A few things have changed since version 9b. Most important of all, UTeamFix no longer uses its own configuration file, all server settings are stored in the specified ini (whichever it is) - there are a few exceptions:
Nothing... until you run several servers out of one box and system directory and they both WRITE to the ini file!
This was a major issue for some admins who wanted to run several servers
out of the same system directory with different settings. This is no
longer a problem
Warning: Due to the fact, most of the settings are now centralized,
your ini file will undoubtedly grow large after you set up your
installation to your needs. Indeed, the authentication class alone adds
over 5000 lines of text alone. I am thinking of writing subclass handlers
for the largest space-consuming configurations - then the admin has the
choice where the configuration should be written to - HOWEVER - only this
centralized method guarantees flawless operation if you run more than
one server out of the same installation!
Warning added for {NYA}Flak_Mangnet
Also, the settings have moved and are split up now. In 9b everything was
in Advanced options - Game Settings - [game mode]
. I think
you will find the new order more practical.
All options can now be found directly under Advanced options
.
You will find several categories there.
See picture left
You will notice a lot of settings are now SYSTEMWIDE effective
rather than in a particular game mode! This is a major difference
after 9b.
Unreal Tournament admins may wish to know that the maplist can be found under Advanced - Networking - Deathmatch Maps. That's where Unreal One keeps its Deathmatch maps which are the default source from where UTF takes its map rotation. That there was a problem with UT in this matter was reported by Aj kEYES.
Authentication (SYSTEMWIDE)
The game type dependent passwords are past! PASSWORDS ARE CASE-SENSITIVE!! |
||
---|---|---|
Setting | Effect | Default |
AdminPassword | The master administration password. Formerly, every game mode had its own password setting. Now, passwording is system wide and valid for ALL UTeamFix game modes. | boss |
bAnnounceAdmins | If true, admins logging in will be announced to all players so they know an admin is present. | False |
GamePassWord | If this is not blank, people can only enter your server if they have this password. This password applies to ALL UTeamFix game modes. | |
IndividualAdmins | This adds the possibility to register individual admins
by username and password. If you don't want to give
out your master administration password but yet want
to give other people admin rights, just give them
an individual "account". Individual admins have all the same privileges as normal admins, however all accesses are logged, so if an admin screws up your server you will see in the log who it was! |
|
IndividualUsers | Working like the option for individual admins, you
can now set the server up to allow only "registered"
users each with a personal name and login to join your
server at all. NOTE: For this feature to work properly, you still have to set a normal game-password, even if no user is supposed to login using the game password! Just don't tell anyone the normal game password just like you should not tell anyone your administration master password. |
Bots: another new chapter, read about that
here.
Debugging Options (SYSTEMWIDE) Any debug option may add cpu load and (unlikely) lag |
||
---|---|---|
Setting | Effect | Default |
bDebugBots | Only helpful if you run your server in listen mode or
play UTF offline. This setting will register an additional
HUD extension which will give you stats about any bot
player you look at in the game, such as its current state,
health, what it is doing, where it is going, its current
weapon, state and ammo (including clip) of it. Additional
stats like how often the bot staked out and some important
Artificial Intelligence control flags are also available. However, many of these values will not replicate over the network, so when used online, you will not see anything helpful at all! MAP DESIGNERS CAN USE THIS OPTION TO DEBUG BOT PATHS AND THE GENERAL BOT SUPPORT ON MAPS! |
False |
bDebugKills | Will log debugging information for every kill which takes place in game. That includes a breakdown of the type of kill (e.g. suicide). | False |
bDebugMain | Miscellanious debug logging in the main code (currently meaningless) | False |
bDebugMenu | Client side menu debugging, shows all main events triggered by the menues or fired by the engine against the menues. Works online as well, but is of no use for non-developers (except if you want to fill your logfile with junk....) | False |
bDebugMutator | Logs stuff like replacement events of the internal
mutator of UTeamFix - actually every CheckReplace()
call is logged, regardless if an actual replacement
is executed. Careful: This can fill your log up in no time! |
False |
bDebugReduceDamage | Absolutely -EVERY- event that causes damage to a
pawn (usually weapon fire, but can be hazards or
other causes too) will be logged with the amount of
(initial) damage, damage type, instigator and
recipient. If the damage value was modifed, the outcome will also be logged. Modified here does not necessarily mean the damage value changed, it only means it made it through some checks so a modification would theoretically be possible. In addition, every player in-game will get a message per hit it dishes out. So if you really ever wanted to see how much something hurts, turn this on. But the values do NOT include damage factor calculations (such as amplifiers, personal different damagescaling etc) and may be unreliable. The value after "from" indicates the total health the target had the moment it was it. Don't be surprised if you hit someone and see something like 135 of 50 and the target didn't die.
