# WTF IS THIS: Kill detection fine tuning for sumo servers, especially crowded ones. enemy_suicide_timeout 6.5 enemy_currenttime_influence 0.25 enemy_dead_penalty 0.75 enemy_teammate_penalty 4 enemy_chatbot_penalty 0 #p2: fixed problems with tunnels of dead walls (t_o+0.33 d_p_eff+2) # explanation of the settings for the curious: # tl;dr: Maths ftw. Also this was made with trial and error to feel good. # currenttime_infl is basically how it decides between "most recently built wall you were looking at/near" (0) and "wall youre looking at/near right now" (1) # in sumo most often the right one to blame is the most recent wall, # suicide_timeout * 1/(1-currenttime_infl) is how old a wall has to be to not be counted anymore ending in a suicide # here: 6.5*1.33=8.66 (compromise between camper suicides and possible false suicides) # in sumo walls are about 13 seconds long so chances are you messed up yourself if you die on stuff that old # sandwich between 2 walls that old is very unlikely (and was 100% a bad idea anyways :D) # dead_pen is a malus for dead walls (needs to be less than (sui_t - dead_pen) * (1/(1-currenttime_infl)) sec old to count # here: 5.75/0.75 = 7.66 (meaning you die on a dead tails end, which was not that guys fault, does not get him a kill too easily) # here the malus is basically just a soft tie breaker for tunnels # teammate_pen same for teamkills # here: almost never teamkills, more often suicides instead (or legit kills)