How to Turn on Kill Feed Insurgency
Installation
Prerequisites
Before installation, make sure you have installed the required prerequisites on your server.
Windows
- Visual C++ 2015 Redistributable: Microsoft.com
- VIsual C++ 2017 Redistributable: Aka.ms
SteamCMD
Like other games published on Steam, Insurgency: Sandstorm's server files are published through a command-line tool known as "SteamCMD". This GUI-less Steam client allows you to install and update the server's files fairly easily.
You can download SteamCMD from the following links:
- Windows: Steamcdn-a.akamaihd.net
- Linux: Steamcdn-a.akamaihd.net
You can read more about SteamCMD and how to use it here: Developer.valvesoftware.com.
Most commands through SteamCMD require knowledge of the "app ID", for Insurgency: Sandstorm its server files use the app ID581330
.
Launching
Once installed, you may launch the server from the "InsurgencyServer" executable located in the root directory of where you installed the server. The command line should include the starting map, the scenario and any other launch parameters. For example:
Platform | Command Line |
---|---|
Windows | InsurgencyServer.exe Oilfield?Scenario=Scenario_Refinery_Push_Security?MaxPlayers=28 -Port=27102 -QueryPort=27131 -log -hostname="My Server" |
Linux | Insurgency/Binaries/Linux/InsurgencyServer-Linux-Shipping Oilfield?Scenario=Scenario_Refinery_Push_Security?MaxPlayers=28 -Port=27102 -QueryPort=27131 -log -hostname="My Server" |
In this example, the server will be started on Refinery (Oilfield) Push Security, hosted on port 27102 with a maximum of 28 players.
Travel Parameters
Travel parameters are placed at the end of the map name in the command line, following it with a question mark (?) and then the setting variable and its value. In the above example "port", "queryport" and "MaxPlayers" are travel parameters.
Parameter | Description |
password | Sets a password for the server. |
MaxPlayers | Maximum number of players that can join the server. On coop servers, this is only the number of human players. |
Command Line Arguments
-log | Enables log window. |
-hostname="My Server" | Set the name of the server as it appears on the server browser (replacing My Server with the name of your choice). |
-EnableCheats | Enable cheats for testing. |
-Port=xxxx | The UDP port that game connections are made to (replace xxxx with port number). |
-QueryPort=xxxx | The port that Steam runs server queries on (replace xxxx with port number). |
Configuration
Most server configuration is performed through INI files and launch parameters. INI files can be edited with any plain text editor such as Notepad, Notepad++, Sublime Text and VSCode.
The location of the configuration files are in the following directories (relative to the installation directory):
- Windows:
Insurgency\Saved\Config\WindowsServer
- Linux:
Insurgency/Saved/Config/LinuxServer
Admin List
The game has a built-in admin menu which provides basic functionality such as kicking, banning and changing the level. In order to add admins, you will need to know their 64-bit Steam ID (aka steamID64). You can find this by using an online converter such as STEAMID I/O.
The list is contained insideInsurgency/Config/Server/Admins.txt
. If this file does not exist, create it. You can also override the file by specifying a command line switch, for example-AdminList=OtherAdminList
would make the server read from OtherAdminList.txt instead.
For each server admin you want to add, put each Steam ID on a new line. You can do this for as many admins as you would like to add. Adding new admins will require a server restart or level change for any changes to be reflected in-game. When a player with admin is connected to the server, they should be able to open the admin menu, it is bound to the Keypad Subtract button by default and can be re-bound in the key bindings menu.
Remote Access (Rcon)
Rcon can be enabled to provide remote access to the server for administrative tasks that don't require you to join the server. This is implemented using the Source Engine Rcon Protocol which has clients available for it such as mcrcon and Simple SourceDS RCON.
Enabling Access
Rcon can be enabled either through modifying Game.ini or through the server's command line. To enable it via the command line you can provide the arguments-Rcon -RconPassword=password -RconListenPort=27015
replacing the password and port with your preference.
Through Game.ini you can add the following options:
[Rcon] bEnabled=True Password=password ListenPort=27015
The following additional config variables are also available:
bUseBroadcastAddress | True | If enabled, then the rcon socket will listen on all available network devices. |
ListenAddressOverride | 0.0.0.0 | If bUseBroadcastAddress is False, this is the network IP the rcon socket is bound to. |
bAllowConsoleCommands | True | When enabled, any unknown rcon commands will be interpreted as console commands. |
MaxPasswordAttempts | 3 | The maximum number of failed authentication attempts before the IP address is temporarily banned. |
IncorrectPasswordBanTime | 30 | The amount of time (in minutes) a client is banned from attempting to connect to rcon if they've reached their maximum number of attempts. |
Commands
You can get a list of commands at any time by typing "help" into the console. This will show a summary of all available commands, their usage as well as a description of the command's function.
