Server-Ini veraltet (Stand 12.02.2015)

  • Neue Ini, Stand 12.02.2015
    [infobox]
    [Configuration]


    BasedOn=..\Engine\Config\BaseGame.ini


    [Engine.AccessControl]
    ; if left blank then no player may login as admin
    AdminPassword=*******
    GamePassword=desbl


    [Engine.GameInfo]
    DefaultGame=AAGame.AAGameDevelopment
    DefaultServerGame=AAGame.AAGameDevelopment
    GameDifficulty=+1.0
    ;This is the number of spectators in addition to the number of players
    MaxSpectators=4
    ;Time limit no longer has any affect
    TimeLimit=0
    ;Time in seconds before a player will be moved to spectator team for being idle
    MaxIdleTime=121
    ;If set to false then players will not be kicked for being idle
    bKickLiveIdlers=true


    [Engine.GameReplicationInfo]
    ;The name of the server as displayed on the server info screen as well as the scoreboard
    ServerName="America's Army Proving Grounds Server"


    [AAGame.AAGameInfo]
    GameplayEventsWriterClassName=Engine.GameplayEventsWriter
    bLogGameplayEvents=false
    bAutoDemoRecEnabled=false
    ;This list determines which maps the server will rotate through
    +MapRotationList="BDX_Intercept_EX"
    +MapRotationList="BDX_Lockdown_EX"
    +MapRotationList="BDX_RedLine_EX"
    +MapRotationList="BDX_SpringStreet_EX"
    +MapRotationList="BDX_Crossfire_DE"
    +MapRotationList="BDX_Breach_EX"
    +MapRotationList="BDX_Siege_EX"
    +MapRotationList="BDX_OuterHospital_DE"
    +MapRotationList="BDX_ShadowStep_EX"
    +MapRotationList="BDX_Watchdog_C4"
    +MapRotationList="FLO_HarborAssault_TH"
    +MapRotationList="FLO_RedLine_EX"
    +MapRotationList="FLO_ThreeKings_AC"
    +MapRotationList="FLO_Slums_TH"
    +MapRotationList="FLO_InnerHospital_EX"
    +MapRotationList="FLO_ColdFront_C4"
    +MapRotationList="FLO_Downtown_EX"
    +MapRotationList="FLO_Hospital_EX"
    +MapRotationList="FLO_Slums_C4"
    +MapRotationList="FLO_ColdFront_EX"
    +MapRotationList="FLO_Redline_C4"


    ;This is the list of possible maps player can vote to
    +MapVoteList="BDX_Breach_EX"
    +MapVoteList="BDX_Crossfire_DE"
    +MapVoteList="BDX_Intercept_EX"
    +MapVoteList="BDX_Lockdown_EX"
    +MapVoteList="BDX_OuterHospital_DE"
    +MapVoteList="BDX_RedLine_EX"
    +MapVoteList="BDX_ShadowStep_EX"
    +MapVoteList="BDX_Siege_EX"
    +MapVoteList="BDX_SpringStreet_EX"
    +MapVoteList="BDX_Watchdog_C4"
    +MapVoteList="BDX_Watchdog_DE"
    +MapVoteList="FLO_Bridge_EX"
    +MapVoteList="FLO_BridgeNight_EX"
    +MapVoteList="FLO_ColdFront_C4"
    +MapVoteList="FLO_ColdFront_EX"
    +MapVoteList="FLO_Downtown_EX"
    +MapVoteList="FLO_HarborAssault_TH"
    +MapVoteList="FLO_HarborAssaultNight_TH"
    +MapVoteList="FLO_Hospital_EX"
    +MapVoteList="FLO_InnerHospital_EX"
    +MapVoteList="FLO_RedLine_C4"
    +MapVoteList="FLO_RedLine_EX"
    +MapVoteList="FLO_Slums_TH"
    +MapVoteList="FLO_Slums_C4"
    +MapVoteList="FLO_ThreeKings_AC"


