Here is the default skill file for maps which do not have per-map skill files. We can change these values to whatever we want. I was thinking of doubling or tripling the values to start, and we can adjust the settings for other maps manually which do not use this configuration:
(Remember, you guys can help me figure this out, and if you do help me this will probably go a lot faster to get it the way we want. For now, I will probably try doubling the values to see what everyone thinks, and if it still isn't hard enough we can try tripling the values.)
skill.cfg for the sven coop experience mod servers:
Code:
//================================================================//
// Skill Configuration File //
// VERSION: Sven Co-op v5.0 //
// //
// You can copy this as <mapname>_skl.cfg and modify as you like. //
// //
// IMPORTANT: DO NOT REMOVE THIS FILE! //
//================================================================//
//=========================================================
// MONSTERS - Original Half-Life
//=========================================================
// Alien Grunt
sk_agrunt_health "150"
sk_agrunt_dmg_punch "20"
sk_agrunt_melee_engage_distance "256" //Distance at which hivehand Alien Grunts will choose to chase after and clobber enemies.
sk_agrunt_berserker_dmg_punch "30" //Damage amount for non-hivehand melee punches (Berserker)
// Apache
sk_apache_health "500"
// Barnacle
sk_barnacle_health "50"
sk_barnacle_bite "8"
// Barney
sk_barney_health "65"
// Bullsquid
sk_bullsquid_health "110"
sk_bullsquid_dmg_bite "25"
sk_bullsquid_dmg_whip "45"
sk_bullsquid_dmg_spit "15"
// Big momma
sk_bigmomma_health_factor "1"
sk_bigmomma_dmg_slash "60"
sk_bigmomma_dmg_blast "140"
sk_bigmomma_radius_blast "260"
// Gargantua
sk_gargantua_health "1000"
sk_gargantua_dmg_slash "50"
sk_gargantua_dmg_fire "4"
sk_gargantua_dmg_stomp "100"
// Hassassin
sk_hassassin_health "50"
// Headcrab
sk_headcrab_health "20"
sk_headcrab_dmg_bite "10"
// Hgrunt
sk_hgrunt_health "100"
sk_hgrunt_kick "12"
// Hgrunt shotgun damage (per pellet, 6 per shot)
sk_hgrunt_pellets "7"
sk_hgrunt_gspeed "500"
// Houndeye
sk_houndeye_health "60"
sk_houndeye_dmg_blast "15"
// ISlave
sk_islave_health "80"
sk_islave_dmg_claw "8"
sk_islave_dmg_clawrake "24"
sk_islave_dmg_zap "11"
// Ichthyosaur
sk_ichthyosaur_health "350"
sk_ichthyosaur_shake "30"
// Leech
sk_leech_health "3"
sk_leech_dmg_bite "5"
// Controller
sk_controller_health "90"
sk_controller_dmgzap "20"
sk_controller_speedball "900"
sk_controller_dmgball "4"
// Nihilanth
sk_nihilanth_health "900"
sk_nihilanth_zap "30"
// Scientist
sk_scientist_health "50"
// Snark
sk_snark_health "2"
sk_snark_dmg_bite "10"
sk_snark_dmg_pop "5"
// Zombie
sk_zombie_health "100"
sk_zombie_dmg_one_slash "25"
sk_zombie_dmg_both_slash "40"
// Turret
sk_turret_health "200"
// MiniTurret
sk_miniturret_health "80"
// Sentry Turret
sk_sentry_health "80"
//=========================================================
// PLAYER WEAPONS - Original Half-Life
//=========================================================
// Crowbar whack
sk_plr_crowbar "15"
// 9mmhandgun Round
sk_plr_9mm_bullet "12"
// 357 Round (Desert Eagle is 2/3 of this -- so 44 by default)
sk_plr_357_bullet "66"
// 9mmAR Round
sk_plr_9mmAR_bullet "8"
// M203 grenade
sk_plr_9mmAR_grenade "100"
// Shotgun damage (per pellet - 6 pellets per primary fire shot; 8 pellets per secondary fire shot (double barreled and fastfire))
sk_plr_buckshot "9"
// Crossbow
sk_plr_xbow_bolt_monster "60"
// RPG
sk_plr_rpg "150"
// Gauss Gun
sk_plr_gauss "19"
// Egon Gun
sk_plr_egon_narrow "5"
