Scratchpad

From Unreal Tournament 2004 MiA Wiki
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This is an overview of the server configuration settings for UT2004

 * URL
 * FirstRun


 * Core Engine Settings
   
     * Core.System
     * Engine.Engine
     * Engine.GameEngine 
   
   


 * Network Settings 
   
     * IpDrv.TcpNetDriver
     * IpDrv.HTTPDownload
     *  IpDrv.MasterServerLink
     *  IpDrv.MasterServerUplink
     *  IpDrv.UdpGameSpyUplink
     * UTV2004c.utvReplication
   
   


 * Query Related Settings 
   
     * IpServer.UdpServerQuery
     *  IpDrv.UdpGameSpyQuery
   
   


 * GameTypes 
   
     * Engine.GameInfo
     * UnrealGame.UnrealMPGameInfo
     * UnrealGame.DeathMatch
     * UnrealGame.TeamGame
     * XGame.xDeathMatch
     * XGame.xTeamGame
     * XGame.xCTFGame
     * XGame.xDoubleDom
     * XGame.xBombingRun
     * BonusPack.xLastManStandingGame
     * BonusPack.xMutantGame
     * SkaarjPack.Invasion
     * UT2K4Assault.ASGameInfo
     * Onslaught.ONSOnslaughtGame
   
   


 * Mutators
   
     * UnrealGame.DMMutator
     * BonusPack.MutCrateCombo
     * XWeapons.ZoomSuperShockBeamFire
     * XWeapons.MutArena
     * UnrealGame.MutGameSpeed
     * UnrealGame.MutMovementModifier
     * UTClassic.MutUTClassic
     * Onslaught.MutLightweightVehicles
     * Onslaught.MutOnslaughtWeapons
     * OnslaughtFull.MutVehicleArena
     * XGame.MutInstaGib
     * XGame.MutZoomInstaGib
   
   


 * Administration & General Server Settings.
   
     * Engine.AccessControl
     * UWeb.WebServer
     * UWeb.WebConnection
     * XWebAdmin.UTServerAdmin
     * Engine.GameReplicationInfo
     * xVoting.xVotingHandler
     * Engine.BroadcastHandler
     * Engine.VoiceChatReplicationInfo
     * Engine.GameStats
     * UnrealGame.CustomBotConfig
     * XGame.TeamRedConfigured
     * XGame.TeamBlueConfigured
     * XGame.DMRosterConfigured
   
   


 * MapLists
   
     * XInterface.MapListDeathMatch
     * XInterface.MapListTeamDeathMatch
     * XInterface.MapListCaptureTheFlag
     * XInterface.MapListDoubleDomination
     * XInterface.MapListBombingRun
     * BonusPack.MapListMutant
     * BonusPack.MapListLastManStanding
     * SkaarjPack.MapListInvasion
     * Onslaught.ONSMaplistOnslaught
     * UT2k4Assault.ASMaplist
   
 


  The INI File


   [URL]
 
 
   Protocol=UT2004
    
 
 
   ProtocolDescription=Unreal Protocol
    
 
 
   Name=Player
    
 
 
   Map=Index.ut2
    
 
 
   LocalMap=NvidiaLogo.ut2
    
 
 
   NetBrowseMap=Entry.ut2
    
 
 
   Host=
    
 
 
   Portal=
    
 
 
   MapExt=ut2
    
 
 
   EXEName=UT2004.exe
    
 
 
   SaveExt=uvx
    
 
 
   Port=7777
   This is port the server will listen for connections on
 
 
   Class=Engine.Pawn
    
 
 
   Character=Gorge
    
 


   [FirstRun]
    
 
 
   FirstRun=3186
    
 


   [Core.System]
    
 
 
    PurgeCacheDays=30
     SavePath=../Save
     CachePath=../Cache
     CacheExt=.uxx
   client-side only
 
 
   CacheRecordPath=../System/*.ucl
   The relative path to use for *.ucl files, which contain all gameinfo, mutator, weapon, etc. information. The game uses these files to determine which mutators, gametypes, etc. should appear in interface lists, such as webadmin or GUI. 
 
 
   MusicPath=../Music
   
 
 
   SpeechPath=../Speech
   
 
 
    Suppress=DevLoad
     Suppress=DevSave
     Suppress=DevNetTraffic
     Suppress=DevGarbage
     Suppress=DevKill
     Suppress=DevReplace
     Suppress=DevCompile
     Suppress=DevBind
     Suppress=DevBsp
     Suppress=DevNet
     Suppress=DevKarma
     Suppress=RecordCache
     Suppress=MapVoteDebug
     Suppress=Init
     Suppress=MapVote
     Suppress=VoiceChat
     Suppress=ChatManager
     Suppress=Timer
   These lines control which types of log messages are written. Each name corresponds to the prefixes of each line in the server's log.
 