The table below shows the available commands, mandatory parameters are shown surrounded by "<" and ">", while optional parameters are surrounded with "[" and "]". A "net ID" typically refers to a user's Steam ID.
help | Displays a list of commands. | |
---|---|---|
listplayers | Lists players currently connected to the server. | |
kick | <id/netid/name> [reason] | Kicks a player from the server. |
ban | <id/netid/name> [duration in minutes] [reason] | Bans a player from the server. |
banid | [duration in minutes] [reason] | Bans a player (by net ID) from the server. Does not require the player to be on the server. |
permban | <id/netid/name> [reason] | Permanently bans a player from the server. |
unban | Lifts a ban for a user. | |
listbans | Shows the ban list for the server. | |
say | Shows a message to all players in the chat box. | |
restartround | [0 = no team switch, 1 = swap teams] | Restarts the current round. |
maps | [level filter] | Lists available maps. |
scenarios | [level filter] | Lists available scenarios. |
travelscenario | Change level to given scenario. | |
travel | Transitions the server to a different level. | |
gamemodeproperty | [new value] | Gets or sets a gamemode property for the length of the scenario. |
listgamemodeproperties | [property filter] | Lists all properties available for the currently loaded gamemode. |
By default, any unknown commands will be executed as console commands.
Enabling Stats
Any Insurgency: Sandstorm community server is able to host a stats-enabled game. The only requirements is that you must use a Steam GSLT and you must not have a password.
1. Visit the GameStats Token Generator and authenticate through your Stream profile.
2.Click on "Generate Token" which will create you aGameStatstoken.
Your token will look something like this:
-GameStatsToken=1417264D1C6549CC95E10CA1E9BE8F09
Simply add the generated token to your launch parameters, and stats will be enabled! Make sure tonot share your GameStats token with a third-party. Server admins found to be abusing the system will have their tokens revoked and your account will be investigated. If you suspect your GameStats token has been shared, please generate a new token.
GSLT Authentication
In order for your server to be able to authenticate with the stats server, you must authenticate your server through using a Steam GSLT (Game Server Login Token). GSLTs can be obtained from Steam's Game Server Account Management page. As this page states, there are various criteria your Steam account needs to meet in order to generate a token, this includes ownership of the game, linking your Steam account with a phone number and having your account in good standing.
In order to generate a token for Insurgency: Sandstorm, enter the App ID as581320
. The memo field can be set to anything so use it to help you remember which token you are assigning to each of your servers. You must use a unique token for each individual server you are hosting.
To start your server with GSLT authentication add-GSLTToken=xxxxxxxxxxxxxxx
to the server's command line where "xxxxxxxxxxxxxxx" is the token displayed on the Steam Game Server Account page.
Stats Opt-in
By default, game servers will not attempt to report to the stats system. Following the GSLT login steps above, also add-GameStats
to your server's command line to enable the opt-in.
Optional: Official Rules
The game ships with a ruleset which are considered "official rules", this locks down the options you can change on your dedicated server. If you are running a mostly vanilla server, you may consider opting into this ruleset in order for your server to appear under the "official rules" filter. In order to opt-in add-ruleset=OfficialRules
to your server's command line.
Map Cycle
By default, a server will cycle through all Versus (PVP) scenarios available.
The server can be configured with a mapcycle file which contains a list of scenarios, separated by new lines. By default, this file must be placed in Insurgency/Config/Server/MapCycle.txt. This can be defined on the command line using the-MapCycle
parameter. So if you wanted it to read MyOtherMapCycle.txt you would specify-MapCycle=MyOtherMapCycle
.
For example, a Skirmish only server's MapCycle.txt should look like the following:
Scenario_Crossing_Skirmish Scenario_Hideout_Skirmish Scenario_Precinct_Skirmish Scenario_Refinery_Skirmish Scenario_Farmhouse_Skirmish Scenario_Summit_Skirmish
Additionally, you may define an entry with an override gamemode as some gamemodes can share scenarios. For example, in order to have Hardcore Checkpoint Security on Hideout you would enter the following:
(Scenario="Scenario_Town_Checkpoint_Security",Mode="CheckpointHardcore")
Scenario List
For Checkpoint scenarios "Insurgents" and "Security" refer to the faction you play as. For Push, the faction names represent the team you attack as. Firefight for most maps will contain a West and an East layout.
