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How To Update Your Game With Ini Files Game Maker

I couldn't find a consummate guide for Single Actor Server Settings. So I made i.

Finding the Configuration File

First of all, we demand to navigate to the single actor settings file.

To get to your scum server settings, navigate to the run prompt or merely presswindows key + r.

In the run prompt blazon in%localappdata%.

And then navigate through your files in this order: SCUM>Saved>Config>WindowsNoEditor

In the WindowsNoEditor folder yous volition find the ServerSettings.ini file.

INI files tin be edited in notepad, but I suggest notepad++.

This file is the configuration file for your single player globe. This fine is shared by all of your characters. So if you wish to play a different character with new settings, you demand to come back to this file and change them here.

How to Apply the Settings

Within this file yous can manipulate the settings of your game by changing the values that come afterward the "=". Just save the file after whatsoever changes and showtime your game. Your single player games will now run with these settings.

Starting Fresh

Starting fresh with a new INI file can exist very useful. Some updates do non change your INI file so the settings may be outdated. Yeah, even subsequently an official update.It just happened to me today before writing this guide.

To start fresh with a new INI file:

  • First delete the old settings file.
  • Then start SCUM.
  • Offset a new game with a new graphic symbol, or load into an old single player character.
  • A new settings file will exist created when the game loads.
  • Exit the game, and navigate back to the settings file.

You should now have a brand new default settings INI.

SCUM

The "MaxAllowed"  settings below alter the MAXIMUM amount of entities that spawn within range of every role player in the world. Considering this is a single actor config, the only spawns you will get are from the various spawn locations effectually your graphic symbol.

For instance, if you lot have 2 active bird spawners and ane active deer spawner, information technology will spawn 2 birds and 1 deer.

These settings Do NOT increase the amount of entities spawned.

MaxAllowedAnimalsInWorld=twoscore
Changes the MAX allowed Animals spawned around players.

MaxAllowedBirdsInworld=15
Changes the MAX immune Birds spawned around players.

MaxAllowedZombiesInWorld=64
Changes the MAX allowed Puppets spawned around players.

MaxAllowedWildPawnsInWorld=64
Changes the MAX allowed Puppets spawned effectually players, while not in an interior of a building or near POIs.

MaxAllowedExteriorPawnsInWorld=64
Changes the MAX immune Puppets spawned around players, about POIs.

MaxAllowedInteriorPawnsInWorld=64
Changes the MAX immune Puppets spawned around players, inside buildings.(farmhouses, police stations, and bunkers.)

MaxAllowedSentriesInWorld=-1
Changes the MAX allowed Sentries spawned around players.(A setting of -1 means they spawn all the fourth dimension, a setting of 0 means sentries volition not spawn, and a setting of 1 or above will set the MAX.)


The "PawnAmountModifers" beneath are settings used to increment or subtract the Boob spawn MULTIPLIER. This multiplier increases and decreases the amount of puppets spawned. For case, a setting of 2 would DOUBLE the amount of pupperts spawned, a setting of 0.5 would Half the amount.

ExteriorPawnAmountModifier=1.0
Changes the MULTIPLIER of Puppets spawned effectually players, near POIs.

InteriorPawnAmountModifier=ane.0
Changes the MULTIPLIER of Puppets spawned effectually players, inside buildings.(farmhouses, police force stations, and bunkers.)

WildPawnAmountModifier=ane.0
Changes the MULTIPLIER of Puppets spawned effectually players, while not in an interior of a building or around POIs.


"CheckTimeInSeconds" Determines WHEN the Puppets will spawn around the player. The time is basically a delay in seconds. For example, using default settings, if y'all were to activate a puppet spawn side by side to yous in the wild, the game would wait 300 seconds (v minutes) before spawning that boob. If you leave the surface area within 300 seconds and permit the spawner to deactivate, the puppet volition not spawn.

ExteriorPawnSpawningCheckTimeInSeconds=0.0
Changes the SPAWN TIMER of Puppets spawned around players, nearly POIs.

InteriorPawnSpawningCheckTimeInSeconds=0.0
Changes the SPAWN TIMER of Puppets spawned effectually players, within buildings.(farmhouses, constabulary stations, and bunkers.)

WildPawnSpawningCheckTimeInSeconds=300.0
Changes the SPAWN TIMER of Puppets spawned around players, while not in an interior of a building or around POIs.