It means the target had quite some armor or belt! |
False |
bUseOldMutator | UTeamFix brings its own Mutator base along, with a
ton of new features which are all unavailable to
normal mutators. However, the new mutator class
takes a LOT of extra function calls so it is
ONE POSSIBLE source of lag (theoretically). If you set this option to True, the new mutator will be destroyed and the original will be used. This may cause errors though. Also needless to say, all new mutator features are disabled then and you can't use any other UTeamFix mutators (you can still use old ones). |
False |
Fairplay Enforcement (GameType) Game-Type dependent again, however as extra configurable entry. May also occur in mutators :) |
||
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Setting | Effect | Default |
AddAutoMag | You can add an extra gun to the inventory
of every player right from spawntime if
you wish, since the DispersionPistol is
relatively weak (I personally think it's
totally useless in multiplayer). If you choose to "AddOneAkimboMag" you enable the Dual-Automag in the game and give one to each player (like in UT |
off |
AllowSpawnKills | If False, players will be protected from
being killed right away. The details of how
long the protection lasts etc are defined
by other settings on this page. The protection is also known as the orientation phase in the game which is indicated to every player via red messages in the center of the screen. |
True |
AllowTypeKills | If False, players who are killed while they are
typing will not increase their death-count or
give the killer a point for the frag. In teamgames, this setting has no effect because typing is part of team-game strategies (communication). |
True |
DestroyAmplifier | Destroys all Amplifiers on maps. | False |
DestroyInvisibility | Hmm... hard to guess what this does eh?! | False |
GunExpireDelay | The time in seconds between the moment you
touch an item and your spawn-protection wears
off. This was introduced so people could really get a gun. If someone is comboed or head-shot the moment he touches a gun, that's still a spawnkill. On the downside, if this setting is too high, people might start firing without retaliation. But then again, if some punk follows you around until you pick up a gun just to nail you the instant you do, I think he deserves being shot by an invulnerable enemy |
1 |
MaxDPShots | This is the number of shots you are allowed
to fire with WITHOUT losing the spawn
protection. Having a value above zero is necessary because you will likely fire a shot or 2 accidently right after spawning as you were killed in battle (where you fired) so the moment you get killed you will likely still be holding fire, causing you to respawn and fire a shot immediately. |
2 |
MaxTimeOrientation | The absolute MAXIMUM time in seconds the spawn protection stays on! This should not be set too high, otherwise people can walk over the entire map invulnerable to get to their most favorite gun. Set it too low and people can't get a gun... | 10 |
PickupAmmoOrientation | If True, players are allowed to pick up ammo without losing spawn protection. | False |
PickupGreatLenience | If True, players can pick up practically anything without losing spawn protection. | False |
SpawnerVisibleEffect | This setting determines how the invulnerability is
displayed to other players in game so they know
shooting a spawner is just a waste of ammo. No_Effect means.. well.. guess... Glow emits a yellow-ish/green glow around spawners (some people say it looks silly). FireTexturing creates a shieldbelt similar effect around spawners. As a matter of fact, the shieldbelt effect used looks a lot different than a regular shieldbelt, however on low resolution and low-detail clients it may look too similar to distinguish from a normal belt. |
FireTexturing |
Game Bridges: Game Bridges are either
Mutators or full scale game modes, requiring
specific installations of normally optional packages. At this menu you
will see which GameBridge files you have copied onto your server,
and you can turn them on and off here - make sure to read about specific
installation instructions though. Since again this is such a large topic
on itself, it has been given its own page
here.