Crossing (Canyon) | |
---|---|
Scenario Name | Description |
Scenario_Crossing_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Crossing_Checkpoint_Security | Checkpoint Security |
Scenario_Crossing_Domination | Domination |
Scenario_Crossing_Firefight_West | Firefight West |
Scenario_Crossing_Frontline | Frontline |
Scenario_Crossing_Outpost | Outpost |
Scenario_Crossing_Push_Insurgents | Push Insurgents |
Scenario_Crossing_Push_Security | Push Security |
Scenario_Crossing_Skirmish | Skirmish |
Scenario_Crossing_Team_Deathmatch | Team Deathmatch |
Farmhouse | |
Scenario Name | Description |
Scenario_Farmhouse_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Farmhouse_Checkpoint_Security | Checkpoint Security |
Scenario_Farmhouse_Domination | Domination |
Scenario_Farmhouse_Firefight_East | Firefight East |
Scenario_Farmhouse_Firefight_West | Firefight West |
Scenario_Farmhouse_Frontline | Frontline |
Scenario_Farmhouse_Push_Insurgents | Push Insurgents |
Scenario_Farmhouse_Push_Security | Push Security |
Scenario_Farmhouse_Skirmish | Skirmish |
Scenario_Farmhouse_Team_Deathmatch | Team Deathmatch |
Hideout (Town) | |
Scenario Name | Description |
Scenario_Hideout_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Hideout_Checkpoint_Security | Checkpoint Security |
Scenario_Hideout_Domination | Domination |
Scenario_Hideout_Firefight_East | Firefight East |
Scenario_Hideout_Firefight_West | Firefight West |
Scenario_Hideout_Frontline | Frontline |
Scenario_Hideout_Push_Insurgents | Push Insurgents |
Scenario_Hideout_Push_Security | Push Security |
Scenario_Hideout_Skirmish | Skirmish |
Scenario_Hideout_Team_Deathmatch | Team Deathmatch |
Hillside (Sinjar) | |
Scenario Name | Description |
Scenario_Hillside_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Hillside_Checkpoint_Security | Checkpoint Security |
Scenario_Hillside_Domination | Domination |
Scenario_Hillside_Firefight_East | Firefight East |
Scenario_Hillside_Firefight_West | Firefight West |
Scenario_Hillside_Frontline | Frontline |
Scenario_Hillside_Outpost | Outpost |
Scenario_Hillside_Push_Insurgents | Push Insurgents |
Scenario_Hillside_Push_Security | Push Security (INS2014 layout) |
Scenario_Hillside_Skirmish | Skirmish |
Scenario_Hillside_Team_Deathmatch | Team Deathmatch |
Ministry | |
Scenario Name | Description |
Scenario_Ministry_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Ministry_Checkpoint_Security | Checkpoint Security |
Scenario_Ministry_Domination | Domination |
Scenario_Ministry_Firefight_A | Firefight |
Scenario_Ministry_Outpost | Outpost |
Scenario_Ministry_Skirmish | Skirmish |
Scenario_Ministry_Team_Deathmatch | Team Deathmatch |
Outskirts (Compound) | |
Scenario Name | Description |
Scenario_Outskirts_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Outskirts_Checkpoint_Security | Checkpoint Security |
Scenario_Outskirts_Domination | Domination |
Scenario_Outskirts_Firefight_East | Firefight East |
Scenario_Outskirts_Firefight_West | Firefight West |
Scenario_Outskirts_Frontline | Frontline |
Scenario_Outskirts_Outpost | Outpost |
Scenario_Outskirts_Push_Insurgents | Push Insurgents |
Scenario_Outskirts_Push_Security | Push Security |
Scenario_Outskirts_Skirmish | Skirmish |
Scenario_Outskirts_Team_Deathmatch | Team Deathmatch |
Power Plant (PowerPlant) | |
Scenario Name | Description |
Scenario_PowerPlant_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_PowerPlant_Checkpoint_Security | Checkpoint Security |
Scenario_PowerPlant_Domination | Domination |
Scenario_PowerPlant_Firefight_East | Firefight East |
Scenario_PowerPlant_Firefight_West | Firefight West |
Scenario_PowerPlant_Outpost | Outpost |
Scenario_PowerPlant_Push_Insurgents | Push Insurgents |
Scenario_PowerPlant_Push_Security | Push Security |
Precinct | |