"SpawningProbability" Determines conditions or not an activated spawner will spawn puppets, in pct. For case, using default values, if you lot activate a spawner in a farmhouse, there is only a xxx% chance of a puppet actually spawning.

ExteriorPawnSpawningProbability=50.0
Changes the SPAWN PROBABILITY Percentage of Puppets spawned around players, about POIs.

InteriorPawnSpawningProbability=30.0
Changes the SPAWN PROBABILITY Percentage of Puppets spawned effectually players, within buildings.(farmhouses, police stations, and bunkers.)


These next settings are pretty cocky explanatory. They alter the corporeality of time, in seconds, that spawners tin endeavour and spawn puppets. For instance, using default values, if you lot activate a spawner in a farmhouse and it decides to spawn a puppet, that specific spawner has to expect 900 seconds before it can try to spawn some other puppet. The interesting thing is, this timer counts down even if a puppet DID NOT spawn. So, if yous were to activate a farmhouse spawner, and the game decides Non to spawn a puppet, it notwithstanding has to wait 900 seconds before it can try to spawn 1 once again.

ExteriorSpawnerGroupCooldownTime=1800.0
Changes the SPAWNER COOLDOWN TIMER of Puppets spawned effectually players, virtually POIs.

InteriorSpawnerGroupCooldownTime=900.0
Changes the SPAWNER COOLDOWN TIMER of Puppets spawned effectually players, within buildings.(farmhouses, police force stations, and bunkers.)


These next settings are true/false statements. 1 for true 0 for false.

AllowSectorRespawn=i
Allow a player to use the SECTOR Re-spawn selection when re-spawning.

AllowShelterRespawn=1
Allow a histrion to use the SHELTER Re-spawn choice when re-spawning.

AllowSquadmateRespawn=1
Allow a player to use the SQUADMATE Re-spawn option when re-spawning. However this is redundant on a unmarried player world. (I would actually recommend turning this off for "immersion")

EnableLockedLootContainers=i
This setting sets all locked containers in the world to either require lockpicking or not. THIS DOES NOT Effect AIR DROPS. AIR DROPS ARE ALWAYS LOCKED.


LockProtectionDamageMultiplier=1.0
This setting sets the DAMAGE MULTIPLIER on trapped locks (similar in killboxes) for declining a lockpicking try.

SCUM.Prisoner

BodySimulationSpeed=iii.84
This setting changes your metabolism rate.

The only reason y'all would want to change this, is to modify your metabolism rate to the aforementioned rate as your day length. This would make it and then that it would take the same amount of time/days for your stats to change.

SCUM.Weather condition

This section tin can get very confusing. If you just want to change your day length, I propose irresolute "TmeOfDaySpeed" to "6" and calling it a day. For those more inclined, hang on to your butts.

StartTimeOfDay=eight.0
This setting changes the earth start time the beginning fourth dimension y'all enter the world, per character. The time is set by a 24 hour clock format.


TimeOfDaySpeed=three.84
The amount of time it takes for a unmarried mean solar day to pass in game.

This is the virtually confusing part of configuring your single thespian world. We have to do a niggling bit of math for this. So but stick with me.

The SCUM twenty-four hours has a default time of half dozen hours.
The SCUM default mean solar day and night cycle are cleaved upward in a ratio of two:one.
two parts 24-hour interval : 1 role night.

To determine a full day length nosotros will brand a formula to summate this. Get-go, y'all must accept the default half-dozen hours coded into the game and divide it by the TimeOfDaySpeed (Gt for Game Time). This will return our real fourth dimension twenty-four hour period length (Rt for Existent Time). This adding is washed in hours. The formula looks something like this.

6 / Gt = Rt

If we were trying to find the day length from default settings (3.84), it would expect like this.

6 / Gt = Rt
half dozen / 3.84 = Rt
1.5625 = Real Fourth dimension of a SCUM Solar day Length (in hours)

Now, to accept this further, nosotros want to determine how many of those minutes of gameplay are going to be in daylight and in the dark.

First we take the time in hours and change them to minutes. Using the default settings like we did to a higher place.

ane.5625 hours * hour = 93.75 real minutes per SCUM day.

Then we take the 2:1 ratio and apply it to the minutes.

