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sb_max_team_melee_weapons 4
sb_allow_shoot_through_survivors 0
z_tank_health 12000
a little challenge.
Thanks
sb_allow_shoot_through_survivors 0
sb_battlestation_give_up_range_from_human 200
sb_battlestation_human_hold_time 4
sb_close_checkpoint_door_interval 2
sb_close_threat_range 250
sb_combat_saccade_speed 4000
sb_escort 1
sb_far_hearing_range 2000
sb_follow_stress_factor 1
sb_friend_immobilized_reaction_time_expert 4.5
sb_friend_immobilized_reaction_time_hard 4.5
sb_friend_immobilized_reaction_time_normal 4.5
sb_friend_immobilized_reaction_time_vs 4.5
sb_hindrance_range 4000
sb_locomotion_wait_threshold 2
sb_max_battlestation_range_from_human 250
sb_max_scavenge_separation 450
sb_max_team_melee_weapons 3
sb_melee_approach_victim 0
sb_near_hearing_range 1000
sb_neighbor_range 400
sb_normal_saccade_speed 5000
sb_path_lookahead_range 4000
sb_separation_danger_max_range 700
sb_separation_danger_min_range 200
sb_separation_range 500
sb_sidestep_for_horde 1
sb_temp_health_consider_factor 0.8
sb_threat_close_range 250
sb_threat_far_range 600
sb_threat_medium_range 300
sb_threat_very_close_range 250
sb_threat_very_far_range 15000
sb_toughness_buffer 25
just messing things around
sb_follow_stress_factor 1
sb_friend_immobilized_reaction_time_expert 4
sb_friend_immobilized_reaction_time_hard 4
sb_friend_immobilized_reaction_time_normal 4
sb_friend_immobilized_reaction_time_vs 4
sb_hindrance_range 100
sb_locomotion_wait_threshold 4
sb_max_battlestation_range_from_human 250
sb_max_scavenge_separation 450
sb_max_team_melee_weapons 2
sb_melee_approach_victim 0
sb_near_hearing_range 1000
sb_neighbor_range 200
sb_normal_saccade_speed 5000
sb_path_lookahead_range 4000
sb_separation_danger_max_range 600
sb_separation_danger_min_range 260
sb_separation_range 300
sb_sidestep_for_horde 1
sb_temp_health_consider_factor 0.8
sb_threat_close_range 250
sb_threat_far_range 600
sb_threat_medium_range 500
sb_threat_very_close_range 2000
sb_threat_very_far_range 12000
sb_toughness_buffer 25
messing things around part 2
sb_all_bot_game 1
sb_allow_leading 1
sb_friendlyfire 1
sb_allow_shoot_through_survivors 0
sb_battlestation_give_up_range_from_human 500
sb_battlestation_human_hold_time 1
sb_close_checkpoint_door_interval 0.6
sb_close_threat_range 500
sb_combat_saccade_speed 99999
sb_enforce_proximity_range 99999
sb_escort 0
sb_far_hearing_range 2147483647
sb_follow_stress_factor 1
sb_force_max_intensity "Coach"
sb_force_max_intensity "Ellis"
sb_force_max_intensity "Rochelle"
sb_force_max_intensity "Nick"
sb_force_max_intensity "Bill"
sb_force_max_intensity "Louis"
sb_force_max_intensity "Francis"
sb_force_max_intensity "Zoey"
sb_friend_immobilized_reaction_time_expert 0
sb_friend_immobilized_reaction_time_hard 0
sb_friend_immobilized_reaction_time_normal 0
sb_friend_immobilized_reaction_time_vs 0
sb_debug_apoproach_wait_time 0
sb_min_attention_notice_time 0
sb_min_orphan_time_to_cover 0
sb_reachability_cache_lifetime 0
sb_revive_friend_distance 200
survivor_calm_intensity 0.01