sk_plr_egon_wide "12"
// Hand Grenade
sk_plr_hand_grenade "100"
// Satchel Charge
sk_plr_satchel "160"
// Tripmine
sk_plr_tripmine "150"
//=========================================================
// MONSTER DAMAGE/WEAPONS & MISC - Original Half-Life
//=========================================================
sk_12mm_bullet "12"
sk_9mmAR_bullet "6"
sk_9mm_bullet "9"
// HORNET
sk_hornet_dmg "10"
// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "645"
sk_battery "25"
sk_healthcharger "645"
sk_healthkit "25"
sk_scientist_heal "100"
// MONSTER HITGROUPS - DAMAGE MODIFIERS
sk_monster_head "3"
sk_monster_chest "1"
sk_monster_stomach "1"
sk_monster_arm "1"
sk_monster_leg "1"
// PLAYER HITGROUPS - DAMAGE MODIFIERS
sk_player_head "1"
sk_player_chest "1"
sk_player_stomach "1"
sk_player_arm "1"
sk_player_leg "1"
//=========================================================
// MONSTERS - Sven Co-op Specific
//=========================================================
// Human/Robo/Op4 Grunt Shotgun Damage
sk_grunt_buckshot "6"
// Baby Gargantua
sk_babygargantua_health "600"
sk_babygargantua_dmg_slash "25"
sk_babygargantua_dmg_fire "2"
sk_babygargantua_dmg_stomp "50"
// Hwgrunt
sk_hwgrunt_health "200"
sk_hwgrunt_minipellets "1"
// Robogrunt Explosion Damage
sk_rgrunt_explode "100"
// Male Assassin Sniper Damage
sk_massassin_sniper "40"
// Otis
sk_otis_health "65"
sk_otis_bullet "34"
// Zombie Barney
sk_zombie_barney_health "110"
sk_zombie_barney_dmg_one_slash "25"
sk_zombie_barney_dmg_both_slash "40"
// Zombie Soldier
sk_zombie_soldier_health "150"
sk_zombie_soldier_dmg_one_slash "40"
sk_zombie_soldier_dmg_both_slash "55"
// Gonome
sk_gonome_health "200"
sk_gonome_dmg_one_slash "30"
sk_gonome_dmg_guts "15"
sk_gonome_dmg_one_bite "15"
// Pitdrone
sk_pitdrone_health "60"
sk_pitdrone_dmg_bite "25"
sk_pitdrone_dmg_whip "25"
sk_pitdrone_dmg_spit "15"
// Shock Trooper
sk_shocktrooper_health "200"
sk_shocktrooper_kick "12"
sk_shocktrooper_maxcharge "10"
// Tor
sk_tor_health "800"
sk_tor_punch "55"
sk_tor_energybeam "3"
sk_tor_sonicblast "15"
// Voltigore
sk_voltigore_health "350"
sk_voltigore_dmg_punch "30"
sk_voltigore_dmg_beam "40"
// Voltigore Explosion Damage (On Death)
sk_voltigore_dmg_explode "200"
// Tentacle
sk_tentacle "750"
// Black Ops Osprey
sk_blkopsosprey "1200"
// Osprey
sk_osprey "1200"
// Stuka Bat
sk_stukabat "123"
// Snark Nest
sk_sqknest_health "50"
// Kingpin
sk_kingpin_health "450"
sk_kingpin_lightning "25"
sk_kingpin_tele_blast "15"
sk_kingpin_plasma_blast "80"
sk_kingpin_melee "40"
sk_kingpin_telefrag "500"
//=========================================================
// PLAYER WEAPONS - Sven Co-op Specific
//=========================================================
// Medkit Weapon Heal Amount
sk_plr_HpMedic "10"
// Wrench
sk_plr_wrench "22"
// Barnacle Grapple
sk_plr_grapple "40"
// Uzis
sk_plr_uzi "10"
// 556 bullet round (M16, SAW, minigun)
sk_556_bullet "15"
// Gauss Secondary Fire
sk_plr_secondarygauss "190"
// Hornetgun
sk_hornet_pdmg "12"
// 762 bullet round (sniper rifle)
sk_plr_762_bullet "110"
// Spore Launcher
sk_plr_spore "100"
// Shock Rifle
sk_plr_shockrifle "15"
// Shock Rifle Secondary Fire
sk_plr_shockrifle_beam "2"
// Shock Roach Explosion
sk_shockroach_dmg_xpl_touch "350"
sk_shockroach_dmg_xpl_splash "150"
// Displacer
//Damage done to targets hit with the teleport portal
sk_plr_displacer_other "250"
//Damage done to anything within the portal's damage radius
sk_plr_displacer_radius "300"
there is also a "skill" cvar we can use in some cases
skill 1-3, 1 being easiest and 3 being hardest.