Scenario Name | Description |
Scenario_Precinct_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Precinct_Checkpoint_Security | Checkpoint Security |
Scenario_Precinct_Domination | Domination |
Scenario_Precinct_Firefight_East | Firefight East |
Scenario_Precinct_Firefight_West | Firefight West |
Scenario_Precinct_Frontline | Frontline |
Scenario_Precinct_Push_Insurgents | Push Insurgents |
Scenario_Precinct_Push_Security | Push Security |
Scenario_Precinct_Skirmish | Skirmish |
Scenario_Precinct_Team_Deathmatch | Team Deathmatch |
Refinery (Oilfield) | |
Scenario Name | Description |
Scenario_Refinery_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Refinery_Checkpoint_Security | Checkpoint Security |
Scenario_Refinery_Domination | Domination |
Scenario_Refinery_Firefight_West | Firefight West |
Scenario_Refinery_Frontline | Frontline |
Scenario_Refinery_Push_Insurgents | Push Insurgents |
Scenario_Refinery_Push_Security | Push Security |
Scenario_Refinery_Skirmish | Skirmish |
Scenario_Refinery_Team_Deathmatch | Team Deathmatch |
Summit (Mountain) | |
Scenario Name | Description |
Scenario_Summit_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Summit_Checkpoint_Security | Checkpoint Security |
Scenario_Summit_Domination | Domination |
Scenario_Summit_Firefight_East | Firefight East |
Scenario_Summit_Firefight_West | Firefight West |
Scenario_Summit_Frontline | Frontline |
Scenario_Summit_Push_Insurgents | Push Insurgents |
Scenario_Summit_Push_Security | Push Security |
Scenario_Summit_Skirmish | Skirmish |
Scenario_Summit_Team_Deathmatch | Team Deathmatch |
TELL | |
Scenario Name | Description |
Scenario_Tell_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Tell_Checkpoint_Security | Checkpoint Security |
Scenario_Tell_Outpost | Outpost |
Scenario_Tell_Domination | Domination |
Scenario_Tell_Firefight_East | Firefight East |
Scenario_Tell_Firefight_West | Firefight Westt |
Scenario_Tell_Frontline | Frontline |
Scenario_Tell_Push_Insurgents | Push Insurgents |
Scenario_Tell_Push_Security | Push Security |
Tideway (Buhriz) | |
Scenario Name | Description |
Scenario_Tideway_Checkpoint_Insurgents | Checkpoint Insurgents |
Scenario_Tideway_Checkpoint_Security | Checkpoint Security |
Scenario_Tideway_Domination | Domination |
Scenario_Tideway_Firefight_West | Firefight West |
Scenario_Tideway_Frontline | Frontline |
Scenario_Tideway_Push_Insurgents | Push Insurgents |
Scenario_Tideway_Push_Security | Push Security |
Lighting Scenarios
As of 1.7, Night scenarios are available. This is controlled through the travel URL parameter?Lighting=
, valid values areNightorDay.
For the map cycle, you control this through a Lighting parameter, similar to the Mode parameter. You should make sure that this parameter is specified for the correct voting image to show. For example:
(Scenario="Scenario_Town_Checkpoint_Security",Lighting="Night")
This will set the map cycle entry to use Hideout (Town) at Night on the Checkpoint Security scenario. You can mix Day and Night scenarios in the same map cycle by explicitly defining the Lighting parameter for both Day and Night, for example:
(Scenario="Scenario_Town_Checkpoint_Security",Lighting="Night") (Scenario="Scenario_Town_Checkpoint_Security",Lighting="Day")
This will allow you to play Hideout Checkpoint Security on both Day and Night which will show the appropriate images on the voting screen.
Mods
As of the 1.6 update, you can host mods on your server. Mods are delivered using mod.io. To get started you will need a mod.io account, once you have signed-in, click your username as the top right, and clickAPI Access from the left navigation.
UnderOAuth 2 Management,underGenerate Access Token, enter a name to give your token and give it read access (write access is not needed) and clickCreate Token.
