Serverini (stand 25.11.2015)

  • Hier für euch ein Ini-Beispiel, für die 1vs1, 2vs2 und 3vs3 (für die 5vs5 müsste nur die Zeit geändert werden). Das nutzen der Ini ist natürlich auf eigene Verantwortung


    [Configuration]
    BasedOn=..\Engine\Config\BaseGame.ini


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


    [AAGame.AAAccessControl]
    ; 5 minute ban time
    VoteKickBanTime=0
    ROEKickBanTime=0


    [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
    MaxPlayers=24
    ;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=false


    [Engine.GameReplicationInfo]
    ;The name of the server as displayed on the server info screen as well as the scoreboard
    ServerName="newGen Server"


    [AAGame.AAGameInfo]
    GameplayEventsWriterClassName=Engine.GameplayEventsWriter
    bLogGameplayEvents=false
    GameSettingsUpdateInterval=20.0
    bAutoDemoRecEnabled=true
    DemoRecDir=demos
    TimeToSelfKill=20.0
    InitialConnectionKillTimeout=90.0


    ;This list determines which maps the server will rotate through
    [AAGame.AADataStore_OnlineGameSearch]
    +MapRotationList="BDX_Checkout_EX"
    +MapRotationList="BDX_Breach_EX"
    +MapRotationList="BDX_Watchdog_C4"
    +MapRotationList="BDX_InnerHospital_EX"
    +MapRotationList="BDX_RedLine_C4"
    +MapRotationList="BDX_Intercept_EX"
    +MapRotationList="BDX_SpringStreet_EX"
    +MapRotationList="BDX_Crossfire_C4"
    +MapRotationList="BDX_Lockdown_EX"
    +MapRotationList="BDX_Siege_EX"
    +MapRotationList="BDX_OuterHospital_C4"
    +MapRotationList="BDX_Shadowstep_EX"
    +MapRotationList="BDX_Breach_EX"
    +MapRotationList="BDX_Watchdog_C4"
    +MapRotationList="BDX_InnerHospital_EX"
    +MapRotationList="BDX_Intercept_C4"
    +MapRotationList="BDX_RedLine_EX"
    +MapRotationList="BDX_SpringStreet_EX"
    +MapRotationList="BDX_Siege_C4"
    +MapRotationList="BDX_Lockdown_EX"
    +MapRotationList="BDX_Crossfire_EX"
    +MapRotationList="BDX_OuterHospital_C4"
    +MapRotationList="BDX_Shadowstep_EX"
    +MapRotationList="FLO_Checkout_EX"
    +MapRotationList="FLO_Downtown_EX"
    +MapRotationList="FLO_Overload_C4"
    +MapRotationList="FLO_InnerHospital_EX"
    +MapRotationList="FLO_Slums_TH"
    +MapRotationList="FLO_Watchdog_C4"
    +MapRotationList="FLO_Intercept_EX"
    +MapRotationList="FLO_RedLine_C4"
    +MapRotationList="FLO_HarborAssault_TH"
    +MapRotationList="FLO_Hospital_EX"
    +MapRotationList="FLO_ColdFront_C4"
    +MapRotationList="FLO_Downtown_EX"
    +MapRotationList="FLO_Overload_C4"
    +MapRotationList="FLO_InnerHospital_EX"
    +MapRotationList="FLO_Watchdog_AC"
    +MapRotationList="FLO_RedLine_EX"
    +MapRotationList="FLO_Slums_C4"
    +MapRotationList="FLO_ColdFront_EX"
    +MapRotationList="FLO_HarborAssault_TH"
    +MapRotationList="FLO_Intercept_C4"
    +MapRotationList="FLO_Hospital_EX"


    ;This is the list of possible maps player can vote to. Please keep it in alphabetical order
    +MapVoteList="BDX_Breach_EX"
    +MapVoteList="BDX_Bridge_EX"
    +MapVoteList="BDX_Checkout_EX"
    +MapVoteList="BDX_Crossfire_C4"
    +MapVoteList="BDX_Crossfire_EX"
    +MapVoteList="BDX_InnerHospital_EX"
    +MapVoteList="BDX_Intercept_C4"
    +MapVoteList="BDX_Intercept_EX"
    +MapVoteList="BDX_Lockdown_EX"
    +MapVoteList="BDX_OuterHospital_C4"
    +MapVoteList="BDX_Redline_C4"
    +MapVoteList="BDX_Redline_EX"
    +MapVoteList="BDX_Shadowstep_EX"
    +MapVoteList="BDX_Siege_C4"
    +MapVoteList="BDX_Siege_EX"
    +MapVoteList="BDX_Springstreet_EX"
    +MapVoteList="BDX_Watchdog_C4"
    +MapVoteList="FLO_Bridge_EX"
    +MapVoteList="FLO_BridgeNight_EX"
    +MapVoteList="FLO_Checkout_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_Intercept_C4"
    +MapVoteList="FLO_Intercept_EX"
    +MapVoteList="FLO_Overload_C4"
    +MapVoteList="FLO_Redline_C4"
    +MapVoteList="FLO_Redline_EX"
    +MapVoteList="FLO_Slums_C4"
    +MapVoteList="FLO_Slums_TH"
    +MapVoteList="FLO_Watchdog_AC"
    +MapVoteList="FLO_Watchdog_C4"