 
    Paths=../System/*.u
     Paths=../Maps/*.ut2
     Paths=../Textures/*.utx
     Paths=../Sounds/*.uax
     Paths=../Music/*.umx
     Paths=../StaticMeshes/*.usx
     Paths=../Animations/*.ukx
     Paths=../Saves/*.uvx
   These lines tell the server which directories different files are located in. By adding directories using the same syntax, you can have multiple map, texture, sound, etc. directories.
 


   [Engine.Engine]
    
 
 
   RenderDevice=D3DDrv.D3DRenderDevice
    
 
 
   ;RenderDevice=Engine.NullRenderDevice
    
 
 
   ;RenderDevice=OpenGLDrv.OpenGLRenderDevice
    
 
 
   AudioDevice=ALAudio.ALAudioSubsystem
    
 
 
   NetworkDevice=IpDrv.TcpNetDriver
    
 
 
   DemoRecordingDevice=Engine.DemoRecDriver
    
 
 
   Console=XInterface.ExtendedConsole
    
 
 
   GUIController=GUI2K4.UT2K4GUIController
    
 
 
   Language=int
    
 
 
   Product=UT2004
    
 
 
   GameEngine=Engine.GameEngine
    
 
 
   EditorEngine=Editor.EditorEngine
    
 
 
   DefaultGame=XGame.XDeathmatch
    
 
 
   DefaultServerGame=XGame.XDeathmatch
    
 
 
   ViewportManager=WinDrv.WindowsClient
    
 
 
   Render=Render.Render
    
 
 
   Input=Engine.Input
    
 
 
   Canvas=Engine.Canvas
    
 


   [Engine.GameEngine]
    
 
 
    CacheSizeMegs=32
     UseSound=True
     MainMenuClass=GUI2K4.UT2K4MainMenu
     ConnectingMenuClass=GUI2K4.UT2K4ServerLoading
     DisconnectMenuClass=GUI2K4.UT2K4DisconnectOptionPage
     LoadingClass=GUI2K4.UT2K4SP_LadderLoading
     DetectedVideoMemory=0
     UseStaticMeshBatching=True
   (Client-side only)
 
 
   VoIPAllowVAD=False
   Determines whether this server allows voice activation for voice chat communication 
 
 
   ServerActors=IpDrv.MasterServerUplink
     ServerActors=UWeb.WebServer
   ServerActors will be spawned at the beginning of each game.
 
 
    ServerPackages=Core
     ServerPackages=Engine
     ServerPackages=Fire
     ServerPackages=Editor
     ServerPackages=IpDrv
     ServerPackages=UWeb
     ServerPackages=GamePlay
     ServerPackages=UnrealGame
     ServerPackages=XEffects
     ServerPackages=XPickups
     ServerPackages=XGame
     ServerPackages=XWeapons
     ServerPackages=XInterface
     ServerPackages=Vehicles
     ServerPackages=TeamSymbols_UT2003 
   ServerPackages are packages which any clients that connect are required to have on their system. If the client does not have one of these packages, the client will attempt to download it from the server. If a download is unsuccessful, the client will be unable to connect to the server.
 
 
   ServerReadsStdin=False
   Only used for Linux servers. Specifies whether the server accepts input from stdin (console) 
 


   [IpDrv.TcpNetDriver]
 
 
   LogMaxConnPerIPPerMin=False
   Determines whether repeated connection attempts from an IP should be logged if more than MaxConnPerIPPerMinute has been exceeded for this IP. Generally, you should leave this set to false, as your server might experience lag under an attempted DDoS from all the logging. 
 
 
   MaxConnPerIPPerMinute=5
   Maximum number of connections to accept from a single IP address in one minute. Part of the DDoS protection. 
 
 
   LogPortUnreach=False
   Determines whether ICMP "Port Unreachable" events should be logged. 
 
 
   AllowPlayerPortUnreach=False
   False causes server to cease sending packets to clients upon receiving an ICMP "Port Unreachable" message from that client (normally means the client has disconnected from the server).
 
 
   DisableKSecFix=True
   Set to false to disable the security fixes added in 2199 (if your server is experiencing lag you feel is related to these security fixes)
 
 
   MaxDownloadSize=0
   Limit (in bytes) of the file size that the server will be allowed to send to clients (ignored if AllowDownloads=False). This setting only applies to files downloaded from the server itself, i.e. it has no effect on files coming from a redirect. 
 
 
   AllowDownloads=True
   True allows clients to download files directly from server if redirect is not available.
 
 
   NetServerMaxTickRate=20
     LanServerMaxTickRate=35
   Thoroughly explained in this tutorial
 
 
   MaxInternetClientRate=10000
   Maximum rate the server will transmit data to clients (applies to downloads as well).
 