You will be presented with your auth token, you may copy this to your clipboard. In your server'sEngine.ini, you will enter the following to authenticate your server with the token (replace "TOKEN HERE" with what you just copied):
[/Script/ModKit.ModIOClient] bHasUserAcceptedTerms=True AccessToken=TOKEN HERE
Now you have entered your authentication token, your server is ready to start accepting mods. Your servermust include-Mods
on the command line for this to function.
To specify a list of mods your server is running you can add a text file inInsurgency/Config/Server/Mods.txt
specifying each mod ID line by line. You can also override the text file read by specifying-ModList=MyCustomModList.txt
on the command line.
If you wish to specify a list of mods on the command line you may do this through specifying-CmdModList="mod1,mod2,mod3"
where mod1,mod2,mod3 is a command separated list of mod IDs.
You may specify a map to travel to after mods are downloaded by specifying theModDownloadTravelTo=
command line argument, followed by the travel URL argument to change to.
Mutators
Mutators (formerly rulesets) are packaged gameplay configuration assets which the game ships with. You may use these on your own servers by specifying-mutators=MutatorName
on the server command line where "MutatorName" is from the following options:
AllYouCanEat | All You Can Eat | Start with 100 supply points. |
AntiMaterielRiflesOnly | Anti-Materiel Only | Only anti-materiel rifles are available along with normal equipment and explosives. |
BoltActionsOnly | Bolt-Actions Only | Only bolt-action rifles are available along with normal equipment and explosives. |
Broke | Broke | Start with 0 supply points. |
BulletSponge | Bullet Sponge | Health is increased. |
Competitive | Competitive | Equipment is more expensive, rounds are shorter, and capturing objectives is faster. |
CompetitiveLoadouts | Competitive Loadouts | Player classes are replaced with those from Competitive. |
FastMovement | Fast Movement | Move faster. |
Frenzy | Frenzy | Fight against AI enemies who only use melee attacks. Watch out for special enemies. |
Guerrillas | Guerrillas | Start with 5 supply points. |
Hardcore | Hardcore | Mutator featuring slower movement speeds and longer capture times. |
HeadshotOnly | Headshots Only | Players only take damage when shot in the head. |
HotPotato | Hot Potato | A live fragmentation grenade is dropped on death. |
LockedAim | Locked Aim | Weapons always point to the center of the screen. |
NoAim | No Aim Down Sights | Aiming down sights is disabled. |
PistolsOnly | Pistols Only | Only pistols are available along with normal equipment and explosives. |
ShotgunsOnly | Shotguns Only | Only Shotguns are available along with normal equipment and explosives. |
SlowCaptureTimes | Slow Capture Times | Objectives will take longer to capture. |
SlowMovement | Slow Movement | Move slower. |
SoldierOfFortune | Soldier of Fortune | Gain supply points as your score increases. |
SpecialOperations | Special Operations | Start with 30 supply points. |
Strapped | Strapped | Start with 1 supply point. |
Ultralethal | Ultralethal | Everyone dies with one shot. |
Vampirism | Vampirism | Receive health when dealing damage to enemies equal to the amount of damage dealt. |
Warlords | Warlords | Start with 10 supply points. |
You may specify multiple mutators by using a comma-separated list. For example to enable Hot Potato and Vampirism, specify-mutators=HotPotato,Vampirism
on the server command line.
Some mutators can be configured beyond what is provided by the defaults. These mutators are listed below. All Mutator settings go in Game.ini.
Headshots Only
Headshots Only settings can be configured under[/Script/Insurgency.Mutator_HeadshotOnly]
.
bCheckMeleeDamage | false | N/A | Should melee be checked for headshots |
Hot Potato
Hot Potato settings can be configured under[/Script/Insurgency.Mutator_HotPotato]
.
GrenadeClass | /Game/Game/Actors/Projectiles/BP_Projectile_M67.BP_Projectile_M67_C | N/A | The grenade type to be dropped on death. |
ThrowbackWeaponClass | /Game/Game/Actors/Weapons/Grenade/BP_Grenade_M67.BP_Grenade_M67_C | N/A | Weapon used for throwing back the dropped grenade. |
bIgnoreHeadshots | false | HotPotato_bIgnoreHeadshots | Don't drop a grenade if it was a headshot? |
bBotsOnly | false | HotPotato_bBotsOnly | Only drop grenades for bots? |
Vampirism
Vampirism settings can be configured under[/Script/Insurgency.Mutator_Vampirism]
.
bCountFriendlyFire | false | Vampirism_bCountFriendlyFire | Count friendly fire towards health gain? |
MaxHealth | 1000 | Vampirism_MaxHealth | The maximum amount of health that you can gain from damaging other players. |
General Configuration
A bunch of general gameplay options can be added to Game.ini. Below is a table that lists the section they need to be under (find or add them to the file) as well as the options available under that section.