    ;List of training maps
    +TrainingMapList="STX_Tutorial"
    +TrainingMapList="STX_Giunta_Range"


    ;List of Shoot houses in alphabetical order
    +ShoothouseMapList="SH_870MCS"
    +ShoothouseMapList="SH_M4"
    +ShoothouseMapList="SH_M9"
    +ShoothouseMapList="SH_M14"
    +ShoothouseMapList="SH_M16"
    +ShoothouseMapList="SH_M24"
    +ShoothouseMapList="SH_M67"
    +ShoothouseMapList="SH_M249"


    [AAGame.AAGameMultiplayerBase]
    ; Minimum number of players to wait for before starting the match
    MinNetPlayers=4
    ; Time after MinNetPlayers join to wait for more players
    NetWait=35
    ;Time spent in weapon selection and communication
    BeginningOfRoundDelay=20
    ;Extra time spent in weapon selection and communication for swap round
    SwapRoundDelay=20
    ; 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=150
    TimeLimitOverrideFLO=150
    ; 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 players must use autopick to choose their team
    bDefaultOnlyAllowAutoPick=false
    ;Refers to aim assist when using a controller
    bDefaultAllowControllerAimAssist=false
    bOnlineVoiceEnabled=true
    ;The server owner name, website and hosting company and admin name and email, if filled out, appear on the Server Info screen
    sDefaultServerOwnerName=
    sDefaultServerOwnerWebsite=
    sDefaultServerHostingCompany=
    sDefaultAdminName=
    sDefaultAdminEmail=
    ;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
    sDefaultServerMOTD="Visit the forums! forum.americasarmy.com"
    ;The admin message is displayed on the server info screen
    sDefaultAdminMessage="Welcome to AA Proving Grounds!"
    ;When true players may vote to change or restart maps
    bDefaultAllowMapVoting=false
    ;When true all votes not dealing with maps may be called
    bDefaultAllowKickVoting=false
    DefaultVoteDuration=20
    ;When true players may vote for the next map at the end of a match
    bDefaultAllowAARMapVoting=true
    ;When true hard core mode is enabled
    ;Hard core = Reduced HUD and no revives
    bDefaultHardcoreMode=false
    ;If true then teams will attempt to balance numbers at the start of each round
    bDefaultAutoBalanceTeams=false
    ;When true friendly fire damage is reduced by 80%
    bDefaultReduceFriendlyFire=false
    ;When true players are not punished for ROE violations (ROE = dealing large amount of damage to friendlies)
    bDefaultDisableROE=true
    ;When false players bleed to 1% and then stop bleeding
    bDefaultAllowBleedOut=true
    ;When false players cannot be revives following a head shot
    bDefaultReviveOnHeadshots=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
    bDefaultForbidBombSecure=false
    ;When true all character shadows for all clients are forced off
    bForbidShadows=true
    ;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
    bDefaultHUD_ForceInWorldEnemySpotsOff=true
    ;When true the messages for when a player kills another are turned off for all clients
    bHUD_ForceActivityFeedOff=true
    ;No longer used
    bHUD_ForceHitIndicatorOff=true
    bAllowSpectateMode_ActionCam=true
    bAllowSpectateMode_3pOrbit=true
    bAllowSpectateMode_FreeCam=true
    ;When true players on the spectate team experience suppression, flash grenades and other screen FX
    bDefaultForceSpectateTeamScreenFX=false
    ;When false, prevents specators from seeing occluded mesh outlines
    bDefaultAllowOccludedMeshSpectate=true
    ;When true, will use the roles setup as dictated by the map
    bDefaultUseRoles=true
    ;When true, the server will do hit detection instead of the client
    bDefaultUseServerSideHitDetection=true
    ;When true, the server will allow global VoIP for all players
    bDefaultAllowGlobalVoiceChat=true
    ;When true, the server will allow VoIP for all specators
    bDefaultAllowSpectatorVoiceChat=true
    ;When true, the server will allow text chat for all players
    bDefaultAllowGlobalTextChat=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]
    ;the amount of damage a player may do before being killed for violating ROE
    FriendlyFireLimit=200
    ;These are all client-side settings
    bPunkbusterMsgs=false
    bHoldToSprint=false
    bDoubleTapSprint=false
    bGrenadesInWeaponCycle=false
    fMasterVolume=1.f
    fMusicVolume=0.8f
    fUIVolume=0.8.f
    fSoundEffectsVolume=100.f
    fVOVolume=100.f
    bMuteWhenFocusLost=true
    bVOIPEnabled=true
    ;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
    GameSettingsUpdateInterval=15
    ;Is actually the cosine of the angle between the view and target.
    AimAssistTargetAngle=.87
    AimAssistTargetSearchTime=.1f
    bSwitchToWeaponOnPickup=true
    DisplayDebugVoiceFontName=EngineFonts.SmallFont
    PawnCamoIdx[0]=-1
    PawnCamoIdx[1]=-1
    PawnCamoIdx[2]=-1
    PawnCamoIdx[3]=-1
    PawnCamoIdx[4]=-1
    HeadPreference[0]=HEAD_White
    HeadPreference[1]=HEAD_White
    HeadPreference[2]=HEAD_White
    HeadPreference[3]=HEAD_White
    HeadPreference[4]=HEAD_White
    BadgePreference=0
    GearPreference[0]=0
    GearPreference[1]=0
    GearPreference[2]=0
    GearPreference[3]=0
    GearPreference[4]=0
    bShowOccludedMeshes=true
    ; the window to open if the bug report method is one of AAPC_RM_SteamOverlay or AAPC_RM_DefaultBrowser
    BugReportURL="http://bugreport.americasarmy.com/"
    ; one of AAPC_RM_SteamOverlay, AAPC_RM_DefaultBrowser, AAPC_RM_ExternalApplication (the last one is not implemented)
    BugReportMethod=AAPC_RM_SteamOverlay
    ; the window to open if the commend/report player method is one of AAPC_RM_SteamOverlay or AAPC_RM_DefaultBrowser
    CommendOrReportPlayerURL="http://www.americasarmy.com/support/abuse"
    ; one of AAPC_RM_SteamOverlay, AAPC_RM_DefaultBrowser, AAPC_RM_ExternalApplication (the last one is not implemented)
    CommendOrReportPlayerMethod=AAPC_RM_SteamOverlay


