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My L4D2 Versus Cvar


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ball2hi
Senior Member
Join Date: Feb 2010
Old 05-01-2010 , 01:58   My L4D2 Versus Cvar
Reply With Quote #1

This is my versus.cfg for my L4D2 server.

Code:
sm_cvar sb_all_bot_team 0

l4d2_wu_scout 0
l4d2_wu_awp 0

sm_advertisements_file Versusad.txt
sm_cvar vs_max_team_switches 20
sm_cvar vs_survival_bonus 50                //default 25


//[-------Zombie Controll (Makes zombies stronger, ect.)-------]\\
//[JOCKEY]\\
sm_cvar z_jockey_health 400                    //Default 325
-3/22/10
sm_cvar z_jockey_leap_time 0.1                //default 1 - Time allowed between jockey bot leaps.
sm_cvar z_jockey_speed 355                //default 250
-3/28/10
sm_cvar z_jockey_ride_damage 3                //default 3
-4/17/10
sm_cvar z_jockey_ride_damage_interval 1    // Default 1
sm_cvar z_leap_interval 0.25                   // Default 0.5
-4/28/10
sm_cvar z_jockey_control_max 0.99 //DEFAULT 0.8 
sm_cvar z_jockey_control_min 0.99 //DEFAULT 0.8 
sm_cvar z_jockey_control_variance 0.99 //DEFAULT 0.7 


//[SMOKER]\\
sm_cvar tongue_miss_delay 1                    //default 15
sm_cvar tongue_hit_delay 15                    //default 20
-3/22/10
sm_cvar tongue_range 950                //default 750
sm_cvar tongue_fly_speed 1000                //default 1000
-4/17/10
sm_cvar smoker_tongue_delay 0              //default 1.5



//[BOOMER]\\
sm_cvar z_vomit_interval 20                    // Default 30
sm_cvar z_exploding_health 100                 //Default 50 - boomer health
-3/22/10
sm_cvar z_vomit_range 300                            // Default 300
sm_cvar z_vomit_maxdamagedist 350                    // Defualt 350
sm_cvar z_vomit_boxsize 3                            // Default 1
-4/17/10
sm_cvar boomer_vomit_delay 0                      // Default 1


//[SPITTER]\\
sm_cvar z_spitter_max_wait_time 20             //default 30
-3/22/10
sm_cvar z_spitter_speed 250                //default 210


//[CINFECTED]\\
sm_cvar z_common_limit 55                      //Default 30
sm_cvar z_background_limit 5                          //DEFAULT 20
-4/9/10
sm_cvar z_must_wander -1 //DEFAULT 0
sm_cvar z_acquire_far_range 3000 //DEFAULT 2500
sm_cvar z_acquire_far_time 0.1 //DEFAULT 5.0
sm_cvar z_acquire_near_range 500 //DEFAULT 200
sm_cvar z_acquire_near_time 0.1 //DEFAULT 0.5

//[TANK]\\
-3/28/10
sm_cvar tank_swing_interval 1.25                     // Default 1.5
sm_cvar tank_swing_miss_interval 0.75                 // Default 1
sm_cvar z_tank_speed_vs 240                        // Default 210
-4/17/10
sm_cvar z_tank_throw_interval 2.10  // Default 5
sm_cvar versus_tank_chance_intro 1.0             //Default 0.3
sm_cvar versus_tank_chance_finale 1.0            //Default 0.1
sm_cvar versus_tank_chance 1.0                   //Default 0.75



//[HUNTER]\\
sm_cvar z_pounce_crouch_delay 0

//[CHARGER]\\

//[WITCH]\\
-3/22/10
sm_cvar versus_witch_chance 1.0

//[------SpawnTimes------]\\
sm_cvar z_ghost_delay_max 19 // Default 30
sm_cvar z_ghost_delay_min 19 // Default 20
sm_cvar survivor_revive_health 50 //Default 30
sm_cvar z_fog_spawn 1                             // Default 0