 
   MaxClientRate=15000
   Maximum rate the server will transmit data to clients if server is in LAN mode (applies to downloads as well)
 
 
   ServerTravelPause=4.000000
   Number of seconds to wait between sending the "mapchange" notification to clients, and actually changing the map
 
 
   SpawnPrioritySeconds=1.000000
   Number of seconds before a player is respawned after being fragged
 
 
   RelevantTimeout=5.000000
   Timeout (in seconds) for non-relevant actor replication. In most cases, you should never need to modify this value. 
 
 
   KeepAliveTime=0.200000
   Seconds of inactivity before server will send a "keep-alive" packet to clients, to maintain an open connection 
 
 
   ConnectionTimeout=180.000000
   Number of seconds server will wait for response from client attempting to connect before closing the connection
 
 
   InitialConnectTimeout=200.000000
   Number of seconds server wait for response from clients during the game before closing their connection
 
 
   DownloadManagers=IpDrv.HTTPDownload
     DownloadManagers=Engine.ChannelDownload
   Redirection Tutorial
 


   [IpDrv.HTTPDownload]
 
 
   RedirectToURL=
   URL of redirect server
 
 
   ProxyServerHost=
     ProxyServerPort=3128
   If your redirect server is behind a proxy, you'll need to put the proxy's public IP address here
 
 
   UseCompression=True
   If "True", clients attempting to download files from the redirect server will add ".uz2" extension to the requested package, as well as perform decompression upon downloading.
 


   [IpDrv.MasterServerLink]
    
 
 
   LANPort=11777
   (Client-side) Specifies the port clients should use to broadcast LAN server queries
 
 
   LANServerPort=10777
   Specifies the query port for LAN servers
 
 
   MasterServerList=(Address="ut2004master1.epicgames.com",Port=28902)
     MasterServerList=(Address="ut2004master2.epicgames.com",Port=28902)
   List of valid master servers 
 


   [IpDrv.MasterServerUplink]
    
 
 
   DoUplink=True
   Specifies whether the server should connect to the master server. If set to false, the server will not appear in the Internet server browser
 
 
   UplinkToGamespy=True
   Specifies whether the server should send heartbeat information to gamespy
 
 
   SendStats=True
   Enable stats processing on this server
 
 
   ServerBehindNAT=False
   If server is running behind a firewall that performs network address translation, this value must be set to True or your server will appear in the Internet server browser with a ping of N/A. 
 
 
   DoLANBroadcast=False
   In 3186, this setting has no effect. Servers running in LAN mode will always broadcast to the LAN
 


   [IpDrv.UdpGamespyUplink]
    
 
 
   UpdateMinutes=1
   How often to send updates to gamespy's master server. The property name is misleading, however, as the value is multiplied by 60 - a value of 1 means that a heartbeat will be sent to the gamespy master server every 60 minutes. 
 
 
   MasterServerPort=27900
   Gamespy master server port. No need to modify this value
 
 
   ServerRegion=0
   Used by Gamespy servers to group servers according to region 
 


   [IpServer.UdpServerQuery]
 
 
   GameName=ut2
   Do not modify - query protocols use this to filter servers by game (UT, UT2, DE, Q)
 


   [IpDrv.UdpGamespyQuery]
    
 
 
   MinNetVer=0
    
 
 
   OldQueryPortNumber=7787
    
 
 
   bDebugPortSwaps=True
    
 
 
   bRestartServerOnPortSwap=True
   Generally, you should leave this value set to false. Setting this to true will cause the server to crash if a "portswap" is detected. Portswapping can will cause your server to not appear in the internet server browser, and if your server seems to be experiencing portswaps often, it's usually easier to use some sort of batch file to automatically restart the server after when this happens. 
 


   [UTV2004c.utvReplication]
 
 
   UtvPackage=UTV2004c
   Description Here 
 
 
   ViewMode=0
   Description Here 
 
 
   ChatString=
   Description Here 
 
 
   wantBehindView=False
   Description Here 
 


   [Engine.GameInfo]
 
 
   bChangeLevels=True
   Obsolete in UT2004. Servers always performs mapchanges now. 
 
 
   bEnableStatLogging=True
   Enables stat collection and processing on your server
 
 
   bAllowBehindView=False
   Controls whether players are allowed to use behindview during the match
 
 
   bAdminCanPause=True
   True allows admins to pause network games (Set to false to prevent game from being paused by bringing up the menu as a logged in admin)
 
 
    bWeaponShouldViewShake=True
    When enabled, some weapons cause view shaking while firing
 
 
    GoreLevel=2
    Amount of gore displayed in the game
 
 
    GameDifficulty=1.000000
    Difficulty of single player game
 
 
   GameSpeed=1.000000
   Percentage of "normal speed" that game will be played. 1.0 represents 100% (This setting is ignored in UT2004 - gamespeed is now controlled by a mutator)
 
 
   MaxSpectators=2
   Maximum number of spectator connections allowed
 
 
   MaxPlayers=32
   Maximum number of players allowed in the game
 
 
   AccessControlClass=Engine.AccessControl
   Name of class which will handle all admin authentication
 
 
    MaplistHandlerType=
    Maplist manager classname. Usually only set in child classes.
 