[/Script/Insurgency.INSGameMode] | ||
---|---|---|
Variable | Default | Description |
bKillFeed | False | Is the kill feed enabled? |
bKillFeedSpectator | True | Is the kill feed enabled for dedicated spectators and replays? |
bKillerInfo | True | Show information about a death (killer, weapon) to the victim? |
bKillerInfoRevealDistance | False | Reveal distance of kills? |
TeamKillLimit | 3 | Limit for the number of team kills one player can perform before being kicked. |
TeamKillGrace | 0.2 | Grace timer between team killing incidents. |
TeamKillReduceTime | 90 | How long until a player's TK count reduces by 1. |
bDeadSay | False | Can alive players see messages from the dead? |
bDeadSayTeam | True | Can alive players see messages from dead teammates using team-only chat? |
bVoiceAllowDeadChat | False | Can alive players hear voice chat from dead players? |
bVoiceEnemyHearsLocal | True | Can proximity voice chat be heard by enemies? |
[/Script/Insurgency.INSMultiplayerMode] | ||
Variable | Default | Description |
GameStartingIntermissionTime | 5 | The additional time to wait for additional players during the starting intermission. |
WinTime | 5 | How long players are frozen before transitioning to the round intermission screen. |
PostRoundTime | 15 | How long is spent on the intermission screen. |
PostGameTime | 15 | How much time is spent between last post round and game over |
bAllowDeathCamera | True | True when players can use the death camera on this server. |
bAllowThirdPersonSpectate | True | Are players permitted to use the 3rd person camera while spectating? |
bAllowFriendlyFire | True | Enables friendly fire. |
bAllowPlayerTeamSelect | True | Allow players to switch between teams of their choice? |
bAutoAssignTeams | True | Should teams be assigned on connect? |
FriendlyFireModifier | 0.2 | Damage modifier for friendly fire. |
FriendlyFireReflect | 0 | Damage modifier for friendly fire that is mirrored back at the attacker. |
AutoBalanceDelay | 10 | How long to wait after detecting unbalanced teams. |
bMapVoting | True | Enabled map voting at the end of each game. |
bUseMapCycle | True | Enables the use of the map cycle. If disabled, the current map loops indefinitely. |
bVoiceIntermissionAllowAll | True | Allow both teams to talk to each other between rounds. |
IdleLimit | 150 | How long a player can be idle for before being kicked. |
IdleLimitLowReinforcements | 90 | How long a player can idle for when there are low reinforcements. |
IdleCheckFrequency | 30 | How frequently to check for idle players. |
For example, enable the kill feed, show kill distance and disable friendly fire you would enter the following in your Game.ini:
[/Script/Insurgency.INSGameMode] bKillFeed=True bKillerInfoRevealDistance=True [/Script/Insurgency.INSMultiplayerMode] bAllowFriendlyFire=False
Gamemode Configuration
Gamemode options can be defined through Game.ini, with each section corresponding to a given gamemode. The INI sections are as follows:
- Push:
[/Script/Insurgency.INSPushGameMode]
- Frontline:
[/Script/Insurgency.INSFrontlineGameMode]
- Skirmish:
[/Script/Insurgency.INSSkirmishGameMode]
- Firefight:
[/Script/Insurgency.INSFirefightGameMode]
- Checkpoint:
[/Script/Insurgency.INSCheckpointGameMode]
- Team Deathmatch:
[/Script/Insurgency.INSTeamDeathmatchGameMode]
Any of the below settings under the general sections can be applied globally by putting them in the appropriate INI section.