A two:ane ratio has three parts. 2+one = 3.

We devide your real minutes (93.75) by the iii parts of the ratio. We do this to find the value of i part of the ratio. Then we multiply the single part value past the origional ratio to observe night time and 24-hour interval fourth dimension minutes.

93.75 real minutes / 3 parts of the ratio = 31.25 per part
31.25 per office * 2 (the first factor of the ratio) = 62.5 day time minutes
31.25 per office * 1 (the second factor of the ratio) = 31.25 nighttime fourth dimension minutes.

Holy hell, we did it. We changed the fourth dimension of twenty-four hour period, and know what it means for the night/day cycle. Lets take what we learned and try to make a unmarried SCUM day last merely 30 real minutes long. Hither we go.

Think, we have to do this math in hours, and then xxx Minutes = 0.5 hours

half dozen base hours / Gt = Rt

Hither nosotros do some uncomplicated algebra magic to return the value of Gt, rather than Rt. I'm not teaching you 4th grade math again, so if yous don't know this yous demand to take a refresher course.
6 * Rt = Gt

Hither we employ the Half hour that nosotros want your SCUM day to be.
6 * 0.v = Gt

And finally the upshot.
3 = Gt

To make a Scum day xxx minutes long (or 0.five of an hr) we ready the "TimeOfDaySpeed" to 3.
Lets find the Twenty-four hours and Night Times now.

xxx Minutes divided into a two:1 day night ratio.

30 minutes per day / 3 parts of our ratio = 10 minutes per office
10 minutes per part * two = 20 Day Time Minutes
10 minutes per part * 1 = 10 Night Time Minutes

There you go and God speed.


NighttimeDarkness=0.0
This Setting changes the amount of ambient low-cal at night. -1 for very bright, 0 for default and 1 for pitch blackness nights. This setting can be changed in decimals. For instance a setting of -0.25 would make the nights a niggling brighter than default, and 0.25 would make them a little darker.

SunriseTime=6.0
This is the time, in a 24 hr clock, that the sunday completely rises on the horizon.

SunsetTime=21.0
This is the time, in a 24 hour clock, that the sun will completely sets on the horizon.

SCUM.RespawnSettings

Most of these settings depict themselves very well.

RandomLocationPrice=25
The cost in Fame Points it requires to use the RANDOM spawn option.

SectorLocationPrice=fifty
The price in Fame Points information technology requires to employ the SECTOR spawn option.

ShelterLocationPrice=75
The toll in Fame Points it requires to use the SHELTER spawn choice.

SquadLocationPrice=100
The price in Fame Points it requires to use the Squad spawn option.

RandomInitialTime=0
The initial await time it takes, in seconds, to spawn in on the RANDOM spawn pick.

SectorInitialTime=0
The initial wait time information technology takes, in seconds, to spawn in on the SECTOR spawn option.

ShelterInitialTime=0
The initial await time it takes, in seconds, to spawn in on the SHELTER spawn option.

SquadInitialTime=0
The initial look time it takes, in seconds, to spawn in on the Squad spawn option.

RandomCooldownTime=0
A cooldown fourth dimension, in seconds, penalty applied to use the RANDOM spawn option.

SectorCooldownTime=0
A cooldown time, in seconds, penalty applied to utilize the SECTOR spawn option.

ShelterCooldownTime=0
A cooldown time, in seconds, punishment applied to utilize the SHELTER spawn option.

SquadCooldownTime=0
A cooldown time, in seconds, penalty practical to use the Squad spawn option.

RandomCooldownResetMultiplier=0
An amount of time, in seconds, required for the penalization to reset for RANDOM spawn selection.

SectorCooldownResetMultiplier=0
An amount of time, in seconds, required for the penalty to reset for SECTOR spawn option.

ShelterCooldownResetMultiplier=0
An amount of time, in seconds, required for the penalisation to reset for SHELTER spawn pick.

SquadCooldownResetMultiplier=0
An amount of time, in seconds, required for the penalization to reset for SQUAD spawn option.

CommitSuicideInitialTime=0
The initial await time it takes, in seconds, to spawn use the COMMIT SUICIDE pick in the game menu.

CommitSuicideCooldownTime=60
A cooldown time, in seconds, penalty applied to employ the COMMIT SUICIDE selection in the game carte du jour.