survivor_calm_damage_delay 0.01
survivor_calm_deploy_delay 0.01
survivor_calm_no_flashlight 0.06
survivor_calm_recent_enemy_delay 0.01
survivor_calm_weapon_delay 0.01
sb_transition 0
survivor_vision_range_obscured 100000
survivor_vision_range 99999
nb_saccade_speed 99999
nb_saccade_time 0.01
nb_head_aim_settle_duration 0.01
nb_head_aim_steady_max_rate 2147483647
nb_vision_notice_hidden_range 99999
nb_yaw_rate 99999
nb_avoid 2
nb_avoid_interval 0.01
sb_hindrance_range 15
sb_locomotion_wait_threshold 0
sb_max_battlestation_range_from_human 150
sb_max_scavenge_separation 800
sb_max_team_melee_weapons 4
sb_melee_approach_victim 0
sb_min_attention_notice_time 0
sb_narrow_corridor_width 50
sb_near_hearing_range 99999
sb_neighbor_range 50
sb_normal_saccade_speed 99999
sb_min_orphan_time_to_cover 0.01
sb_path_lookahead_range 99999
sb_pushscale 7000.0
sb_separation_danger_max_range 800
sb_separation_danger_min_range 150
sb_separation_range 50
sb_skill survivor
sb_rescue_veicle_loading_range 1500
sb_sidestep_for_horde 1
sb_temp_health_consider_factor 0.8
sb_threat_exposure_walk 50000
sb_threat_exposure_stop 200000
sb_threat_close_range 150
sb_threat_far_range 5000
sb_threat_medium_range 1000
sb_threat_very_close_range 50
sb_threat_very_far_range 2147483647
sb_toughness_buffer 105
sb_use_button_range 3000
"tongue_miss_delay" 3
"tongue_hit_delay" 15
"tongue_dropping_to_ground_time" 0.5
"tongue_los_forgiveness_time" 1.5
"tongue_no_progress_choke_early_delay" 1.0
"z_pounce_stumble_radius" 160
"z_pounce_damage_interrupt" 150
"z_hunter_limit" 2
"z_smoker_limit" 2
"z_max_stagger_duration" 0.9
"sv_alltalk" 0
"z_ghost_los_expected_progress" 2000
"tongue_choke_damage_amount" 5
"tongue_break_from_damage_amount" 300
"director_special_initial_spawn_delay_min" 2
"director_special_initial_spawn_delay_max" 10
z_hunter_lunge_pitch 145
z_lunge_interval 0.01
hunter_pounce_loft_rate 0.0378
hunter_pounce_max_loft_angle 90
hunter_pounce_ready_range 2000
boomer_exposed_time_tolerance 0
boomer_vomit_delay 0.0
z_female_boomer_spawn_chance 50
smoker_escape_range 615
smoker_tongue_delay 0
z_jockey_ride_hazard_scan_distance 1900
z_jockey_ride_scan_distance 3000
z_jockey_ride_scan_interval 1.50
z_jockey_leap_time 0.0
z_jockey_lookahead 3000
z_jockey_min_ledge_distance 0
z_jockey_leap_range 1500
z_jockey_ride_damage 2
z_jockey_ride_damage_delay 1.0
z_jockey_ride_damage_interval 0.5
jockey_pounce_max_loft_angle 90
jockey_pounce_loft_rate 0.039
z_charge_warmup 0.25
tank_run_spawn_delay 3
tank_stuck_visibility_tolerance_choose_new_target 1
tank_stuck_time_choose_new_target 0.1
tank_stuck_visibility_tolerance_suicide 60
tank_stasis_time_suicide 90
tank_throw_aim_error 25
tank_throw_loft_rate 0.016
tank_throw_max_loft_angle 90
z_tank_attack_interval 0.0625
tank_throw_allow_range 675
tank_throw_lead_time_factor 0.1132
tank_visibility_tolerance_suicide 150
nb_path_segment_influence_radius 2147483647
nb_path_draw_inc 2147483647
//sb_unstick 0
sb_vomit_blind_time 0
I was testing this and I made them aimbotters now **Decided to change the infected too**