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  • Password Server Information

    I just wanted to post this as Im not sure if your aware of it or not. When you password a server the PR python code automatically detects this and switches to a different configuration than the standard dedicated internet server configuration.

    The default values in the passworded configuration are quite a bit different than the standard configuration. Because passworded and local server are handled the same way, the configuration is very lax on various rules so you can test things out in solo play.

    Therefore, if you want the same settings as normal non-passworded games, you will need to edit the values.

    You can locate the file that needs to be edited in the following directory:
    C:\Program Files\Battlefield 2\mods\pr\python\game\realityconfig_private.py

    Keep in mind this ONLY affects the settings of a passworded or local server, it does not affect settings of a dedicated internet server.

    I will post this file here so you can take a look at and see what I mean, if anyone has any questions about the variables and what the defaults should be, I can answer them here.

    Code:
    #========================================================================================================
    #
    # PROJECT REALITY SERVER SETTINGS DEFINITION FOR PRIVATE SERVERS
    #
    # This file can be fully edited and it's automatically used by servers that are password protected or 
    # non-internet servers (local/single-player).
    #
    # The default config comes identical to the public one except for the following variables:
    # - STARTDELAY
    # - KIT_LIMIT_8
    # - KIT_LIMIT_16
    # - KIT_LIMITS
    # - VEHICLES_SQUAD
    # 
    # $Id: realityconfig_private.py 2014 2007-09-13 21:58:53Z dbzao $
    #
    #
    # PROJECT REALITY REINFORCEMENTS ATTRITION PENALTY
    # Edit these values to add seconds to player spawn times
    # Define as 0 (zero) to disable
    # Default is 1 second per death, -3 seconds per cp capture or destroyed objective, 30 seconds maximum
    ATTRITION_PENALTY_DEATH = 1
    ATTRITION_PENALTY_CAPTURE = -3
    ATTRITION_PENALTY_OBJECTIVE = -3
    ATTRITION_PENALTY_CAP = 30
    #
    #
    # PROJECT REALITY HEALTH UPON REVIVE SETTINGS
    # Edit this setting to determine the health of players when they are revived
    # Default is 13 health
    REVIVE_HEALTH = 13
    #
    #
    # PROJECT REALITY ROUND START DELAY
    # Edit this setting to set the start delay for all game modes
    # Default is 120 seconds
    STARTDELAY = 30
    #
    #
    # PROJECT REALITY MINIMUM NUMBER OF PLAYERS NEEDED TO START
    # Edit this setting to set the minimum number of players needed to start the game
    # Default is 1 player
    MIN_NR_START = 1
    #
    #
    # PROJECT REALITY AAS RESPAWN TIMES
    # Edit these settings to determine mandown and spawn times expressed in seconds
    # Default is 30 seconds mandown, 31 seconds spawn
    # Note that spawn time is also subject to atrition and squad hopping penalties
    MANDOWN_TIME = 30
    SPAWN_TIME = 31
    #
    #
    # PROJECT REALITY INSURGENT RESPAWN TIMES
    # Edit these settings to determine spawn time for insurgents expressed in seconds
    # Default is 20 second spawn as there is no revive period for insurgents
    # Note that spawn time is also subject to atrition and squad hopping penalties
    INSURGENT_SPAWN_TIME = 20
    #
    #
    # PROJECT REALITY EXTRACTION RESPAWN TIMES
