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Npc_alertness_zero_detection_mod define the threshold of visibility required to detect an enemy when alertness is zero. This is multiplied with the current alertness (0-10) to decide how long it will take for the NPC to deliberately miss again. Npc_alertness_drain_rate defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight. If nav_carve_use_building_optimization is true, we attempt to reduce the amount of navmesh carves for a building. The smaller the value, the tighter the skirt around foundation edges, but too small and animals can attack through walls. The size multiplier applied to the size of the carve volume. The minimum number of building blocks a building needs to consist of for this optimization to be applied. The minimum size we allow a carving volume to be.Īi.nav_carve_min_building_blocks_to_apply_optimization If animal_ignore_food is true, animals will not sense food sources or interact with them (server optimization).
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Hides cinematic light source meshes (keeps lights visible)Ĭontrols whether the in-game admin UI is displayed to adminsĪibrainsenses.humanknownplayerslosupdateintervalĪibrainsenses.knownplayerslosupdateinterval Population active on the server, per square km (3) Population active on the server, per square kmĪ list of radio stations that are valid on this server. How long we are not moving for before trigger the stuck event The max step-up height difference for pet base navigation How many frames between base navigation movement updates Basenavigator.basenavmovementframeinterval