    [AAGame.AAGameMultiplayerBase]
    ; Minimum number of players to wait for before starting the match
    MinNetPlayers=8
    ; Time after MinNetPlayers join to wait for more players
    NetWait=60
    ;Time spent in weapon selection and communication
    BeginningOfRoundDelay=20
    ;Extra time spent in weapon selection and communication for swap round
    SwapRoundDelay=10
    ; False - match ends early if one team wins over half the rounds
    ; True - match will be played for all rounds, regardless of team score
    bPlayAllRounds=True


    [AAGame.AAGamePVPBase]
    bScaleWithNumPlayers=true
    ; These override MaxPlayers in production maps
    MaxTeamSizeBDX=6
    MaxTeamSizeFLO=12
    ; If > 0, these override the map TimeLimits
    TimeLimitOverrideBDX=0
    TimeLimitOverrideFLO=0
    ; Maximum number of rounds per match
    RoundsPerMatchBDX=60
    RoundsPerMatchFLO=60


    [AAGame.AAGameReplicationInfo]
    ;Time in seconds before a flash or frag grenade may be thrown
    ForbidGrenadeTimeFLO=0
    ForbidGrenadeTimeBDX=0
    ;If true then teams will attempt to balance numbers at the start of each round
    bAutoBalanceTeams=false
    ;Refers to aim assist when using a controller
    bAllowControllerAimAssist=false
    bTeamspeakEnabled=true
    ;If false then players who are secured or cannot be revived may talk to live players
    bTeamspeakDeadChatRestriction=false
    bTeamspeakAlwaysAllowGlobalChat=true
    bTeamspeakForbidSpectatorChat=false
    ;The server owner name, website and hosting company and admin name and email, if filled out, appear on the Server Info screen
    sServerOwnerName=
    sServerOwnerWebsite=
    sServerHostingCompany=
    sAdminName=
    sAdminEmail=
    ;The message of the day is displayed on the team select screen (first screen seen when joining a game) and on the server info screen
    sServerMOTD="Vist the forums! forum.americasarmy.com"
    ;The admin message is displayed on the server info screen
    sAdminMessage="Welcome to AA Proving Grounds!"
    ;When true players may vote to change or restart maps
    bAllowMapVoting=true
    ;When true all votes not dealing with maps may be called
    bAllowOtherVoting=true
    VoteDuration=20
    ;When true hard core mode is enabled
    ;Hard core = Reduced HUD and no revives
    bHardcoreMode=false
    ;When true friendly fire damage is reduced by 80%
    bReduceFriendlyFire=false
    ;When true players are not punished for ROE violations (ROE = dealing large amount of damage to friendlies)
    bDisableROE=true
    ;When false players bleed to 1% and then stop bleeding
    bAllowBleedOut=true
    ;When false players cannot be revives following a head shot
    bReviveOnHeadshots=false
    ;The number of times a player may be revived
    MaxRevives=0
    ;When true the C4 device may not be secured by the defense team
    bForbidBombSecure=false
    ;When true all character shadows for all clients are forced off
    bForbidShadows=true
    ;When true enemies are automatically spotted by the one they kill provided they are within 100 feet
    bSpotEnemiesOnDeath=false
    ;When true the minimal HUD option is forced on for all clients
    bHUD_ForceMinimalHUD=false
    ;When false the active players for each team is not displayed on the HUD and only friendlies are displayed on the scoreboard
    bHUD_ForcePlayerCountOff=true
    ;When true enemy spots only appear on the minimap
    bHUD_ForceInWorldEnemySpotsOff=true
    ;When true the messages for when a player kills another are turned off for all clients
    bHUD_ForceActivityFeedOff=false
    ;No longer used
    bHUD_ForceHitIndicatorOff=false
    bAllowSpectateMode_ActionCam=false
    bAllowSpectateMode_3pOrbit=true
    bAllowSpectateMode_FreeCam=true
    ;When true allows downed players to spectate their downed bodies via third person orbit cam
    bAllowIncapMode_SpectateBody=false
    bAllowIncapMode_ActionCam=false
    bAllowIncapMode_3pOrbit=false
    bAllowIncapMode_FreeCam=false
    ;When true players on the spectate team experience suppression, flash grenades and other screen FX
    bForceSpectateTeamScreenFX=true
    ;When true, will use the roles setup as dictated by the map
    bUseRoles=true
    ;When true, the server will do hit detection instead of the client
    bUseServerSideHitDetection=true