    [AAGame.AAPawn]
    AimAssistCapsuleRadius=30.0f


    +SightCheckBones=Head
    +SightCheckBones=L_Shoulder
    +SightCheckBones=R_Shoulder
    +SightCheckBones=Pelvis
    +SightCheckBones=L_Knee
    +SightCheckBones=R_Knee


    +BulletMagnetismTargetPoints=(BoneName=Head)
    +BulletMagnetismTargetPoints=(BoneName=Pelvis)
    +BulletMagnetismTargetPoints=(BoneName=Spine2)
    +BulletMagnetismTargetPoints=(BoneName=L_Ankle)
    ;+BulletMagnetismTargetPoints=(BoneName=R_Ankle)
    ;+BulletMagnetismTargetPoints=(BoneName=L_Elbow)
    +BulletMagnetismTargetPoints=(BoneName=R_Elbow)
    +BulletMagnetismTargetPoints=(BoneName=L_Knee)
    +BulletMagnetismTargetPoints=(BoneName=R_Knee)
    ;+BulletMagnetismTargetPoints=(BoneName=L_Wrist)
    ;+BulletMagnetismTargetPoints=(BoneName=R_Wrist)


    [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


    [AAGame.AASteamServerAuthentication]
    bDisableMBSUpdatingMessage=true


    [AAGame.AAOnlineGameSearch]
    RandCreateChancePercent=0.333
    AutoCreateOnlineGameFallback=true
    ShortTimer=0.001
    LongTimer=0.016
    SearchRetryDelay=5.0
    MaxSearchRound=4
    DedicatedServerBonus=100
    PopulationSpreadScaler=8
    PopulationSpreadConstant=1
    PopulationCountScaler=1
    PopulationCountConstant=1
    PingScaler=-1
    PingCutoffValue=400


    [AkAudio.AkComponent]
    OcclusionUpdateFrequency=0.4f
    OcclusionUpdateRandomization=0.2f
    OcclusionInterpolationTime=0.35f
    BSPMinOcclusion=0.1
    BSPMaxOcclusion=0.4
    BSPMinOcclusionThickness=50
    BSPMaxOcclusionThickness=600
    BSPMinObstruction=0.0
    BSPMaxObstruction=0.5
    BSPMinObstructionThickness=50
    BSPMaxObstructionThickness=400
    MaxOcclusionDistance=7000.0f

    desbl_adminsignatur_balken_admin_163x51.png


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