//[------Bot Behavior------]\\
sm_cvar sb_friend_immobilized_reaction_time_normal 0        // Default 2
sm_cvar sb_friend_immobilized_reaction_time_hard 0        // Default 1
sm_cvar sb_friend_immobilized_reaction_time_expert 0        // Default 0.5
sm_cvar sb_friend_immobilized_reaction_time_vs 0        // Default 0.5

sm_cvar sb_max_battlestation_range_from_human 200        // Default 750
sm_cvar sb_battlestation_give_up_range_from_human 450        // Default 1500
sm_cvar sb_battlestation_human_hold_time 2             // Default 4
sm_cvar sb_close_checkpoint_door_interval 0.3             // Default 2

sm_cvar sb_separation_danger_max_range 400                // Default 600
sm_cvar sb_separation_danger_max_range 300                // Default 500
sm_cvar sb_separation_range 100                        // Default 200                    
sm_cvar sb_max_scavenge_separation 500

sm_cvar sb_follow_stress_factor 500                    // Default 0.5

sm_cvar sb_locomotion_wait_threshold 2                // Default 10

sm_cvar sb_neighbor_range 225                        // Default 300 - How close a friend needs to be to feel safe

sm_cvar sb_threat_close_range 200                    // Default 150 - Very close range for threats
sm_cvar sb_threat_very_close_range 125                // Default 150
sm_cvar sb_threat_medium_range 600                    // Default 300 - Too close for comfort, even when neutral
sm_cvar sb_threat_far_range 1200                    // Default 600 - Close enough to be a threat if near several other threats
sm_cvar sb_threat_very_far_range 2000                    // Default 1500 - Too far to be a threat, even for boss infected

sm_cvar survivor_ff_avoidance 1                        // Default 0 - maybe this is what keeps them from running in front of you? :P
sm_cvar survivor_ff_avoidance_pitch 20                // Default 20
sm_cvar survivor_ff_avoidance_yaw 10                    // Default 10
sm_cvar survivor_ff_tolerance 26                    // Default 26

sm_cvar sb_max_team_melee_weapons 1

//[------Survivor Items------]\\

//[Adrenaline]\\
sm_cvar adrenaline_duration 10.0 //Default 15.0f
sm_cvar adrenaline_backpack_speedup 0.25 //Default 0.5
sm_cvar adrenaline_revive_speedup 0.25 //Default 0.5
sm_cvar adrenaline_run_speed 300 //Default 260


//[------REALISM VERSUS------]\\
sm_cvar sv_disable_glow_faritems "1"
sm_cvar sv_disable_glow_survivors "1"
sm_cvar z_non_head_damage_factor_multiplier "0.5"

//---[SRS MOD]---\\
srs_bosses_unprohibit "1" // Allow tanks to spawn on maps that normally prohibit it
srs_finaleghost_rangemod_enabled "1" // Turn the Range Mod Module on or off
srs_finaleghost_rangemod_range "100.0" // How close to the Survivors are Infected allowed to spawn during Finale
srs_infected_despawn "1" // Enable or Disable the Infected Despawner
srs_infected_despawn_distance "700.0" // How far behind a Zombie has to be for removal, in Ingame Distance Units per Second
srs_infected_despawn_min_advance "33.0" // How much distance in Ingame Distance Units per Second the Survivors must have advanced for Despawning to trigger
srs_infected_despawn_min_lifetime "10.0" // How many seconds a Zombie should be alive for before it can be despawned
srs_infected_despawn_near_safety "1000.0" // If the Survivors are this close to the Saferoom the Despawner stops working
srs_infected_respawn "1" // Enable or Disable respawning of de-spawned Common Infected
srs_remove_chainsaw "0" // Remove Chainsaws, by factor
srs_remove_defib "1.0" // Remove Defibrillators, by factor
srs_remove_enabled "1" // Enable the Removal Module.
srs_remove_explosive "1.0" // Remove Explosive Ammo, by factor
srs_remove_grenade_launcher "0" // Remove Grenade Launchers, by factor
srs_remove_incendiary "0" // Remove Incendiary Ammo, by factor
srs_remove_laser "0" // Remove Lasers, by factor
srs_remove_m60 "0" // Remove M60 guns, by factor
srs_remove_map_medkits "1.0" // Replace maps medkits with pills, convar stands for the conversion factor. 0.5 equals half the medkits
srs_remove_saferoom_medkits "0" // Replace all medkits in saferoom with pills
srs_remove_unreplaced_pills "0" // Remove pills by this factor, safe for the ones that medkits are converted into.
srs_tank_immunity_time "2.0" // Time that the tank has godmode/fire immunity after player control
srs_tank_prelight_fix "1" // Enable tank pre-light precautions.
srs_water_brake "1" // Enable or Disable the Water Brake functionality
srs_water_brake_speed "0.75" // How much Survivors will be slowed down in Water, 0.75 means 75% speed
srs_water_slow_at_low_health "0" // Enable or Disable Water Brake for low Health Survivors

