How to configure gamemode settings on an Insurgency: Sandstorm server


Summary
Insurgency: Sandstorm has many different maps with various scenarios or gamemodes. Each gamemode has configurations that can modify how mechanics occur on the server, such as changing wave size, round duration, or altering bot settings for multiplayer modes. By adjusting these settings, players can fine-tune coop gamemodes such as checkpoint.

How to Configure Gamemode Settings on an Insurgency: Sandstorm Server
1. Log in to the BisectHosting Games panel.

2. Stop the server.


3. Go to the Files tab.


4. Find the following directory: /home/container/Insurgency/Saved/Config/LinuxServer .


5. Open the Game.ini file.


6. Paste any of the scripts from the chart below on a new line, such as:
[/Script/Insurgency.INSCoopMode]
bUseVehicleInsertion=True
MinimumEnemies=5
MaximumEnemies=40
bBots=True
FriendlyBotQuota=8


7. Additional Settings are available per gamemode. Ensure each mode has its /script pasted before adding settings.


8. Once finished editing, choose Save Content.


9. Start the server.


General [/Script/Insurgency.INSGameMode]

Setting Default Value Description
ObjectiveCaptureTime Varies How long it takes to capture territorial objectives.
ObjectiveResetTime -1 How long objective progress decays with no one on the point. Negative value disables.
ObjectiveSpeedup 0.25 Additional capture speed-up for each player on the point.
ObjectiveMaxSpeedupPlayers 4 Maximum players taken into account for capture speed-up.

General [/Script/Insurgency.INSMultiplayerMode]

Setting Default Value Description
MinimumPlayers 1 Minimum players required on each team to start the game.
RoundLimit Varies Maximum number of rounds to play.
WinLimit Varies Number of rounds required for game victory.
GameTimeLimit -1 Maximum duration a game can last. Negative value disables.
PreRoundTime 10 Amount of “freeze time” at the start of a round.
RoundTime Varies Duration of the round.
OverTime 60 Amount of overtime given when there’s an objective being contested after the round timer expires.
TeamSwitchTime 10 Minimum additional time spent between team switches.
SwitchTeamsEveryRound Varies How often to switch teams. 0 = never, 1 = every round, 2 = every other round, etc.
bAllowPlayerTeamSelect True Allow players to switch to the other team?
bBots False Enables bots for versus modes.
BotQuota Varies Sets how many bots should be on each team.
InitialSupply 15 Amount of starting supply points.
MaximumSupply 15 Maximum supply that can be earned.
bSupplyGainEnabled False Enable supply gain throughout the round.
bAwardSupplyInstantly False Should supply gain be awarded instantly?
SupplyGainFrequency 150 Score threshold for earning supply.

Push [/Script/Insurgency.INSPushGameMode]

Setting Default Value Description
RoundTimeExtension 300 How long a round is extended for each successful capture.
AttackerWavesPerObjective 5 Number of waves attackers get per-objective.
AttackerWaveDPR 0.25 Percentage of attacker team that has to be dead to trigger a reinforcement wave.
AttackerWaveTimer 20 Duration of attacker reinforcement wave timer.
DefenderWavesPerObjective 5 Number of waves attackers get per-objective.
DefenderWaveDPR 0.25 Percentage of defending team that has to be dead to trigger a reinforcement wave.
DefenderWaveTimer 35 Duration of defender reinforcement wave timer.
LastStandSetupDelay 10 Delay for the last defender spawn zone to be disabled.
AdvanceAttackerSpawnsDelay 30 Delay in advancing the attacker spawns.

Frontline [/Script/Insurgency.INSFrontlineGameMode]

Setting Default Value Description
StartingWaves 15 Number of waves each team starts with.
CapturingBonusWave 2 Number of waves a team gains for capturing an objective.
RegressSpawnsTimer 10 Timer used for giving players a chance to fallback after losing an objective.

Skirmish [/Script/Insurgency.INSSkirmishGameMode]

Setting Default Value Description
DefaultReinforcementWaves 5 Starting reinforcement waves for each team.
CaptureBonusWaves 1 Number of bonus waves to get when an objective is taken while the team cache is still intact.

Survival [/Script/Insurgency.INSSurvivalGameMode]

Setting Default Value Description
RoundTimeExtension 300 How long a round is extended for after capping an objective.
NumWaves 7 How many successful captures (including extraction) are required (note: it is possible to break certain maps for certain values of NumWaves. These have not been extensively tested).
bEnableExtractionObjective True Should the extraction sequence (includes final counterattack) be used.
ExtractionObjectiveHoldTime 150 How long the extraction objective needs to be held for a successful extraction
ExtractionSpawnStopTime 0 Time remaining in extraction to stop spawning enemies
BotDPRRespawnFinal 0.1 What ratio of bots to respawn at on final objective (ie. DPR of 0.3 means a bot will respawn if more than 30% of bots are dead)
BotDPRRespawnFirst 0.3 What ratio of bots to respawn at on first objective (ie. DPR of 0.3 means a bot will respawn if more than 30% of bots are dead)
MinimumBotsPerCompletedObjective 0.5 Bot respawn delay during counter-attack.At minimum player count, the number of bots to add per completed objective
MaximumBotsPerCompletedObjective 1.0 At maximum player count, the number of bots to add per completed objective
bResetLoadoutOnNewRound False Sets whether the players loadout supply resets on failure.
ObjectiveDefendDistance 2000 How close objective bots should be before they move to defend.
BotMinimumSpawnRange 3000 The minimum distance away that bots can spawn.
BotMaximumSpawnRange 5000 The max distance bots can spawn away from players.
BotRespawnDistance 10000 How far away the nearest player must be for bots to respawn.
BotSpawnDelay 10 How long into the round before bots spawn.
BotRespawnDelay 1 How long bots take to respawn.
BotRepositionDelay 1 How long bots take to teleport nearby.
bUseSpecialWaves True Sets whether special waves are used.
SpecialWaveFrequency 2 If above is enabled, how often are they used.
DefaultReinforcementWaves 5 Starting waves for each team.
CaptureBonusWaves 1 Number of bonus waves to get when an objective is taken.