    # Edit these settings to determine mandown and spawn times for extraction expressed in seconds
    # Default is 30 seconds mandown, 31 seconds spawn
    # Note that spawn time is also subject to atrition and squad hopping penalties
    XTRACT_MANDOWN_TIME = 30
    XTRACT_SPAWN_TIME = 31
    #
    #
    # PROJECT REALITY EXTRACTION MODE COMMANDER
    # Enable/Disable commander in Extraction mode
    # Default is enabled
    XTRACT_COMMANDER = 1
    #
    #
    # PROJECT REALITY INSURGENCY MODE COMMANDER
    # Enable/Disable commander in Insurgency mode
    # Default is enabled
    INSURGENCY_COMMANDER = 1
    #
    #
    # PROJECT REALITY TK SCORE PENALTY
    # Number of score points that a player will loose for each teamkill caused
    # Default is -15 points
    TK_PENALTY = -15
    #
    #
    # PROJECT REALITY TK RESPAWN PENALTY
    # Number of seconds added to the next respawn when teamkilling a player
    # Default is 15 seconds
    TEAMKILL_PENALTY = 15
    #
    #
    # PROJECT REALITY SUICIDE RESPAWN PENALTY
    # Number of seconds added to the next respawn when a player suicides
    # Default is 30 seconds
    SUICIDE_PENALTY = 30
    #
    #
    # PROJECT REALITY MAX RESPAWN PENALTY
    # Maximum number of seconds added to a respawn
    # Default is 300 seconds
    MAX_PENALTY = 300
    #
    #
    # PROJECT REALITY OBJECTIVE SCORE AWARD
    # Number of score points that a player will get for acomplishing an objective
    # Default is 25 points
    MISSION_SUCCESS = 25
    #
    #
    # PROJECT REALITY ASSAULT AND SECURE SETTINGS
    #
    # Enable/Disable commander in AAS mode
    # Default is enabled
    AAS_COMMANDER = 1
    #
    #
    # Enable/Disable AAS to work as vanilla conquest
    # Default is disabled 
    AAS_CONQUEST = 0
    #
    #
    # Capture ratio used to shorten time needed for capture
    # Default is 0.5 (50% of the time) for 4 players to capture a CP
    # Default is 0.75 (25% of the time) for 3 players to capture a CP
    # Default is 1 (100% of the time) for 2 players to capture a CP
    AAS_CAPTURE_RATIO_4_1 = .50
    AAS_CAPTURE_RATIO_3_1 = .75
    AAS_CAPTURE_RATIO_2_1 = 1
    #
    #
    # Neutralise ratio used to shorten time needed for neutralize
    # Default is 0.5 (50% of the time) for 4 players to neutralize a CP
    # Default is 0.75 (25% of the time) for 3 players to neutralize a CP
    # Default is 1 (100% of the time) for 2 players to neutralize a CP
    AAS_NEUTRAL_RATIO_4_1 = .50
    AAS_NEUTRAL_RATIO_3_1 = .75
    AAS_NEUTRAL_RATIO_2_1 = 1
    #
    #
    # Number of players needed to capture or neutralize a CP
    # Default is 2
    AAS_MINNRTOTAKECONTROL = 2
    #
    #
    # PROJECT REALITY INSURGENCY SETTINGS
    #
    # Number of points taken from the insurgent that destroys an objective
    # Default is -100 points
    INSURGENCY_TREASON_POINTS  = -100
    #
    #
    # Number of seconds added to the insurgent that destroys an objective
    # Default is 60 seconds
    INSURGENCY_TREASON_PENALTY = 60
    #
    #
    # Number of points to the player when destroying an objective
    # Default is 25 points
    INSURGENCY_DESTROY_POINTS  = 25
    #
    #
    # Number of tickets added to team 2 when an objective is destroyed
    # Default is 10
    INSURGENCY_DESTROY_TICKETS = 10
    #
    #
    # Percentage of those points to the player's squad
    # Default is 0.80
    INSURGENCY_DESTROY_SQUAD   = 0.80
    #
    #
    # Number of tickets team 2 gets when losing a heavy asset
    # Default is -10 tickets
    INSURGENCY_HEAVY_ASSETS_TICKETS = -10