General ([/Script/Insurgency.INSGameMode]) | ||
---|---|---|
Variable | Default | Description |
ObjectiveCaptureTime | Varies | How long it takes to capture territorial objectives. |
ObjectiveResetTime | -1 | How long objective progress decays with no one on the point. Negative value disables. |
ObjectiveSpeedup | 0.25 | Additional capture speed-up for each player on the point. |
ObjectiveMaxSpeedupPlayers | 4 | Maximum players taken into account for capture speed-up. |
General ([/Script/Insurgency.INSMultiplayerMode]) | ||
Variable | Default | Description |
MinimumPlayers | 1 | Minimum players required on each team to start the game. |
RoundLimit | Varies | Maximum number of rounds to play. |
WinLimit | Varies | Number of rounds required for game victory. |
GameTimeLimit | -1 | Maximum duration a game can last. Negative value disables. |
PreRoundTime | 10 | Amount of "freeze time" at the start of a round. |
RoundTime | Varies | Duration of the round. |
OverTime | 60 | Amount of overtime given when there's an objective being contested after the round timer expires. |
TeamSwitchTime | 10 | Minimum additional time spent between team switches. |
SwitchTeamsEveryRound | Varies | How often to switch teams. 0 = never, 1 = every round, 2 = every other round, etc. |
bAllowPlayerTeamSelect | True | Allow players to switch to the other team? |
bBots | False | Enable bots? |
BotQuota | Varies | Bot quota to fill. |
InitialSupply | 15 | Amount of starting supply points. |
MaximumSupply | 15 | Maximum supply that can be earned. |
bSupplyGainEnabled | False | Enable supply gain throughout the round? |
bAwardSupplyInstantly | False | Should supply gain be awarded instantly? |
SupplyGainFrequency | 150 | Score threshold for earning supply. |
bRestrictClassByPlayerLevel | True | Should player classes enforce their minimum level requirements? |
Push [/Script/Insurgency.INSPushGameMode] | ||
Variable | Default | Description |
RoundTimeExtension | 300 | How long a round is extended for each successful capture. |
AttackerWavesPerObjective | 5 | Number of waves attackers get per-objective. |
AttackerWaveDPR | 0.25 | Percentage of attacker team that has to be dead to trigger a reinforcement wave. |
AttackerWaveTimer | 20 | Duration of attacker reinforcement wave timer. |
DefenderWavesPerObjective | 5 | Number of waves attackers get per-objective. |
DefenderWaveDPR | 0.25 | Percentage of defending team that has to be dead to trigger a reinforcement wave. |
DefenderWaveTimer | 35 | Duration of defender reinforcement wave timer. |
LastStandSetupDelay | 10 | Delay for the last defender spawn zone to be disabled. |
AdvanceAttackerSpawnsDelay | 30 | Delay in advancing the attacker spawns. |
Frontline [/Script/Insurgency.INSFrontlineGameMode] | ||
Variable | Default | Description |
StartingWaves | 15 | Number of waves each team starts with. |
CapturingBonusWave | 2 | Number of waves a team gains for capturing an objective. |
RegressSpawnsTimer | 20 | Timer used for giving players a chance to fallback after losing an objective. |
Skirmish [/Script/Insurgency.INSSkirmishGameMode] | ||
Variable | Default | Description |
DefaultReinforcementWaves | 5 | Starting reinforcement waves for each team. |
CaptureBonusWaves | 1 | Number of bonus waves to get when an objective is taken while the team cache is still intact. |
Firefight [/Script/Insurgency.INSFirefightGameMode] | ||
Variable | Default | Description |
General Coop [/Script/Insurgency.INSCoopMode] | ||
Variable | Default | Description |
AIDifficulty | 0.5 | AI difficulty factor (0-1 range). |
bUseVehicleInsertion | True | Use vehicle insertion sequences where possible. |
FriendlyBotQuota | 4 | Friendly bots for coop. |
MinimumEnemies | 6 | Minimum number of enemy bots. |
MaximumEnemies | 12 | Maximum number of enemy bots. |
Checkpoint [/Script/Insurgency.INSCheckpointGameMode] | ||
Variable | Default | Description |
DefendTimer | 90 | Time to defend against counter attack with small player team. |
DefendTimerFinal | 180 | Extend duration of counter-attack by this on the final point. |
RetreatTimer | 10 | Time to force bots to retreat after a counter-attack. |
RespawnDPR | 0.1 | "Dead player ratio" that must be reached before respawning the bot team. |
RespawnDelay | 20 | Bot respawn delay. |
PostCaptureRushTimer | 30 | Time bots will rush the cache after destruction. |
CounterAttackRespawnDPR | 0.2 | "Dead player ratio" that must be reached before respawning the bot team during a counter-attack. |
CounterAttackRespawnDelay | 20 | Bot respawn delay during counter-attack. |