    [Engine.WorldInfo]
    bShowLightingRebuildMessage=TRUE
    DecalManagerClassPath=AAGame.AADecalManager


    [DefaultPlayer]
    Name=Player
    team=255


    [Engine.PlayerController]
    ForceFeedbackManagerClassName="WinDrv.XnaForceFeedbackManager"


    [Engine.DecalManager]
    ;The time in seconds bullet decals and grenade scorch marks hang around
    DecalLifeSpan=30.0


    [AAGame.AAPlayerController]
    ;These are all client-side settings
    bHoldToSprint=false
    bDoubleTapSprint=false
    bGrenadesInWeaponCycle=false
    fMasterVolume=2.f
    fMusicVolume=1.f
    fUIVolume=1.f
    fSoundEffectsVolume=100.f
    fVOVolume=100.f
    bVOIPEnabled=true
    fVOIPVolume=0.f
    ;This refers to the music which plays at the 30 second mark in a round
    bRoundEndWarningMusic=true
    Audio_VoiceSelection=255
    bDisplayNumPing=true
    bCameraBob=false
    sNonAuthSoldierName=DidNotSetName
    bParentalLock_Violence=false
    bParentalLock_VOIP=false
    bParentalLock_Chat=false
    bUseDualRenderScopes=false


    [Engine.AutoTestManager]
    bExitOnCyclesComplete=true
    NumAutomatedMapTestingCycles=1
    +AutomatedMapTestingList=BurnsTest
    +AutomatedMapTestingList=MBD_Mission_AD


    ; This allows disabling of all scoring reporting (and profile transfer).
    ; LAN mode should already disable scoring reporting.
    [AAGame.AAUPlayerProfileManagement]
    bDisableAAUServerUpdates=false


    ; This allows enable/disabling kicking players that haven't first logged into their AAU account
    ; on authorized (non LAN) servers.
    [AAGame.AASteamClientAuthentication]
    bKickIfNoAAUAccount=true


    [TeamSpeak.TeamSpeakClient]
    bDebug=true
    iDefaultPort=8765
    iVolumeLevel=0 ;-30 to 30 db gain
    TargetCaptureDeviceID=Default
    TargetPlaybackDeviceID=Default


    [TeamSpeak.TeamSpeakServer]
    bDebug=true
    iDefaultPort=8765
    iSecondaryPort=8767
    iMaxClients=32
    iTS3SoundQuality=1


    [AAGame.AASteamServerAuthentication]
    bDisableMBSUpdatingMessage=true


    [AAGame.AAWeap_M4A1Rifle]
    TracerLoadout=TRACERLOADOUT_4And1


    [AAGame.AAWeap_M249LMG]
    TracerLoadout=TRACERLOADOUT_4And1


    [SystemSettings]
    AmbientOcclusion=False[/infobox]

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  • Zitat

    ...
    ; Maximum number of rounds per match
    RoundsPerMatchBDX=20
    RoundsPerMatchFLO=20
    ...


    Hatten wir auf der Leadersitzung nicht darüber gesprochen, dass diese Werte höher sein sollten?
    So ist nach 10 Runden automatischer Seitenwechsel, obwohl im optimalen Fall bereits nach 8 Runden der manuelle Seitenwechsel durch die Teams durchgeführt wurde.
    Um das Problem zu beheben, sollten diese Werte größer als 32 sein. Dabei empfiehlt sich noch eine kleine Sicherheit einzubauen, falls mal Stopp-Runden erforderlich sind. Deshalb würde ich empfehlen, einfach 40 als Vorgabe zu nutzen.

    Mit freundlichen Grüßen


    Ja, um mich von meiner Meinung zu überzeugen, reicht nur eine Stimme - meine eigene!

  • yep, auf der Sitzung hatten wir 60 Runden als Basis beschlossen. Schlussendlich kann die Rundenzahl nach eigenem ermessen eingestellt werden, solange ein reibungsloses Wechseln in der Halbzeit möglich ist.

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