There is also this setting, found in default_map_settings.cfg:
Code:
//======================================================================//
// 0 = Player weapon damage will be adjusted according to the //
// mp_pcbalancing_factorlist CVar. (see below) //
// 1 = Players do normal damage at all times. //
// //
// Default: 0 //
//======================================================================//
mp_disable_pcbalancing 0
and this:
Code:
//======================================================================//
// Allows you to specify what damage multiplier to apply to damage //
// inflicted on monsters based on the amount of players currently on //
// the map. For example, "1.0;1.5;1.2;1.0;0.8" would give a multiplier //
// of 1.0 for one player, 1.5 for two players, 1.2 for three, 1.0 for //
// four and 0.8 for five or more players. //
// //
// If this CVar is empty (""), a default of "1.0;1.8;1.4;1.2;1.1;1.0" //
// will be used. //
// //
// Default: "" //
//======================================================================//
mp_pcbalancing_factorlist ""
Here is the whole default_map_settings.cfg file for our SCXPM servers:
Code:
//======================================================================//
// Default Map Settings Configuration File //
// VERSION: Sven Co-op v5.0 //
// //
// You can use this file as a basis for settings in your own map. Make //
// a copy of this file and name it the same as your map's BSP file, and //
// put it along side in the 'maps' folder. //
// //
// IMPORTANT: DO NOT REMOVE THIS FILE! //
//======================================================================//
// custom mapcycle file for default map settings - may be causing problems with server?
// mapcyclefile mapcycle2.txt
//=========================================================
// PLAYER START SPAWN SETTINGS
//=========================================================
//======================================================================//
// The amount of health and armor (HEV battery) players spawn with, and //
// the limits on what they can hold. If a player's health/armor is more //
// than the maximum allowed, it will trickle/decay down to the limit. //
// //
// Default: 100 (health, maxhealth, and maxarmor), 0 (armor) //
//======================================================================//
starthealth 100
startarmor 0
maxhealth 645
maxarmor 645
//======================================================================//
// Specify all: items, weapons, and ammo that players start with, here. //
// E.g. To have a player spawn with an Uzi, add: weapon_uzi //
// //
// When supplying ammo, a number amount must be placed at the end. //
// E.g. 'ammo_9mm 1' will supply 1 clip of ammo to the spawning player. //
// //
// Can also use: 'item_longjump', 'nosuit', 'nomedkit' //
// (Nosuit and nomedkit are not recommended.) //
// //
// This equipment will only be provided as is if your own map's config //
// specifies NO equipment at all. //
//======================================================================//
weapon_crowbar
weapon_glock
ammo_9mm 2
//======================================================================//
// Number of units to raise player spawn point positions. //
// //
// Default: 0 //
//======================================================================//
plrstart_zoffset 0
//=========================================================
// SERVER SETTINGS
//=========================================================
//======================================================================//
// 0 = NPCs will be unable to see or detect enemies UNLESS a player //
// is near their location. (This is how Half-Life normally works) //
// //
// 1 = NPCs will always attempt to scan for enemies. They will also //
// engage in combat even if there are no players on the server. //
// //
// Default: 0 //
//======================================================================//
sv_ai_enemy_detection_mode 0
//======================================================================//
// When the player looks at a monster in the game: //
// 0 = No information about the monster is displayed. //
// 1 = Information is displayed. //
// //
// Default: 1 //
//======================================================================//
mp_allowmonsterinfo 1
//======================================================================//
// Disable player weapon use while held by a barnacle tongue: //
// 0 = Allow weapons //
// 1 = Disallow weapons //
// //
// Default: 1 //
//======================================================================//
mp_barnacle_paralyze 1
//======================================================================//
// Specifies how many seconds players must wait before they can respawn.//
// //
// Default: 5 //
//======================================================================//
mp_respawndelay 5
//======================================================================//
// Set to 0 if there's only one spawnpoint available on the level. //
// If your map has multiple spawn points they will be handled more //
// efficiently with this setting enabled. //
// //
// Default: 1 //
//======================================================================//
mp_multiplespawn 1
//======================================================================//
// Map time limit, in minutes. //
// 0 = time limit is disabled. //
// //
// Default: 90 //
//======================================================================//
mp_timelimit 90
//======================================================================//
// 0 = frag limit is disabled. (Recommended) //
// Above 0 = specifies number of frags a player must get to end the map.//
// //
// Default: 0 //
//======================================================================//
mp_fraglimit 0
//======================================================================//
// 0 = Players can not use their flash light. //
// 1 = Players can use their flash light. //
// //
// Default: 1 //
//======================================================================//
mp_flashlight 1