Game Rules (GameType) Game-Type dependent or mutated... The options will look like some old DM-mode settings to you! |
||
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Setting | Effect | Default |
bNoBehindView | If true, will make the BEHINDVIEW command useless, as the camera will no longer be detached from the player. This is useful in some gametypes such as Standoff, if you consider it cheating if people can look around corners using behindview. | False |
ForceRespawnSeconds | A value greater than 0 will force players to automatically respawn after dying at the given time. Will not work if SpawnPauseDead is set LOWER than this value. | 0 |
ScoreLimit | The former "FragLimit" which is now obsolete. Number of points to achieve for victory. Zero = No limit. |
50 / 80 |
SpawnPauseDead | A value greater than 0 will deny players to respawn for the given amount of seconds. | 0 |
TimeLimit | Time in minutes after which a match is ended by time. 0 (Zero) = No limit. | 15 |
MOTD storage (SYSTEMWIDE) Allows you to store several sets of MOTDs instead of just one. If store is unused, normal MOTD will be used from the network settings. |
||
---|---|---|
Setting | Effect | Default |
bRandom | Whether or not to pick every MOTD at random or to cycle through every single one in turn... | false |
MOTDarray | This is the actual storage for MOTDs. As soon as you enter
a single one, the MOTD storage comes into use and your normal
MOTD as defined in your network settings becomes obsolete. Up to 12 different MOTDs with 4 lines each can be defined. (Requested by Pitbull) |
-blank- |
Mutators: These menues are described
here.
Organisation and Tech (SYSTEMWIDE) Miscellanious technical crap :-/ |
||
---|---|---|
Setting | Effect | Default |
bAllowHudEnhancements | Some new HUD features can be switched on and off clientside. If you
set this True you enable these features, otherwise they cannot be
used. (FUTURE FEATURE - there currently are no client side HUD plugins) |
False |
bAllowPrivateSay | If you don't want your public server to be abused for a private chat channel, setting this to false does the trick. | True |
bUseMultiMeshPawns | FEATURE HAS BEEN REMOVED AS OF UTF 10C
FOR PERFORMANCE REASONS! Enable the new PlayerPawn classes which have shapeshifting capabilities. Hopefully in the future everything will just be multi-meshed. If the technology is stable a feeling of "possession" on other pawns can be emulated. |
- |
CountSpecsAsPlayers | This will have spectators counted as normal
players. This is only useful if you need to
really restrict bandwidth on a total client
basis, or if you have a rented server where you
have a total max of CLIENTS rather than
player and spectator spots. Leave on FALSE when using mapvote unless absolutely necessary to use it! |
False |
IdlePlayers | If you can't stand idlers on your server, you can
have them auto-kicked. The CheckInterval in seconds determines in which time intervals player positions are checked. If KickIdlePlayers is True, idlers who are found will be removed from the server. The lenience setting determines how often a player may be in the same position in consecutive checks (see CheckInterval). Administrators and Spectators are unaffected! |
60 False 3 |
LIELite/UTF | This configuration moved to the Mutators page due to a technical change in how LIE works. | Deactivated |
Llamas | Don't we love 'em, those idiots who do crap on a server, mass suiciding,
teamkilling and all that crap... people like that can be autobanned
if you like MassSuiciding is handled by these 2 settings:
|
2 map bans after 6 suicides 2 map bans after 4 teamkills |
MuteSpectators | If True, Specs can't talk (and disturb the players with their rants) | False |
Network AddWaitTimeMapChange |
With all the extra infos or many people on the
scoreboard, you may want to take a screenshot or