 
   GameStatsClass=IpDrv.MasterServerGameStats
   Class name of server stats manager
 
 
   SecurityClass=UnrealGame.UnrealSecurity
   Class name of server security manager
 
 
    VotingHandlerType=xVoting.xVotingHandler
    Class name of mapvote/kickvote manager
 
 
    ServerSkillLevel=0
    Sets the skill level for the server. This value is used by the "Quick-Join" feature to find appropriate servers for the user's level of play. Valid ranges are from 0 - 2, where 0 stands for "Beginner". Unless your server is a standard server (i.e. no changes to default settings), it cannot be considered a beginner server.
 
 
    MaxIdleTime=0.000000
    Controls how long a player that is sending no input remains on the server before they are kicked for being idle. Set to 0 to disable.
 
 
   bWeaponStay=false
   Controls whether weapons that were part of the map will "disappear" when picked up by a player
 
 
   bAllowWeaponThrowing=True
   Controls whether players are allowed to drop weapons
 
 
    ResetTimeDelay=0
    Number of seconds between the round resets (only used for gametypes which have more than one round, such as Assault or Onslaught).
 
 
   AutoAim=1.000000
   Amount of assistance in aiming (single-player only)
 
 
   MaxLives=0
   Maximum number of lives players are given
 
 
   TimeLimit=0
   Time limit for this game
 
 
   GoalScore=0
   Game will end when this score is achieved
 


   [UnrealGame.UnrealMPGameInfo]
   Values set here will override the values for identical settings in GameInfo
 
 
   bPreloadAllSkins=false
   Forces clients to preload all .upl files and skins
 
 
   MinPlayers=0
   Bots join the game until this number of players is reached
 
 
   bTeamScoreRounds=False
   Not currently used in the anywhere
 
 
   EndTimeDelay=4.000000
   Maximum amount of time after the game has been won before all gameplay stops (sort of)
 
 
    BotMode=5
    This setting is only used in the GUI, and has no effect on dedicated servers. 
 
 
    BotRatio=1.000000
    Determines the ratio of bots to humans. Only used if you also pass ?VsBots=True on the commandline. 
 
 
    bAllowPrivateChat=True
    Determines whether each player will have a private voice chatroom. 
 


   [UnrealGame.DeathMatch]
   Values set here will override the values for identical settings in GameInfo and UnrealMPGameInfo
 
 
   MinNetPlayers=1
   How many players must join before the game will start
 
 
   RestartWait=30
   Amount of time to wait at the 'end of game' screen before the server begins the mapswitch
 
 
   bTournament=False
   If enabled, game will not start until number of connected players if equal to the maximum number of players
 
 
    bColoredDMSkins=False
    Use team colored skins in deathmatch gametypes.
 
 
   bPlayersMustBeReady=False
   Players must "click in" for match to begin
 
 
    bWaitForNetPlayers=True
    Wait until more than MinNetPlayers have joined before beginning match. 
 
 
   bAllowPlayerLights=False
   Determines whether players have a team colored glow at great distances. Aids in visibility and determining which team a player is on when they are far away. Only used in team games or in deathmatch games if bColoredDMSkins is enabled. 
 
 
   bForceDefaultCharacter=False
   True forces all players models to the default character model (Gorge)
 
 
   NetWait=5
   Time to wait for players in net games
 
 
   bForceRespawn=False
   Enabled automatically respawns players when they are fragged. Otherwise, players do not respawn until they press Fire.
 
 
   bAdjustSkill=False
   Controls whether bots will adjust their skill to match the player 
 
 
   bAllowTaunts=True
   Taunt animations are allowed during the game
 
 
   bAllowTrans=True
   Allow translocator in the game
 
 
   SpawnProtectionTime=2.000000
   Number of seconds players are invulnerable after respawning
 
 
   LateEntryLives=1
   How many lives can be lost by any player before new players are no longer allowed to join (LMS)
 
 
    LoginMenuClass=GUI2K4.UT2K4PlayerLoginMenu
    This will be the menu players see when they first login, as well as during the game, when the press escape
 
 
   NamePrefixes[0]=Mr_
     NamePrefixes[1]=
     NamePrefixes[2]=The_Real_
     NamePrefixes[3]=Evil_
     NamePrefixes[4]=
     NamePrefixes[5]=Owns_
     NamePrefixes[6]=
     NamePrefixes[7]=Evil_
     NamePrefixes[8]=
     NamePrefixes[9]=
     NameSuffixes[0]=
     NameSuffixes[1]=_is_lame
     NameSuffixes[2]=
     NameSuffixes[3]=
     NameSuffixes[4]=_sucks
     NameSuffixes[5]=
     NameSuffixes[6]=_OwnsYou
     NameSuffixes[7]=
     NameSuffixes[8]=_jr
     NameSuffixes[9]='s_clone
   These values are used to prevent bots from having the same name. Whenever a bot is added to the game and it has the same name as another bot, the game will add one of the prefixes, suffixes, or both, to ensure that all bots have different names. 
 