    #
    #
    # How much intel needed to reveal an objective on the map
    # Default is 30 intel points
    INSURGENCY_REVEAL_INTEL = 30
    #
    #
    # How many seconds it takes for the attacking team to receive the information about a revealed objective
    # Default is 60 seconds
    INSURGENCY_REVEAL_INTERVAL = 60
    #
    #
    # How much intel added to INSURGENCY_REVEAL_INTEL per objective already revealed
    # Default is 3 intel points
    INSURGENCY_INTEL_PER_COUNT = 3
    #
    #
    # How much intel for capturing an insurgent
    # Default is 7 intel points
    INSURGENCY_INTEL_CAPTURE = 7
    #
    #
    # How much intel lost for killing a civilian
    # Default is -7 intel points
    INSURGENCY_INTEL_CIVILIAN = -7
    #
    #
    # How much intel for killing an insurgent officer
    # Default is 7 intel points
    INSURGENCY_INTEL_OFFICER = 7
    #
    #
    # How much intel for killing a normal insurgent
    # Default is 1 intel point
    INSURGENCY_INTEL_KILL = 1
    #
    #
    # Ticket changes to insurgency maps
    # Defaults:
    # 'albasrah': { 
    #   16: { 1: 150, 2: 75 }, 
    #   32: { 1: 300, 2: 150 }, 
    #   64: { 1: 600, 2: 300 } 
    # }
    INSURGENCY_TICKETS = {
    	'albasrah': { 
    		16: { 1: 150, 2: 75 }, 
    		32: { 1: 300, 2: 150 }, 
    		64: { 1: 600, 2: 300 } 
    	}
    }
    #
    #
    # PROJECT REALITY QUARTERMASTER SYSTEM SETTINGS
    #
    # These are the maximum numbers of each of the limited kits that are available.
    # These are done on a per team basis, with the number of players rounded up to 8, 16, 24, or 32.
    # So if there are 20 players on the team, the limits in kitLimit24 will be used.
    # Default for 8 players is 0, 1, 1, 1, 1, 1, 0, 1
    # Default for 16 players is 0, 1, 2, 1, 1, 2, 0, 2
    # Default for 24 players is 1, 2, 4, 2, 2, 4, 0, 4
    # Default for 32 players is 2, 2, 5, 2, 2, 5, 0, 5
    KIT_LIMIT_8 = {'sniper': 1, 'marksman': 1, 'support': 1, 'riflemanaa': 1, 'at': 1, 'riflemanat': 1, 'mortarman': 0, 'assault': 1 }
    KIT_LIMIT_16 = {'sniper': 1, 'marksman': 1, 'support': 2, 'riflemanaa': 1, 'at': 1, 'riflemanat': 2, 'mortarman': 0, 'assault': 2 }
    KIT_LIMIT_24 = {'sniper': 1, 'marksman': 2, 'support': 4, 'riflemanaa': 2, 'at': 2, 'riflemanat': 4, 'mortarman': 0, 'assault': 4 }
    KIT_LIMIT_32 = {'sniper': 2, 'marksman': 2, 'support': 5, 'riflemanaa': 2, 'at': 2, 'riflemanat': 5, 'mortarman': 0, 'assault': 5 }
    #
    #
    # The limited kits available for each faction and the number of players in the squad to be able to request it
    # Default for ch, gb, mec and us is 2, 3, 3, 3, 3, 4, 2, 1, 3, 3, 3
    # Default for chinsurgent is 4, 2, 1
    # Default for meinsurgent is 4
    KIT_LIMITS = {
    	'ch':  { 'sniper': 1, 'marksman': 1, 'riflemanaa': 1, 'at': 1, 'support': 1, 'officer': 1, 'tanker': 1, 'pilot': 1, 'riflemanat': 1, 'mortarman': 1, 'assault': 1 }, 
    	'gb':  { 'sniper': 1, 'marksman': 1, 'riflemanaa': 1, 'at': 1, 'support': 1, 'officer': 1, 'tanker': 1, 'pilot': 1, 'riflemanat': 1, 'mortarman': 1, 'assault': 1 }, 
    	'mec': { 'sniper': 1, 'marksman': 1, 'riflemanaa': 1, 'at': 1, 'support': 1, 'officer': 1, 'tanker': 1, 'pilot': 1, 'riflemanat': 1, 'mortarman': 1, 'assault': 1 }, 
    	'us':  { 'sniper': 1, 'marksman': 1, 'riflemanaa': 1, 'at': 1, 'support': 1, 'officer': 1, 'tanker': 1, 'pilot': 1, 'riflemanat': 1, 'mortarman': 1, 'assault': 1 }, 
    	'chinsurgent': { 'officer': 1, 'tanker': 1, 'pilot': 1 },
    	'meinsurgent': { 'officer': 1 }
    }