//======================================================================//
// 1 = Players receive 'realistic' falling damage. The faster a //
// player falls, the more damage he/she will take on impact. //
// 0 = Players will only take a maximum of 10 damage per fall. //
// -1 = Players will never receive falling damage. //
// //
// Default: 1 //
//======================================================================//
mp_falldamage 1
//======================================================================//
// 1 = Weapons will stay on the ground after they're picked up, //
// so that other players may also pick them up. //
// //
// 0 = Players will have to wait until the weapon respawns, //
// if someone gets the weapon before they do. //
// //
// Default: 1 //
//======================================================================//
mp_weaponstay 1
//======================================================================//
// 1 = Monsters will NOT gib from explosions. //
// 0 = Explosions can gib monsters. //
// //
// Added for the madwhack physics. //
// //
// Default: 0 //
//======================================================================//
mp_noblastgibs 0
//======================================================================//
// 1 = Players can use the Banana Bomb. //
// 0 = Players can not. //
// //
// Default: 1 //
//======================================================================//
mp_banana 1
//======================================================================//
// Setting this to 1 will prevent players from jumping high into the //
// air via secondary gauss fire. //
// //
// Default: 0 //
//======================================================================//
mp_disablegaussjump 1
//======================================================================//
// 0 = Players can not grapple onto monsters. //
// Only headcrab-sized monsters are pulled to the player. //
// //
// 1 = The grapple works the same as it does in Opposing Force. //
// It pulls the player to all monsters (except headcrabs and below) //
// //
// Default: 0 //
//======================================================================//
mp_grapple_mode 0
//======================================================================//
// 0 = Players can grapple onto other players. //
// 1 = Players can not grapple onto other players. //
// //
// Default: 0 //
//======================================================================//
mp_disable_player_rappel 0
//======================================================================//
// 0 = New autoclimb feature to aid with player towers, //
// getting around blocking players, and assisting player movement. //
// Hold the Jump key to climb onto ledges/players. //
// 1 = Players are not assisted with climbing. //
// //
// Default: 0 //
//======================================================================//
mp_disable_autoclimb 0
//======================================================================//
// 0 = Player weapon damage will be adjusted according to the //
// mp_pcbalancing_factorlist CVar. (see below) //
// 1 = Players do normal damage at all times. //
// //
// Default: 0 //
//======================================================================//
mp_disable_pcbalancing 0
//======================================================================//
// Allows you to specify what damage multiplier to apply to damage //
// inflicted on monsters based on the amount of players currently on //
// the map. For example, "1.0;1.5;1.2;1.0;0.8" would give a multiplier //
// of 1.0 for one player, 1.5 for two players, 1.2 for three, 1.0 for //
// four and 0.8 for five or more players. //
// //
// If this CVar is empty (""), a default of "1.0;1.8;1.4;1.2;1.1;1.0" //
// will be used. //
// //
// Default: "" //
//======================================================================//
mp_pcbalancing_factorlist ""
//======================================================================//
// 0 = Medkit will provide points to the player when they heal or //
// revive another player/ally. Variable for healing, 5 for revive. //
// 1 = No points provided to players for healing and reviving. //
// //
// This does not effect wrench repairing. //
// //
// Default: 0 //
//======================================================================//
mp_disable_medkit_points 0
//======================================================================//
// 0 = Players can pickup a second Uzi to use Dual Uzis //
// 1 = Players can not pickup a second Uzi to use Dual Uzis. //
// //
// Default: 0 //
//======================================================================//
mp_no_akimbo_uzis 0
//======================================================================//
// 0 = Normal weapon function. //
// 1 = Alt fire attaches/removes silencer. Needs compatible v_ model! //
// (With same bodygroups/animations as hunger/v_hunger9mmhandgun.mdl) //
// //
// Default: 0 //
//======================================================================//
weaponmode_9mmhandgun 0
//======================================================================//
// 0 = Normal weapon function. //
// 1 = No scope/zoom. //
// //
// Default: 0 //
//======================================================================//
weaponmode_357 0
//======================================================================//
// 0 = Normal weapon function. //
// 1 = No laser sight. //
// //
// Default: 0 //
//======================================================================//
weaponmode_eagle 0
//======================================================================//
// 0 = Normal weapon function. //
// 1 = No scope/zoom. //
// //
// Default: 0 //
//======================================================================//
weaponmode_mp5 0
//======================================================================//
// 0 = Normal weapon function (auto-fire) //
// 1 = Double-barrelled mode (alt-fire fires two barrels as in HL1). //
// Requires a v_ model that supports double-barrelled fire! //
// //
// Default: 0 //
//======================================================================//
weaponmode_shotgun 0