   [UnrealGame.TeamGame]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, and DeathMatch
 
 
   bBalanceTeams=True
   Bots will be placed on the team with the least number of players upon joining the game.
 
 
   bPlayersBalanceTeams=True
   Players joining the game will be placed on teams according to team size, ignoring the players configured team.
 
 
   FriendlyFireScale=0
   Amount of damage inflicted when shot by teammates (1.0 represents 100%) 
 
 
    bAllowNonTeamChat=False
    Sets whether members of opposing teams are allowed to join each other's private voice chatrooms
 


   [XGame.xDeathMatch]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, and DeathMatch
 


   [XGame.xTeamGame]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame 
 


   [XGame.xCTFGame]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame 
 


   [XGame.xDoubleDom]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame 
 
 
   TimeToScore=10
   Number of seconds that both points must be held by one team before a point is awarded
 
 
   TimeDisabled=10
   Number of seconds after a point is awarded that control points cannot be captured
 


   [XGame.xBombingRun]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and TeamGame 
 
    bBallDrainsTransloc=True
    Players must wait a few seconds after throwing the ball before they are able to translocate. 
 
 


   [BonusPack.xLastManStandingGame]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and xDeathMatch
 
 
   CampThreshold=600.000000
   Area (in UU) that a player must move to not be considered camping. 
 
 
    ReCamperWarnInterval=10
    How often a camper receives the warning message. 
 
 
    bHealthForKill=False
    Players receive health for fragging other players 
 
 
    bAllowSuperweapons=False
    Super Weapons allowed 
 
 
    bCamperAlarm=True
    Enables camper protection 
 
 
    bAllowPickups=False
    Pickups allowed 
 
 
    bAllowAdrenaline=False
    Whether adrenaline is allowed in the match 
 
 
    bFullAmmo=True
    Players start the match with full ammo in all weapons.
 


   [BonusPack.xMutantGame]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, and xDeathMatch 
 
 
   bEnableBottomFeeder=True
   The lowest-scoring player is considered the bottom-feeder, and is allowed to shoot other players. 
 


   [SkaarjPack.Invasion]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, TeamGame, and xTeamGame 
 
 
    WaveConfigMenu=GUI2K4.UT2K4InvasionWaveConfig
    Menu used in the GUI for invasion wave configuration 
 
 
   InitialWave=0
   Index of wave game should start on when new map is loaded
 
 
    FinalWave=16
    Essentially, the number of waves in the game. 
 
 
   FallbackMonster=Class'SkaarjPack.EliteKrall'
   This is the monster class the game will spawn if it cannot spawn one of the more advanced monsters (how this would occur, I don't really know) 
 
 
   Waves[0] - Waves[15]
       WaveMask=20491
       WaveMaxMonsters=16
       WaveDuration=90
       WaveDifficulty=0.000000


   See this section for a more detailed explanation of these settings 
 


   [UT2k4Assault.ASGameInfo]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, TeamGame, and xTeamGame  
 
 
    RoundLimit=1
    Number of rounds in the match 
 
 
    RoundTimeLimit=10
    Time limit for each round 
 
 
    PracticeTimeLimit=60
    Practive round is played at the beginning of every game, and is generally used to give all players a chance to load the map 
 
 
    ReinforcementsFreq=7
    Maximum number of seconds between respawns.
 


   [Onslaught.ONSOnslaughtGame]
   Values set here will override the values for identical settings in GameInfo, UnrealMPGameInfo, DeathMatch, TeamGame, and xTeamGame  
 
 
    OvertimeCoreDrainPerSec=20
    The amount of health taken from each core every second during overtime 
 
 
    bRandSetupAfterReset=False
    Randomly select a new link setup after a round has been won 
 


   [UnrealGame.DMMutator]
    
 
 
   bMegaSpeed=False
   Obsolete (does nothing). These settings have been moved to a mutator.
 
 
   AirControl=0.350000
   Obsolete (does nothing). These settings have been moved to a mutator.
 
 
   bBrightSkins=True
   Enables brightskins
 


   [BonusPack.MutCrateCombo]
    
 
 
   bAllowCamouflage=True
   Camouflage combo enabled 
 
 
   bAllowPint=True
   Pint-size combo enabled 
 


   [XWeapons.ZoomSuperShockBeamFire]
    
 
 
   bAllowMultiHit=True
   Sets whether the instagib beam will stop when it hits players 
 


   [XWeapons.MutArena]
    
 
 
   ArenaWeaponClassName=XWeapons.RocketLauncher
   Only weapon in the game is the weapon specified by ArenaWeaponClassName. See this FAQ for a list of valid values for this setting. 
 