Outpost [/Script/Insurgency.INSOutpostGameMode]

Setting Default Value Description
InitialPrepareTimer 15 Prep timer for the start of rounds.
PrepareTimer 45 Prep timer between waves.
WaveSurvivalSupplyAward 1 Supply awarded to players for wave survival.
NumWaves 7 Number of waves human players have to survive.
bDeductWaveAfterRetreat False Sets whether waves are deducted from defense phase when retreating.
bResetWavesOnRetreat False Sets whether wave count resets on falling back.
bForceRespawnOnRetreat True Sets whether all players respawn on retreat.
bRetreatOnElimination True Sets whether human players retreat when the team is eliminated.
EliminationRetreatDelay 2 Sets the delay on teams respawning at the next objective group.
bAllowRetreatOnFinalWave True Sets whether players fallback when losing the final wave.
DefendTimer 120 Time for each attack wave.
FinalDefendTimer 180 Timer for the final wave.
RetreatTimer 0 Sets retreat timer for human teams vs. bots.
MinimumBotsPerAdditionalObjective 2 At minimum player count, the number of bots to add per additional active objective.
MaximumBotsPerAdditionalObjective 6 At maximum player count, the number of bots to add per additional active objective.
MinimumBotsPerCompletedWave 0.5 At minimum player count, the number of bots to add per completed wave.
MaximumBotsPerCompletedWave 1 At maximum player count, the number of bots to add per completed wave.
BotDPRRespawnFirst 0.5 Bot respawn DPR (Dead Player Ratio) for the first objective.
BotDPRRespawnFinal 0.2 Bot respawn DPR for the final objective.
BotDPRMinimumTimeRemaining 15 Round time remaining required to use DPR when spawning bots.
bUseSpecialWaves True Sets whether to use special waves.
SpecialWaveFrequency 2 If special waves are enabled, how often are they used.
bResetLoadoutOnNewRound True Sets whether loadout supply is reset on failure.

Ambush [/Script/Insurgency.INSAmbushGameMode]

Setting Default Value Description
TimeForVIPRespawn 30 Time while VIP can be respawned after round starts in case the active VIP left the game.

General Coop [/Script/Insurgency.INSCoopMode]

Setting Default Value Description
AIDifficulty 0.5 AI difficulty factor (0-1 range).
bUseVehicleInsertion True Use vehicle insertion sequences where possible.
FriendlyBotQuota 4 Friendly bots for coop.
MinimumEnemies 6 Minimum number of enemy bots.
MaximumEnemies 12 Maximum number of enemy bots.

Checkpoint [/Script/Insurgency.INSCheckpointGameMode]

Setting Default Value Description
DefendTimer 90 Time to defend against counter attack with small player team.
DefendTimerFinal 180 Extend duration of counter-attack by this on the final point.
RetreatTimer 10 Time to force bots to retreat after a counter-attack.
RespawnDPR 0.1 “Dead player ratio” that must be reached before respawning the bot team.
RespawnDelay 20 Bot respawn delay.
PostCaptureRushTimer 30 Time bots will rush the cache after destruction.
CounterAttackRespawnDPR 0.2 “Dead player ratio” that must be reached before respawning the bot team during a counter-attack.
CounterAttackRespawnDelay 20 Bot respawn delay during counter-attack.
ObjectiveTotalEnemyRespawnMultiplierMin 1 Multiplier of bots to respawn with minimum player count.
ObjectiveTotalEnemyRespawnMultiplierMax 1 Multiplier of bots to respawn with maximum player count.
FinalCacheBotQuotaMultiplier 1.5 Increase in bot quota for final objective if it’s a cache.
bForceSoloWaves True Enables the reinforcement waves system from local play.

Defusal [/Script/Insurgency.INSDefuseGameMode]

Setting Default Value Description
bResetTimer true Reset the timer when an objective is captured.
RoundTimeExtension 0.0 Time to extend the round timer.
DetonationTime -1.0 Override of time before detonation.
AttackersRespawnDelay 10.0 Delay before attackers respawn.
DefendersRespawnDelay 10.0 Delay before defenders respawn.
RiggingDuration 5.0 how long this objective takes to rig.
DefusingDuration 5.0 How long this objective takes to defuse.


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