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.