   [UnrealGame.MutGameSpeed]
    
 
 
   NewGameSpeed=1.000000
   Modifies the gamespeed (this is now the only way to modify the gamespeed). 
 


   [UnrealGame.MutMovementModifier]
    
 
 
   bMegaSpeed=False
   All pawns move 1.5 times faster than other objects in the game
 
 
   AirControl=0.350000
   Amount of control players have while in the air (1.0 represents 100%) 
 


   [UTClassic.MutUTClassic]
    
 
 
   bCanDoubleJump=True
   Enables/disables double-jumping.
 
 
   bCanWallDodge=True
   Enables/disables wall dodging.
 
 
   bCanDodgeDoubleJump=True
   Enables/disables double-dodge jumps. 
 
 
   bModifyWeaponDamage=True
   Makes weapon damage closer to UT1 values. 
 
 
   bClassicTranslocator=True
   Translocation behaves like the UT1 translocator. 
 


   [Onslaught.MutWheeledVehicleStunts]
    
 
 
   MaxForce=200000.000000
   Maximum force that can be applied to stunts 
 
 
   MaxSpin=80.000000
   Maximum spin that can be acheived by vehicles 
 
 
   JumpChargeTime=1.000000
   Number of seconds jump must be held to fully "charge" a vehicle jump.
 


   [Onslaught.MutLightweightVehicles]
    
 
 
   VehicleMomentumMult=3.000000
   Damage received by vehicles is multiplied by this amount. 
 


   [Onslaught.MutOnslaughtWeapons]
    
 
 
   bConfigUseOnslaughtWeapon0=False
   bConfigUseOnslaughtWeapon1=True
   bConfigUseOnslaughtWeapon2=True
   Enables/disables replacement of the corresponding weapon with an onslaught equivalent.
 
 
   ReplacedWeaponClassNames0=XWeapons.RocketLauncher
   ReplacedWeaponClassNames1=XWeapons.BioRifle
   ReplacedWeaponClassNames2=XWeapons.FlakCannon


   Weapon classes to replace with onslaught weapons. See this FAQ for a list of valid values to use here. 
 


   [OnslaughtFull.MutVehicleArena]
    
 
 
   ArenaVehicleClassName=Onslaught.ONSRV
   Only weapon in the game is the vehicle specified by the ArenaVehicleClassName setting. See this FAQ for a list of valid values for this setting. 
 


   [XGame.MutInstagib]
    
 
 
   bAllowTranslocator=True
   Enables / disables translocator in instagib matches 
 
 
   bAllowBoost=False
   Determines whether friendly fire transfers momentum (team boosting). 
 


   [XGame.MutZoomInstagib]
    
 
 
   bAllowTranslocator=True
   bAllowBoost=False
   Overrides value for identical setting in MutInstaGib 
 


   [Engine.AccessControl]
 
 
   AdminPassword=
   Admin password (single administrator system only) 
 
 
   GamePassword=
   If a value is specified, clients must provide a password to connect to the game. (Server will also accept any valid admin password)
 
 
   LoginDelaySeconds=0.00000
   How many seconds must pass after an unsuccessful login attempt before the admin may attempt to login again. 
 
 
   bBanByID=True
   Bans will be enforced using a hash of the client's CD key and the server's CD key. Enable this to prevent banned players with dynamic IP addresses from bypassing the ban
 
 
   IPPolicies=ACCEPT;*
    
 
 
   BannedIDs=
    
 
 
   PrivClasses=XAdmin.xKickPrivs
     PrivClasses=XAdmin.xGamePrivs
     PrivClasses=XAdmin.xUserGroupPrivs
     PrivClasses=XAdmin.xExtraPrivs
   PrivClasses are loaded by the server when using the advanced administration system. They contain information about which privileges are available for admins & groups.
 


   [UWeb.WebServer]
 
 
    ServerName=
    This should really be called ServerAddress. This is the value that the webserver will use to convert relative URLs into absolute URLs. If this value is left blank, the webserver will attempt to fill it with the IP address of the server. Generally, this should be left blank, unless you are running the server behind NAT or using a multihome server. 
 
 
   

Applications[0]=xWebAdmin.UTServerAdmin

     ApplicationPaths[0]=/ServerAdmin
     Applications[1]=xWebAdmin.UTImageServer
     ApplicationPaths[1]=/images
   The value of each Applications line is the name of the class responsible for handling connections to the path specified in the corresponding ApplicationPaths entry (Connections to //server.ip/ServerAdmin are handled by Applications[0], since that is the value for ApplicationPaths[0])
 
 
   DefaultApplication=0
   Specifies the application that will handle connections which provide no subpath (http://server.ip/ )
 
 
   bEnabled=True
   Enables the UT webserver
 
 
   ListenPort=80
   This is the port that the webserver will listen for connections on
 
 
    MaxConnections=30
    Maximum number of open connections allowed to the webserver at the same time. If you find that you are getting lots of missing images or pages, try increasing this value.
 