    #
    #
    # The max number of each limited kits available for each squad
    # Default is 2, 2, 2, 2, 2, 2, 2, 2
    KIT_LIMITS_SQUAD = { 'sniper': 2, 'marksman': 2, 'support': 2, 'riflemanaa': 2, 'at': 2, 'riflemanat': 2, 'mortarman': 2, 'assault': 2 }
    #
    #
    # The amount of seconds a kit is available again for request or spawn as pickup kits
    # Defaults:
    # snipers, heavy ATs and AAs: 300
    # marksmans, and light ATs: 180
    # RPGs: 90
    # supports and grenadiers: 20
    KIT_ALLOCATION_DELAY = { 'sniper': 300, 'marksman': 180, 'support': 20, 'riflemanaa': 300, 'at': 300, 'riflemanat': 180, 'mortarman': 300, 'assault': 20,
                             'm95sniper': 300, 'm82sniper': 300, 'mosinmei': 300, 'mosinmilitia': 300, 'svdmei': 180, 'aamei': 300, 'aamilitia': 300, 
                             'hatmilitia': 300, 'latmei': 90, 'latmilitia': 90, 'pkmmei': 20, 'pkmmilitia': 20, 'pkmpla': 20 }
    #
    #
    # The amount of seconds the player needs to wait to request a kit after joining a squad
    # Default is 120 seconds
    KIT_SQUAD_DELAY = 120
    #
    #
    # The Quatermaster drinks =P
    # Default is vodka, Jack Daniels, lemonade, rice wine, lemonade, wodka
    KIT_DRINKS = { 'default': 'vodka', 'us': 'Jack Daniels', 'gb': 'pint', 'mec': 'lemonade', 'ch': 'rice wine', 'meinsurgent': 'lemonade', 'chinsurgent': 'wodka' }
    #
    #
    # Time that a teamkiller of limited kits stays in punishment
    # Default is 180 seconds
    KIT_TK_PENALTY = 180
    #
    # 
    # The maximum distance in metres from a main base a player can be for a kit to be spawned. 
    # The default setting is 50m. This is a purely horizontal distance, to enable kit spawning on carriers and similar CPs.
    KIT_SPAWN_MAX_DISTANCE_CP = 50
    #
    #
    # These are the other objects from which kits can be requested. Following each name is the 
    # the maximum distance from the object in metres. Again, names should be lowercase.
    # Defaults:
    # supply_crate = 3
    # fixed_bunker = 5
    # deployable_bunker = 5
    # deployable_firebase = 5
    # usapc_lav25 = 2
    # gb_apc_warrior = 2
    # apc_btr90 = 3
    # apc_wz551 = 2
    # mil_trk_ural4320 = 3
    # mil_trk_support = 3
    # xpak_civ1_spawner = 3
    # iraqtrk_ural4320 = 3
    KIT_SUPPLY_OBJECTS_US  = {'supply_crate': 3, 'deployable_bunker': 5, 'deployable_firebase': 5, 'fixed_bunker': 5 }
    KIT_VEHICLE_SUPPLY_OBJECTS_US = {'usapc_lav25': 2}
    #
    KIT_SUPPLY_OBJECTS_GB  = {'supply_crate': 3, 'deployable_bunker': 5, 'deployable_firebase': 5, 'fixed_bunker': 5 }
    KIT_VEHICLE_SUPPLY_OBJECTS_GB  = {'gb_apc_warrior': 2}
    #
    KIT_SUPPLY_OBJECTS_MEC = {'supply_crate': 3, 'apc_btr90': 3, 'deployable_bunker': 5, 'deployable_firebase': 5, 'fixed_bunker': 5 }
    KIT_VEHICLE_SUPPLY_OBJECTS_MEC = {} # apc_btr90 is not here because of side doors
    #
    KIT_SUPPLY_OBJECTS_CH  = {'supply_crate': 3, 'deployable_bunker': 5, 'deployable_firebase': 5, 'fixed_bunker': 5 }
    KIT_VEHICLE_SUPPLY_OBJECTS_CH  = {'apc_wz551': 2}
    #
    KIT_SUPPLY_OBJECTS_CHINSURGENT  = {'supply_crate': 3, 'fixed_bunker': 5 }
    KIT_VEHICLE_SUPPLY_OBJECTS_CHINSURGENT = {'mil_trk_ural4320': 3, 'mil_trk_support': 3 }
    #
    KIT_SUPPLY_OBJECTS_MEINSURGENT  = {'xpak_civ1_spawner': 3, 'obj_ammodump_lrg': 3 }
    KIT_VEHICLE_SUPPLY_OBJECTS_MEINSURGENT = {'iraqtrk_ural4320': 3 }
    #
    #
    # Kit supply objects that are commander assets and its relative name in the code