//======================================================================//
// 0 = Normal weapon function //
// 1 = No exploding crossbow bolts. //
// //
// Default: 0 //
//======================================================================//
weaponmode_crossbow 0
//======================================================================//
// 0 = Normal weapon function //
// 1 = No laser guidance system //
// //
// Default: 0 //
//======================================================================//
weaponmode_rpg 0
//======================================================================//
// 0 = Normal weapon function //
// 1 = Enables tertiary fire //
// //
// Default: 0 //
//======================================================================//
weaponmode_displacer 0
//======================================================================//
// 0 = Players will not be able to drop their weapons. //
// 1 = Players will be able to drop their weapons. //
// //
// This setting is useful if you have a class based map, and you prefer //
// that players not swap weapons with other players. //
// //
// Default: 1 //
//======================================================================//
mp_dropweapons 0
//======================================================================//
// 0 = NPCs will not drop their weapon on death. //
// 1 = NPCs will drop their weapon on death. //
// //
// Default: 0 //
//======================================================================//
npc_dropweapons 0
//======================================================================//
// 0 = Nothing can damage friendly monsters. //
// 1 = Friendly monsters can take damage from anything. //
// 2 = Friendly monsters can take damage from anything but players. //
// //
// Default: 1 //
//======================================================================//
mp_npckill 2
//======================================================================//
// 0 = Once the spawn delay has ended, players choose when to respawn. //
// 1 = Players are forced to respawn once the spawn delay has ended. //
// //
// Default: 0 //
//======================================================================//
mp_forcespawn 0
//======================================================================//
// -2 = No custom global respawn delay. //
// //
// -1 = Weapons, ammo and items never respawn after being picked up, //
// unless they have a custom respawn delay set. //
// //
// 0 = Weapons, ammo and items instantly respawn. //
// //
// > 0 = Delayed respawn. Weapons will still respawn immediately, //
// unless mp_weaponstay is 0. //
// //
// Default: -2 //
//======================================================================//
mp_weapon_respawndelay -2
mp_ammo_respawndelay -2
mp_item_respawndelay -2
//======================================================================//
// Sets the dropped weapon fade out delay //
// Negative values use default. //
// 0 means disappear once it stops moving. //
// > 0 causes it to disappear after the set amount of time. //
// //
// Default: 60 //
//======================================================================//
mp_weaponfadedelay 60
//======================================================================//
// 0 = Observer mode is disabled. //
// 1 = Observer mode is enabled. //
// //
// Default: 0 //
//======================================================================//
mp_observer_mode 0
//======================================================================//
// 0 = Observer mode is active as long as there are no spawnpoints. //
// 1 = Observer mode is active until the map respawns players. //
// //
// Observer mode must be activated for this to take effect. //
// //
// Default: 0 //
//======================================================================//
mp_observer_cyclic 0
//======================================================================//
// 0 = Disable the HEV suit voice. (Default) //
// 1 = Enable the HEV suit voice. //
// //
// The HEV suit voice is a throwback from single player. //
// //
// Default: 0 //
//======================================================================//
mp_hevsuit_voice 0
//======================================================================//
// 0 = Disable model selection when a model is forced onto players //
// using trigger_changemodel. //
// 1 = Enable model selection when a model is forced onto players //
// using trigger_changemodel. //
// //
// When trigger_changemodel is used to change a player's model, //
// this setting determines whether or not //
// the player can change it back on their own. //
// //
// Default: 1 //
//======================================================================//
mp_modelselection 1
//======================================================================//
// Optional commands overriding the map's worldspawn properties: //
// (EXAMPLES ONLY! No need to use these normally). //
// //
// forcepmodels "gordon;gina;helmet;barney;robo;etcetera" //
// Restricts players to the listed player models on this map. //
// //
// globalmodellist "path/file.txt" //
// Sets the globalmodellist file, for replacing models globally. //
// Root directory is "/models/MAPNAME/". Use ../ if necessary. //
// //
// See enclosed file "Global Model Replacement Instructions.txt" for //
// details on using global model replacements. //
// //
// globalsoundlist "path/file.txt" //
// Sets the globalsoundlist file, for replacing sounds globally. //
// Root directory is "/sounds/MAPNAME/". Use ../ if necessary. //
// //
// See enclosed file "Global Sound Replacement Instructions.txt" for //
// details on using global sound replacements. //
//======================================================================//
//======================================================================//
// Physics Settings. //
// Note: You probably shouldn't change these settings. //
//======================================================================//
sv_accelerate 10
sv_airaccelerate 10
sv_friction 4
sv_gravity 800
sv_maxspeed 270
sv_maxvelocity 4096
sv_wateraccelerate 10
sv_waterfriction 1
sv_zmax 16000