just study it and take your time. Normally in Unreal the server will wait as many seconds as "ServerTravelPause" is set to, but setting that value too high causes clients to lose connection. So here it is, an added delay which takes effect when game ends. Enter any number (seconds) to additionally wait at game end before the server starts the map-switch process. NOTE: If map voting is enabled, this is the time before the mapvote menu pops up on players automatically. |
10 |
Network FastTimeOut |
This is a convenience setting for lazy admins
|
False |
Network Interfaces |
See the advanced docs for an explanation. You can basically enable/disable communication interfaces individually. | All False |
MinTimeBetweenLogins | To avoid lag and fun-rejoiners a player can only
login again after some time has passed. The minimum setting
is 10 seconds, anything below is invalid and will be overriden
for the server's own safety. This is the MINIMUM time in seconds that has to pass before a player can login AGAIN after he already had a login. On stable servers, I suggest values of 30 to 60 seconds. If players crash often on your server, lower it, otherwise a high value will piss off lamers you keep kicking, because it takes their time to rejoin just to be kicked again |
10 |
Unreal Enhancements (SYSTEMWIDE) These settings are all non-original Unreal features, so they are disabled by default, however, you might like to play some games with them |
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Setting | Effect | Default |
bAllowMultipleSuits | If true, you can pick up all suits simultaniously (Kevlar + Asbestos + Toxin). In normal Unreal, one always replaces another you already have. | false |
bAllowThrowItem | Whether or not players may toss items (NOT related to ThrowWeapon). | false |
bArmorUndamaged | If true, you will not pickup armor/belts you have and are fully charged in your inventory. | false |
bFirstGunFull | If the first gun you pick up after spawning (during the orientation phase) is empty or has less ammo than normally when picking it up from a normal spawn point, the ammo is upped to the amount you would normally get the first time picking it up. So effectively, you cannot pickup empty or half-empty guns during the orientation phase. | false |
bUpgradeWeaponMutator | Preliminary Support for BOZO's Unreal Upgrade Project Although this controls whether or not a Mutator is added to the game, the mutator itself is an enhancement directly, so that is why it is NOT listed under Mutators. This option enables (preliminary) support for the Unreal Upgrade Project undertaken by BOZO. You may be aware it features improved guns, more effects such as bubbles when shooting through water, instant hit weapons that can shoot through portals etc... At the writing of this document and this UTF version, UUP was far from finished and of course, the weapons used therein in no way compatible to regular UTeamFix. Thus, when this feature is enabled, weapons are replaced with those of the UUP, if possible, thereby losing some of the features UTeamFix usually provides on weapons (such as weapon upgrades in MonsterMash for example). The mutator checks whether UUP is installed before actually being enabled. You must install BOZO's UUP mod properly to the server to use this feature, which should be obvious... As the mutator looks inside the UUP package to determine which guns are available to it, you will get a couple of errors during startup in your log. Do not bother yourself with them, they will grow less when UUP advances in versions and adds the up-to-now-missing guns. |
false |
Mapvoting | Ever since UTeamFix 10C, mapvote comes integrated, availeble
to players via commands and menues. Votable maps are automatically all those
in the regular map cycle.
You are advised to not use map voting at all in CLASSIC COOP games. Do NOT use the technical setting to count spectators as players, because then the SKIP PERCENTAGE will be off when there are spectators - since they do count as players! |
false false 30 51 |
PersistentInventory | Persistent Inventory allows you to keep your items when you die.