    KIT_SUPPLY_OBJECTS_COMMANDER  = {'deployable_bunker': 'bunker', 'deployable_firebase': 'firebase' }
    #
    #
    # Enable/Disable kit request at rally points
    # Default is enabled
    KIT_RALLY_REQUEST = 1
    #
    #
    # Distance from a rally point a kit request can be made
    # Default is 3 meters
    KIT_RALLY_REQUEST_DISTANCE = 3
    #
    #
    # Min time the player needs to wait between spawning kits in seconds.
    # Default is 120 seconds (2 minutes)
    KIT_REQUEST_INTERVAL = 120
    #
    #
    # Time in seconds (SPAM INTERVAL) for a limited number of request (KIT SPAM REQUEST LIMIT) to prevent excessive spam
    # Time in seconds player is prevented from making another kit request after being penalised for spam (KIT_SPAM_PENALTY)
    # Defaults:
    # KIT_SPAM_REQUEST_LIMIT = 6
    # KIT_SPAM_INTERVAL = 30
    # KIT_SPAM_PENALTY = 60 
    KIT_SPAM_REQUEST_LIMIT = 6
    KIT_SPAM_INTERVAL = 30
    KIT_SPAM_PENALTY = 60
    #
    #
    # PROJECT REALITY VEHICLES SYSTEMS SETTINGS
    #
    # Enable/Disable the vehicles damage system
    # Default is enabled
    VEHICLES_DAMAGE = 1
    #
    #
    # Enable/Disable the check for damage on exiting a vehicle at high speed
    # Default is enabled
    VEHICLES_EXIT_DAMAGE_SPEED = 1
    #
    #
    # Enable/Disable the check for damage on exiting a vehicle that is critical damaged
    # Default is enabled
    VEHICLES_EXIT_DAMAGE_CRITICAL = 1
    #
    #
    # The list of vehicles that don't apply damage to the player exiting at high speed
    VEHICLES_NO_EXIT_DAMAGE = ['ahe_ah1z','ahe_z10','ahe_havoc','ahe_ah6','ahe_ah6a','che_wz11','she_ec635','ahe_mh6','usthe_uh60','chthe_z8','the_mi17','usair_a10a','usair_f16','usair_f18','iraqair_su25a','ruair_mig29','ch_jet_fantan','air_j10','gbair_harrier','gb_jet_eurofighter','air_f35b','gbthe_merlin','gb_ahe_apache']
    #
    #
    # Enable/Disable squad check for limited vehicles
    # Default is enabled
    VEHICLES_SQUAD = 0
    #
    #
    # Enable/Disable start delay on vehicles
    # Default is enabled
    VEHICLES_START_DELAY = 1
    #
    #
    # PROJECT REALITY RALLY POINT SYSTEM SETTINGS
    #
    # Time it takes for a rally point to expire if the number of players in the squad gone bellow the limit.
    # Default is 300 seconds (5 minutes) 
    RALLY_EXPIRATION = 300
    #
    #
    # Min number of players required in squad to set a rally point
    # Default is 4
    RALLY_LIMIT_SQUAD = 4
    #
    #
    # Min number of close by squad members (including the squad leader) when setting rally points (must be equal or lower than RALLY_LIMIT_SQUAD)
    # Default is 4
    RALLY_CLOSE_SQUAD = 4
    #
    #
    # Max distance from the squad leader the other squad members must be when setting a rally point (RALLY_CLOSE_SQUAD)
    # Default is 20 meters
    RALLY_CLOSE_DISTANCE = 20
    #
    #
    # Time in seconds (SPAM INTERVAL) for a limited number of request (SPAM REQUEST LIMIT) to prevent excessive spam
    # Time in seconds player is prevented from making another rally deployment after being penalised for spam (SPAM PENALTY)
    # Defaults:
    # RALLY_SPAM_REQUEST_LIMIT = 6
    # RALLY_SPAM_INTERVAL = 30
    # RALLY_SPAM_PENALTY = 60
    RALLY_SPAM_REQUEST_LIMIT = 6
    RALLY_SPAM_INTERVAL = 30
    RALLY_SPAM_PENALTY = 60
    #
    #
    # How many seconds expirable mapper rally points will stay in play after round start
    # Default is 300 seconds (5 minutes)
    RALLY_MAPPER_EXPIRATION = 300
    #
    #
    # PROJECT REALITY COMMANDER ASSETS SYSTEM SETTINGS
    # 