 
    ExpirationSeconds=86400
    Much of the webadmin content is cached client-side to speed up processing of each request. This setting determines how long (in seconds) browsers should use the cached content before it is considered "stale". 
 


   [UWeb.WebConnection]
    
 
 
   MaxValueLength=512
   Maximum length of variable value passed in a URL. There should never be any need to change these values 
 
 
   MaxLineLength=4096
   Maximum length of a single line passed in the URL. There should never be any need to change these values 
 


   [XWebAdmin.UTServerAdmin]
    
 
 
   ActiveSkin=
   Currently active webadmin skin 
 
 
   AdminRealm=UT Remote Admin Server
   AdminRealm is used by some browsers to track cached username/passwords.
 
 
   QueryHandlerClasses=
   Each of these classes handles a specific type of webadmin query. Default values correspond to the Current, Default & Admin areas of webadmin.
 


   [Engine.GameReplicationInfo]
 
 
   ServerName=
   This is what will appear in the server browser as the name of your server
 
 
   ShortName=
   Currently not used for anything
 
 
   ServerRegion=0
   Used to indicate which area of the world the server was located in for the GameSpy Query protocol, but seems to be unused now
 
 
   AdminName=
   Specifies the value that will appear in the Server Browser and the MOTD as the name of the admin of this server
 
 
   AdminEmail=
   Email address that will appear in the server browser and MOTD as the admin's email address
 
 
   MessageOfTheDay=
   The Message Of The Day appears for a few seconds when clients connect to your server
 


   [xVoting.xVotingHandler]
    
 
 
   VoteTimeLimit=70
   ScoreBoardDelay=5
   bAutoOpen=True
    MidGameVotePercent=50
    bScoreMode=False
    bAccumulationMode=False
    bEliminationMode=False
    MinMapCount=2
    MapVoteHistoryType=xVoting.MapVoteHistory_INI
    RepeatLimit=4
    DefaultGameConfig=0
    bDefaultToCurrentGameType=True
    bMapVote=False
    bKickVote=False
    bMatchSetup=False
    KickPercent=51
    bAnonymousKicking=True
    MapListLoaderType=xVoting.DefaultMapListLoader
    ServerNumber=1
    CurrentGameConfig=0
    GameConfig=(GameClass=,Prefix=,Acronym=,GameName=,Mutators=,Options=)
    AccInfo=(Name=,VoteCount=0)


   Thoroughly explained in this tutorial. 
 


   [Engine.BroadcastHandler]
    
 
 
   bMuteSpectators=False
   Enabling this prevents specs from chatting during the game
 
 
   bPartitionSpectators=False
   Enable to prevent spectator's messages from being seen by players
 


   [Engine.VoiceChatReplicationInfo]
    
 
 
   bEnableVoiceChat=True
   Enables / disables voice chat on the server 
 
 
   bAllowLocalBroadcast=True
   Enables / disables the "Local" chatroom. 
 
 
   MaxChatters=0
   Maximum players allowed in a single chatroom. 0 for unlimited. 
 
 
    LocalBroadcastRange=1000.000000
    The maximum distance (in Unreal Units) at which a broadcast sent to the "Local" chatroom can be heard.
 
 
    DefaultBroadcastRadius=20.000000
    The distance (in Unreal Units) at which broadcasts sent to the "Local" channel begin to attenuate (fade). Set this value higher than LocalBroadcastRange to disable attenuation.
 
 
    VoIPInternetCodecs=CODEC_48NB
    Voice chat codecs allowed in internet games. 48 is a lower quality codec that takes less bandwidth, while 96 is a higher quality codec but requires more bandwidth. 96 should only be allowed on LAN, unless your server has LAN-like bandwidth. 
 
 
   	VoIPLANCodecs=CODEC_48NB
   VoIPLANCodecs=CODEC_96WB
    Voice chat codecs allowed in LAN games. 
 


   [Engine.GameStats]
    
 
 
   bLocalLog=False
   Enables / disables local stats logging. 
 
 
   LogFileName=Stats_%P_%Y_%M_%D_%H_%I_%S
   Determines how the filename for each stats log will be generated. Valid values and their meanings are as follows:
     
       
         %P
         Server Port 
         %H
         Current Hour 
       
       
         %N
         Server Name 
         %I
         Current Minute
       
       
         %Y
         Current Year 
         %W
         Day of the Week 
       
       
         %M
         Current Month 
         %S
         Current Second 
       
       
         %D
         Current Date 
          
          
       
     
   
 


   [UnrealGame.CustomBotConfig]
    
 
 
   	  ConfigArray=( See below for parameters )
     CharacterName="Gorge"
     PlayerName="The_Reaper"
     FavoriteWeapon="xWeapons.RocketLauncher"
     Aggressiveness=0.400000
     Accuracy=0.000000
     CombatStyle=0.400000
     StrafingAbility=0.765789
     Tactics=0.000000
     ReactionTime=0.000000
     bJumpy=True


   These parameters are very similar to the paramaters for the bot configuration sections in the original UT's user.ini file.
     Each "Config Array" entry must be one complete line, with each parameter seperated by commas.
     For each custom bot, you must have one ConfigArray entry in your server's ini under this section. Here is an example entry.
 