Several options are below this menu point:
|
false |
UTeam Game Modes (individual game settings) Mentioned settings here will work on a per game basis, so you have to configure them for each game-type individually... |
||
---|---|---|
Setting | Effect | Default |
AirControl | Air Control is the amount of control a player has to move
in flight in comparison to when it is on the ground. By
default, the Unreal Air Control is five percent (0.05) which
is very little Air Control, so you fly mostly in the direction
you jump with little to no possibility to correct your course
in flight To set the Air Control to a different standard, just change the AirControl_Player setting to one of the predefined values (Unreal_Default = 0.05 -- UT_Default = 0.35 -- U_Gold_Default = 0.40) If you want a free to choose individual setting, set it to Custom and enter the exact value you want into Custom_Air_Control. |
Unreal_Default |
bChangeLevels | Original Unreal setting - If False, the same map will be repeated over and over, True will cycle through the given maplist. | True |
bClassicDeathmessages | Original Unreal Setting... go bug someone else... | False |
bCoopWeaponMode | Original Unreal Setting - Weapon Stay in other words. | True |
bHardCoreDamage | If True, all damages will be multiplied with the factor 1.5 In orginal Unreal, hardcore damage was tied to hard core mode (see below). |
True False in TeamGames |
bHardCoreMode | If True, players move a little faster and can jump a little higher. Originally bHardCoreMode also increased the damage in non-TeamGames but the 2 settings are separate in all UTeamFix games so you can combine or set them individually at will. | True |
bHumansOnly | Allow or disallow non-human players (Skaarj, Nali...). Clan matches should be fought with this setting at True. |
False |
bMegaSpeed | Original Unreal Setting - VERY fast player movement | False |
bMultiPlayerBots | REMOVED! Original Unreal Setting: whether or not to allow bots in network play. A totally useless feature in my opinion - you can always set the number of bots to zero anyway if you don't want bots... |
n/a |
bNoMonsters | Original Unreal Settings: Whether or not to allow monsters
to be present in the game. Monsters could quite mess up a
game in original Unreal, especially team games - but that's
mostly fixed in UTeamFix |
False |
bNoTeamChanges (Teamgames only) |
Original Unreal Setting: Allow or Disallow team changes during game. | False |
bSpawnInTeamArea (Teamgames only) |
Original Unreal Setting: Originally this feature was
working badly/not at all. A little rework improved it so it is actually possible
to see a difference in the working. In normal teamgames, you will notice that when you respawn you will more often spawn near teammates of your own team and less often among enemies. On special teamgames which possess team-specific spawnpoints you can only spawn on spawnpoints belonging to your team OR on unspecific spawnpoints. Some game modes (e.g. Domination) will FORCE spawning in team areas. |
False |
bUseOriginalCoop (Coop only) |
Will override a few settings on all map startups, such as setting classic deathmessages, classic damage and movement mode, disabling any 'tournament' type game mode as well as turning Coop Weaponmode off. | True |
Endmaps (Coop only) |
User entries for end maps of coop games. Normally, end-maps are automated maps. When an end-map is detected, a timer is started after which the server will return itself to the startmap of the story (this works only if the server was originally started with a real startmap). If the server cannot determine which startmap belongs to the current coop story when an end-map is encountered, it will try to switch to 'Vortex2' after that. 32 maps can be defined. | 'EndGame' |
FriendlyFireScale (Teamgames and Coop Games) |
Original Unreal Setting:
If players shoot their teammates they will take a percentage
of the damage as given here. Actually this is just a damage
modifier for your team, 0 meaning your team cannot harm
teammembers, 1 meaning teammembers take normal damage.
0.5 would be 50%, so teammates would take half the damage
form shots from their teammates compared to shots from enemies.
Original Unreal usually plays without friendly fire, but personally I find this boring as it encourages a lot of people to blindly spam wide areas with rockets and combos. If you can actually kill your teammates it is a greater challange IMO as you have to watch where those bullets go... |
Team: 0.00 Coop: 0.5 |
GameDifficulty (Coop only) |
If set to a positive value, game difficulty will be reset to the given difficulty on every map startup. This may, however, have a one-map delay to take full effect, so if you use this setting to override the serversetting of your game mode (or you don't use the Difficulty parameter on startup), make sure you use a normal Coop start map ('Vortex2' for Unreal One). That way, you can run through the first map (where nothing consequential happens anyway) and have the setting take effect once the real action starts.. | 2 |
IllegalStringResolve | A technical setting which has unfortunately to be in the game type settings. If key/value pairs cannot be properly resolved, this string will be the result. This avoids crashes and a number of value-related bugs. | <<ILLEGAL>> |
MaxTeams (Teamgames only) |
Original Unreal Setting: number of possible teams, values allowed are 2 to 4, some game modes may enforce a value of 2 | 4 |
MaxTeamSize (Teamgames only) |
Original Unreal Setting: Number of players that can join a team at maximum. | 6 |
RespawnTimeModifier (Coop only) |
In coop, weapons and ammo are a resource to be carefully balanced.
