How to Configure Gamemode Settings on an Insurgency: Sandstorm Server
Updated
Insurgency: Sandstorm has many different maps with various scenarios or game modes. Each game mode 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 game modes such as checkpoint.
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 (i.e. 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 (i.e. DPR of 0.3 means a bot will respawn if more than 30% of bots are dead)
MinimumBotsPerCompletedObjective
0.5
Bot respawn delay during counterattack. 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 Special Waves are 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.