    # Time in seconds (SPAM INTERVAL) for a limited number of request (SPAM REQUEST LIMIT) to prevent excessive spam
    # Time in seconds player is prevented from making another rally deployment after being penalised for spam (SPAM PENALTY)
    # Defaults:
    # ASSET_SPAM_REQUEST_LIMIT = 10
    # ASSET_SPAM_INTERVAL = 30
    # ASSET_SPAM_PENALTY = 60
    ASSET_SPAM_REQUEST_LIMIT = 10
    ASSET_SPAM_INTERVAL = 30
    ASSET_SPAM_PENALTY = 60
    #
    #
    # TICKET REVENUE SETTINGS
    # Assets types that give ticket revenue
    # Default is bunker and firebase
    ASSET_TICKET_REVENUE_LIST = ['bunker','firebase']
    #
    #
    # Interval in seconds to check for asset existence
    # Default is 600 seconds (10 minutes)
    ASSET_TICKET_REVENUE_INTERVAL = 600
    #
    #
    # Percentage of the amount of tickets spent on creation to give to the team
    # Default is 0.5 (50%)
    ASSET_TICKET_REVENUE = 0.5
    #
    #
    # ASSET WITH VEHICLES SETTINGS
    # Assets types that spawn vehicles
    # Default is bunker and firebase
    ASSET_VEHICLES_LIST = ['bunker','firebase']
    #
    #
    # Interval in seconds to check for the existence of vehicle spawners in assets
    # Default is 30 seconds
    ASSET_VEHICLES_INTERVAL = 30
    #
    #
    # BUNKER SETTINGS
    # Amount of tickets used to create a BUNKER (32 and 64 maps size)
    # Default is 10 tickets for both map sizes
    BUNKER_TICKETS_32 = 10
    BUNKER_TICKETS_64 = 10
    #
    #
    # Min amount of tickets needed to deploy a bunker
    # Default is 50 tickets
    BUNKER_MIN_TICKETS = 50
    #
    #
    # Num of CPs needed to spawn a bunker (default: 2 CPs per bunker)
    # Default is 2
    BUNKER_NUM_CPS = 2
    #
    #
    # FIREBASE SETTINGS
    # Amount of tickets used to create a FIREBASE (32 and 64 maps size)
    # Default is 10 tickets for both map sizes
    FIREBASE_TICKETS_32 = 10
    FIREBASE_TICKETS_64 = 10
    #
    #
    # Min amount of tickets needed to deploy a firebase
    # Default is 50 tickets
    FIREBASE_MIN_TICKETS = 50
    #
    #
    # Max amount of concurrent firebases
    # Default is 2
    FIREBASE_CAP = 2
    #
    #
    # COMANDPOST SETTINGS
    # Min amount of tickets needed to deploy a command post
    # Default is 50 tickets
    COMMANDPOST_MIN_TICKETS = 50
    #
    #
    # SUPPORT VEHICLE SETTINGS
    # Interval in seconds between requests for support vehicle
    # Default is 120 seconds (2 minutes)
    SUPPORT_VEHICLE_REQUEST_INTERVAL = 120
    #
    #
    # Min amount of tickets needed to deploy a support vehicle
    # Default is 50 tickets
    SUPPORT_VEHICLE_MIN_TICKETS = 50
    #
    #
    # Max of concurrent deployable support vehicles allowed
    # Default is 2
    SUPPORT_VEHICLE_MAX_CONCURRENT = 2
    #
    #
    # Amount of tickets used to deploy a SUPPORT VEHICLE (32 and 64 maps size)
    # Default is 5 tickets for both map sizes
    SUPPORT_VEHICLE_TICKETS_32 = 5
    SUPPORT_VEHICLE_TICKETS_64 = 5
    #
    #
    # AA ARTILLERY SETTINGS
    # Amount of tickets used to create an AA_ARTILLERY_TICKETS (32 and 64 maps size)
    # Default is 10 tickets for both map sizes
    AA_ARTILLERY_TICKETS_32 = 10
    AA_ARTILLERY_TICKETS_64 = 10
    #
    #
    # Min amount of tickets needed to deploy AA_ARTILLERY
    # Default is 50 tickets
    AA_ARTILLERY_MIN_TICKETS = 50
    #
    #
    # SANDBAG WALLS SETTINGS
    # Max number of sandbag walls allowed in an area
    # Default is 5
    SANDBAGS_MAX_IN_AREA = 5
    #
    #
    # RAZORWIRE SETTINGS
    # Max number of razor wire allowed in an area
    # Default is 5