ObjectiveTotalEnemyRespawnMultiplierMin | 1 | Multiplier of bots to respawn with minimum player count. |
ObjectiveTotalEnemyRespawnMultiplierMax | 1 | Multiplier of bots to respawn with maximum player count. |
FinalCacheBotQuotaMultiplier | 1.5 | Increase in bot quota for final objective if it's a cache. |
Outpost [/Script/Insurgency.INSOutpostGameMode] | ||
Variable | Default | Description |
InitialPrepareTimer | 15 | Preparation timer given at the start of a round. |
PrepareTimer | 45 | Preparation timer given between waves. |
WaveSurvivalSupplyAward | 1 | Amount of supply awarded to all players for wave survival |
NumWaves | 7 | Number of waves human players have to survive |
bDeductWaveAfterRetreat | False | Should a wave be deducted from a defense phase if we had to retreat? |
bResetWavesOnRetreat | False | Should the wave count reset if we have to fall back? |
bForceRespawnOnRetreat | True | Should all players, including alive ones, be respawned on retreat? |
bRetreatOnElimination | True | Should the human players retreat when the team is eliminated rather than ending the round? |
EliminationRetreatDelay | 2 | Delay on elimination respawning the team at the next objective group |
bAllowRetreatOnFinalWave | True | Do the players fallback if they lose against the final wave, or just lose the game? |
DefendTimer | 120 | Time for each attack wave |
FinalDefendTimer | 180 | Timer used for the final wave |
RetreatTimer | 0 | If the bots capture a point, this is how long the human team is given to retreat and get into position |
MinimumBotsPerAdditionalObjective | 2 | At minimum player count, the number of bots to add per additional active objective |
MaximumBotsPerAdditionalObjective | 6 | At maximum player count, the number of bots to add per additional active objective |
MinimumBotsPerCompletedWave | 0.5 | At minimum player count, the number of bots to add per completed wave |
MaximumBotsPerCompletedWave | 1 | At maximum player count, the number of bots to add per completed wave |
BotDPRRespawnFirst | 0.5 | Bot respawn DPR (dead player ratio) for the first objective |
BotDPRRespawnFinal | 0.2 | Bot respawn DPR (dead player ratio) for the final objective |
BotDPRMinimumTimeRemaining | 15 | Minimum round time remaining required to use the DPR respawning for bots |
bUseSpecialWaves | True | Should special waves be used? |
SpecialWaveFrequency | 2 | If special waves are enabled, how often should they be used? |
bResetLoadoutOnNewRound | True | Should the player's loadout and supply be reset on failure? |
StartingItems | (Item="/Game/Game/Actors/Weapons/SideArm/BP_Firearm_Makarov.BP_Firearm_Makarov_C") | When loadout reset is enabled, these are the items given to the player. |
OutpostWaveConfigAssetPath | /Game/Game/Data/Gamemodes/OutpostWaveConfig_Default.OutpostWaveConfig_Default | Contains path to asset with special enemy config |
Player Voting
As of update 1.1, community servers can opt into enabling player voting on their servers. This can be enabled by entering the following into Game.ini:
[/Script/Insurgency.TeamInfo] bVotingEnabled=True TeamVoteIssues=/Script/Insurgency.VoteIssueKick
This will enable voting and include the vote kick issue, which as of now is the only supported voting issue. When additional vote issues are available, you would add a new line below for each issue you want to enable.
When voting is enabled, players can press Esc and click "Call Vote" to vote for a vote issue. Pressing F1 will vote yes and pressing F2 will vote no.
Vote Kick Options
INI Section:[/Script/Insurgency.VoteIssueKick]
MinimumPlayersRequired | 3 | The number of players required to start a vote. |
---|---|---|
bRequiresMinimumToStart | True | Does this issue require a minimum number of players to show their voting intentions before commencing the vote? |
MinimumPlayerRatio | 0.25 | Minimum ratio of team required to start a vote. |
VotePassRatio | 0.75 | Ratio of team required to vote yes for vote to pass. |
MinimumYesNoDifference | 2 | For the vote to succeed, yes must have this number of votes over no. |
VoteTimeout | 90 | How long until this vote can be called again. |
bCanTargetEnemies | false | Can the vote target an enemy player? |
IdleVoteBanDuration | -1 | How long voting an idle player will ban them for in seconds, -1 represents a kick only. |
DefaultVoteBanDuration | 120 | How long a ban for any other reason will last in seconds. |
Source: https://prsclan.com.pl/issag/
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