amount of time a player has to wait before respawning.
|
||||
|
||||
// Win Condition
|
||||
|
@ -20,7 +20,6 @@ set_gametype dem
|
||||
//gts multiBomb 1 // This needs to be set for the bomb carry icon to show up on the HUD
|
||||
//gts roundscorecarry 0 // Winning is round-based
|
||||
|
||||
//Extras. Dunno?
|
||||
//gts maxObjectiveEventsPerMinute 5
|
||||
//gts maxPlayerDefensive 128
|
||||
//gts maxPlayerEventsPerMinute 2.5
|
||||
//gts maxObjectiveEventsPerMinute 5 // Used to determine whether a player is scoreboosting.
|
||||
//gts maxPlayerDefensive 128 // Used to determine whether a player is scoreboosting.
|
||||
//gts maxPlayerEventsPerMinute 2.5 // Used to determine whether a player is scoreboosting.
|
@ -20,9 +20,9 @@ gts disableTacInsert 1 // Disable Tactical Insertion. 3ar
|
||||
|
||||
//Hardcore Mode
|
||||
//gts hardcoreMode "1" // Enable hardcore mode.
|
||||
//gts friendlyfiretype "1" // Enable or Disable Friendly Fire. 1 on, 2 reflect, 3 shared.
|
||||
//gts playerHealthRegenTime "0" // Time it takes you to recover damage.
|
||||
//gts friendlyfiretype "1" // Enable or Disable Friendly Fire. 0 off, 1 on, 2 reflect, 3 shared.
|
||||
//gts playerHealthRegenTime "0" // Time it takes you to recover damage. 0 prevents health regen.
|
||||
//gts playerMaxHealth "30" // Percent of Health players will have on Respawn.
|
||||
//gts allowKillcam "0" // Allow Killcam.
|
||||
//gts allowbattlechatter "0" // Shut player dialogues up.
|
||||
//gts teamKillPunishCount "3" // Kick constant Team killers out of your server.
|
||||
//gts teamKillPunishCount "3" // Kick constant Team killers out of your server. 0 is disabled.
|
@ -17,4 +17,4 @@ gts scorelimit 250 // Score limit reach to end the game
|
||||
//gts captureTime 0 // Capture Time. The amount of time it takes to capture an objective.
|
||||
//gts autoDestroyTime 20 // Lifetime. The amount of time an objective is active.
|
||||
//gts objectiveSpawnTime 0 // Activation Delay Time. The amount of time before the next objective becomes active.
|
||||
//gts randomObjectiveLocations 2 // Locations. The order in which the objectives will appear. (0 = Liner 2 = Random After First)
|
||||
//gts randomObjectiveLocations 2 // Locations. The order in which the objectives will appear. (0 = Linear 2 = Random After First)
|
Loading…
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Reference in New Issue
Block a user