In singleplayer, no items respawn and when you die the game is over and
you have to start from an earlier saved game. In coop of course, you can't do it that way, the game must go on, but players do die at times, and of course, if items never respawned there simply wouldn't be enough stuff around for everyone! On many servers nowadays, items respawn so fast though, that players always are maxed out with equipment - just as boring as never having anything! This setting is a time-setting. All items respawn in coop, but they take their normal respawn time multiplied with this factor todo so. Setting this to 0 (zero) will disable all respawning. Exceotions: Light guns (Automag) always respawn after 10 seconds. Translators always respawn after one second. |
3 |
Standoff_ExtraKillPoints | Standoff Setting, how many extra points are awarded (score) for killing. If it is greater than 0, killing a player and dying in the process is thus still advantagous. | 1 |
Standoff_InterMissionTime | Standoff Setting, how many seconds to let pass between standoff rounds where players are invulnerable and can pickup stuff unhindered before round begins... The minimum possible setting is 2, setting lower will auto-reset it to 8. | 8 |
StandOffMode | bNoIntermissionShooting can disable all gun firing during
an intermission bStandoff turns the Standoff mode on and off RoundLimit imposes a limit of rounds to play to the game, no limit if left zero. RoundTimeLimit will force a round to end after the given amount of seconds. This can be useful if maps are large and only a few players remain. Read more about Standoff here. |
false off Zero Zero |
StandOffRoundBegin | Here, you can define a few actions to take place at each
new standoff round. Destroy_PlayerLaidTraps will destroy any mines a player might have dropped during a round - in normal Unreal this setting has no effect but mods may be affected by it. Respawn_[WHAT] you can have a number of things respawned instantly when a new round begins, like weapons, ammo and armor. |
all false |
StartMap (Coop only) |
Automatic entry. Leave alone, use 'StartMaps' and 'EndMaps'
to tell server which maps are start/endpoints of your coop
stories. |
Vortex2 |
Startmaps (Coop only) |
User entries for start maps of coop games. Server needs determine which maps are start maps in order to automatically return to them when a coop game has been played through. The actual USED start map will be stored in 'StartMap' which is a single entry automatically set when a start map is seen. Thus, theoretically, any coop story with set start and end maps can be replayed and replayed without server restarts. 32 maps can be defined. | 'Vortex2' |
TeamBalance | If True, the preferred team player chose when joining
the server will be ignored if teams are of different
size. This will try to keep teams balanced. This setting MUST be turned off in clan matches. |
False |
TournamentMinPlayers | If you use the Tournament Mode Tournament, this is the minimum number of people that are required to start the game at all. | 1 |
TournamentMinWaitTime | If you use a Tournament Mode of Tournamant or UT_Style, this is the number of seconds the game start will be delayed under all circumstances, giving all players some time to join the map before the fragging starts. | 30 |
TournamentMode | In normal Unreal you would enter the game and immediately
start to frag - or just DIE the instant you spawn, since
you don't have control over your player for a fraction
of time which most players use to get a cheap point on
you if they get the chance. off is the original Unreal setting. Simple has players go into a flying state in which they can explore the map without being killed. Pressing fire once is enough to join the game. Tournament is the REAL Tournament mode which I do strongly recommend for clan matches, but strongly advise against on public servers. In this mode, all joining players have to signal that they are ready before the match starts. UT_Style waits for one player to join, this delays the match just a bit to give other players a chance to join before match starts. However, no ready-signals will be waited for, a short time after the first player arrives, the match WILL commence. |
Simple |
IMPORTANT NOTE: StandOff Fairplay
As you can see in the advanced menu, there is an additional entry in the UTeam Game Modes section, which is not really a game mode. The entry Standoff Fairplay depicts ANY game mode that runs with standoff enabled, and overrules that game-mode's fairplay rules.
In other words, if you run Teamgame Standoff, the fairplay rules of Standoff Fairplay are used, NOT the fairplay rules as set in Team Game Fairplay. Please keep this in mind when configuring your server, although when using standoff, you are advised to NOT change settings of GunExpireDelay, MaxDPShots and MaxTimeOrientation in the standoff fairplay rules, because these rules are set in order to have the round changes properly without accidents.