    RAZORWIRES_MAX_IN_AREA = 5
    #
    #
    # PROJECT REALITY CIVILIAN CLASS SETTINGS
    # 
    # Number of seconds added to the player for each civilian kill
    # Default is 60 seconds
    CIV_PENALTY_PER_COUNT = 60
    #
    #
    # Max number of seconds for the penalty
    # Default is 4 times the CIV_PENALTY_PER_COUNT
    CIV_MAX_PENALTY = 4 * CIV_PENALTY_PER_COUNT
    #
    #
    # Ticket bonus given to the US/UK team when capturing a civilian
    # Default is 10 tickets
    CIV_TICKET_ARREST = 10
    #
    #
    # Ticket bonus given to the insurgent team when you kill a civilian
    # Default is 10 tickets
    CIV_TICKET_KILL = 10
    #
    #
    # Number of seconds added to the civilian when he gets captured
    # Default is 60 seconds
    CIV_CAPTURE_PENALTY = 60
    #
    #
    # Civilian kit name
    # Default is meinsurgent_civilian
    CIV_CLASS_NAME = 'meinsurgent_civilian'
    #
    #
    # Weapon prefix that arrests civilians
    # Default is 'kni_'
    CIV_CAPTURE_WEAPON = 'kni_'
    #
    #
    # Template names of the vehicles positions that civilians are not allowed to operate
    # Defaults: 'xpak_civ2_pco_rollbar', 'xpak_civ2_pco_passenger', 'jep_technical2_frontgun', 'jep_technical2_reargun', 'boat_rib_gunpod'
    CIV_VEHICLES_WEAPONS = [ 'xpak_civ2_pco_rollbar', 'xpak_civ2_pco_passenger', 'jep_technical2_frontgun', 'jep_technical2_reargun', 'boat_rib_gunpod' ]
    #
    #
    # Number of points added to the attacker that killed a civilian
    # Default is -25 points
    CIV_SCORE_PENALTY = -25
    #
    #
    # Number of kills removed from the attacker count
    # Default is -1 (the civilian doesn't count as a kill)
    CIV_KILL_COUNT_PENALTY = -1
    #
    #
    # Number of seconds the attacker stays with blocked kit request 
    # Default is 480 seconds (8 minutes)
    CIV_KILL_PENALTY = 480
    #
    #
    # Number of seconds the civilian takes to spawn if killed (not arrested)
    # Default is half the INSURGENT_SPAWN_TIME
    CIV_KILL_TIME = int( INSURGENT_SPAWN_TIME / 2 )
    #
    # 
    # PROJECT REALITY MISC SETTINGS
    #
    # Team names
    TEAM_NAME = { 
    	"us": [ "The US Forces", "Les US Forces", "Die US Truppen" ],
    	"ch": [ "The Chinese Forces", "Les Forces Chinois", "Die Chinese Truppen" ],
    	"mec": [ "The MEC Forces", "Les MEC Forces", "Die MEC Truppen" ],
    	"gb": [ "The British Forces", "Les Forces Britaniques", "Die Britische Truppen" ],
    	"meinsurgent": [ "The Insurgency", "The Insurgency", "The Insurgency" ],
    	"chinsurgent": [ "The Militia", "The Militia", "The Militia" ]
    }
    #
    #
    # The default low health to kill a player
    # Default is 0.0000001
    LOW_HEALTH = 0.0000001
    #
    #
    # The default number of seconds that a player should comply to a warning
    # Default is 10 seconds
    TIME_TO_COMPLY = 10
    #
    #
    # How many seconds to wait before trying to load an object in the engine after creation
    # Default is 2 seconds
    LOAD_OBJECT_DELAY = 2
    #
    #========================================================================================================
    If one of the TG admins can just confirm that you are aware of this file and have made changes then that is good news and this post is more just informing the players that may not know. However last time I was on password night I noticed that the default values were being used and that could cause for less than optimal gameplay. Things that are not on the default values for password servers off the top of my head:

    - minimum amount of players needed (standard=2, password=1)
    - starting time (standard=2minutes, password=30seconds)
    - number of limited kits avaliable per team
    - number of players required in squad to set rallypoint
    - number of players required in squad to request kits

  • #2
    Re: Password Server Information

    Originally posted by fuzzhead View Post
    - starting time (standard=2minutes, password=30seconds)
    So this is why we only always get 30sec when changing round!!!! I thought the admin had changed this but I played last sunday and it was 30sec again... Would be nice to get this at 2minutes tho ;)

    Cya!
    Play Tactical Gamer Only

    Comment


    • #3
      Re: Password Server Information

      Fuzzhead,

      Would emptying the file completely leave the same default settings as they are when there is no password on?

      3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.

      Comment


      • #4
        Re: Password Server Information

        youll have to open the file and edit the values and save the file.

        I think just changing the starting time would be the biggest most helpful change.

        v0.7 will have 3 minute start times so you might want to think about making it more than 2 minutes on password nights, to give squad leaders and commanders more time to prepare, and allow the slower computers to load the map and still get into a squad.

        Comment


        • #5
          Re: Password Server Information

          Originally posted by fuzzhead View Post
          v0.7 will have 3 minute start times
          Oh good. I think 3 minutes will be perfect. Not only to allow squad coordination and time for slow computers, but also for a quick run to the bathroom or kitchen! LOL




          Comment


          • #6
            Re: Password Server Information

            Ha, I know people are gonna complain about it.
            Skud


            Comment


            • #7
              Re: Password Server Information

              I'm definitely happy about it! Mainly because of my slow load time. :p


              Comment


              • #8
                Re: Password Server Information

                Great post and good news for 0.7... I like having more time to get organised.
                Xfire: Iaintyourm8 | Ingame: GhostDog | Steam: Zuigmijnballen

                Comment


                • #9
                  Re: Password Server Information

                  3 mins? now apache spawns at 3:43:00...that's only good news :D

                  Comment


                  • #10
                    Re: Password Server Information

                    Originally posted by AFsoccer View Post
                    Oh good. I think 3 minutes will be perfect. Not only to allow squad coordination and time for slow computers, but also for a quick run to the bathroom or kitchen! LOL
                    +1!

                    There's nothing quite as painful as playing a round of Basrah with a full bladder....


                    Comment


                    • #11
                      Re: Password Server Information

                      That'll help with Dirtboy constantly asking "How many seconds left before round starts?" as he loads the map. Especially on PW nights.
                      |TG-6th|Belhade
                      "I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy




                      Comment


                      • #12
                        Re: Password Server Information

                        Originally Posted by [R-DEV]TheRealFritz
                        I'm not using bf2cc's negative score kick, that can really only be adjusted to -30 (at least using the GUI, you can always hand edit the profile, but that's messy and the GUI tends to complain)

                        What I did was use PB to configure the negative score kick. Part of the punksbusted universal config for BF2's PB.

                        pb_sv_scoreKick -20 //[minimum game score (negative)]

                        from punksbusted's bf2 universal config files, from pb/pbsv.cfg

                        Comment


                        • #13
                          Re: Password Server Information

                          Personally I'd like to the the timer at 4 minutes. May seem a lot , but if you plan on playing on PW night in the first place then that alone proves you want to use teamwork and co-ordination. Would allow SL's to run through the plan with SM's, assign kits, quick-chat with commander, etc. Instead of the usual join late and just play off the cuff. Would create a more scrim-like environment.

                          Just my 2 cents worth.
                          Before the effect one believes in different causes than one does after the effect.

                          Comment

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