 
    
    
 


   [XGame.TeamRedConfigured]
    
 
 
   Characters=
   Characters=
   Characters=
   Characters that should be on the red team (only used in single player). 
 


   [XGame.TeamBlueConfigured]
    
 
   Characters=
   Characters=
   Characters=
   Characters that should be on the blue team (only used in single player). 
 


   [XGame.DMRosterConfigured]
    
 
   Characters=
   Characters=
   Characters=
   Characters that should be in DeathMatch games (only used in single player).
 


   [XInterface.MapListDeathMatch]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=DM-Antalus
   These sections determine the map rotation for your server
 


   [XInterface.MapListTeamDeathMatch]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=DM-Antalus
   These sections determine the map rotation for your server
 


   [XInterface.MapListCaptureTheFlag]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=CTF-Chrome
   These sections determine the map rotation for your server
 


   [XInterface.MapListDoubleDomination]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=DOM-SunTemple
   These sections determine the map rotation for your server
 


   [XInterface.MapListBombingRun]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=BR-Anubis
   These sections determine the map rotation for your server
 


   [BonusPack.MapListMutant]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=DM-Antalus
   These sections determine the map rotation for your server
 


   [SkaarjPack.MapListInvasion]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=DM-Antalus
   These sections determine the map rotation for your server
 


   [BonusPack.MapListLastManStanding]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=DM-Antalus
   These sections determine the map rotation for your server
 


   [Onslaught.ONSMapListOnslaught]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=ONS-Torlan
   These sections determine the map rotation for your server
 


   [UT2K4Assault.ASMapList]
    
 
 
   MapNum=0
   Index of last played map for this maplist
 
 
   Maps=AS-Convoy
   These sections determine the map rotation for your server
 


Invasion Wave Settings There are 16 waves possible in the Invasion gametype. Each waves' settings are determined by the Waves[x] parameter in the SkaarjPack.Invasion section of the ini. The following is a more detailed explanation of those settings:

 WaveMask
 This parameter is used for random number generation, and really shouldn't be modified.
 WaveMaxMonsters
 The maximum number of monsters spawned during a wave is determined as follows. Let's assume that WaveMaxMonsters is set at 16. If more than 4 players are connected, then the value of WaveMaxMonsters is multiplied by 2, or the number of players divided by 4, whichever is lower. This means that if 4 players were connected, for instance, then the actual max number of mosters for this wave would be (16 * (4 / 4)) or 16 * 1, which is 16. If 12 player are connected, the the max number of monsters in this wave would be (16 * 2), since 2 is less than (16 / 4). The actual maximum number of monsters that could be spawned during this wave would then be 32. You can use this formula to tweak exactly monsters you'd like players to be up against based on how many connections you allow on your server
 WaveDuration
 Number of seconds the wave will last. If the maximum number of monsters for this wave have not been exterminated by the time this duration expires, all of the remaining monsters will be spawned immediately. Once this happens, any monsters that cannot be seen by any player are killed off, leaving players to finish up what's left.
 WaveDifficulty
 Determines the difficulty (effectively which monsters are spawned) during this wave. Very similar to the bots' difficulty setting.

Custom Bot Configuration Each additional custom bot parameter must follow a fairly rigid syntax, which is given in the following line. For each custom bot that you'd like to customize, you'll need to have a seperate ConfigArray line in the server's ini file under the UnrealGame.CustomBotConfig section. [UnrealGame.CustomBotConfig] ;The following text should be on a single line

 ConfigArray=(CharacterName="Gorge",PlayerName="The_Reaper",FavoriteWeapon="xWeapons.RocketLauncher",
 Aggresiveness=0.400000,Accuracy=0.000000,CombatStyle=0.400000,StrafingAbility=0.765789,Tactics=0.000000,
 ReactionTime=0.000000,bJumpy=True)

An explanation of the inner values is as follows:


   [UnrealGame.CustomBotConfig]
 
 
   CharacterName="Gorge"
   Name of character. Must match a character name in the .upl file.
 
 
   PlayerName="The_Reaper"
   Enter whatever you like here. This will be the bot's name.
 
 
   FavoriteWeapon="xWeapons.RocketLauncher"
   Class name of the bot's preferred weapon. I will create a list of valid classnames for this parameter as time allows.