CommitSuicideCooldownResetMultiplier=1.25
An amount of time, in seconds, required for the penalty to reset for the COMMIT SUICIDE option in the game menu.

SCUM.ItemSpawning

Item spawning!

These spawners range from 10% to sixty%. A larger number creates a greater chance for boodle to spawn, but does non affect loot rarities. To find better quality loot, your character needs a high sensation stat. The max setting for these multipliers is theoretically "100", meaning 100% loot drops for all spawn chances from ane% to 100% (ceiling).

SpawnerProbabilityMultiplier=one
A multiplier that determines the adventure to spawn loot found OUT IN THE Open.

ExamineSpawnerProbabilityMultiplier=one
A multiplier that determines the chance to spawn boodle found BY EXAMINING OBJECTS.


These items work on a multiplier of 30 minutes. So setting the value to 1 will return xxx, setting the value to two will return 60, setting the value to 0.5 will return 15 etc.

ExamineSpawnerExpirationTimeMultiplier=one
This setting changes the expiration fourth dimension MULTIPLIER of the item held in memory for an example of an EXAMINE spot.

SpawnerGroupsExpirationTimeInMinutesMultiplier=1
This setting changes the expiration time MULTIPLIER of the item spawned Inside THE WORLD.

SCUM.ItemDecay

These are very simple. They change the item decay rate for items in the open up and non sheltered, and nutrient items no matter where they are, even in chests. These settings are MULTIPLIED. I could non find the default values they are multiplied against all the same. deplorable about that. Set up these to 0 to cease decay completely, if yous'd similar.

ItemDecayDamageMultiplier=0.1
Detail Disuse
FoodItemDecayDamageMultiplier=0.1
Food Disuse

SCUM.WorldEvents

Every bit far every bit i tin can tell these only apply to air drops for at present, but could exist timers for other events in the future.

TimeBetweenEventsMin=30
The MINIMUM fourth dimension between each air driblet event, in minutes.

TimeBetweenEventsMax=240
The MAXIMUM fourth dimension betwixt each air drop upshot, in minutes.

To create these on a fix schedule set them at the aforementioned time. For example, setting them both to thirty would send an air drib in your players sector every 30 minutes.


CargoDropFallDelay=60.0
The corporeality of time, in seconds, it takes for the cargo drop to fall from the sky later the initial warning message.

CargoDropFallDuration=lx.0
The amount of time, in seconds, information technology takes for the air drop to fall from the sky to the footing.

CargoDropSelfDestructTime=1200.0
The amount of time, in seconds, the air driblet will stay active after hitting the ground. After this fourth dimension the drop explodes.

SCUM.Sentries

SentryDamageMultiplier=1
The corporeality of damage done by sentries, MULTIPLIED.

SCUM.Zombies

ZombieDamageMultiplier=1
The amount of harm done by zombies, MULTIPLIED

SCUM.BaseBuilding

UseMapBasedBuildingRestriction=1
True or imitation statement ane for truthful, 0 for false. This setting tells the game weather condition or not to restrict player buildings from "restricted build areas" defined by the game.

*Non sure where those areas are though, probably POIs and rivers and stuff yous shouldn't build on.*

DisableBaseBuilding=0
Truthful or false statement 1 for true, 0 for false. This will disable base edifice completely.

SCUM.Vehicles

FuelDrainFromEngineMultiplier=one
A MULTIPLIER that determines the corporeality of fuel used when driving a vehicle.

BatteryDrainFromEngineMultiplier=one
A MULTIPLIER that determines the amount of battery power used when starting a vehicle.

BatteryDrainFromDevicesMultiplier=1
A MULTIPLIER that determines the amount of battery ability used when using lights, horns, etc. from a vehicle.

BatteryDrainFromInactivityMultiplier=one
A MULTIPLIER that determines the amount of battery ability used when the vehicle is off and non running.

BatteryChargeWithAlternatorMultiplier=i
A MULTIPLIER that determines the corporeality of battery power recharged when the vehicle is running and driving.

BatteryChargeWithDynamoMultiplier=1
A MULTIPLIER that determines the amount of battery power recharged when a dynamo is running.