srs_debug "0" // Enable debug output in srsmod
srs_debug_in "1" // Sum of debug flags for debug sources (1-normal, 2-spam)
srs_debug_out "2" // Sum of debug flags for debug outputs (1-server, 2-log, 4-chat, 8-adminchat)
srs_gamemodeactive "versus,teamversus,mutation12,mutation13" // Set the gamemodes for which the plugin should be activated (same usage as sv_gametypes, i.e. add all game modes where you want it active separated by comma)
Anyone have any recommendations I can add to that list? I'm looking for something to give survivors a little bit more "UMPH" to them but not something completely game breaking (IE. Survivor Crawling.). I like where the server is now in means of difficulty (It is do-able.) but I feel as if there is something I could possibly add to the survivors.
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RavenDan29
Veteran Member
Join Date: Sep 2009
Old 05-01-2010 , 07:43   Re: My L4D2 Versus Cvar
Reply With Quote #2

hunter delay 0 last time i added that i got complaints cause of instant death just to warn you
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ball2hi
Senior Member
Join Date: Feb 2010
Old 05-01-2010 , 09:20   Re: My L4D2 Versus Cvar
Reply With Quote #3

Quote:
Originally Posted by RavenDan29 View Post
hunter delay 0 last time i added that i got complaints cause of instant death just to warn you
I have yet to get any complaints on my server except from noobs who accuse me of hacking because outlines around survivors are removed lol.

Also, its crouch delay. It's the time it takes for u to charge up a pounce, not damage in between intervals.
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Abaddown
Member
Join Date: May 2010
Old 05-03-2010 , 12:47   Re: My L4D2 Versus Cvar
Reply With Quote #4

For realism versus you might want to add
z_head_damage_causes_wounds 1
sv_rescue_disabled 1
z_witch_always_kills 1

I added Witch control plugin for my server so I changed witch always kills to 0. Then added this
z_witch_health 1250
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ball2hi
Senior Member
Join Date: Feb 2010
Old 05-03-2010 , 14:04   Re: My L4D2 Versus Cvar
Reply With Quote #5

Quote:
Originally Posted by Abaddown View Post
For realism versus you might want to add
z_head_damage_causes_wounds 1
sv_rescue_disabled 1
z_witch_always_kills 1

I added Witch control plugin for my server so I changed witch always kills to 0. Then added this
z_witch_health 1250
Im guessing those z commands are hidden cvars since they don't come up in console.
Question:

What does 'z_head_damage_causes_wounds' do exactly? I've heard of it but I'm not entirely sure what it does.
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c3v0r
Member
Join Date: Aug 2009
Old 05-03-2010 , 16:29   Re: My L4D2 Versus Cvar
Reply With Quote #6

Just use Confogl.. :p
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Abaddown
Member
Join Date: May 2010
Old 05-03-2010 , 17:02   Re: My L4D2 Versus Cvar
Reply With Quote #7

Put
sm_cvar before them
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ball2hi
Senior Member
Join Date: Feb 2010
Old 05-03-2010 , 17:28   Re: My L4D2 Versus Cvar
Reply With Quote #8

Quote:
Originally Posted by c3v0r View Post
Just use Confogl.. :p
Not what I asked....


Quote:
Originally Posted by Abaddown View Post
Put
sm_cvar before them
I know that, but what does that cvar do?
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Abaddown
Member
Join Date: May 2010
Old 05-03-2010 , 17:49   Re: My L4D2 Versus Cvar
Reply With Quote #9

Honestly that cvar was part of the realism config someone posted a while back. The whole post was this set.

sv_disable_glow_survivors 1
sv_disable_glow_faritems 1
sv_rescue_disabled 1
z_non_head_damage_factor_multiplier 0.5
z_head_damage_causes_wounds 1
z_use_next_difficulty_damage_factor 1
z_witch_always_kills 1


So Im not sure but the config works great. I have never tried without it as it runs great. Ive changed some things around but not that one.
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c3v0r
Member
Join Date: Aug 2009
Old 05-03-2010 , 20:01   Re: My L4D2 Versus Cvar
Reply With Quote #10

Quote:
Originally Posted by ball2hi View Post
Not what I asked....
I know, sorry.

However it's my recommendation to you if you want to enhance L4D2 Versus gameplay. If you like Realism, it currently also got a cvar that enables all the realism settings. It also does more than just changing cvars, for example tank being immune to fire for a short time to prevent the survivors from setting the A.I. tank on fire.
Sure you can also go ahead and modify any cvar you like.. but that will result in lots of servers behaving all differently in versus, thats not really playable, if you join such a server and don't know shit about what is changed.

By using Confogl, every server got the same competitive setup - and if you intend to play team versus or something, confogl is also most likely gonna be accepted by the other team, while random cvar modifications will most likely not.

Last edited by c3v0r; 05-03-2010 at 21:26.
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