I actually had a hard fourth dimension figuring out what these vehicles spawns actually practise, e'er since they took away the max vehicle spawn setting, they only have these private settings at present. so these are basically just guesses, if you accept evidence of what these really alter please annotate and i'll make changes where necessary.

VehicleSpawnGroup.PickupTruck.Max=16
The Max amount of PICKUP TRUCKS that can be in the world, on world creation or reset.

VehicleSpawnGroup.Quad.Max=12
The Max corporeality of QUADS that tin can exist in the world, on globe creation or reset.

VehicleSpawnGroup.SUV.Max=16
The Max corporeality of SUVS that can exist in the globe, on world creation or reset.

VehicleSpawnGroup.Tractor.Max=12
The Max amount of TRACTORS that can be in the world, on world creation or reset.

VehicleSpawnGroup.Wheelbarrow.Max=xx
The Max amount of WHEELBARROWS that can exist in the world, on world creation or reset.

VehicleSpawnGroup.MotorBoat.Max=16
The Max corporeality of MOTOR BOATS that can exist in the globe, on globe creation or reset.

VehicleSpawnGroup.SUP.Max=10
The Max amount of SUPS that tin exist in the world, on world creation or reset.

VehicleSpawnGroup.Dirtbike.Max=10
The Max corporeality of DIRTBIKES that can exist in the earth, on world creation or reset.

MaxNumberOfDaysVehicleInactivity=10.0
The Max amount of in game days a vehicle tin sit inactive before being deleted from the game.
Cancel

SCUM.KillBox

ElectricalDoorUnlockFailureAssistanceBonus=0.25
Time added in seconds on every sequent failure of the electrical door defusal within a Killbox.

GoldLockZapperDamageModifier=1.0
Modification of the gold lock zapper damage inside a Killbox.

SCUM.WorldSettings

This is the aforementioned as rubber zones. if you really desire to shrink the map go ahead, but i run across no reason for this in single histrion.

CustomMapActive=0
True or false setting. i = true, 0 = simulated.

CustomMapCenterX=0
Center map X coordinate.

CustomMapCenterY=0
Heart map Y coordinate.

CustomMapWidth=15
Map width setting.

CustomMapHeight=fifteen
Map acme setting.

SCUM.GameResourceType.Water

There are two types of replenishment. Periodic, and Proximity.Hither'southward what i call up they practise… Periodic is the replenishment for player made wells, while proximity works when a player enters an area with a well or pump. The game determines at the spawning instance atmospheric condition or not to fill the pump or well. Then, after an hour resets that change and amount.

PeriodicReplenishment.InitialAmountMultiplier=ane
Multiplies the amount of water that initially replenishes in player fabricated wells.

PeriodicReplenishment.MaxAmountMultiplier=ane
Multiplies the max amount of water that replenishes in thespian fabricated wells.

PeriodicReplenishment.ReplenishIntervalMultiplier=ane
Multiplies the amount of time that h2o replenishes in actor made wells.

PeriodicReplenishment.ReplenishAmountMultiplier=1
Multiplies the amount of h2o that water replenishes in player made wells.

ProximityReplenishment.ReplenishChanceMultiplier=one
Multiplies the chance that water will replenish in wells and pumps etc. in the world.

ProximityReplenishment.ReplenishAmountMultiplier=1
Multiplies the amount of water that replenishes in wells and pumps etc. in the world.

ProximityReplenishment.ReplenishTimeoutMultiplier=1
Multiplies the amount of time it takes for water to replenish in wells and pumps etc. in the globe.

SCUM.GameResourceType.Gasoline

The periodic and proximity of gasoline replenishment is a little fuzzy to me, considering there should be no replenishment while your standing effectually gas stations. and then just use the same guide equally h2o. More testing needed, basically. for any more insights comment downward beneath.

PeriodicReplenishment.InitialAmountMultiplier=ane
PeriodicReplenishment.MaxAmountMultiplier=one
PeriodicReplenishment.ReplenishIntervalMultiplier=one
PeriodicReplenishment.ReplenishAmountMultiplier=1
ProximityReplenishment.ReplenishChanceMultiplier=1
ProximityReplenishment.ReplenishAmountMultiplier=1
ProximityReplenishment.ReplenishTimeoutMultiplier=1

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Source: https://re-actor.net/scum-single-player-config-guide/

Posted by: chowtatifechand.blogspot.com

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