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NxLabs / Insurgency: Sandstorm

Incursion

By [SEL]{SG}Heromanofer

Gamemode Based Of Push

Description

THIS GAMEMODE WAS MADE BY:

KARMAKUT (Idea And Balancing/Consulting) --> https://www.youtube.com/c/karmakut STUERMER (Designed HUD And Visuals For This Gamemode) --> https://mod.io/u/tacplay HEROMANOFE ( Scripting Of Gamemode And HUD ) --> https://mod.io/u/sel-heromanofer

TARAN( Hardcore Theatre For The Gamemode ) --> https://mod.io/u/taran-od

Testers And Server Owners: Shane and skillet (SGC COMMUNITY): https://discord.gg/tp6qPm49Hp

YEONGGILL GAMING: https://steamcommunity.com/id/Yeonggille/

!! Gamemode and Maps are separate mods, if you want to play this gamemode on NWI maps, download this mod ( https://mod.io/g/insurgencysandstorm/m/incursionnwimaps ) ( 1339254 )

CURRENT MAPS ARE:

SinjarN?Scenario=Scenario_Hillside_Incursion_Security BabN?Scenario=Scenario_Bab_Incursion_Security PowerPlantN?Scenario=Scenario_PowerPlant_Incursion_Insurgent CanyonN?Scenario=Scenario_Canyon_Incursion_Insurgent TellN?Scenario=Scenario_Tell_Incursion_A1 MountainN?Scenario=Scenario_Summit_Incursion_Security

OFFICIAL SERVERS:

172.93.180.30:27102 or Incursion Public Test Server ( HOSTED BY: awn.gg )

RULES:

*Attacking Team Should Capture As Many Objectives Per Zone As Possible *For Every Objective Captured, You Get X Amount Of Points *When All Zones Played, Sides Are Switched *In the End Of Game, Team With Most Points Wins

  1. If Both Teams Captured All Objectives, Team With Most Time Left Wins, If they Are Equal, Draw
  2. If Sides Are Switched And CURRENT ATTACKING TEAM Has More Points Than PREVIOUS ATTACKING TEAM, Round Finished With CURRENT ATTACKING TEAM Winning.
  3. NEW FEATURE: ADDED Custom Destructible objective that can be destroyed only by rigging (hold f on obj) c4 or flames. (so no grenades or rockets/RPGS!) you can disable this: see GAMEMODE OPTIONS

OBJECTIVE SCORING AND INFORMATION FOR MAP MAKERS:

Objectives Are randomized based of this scoring: Capturable Objective = 2 SCORING POINTS Destructible = 1 SCORING POINT

Map Maker chooses themselves how many points per zone they want to have, for example, my incursion on hillside has 7 points. Then game will pick randomly from all possible objectives for the current zone, random that fits within current zone’s SCORING POINTS, for example, typical layout could be in hillside case 2cap, 3 dest, or 5dest 1 cap etc. !! If distance between currently picked objective and all other objectives in a list is (2000 or Less), game will exclude this point from being picked, so you could have capturable and destructible in the same building and only one of them will be active. EXCLUSION: if picked objective is capturable and close objective is capturable too, it won't be removed from the list.

GAMEMODE OPTIONS


These are Gamemode Options that you can put in InsurgencyServer/Insurgency/Saved/Config/WindowsServer/Game.ini

Gamemode Script Name: [/KC_INCURSION/GAMEMODES/INCURSION.INCURSION_C]

EXAMPLE:

[/KC_INCURSION/GAMEMODES/INCURSION.INCURSION_C]

CAPTURETIME = 35.0


CAPTURETIME:

Description: time it takes to capture objective ( more people capture Objectives faster, 4 players max increase which will be 2x faster )

Default: 40.0

Type: Float or Decimal Number ( 2.0 )

OVERTIME_TIME:

Description: when round time is done and some objectives are still contested, this is extra time given to attacking team

!! If no objectives being contested, overtime is finished automatically.

Default: 80

Type: Int or Number ( 2 )

D_ROUNDTIMER:

Description: static round time given to attacking team (Round time is calculated by: RoundTime = D_RoundTimer + TimePerObj * Capturable Objectives + TimePerDest * Destructible Objectives RoundTime is different for every subround.

Default: 20

Type: Int or Number ( 2 )

RESPAWNDELAY Description: Time it takes for reinforcements to arrive.

Default: 20.0

Type: Float or Decimal Number ( 2.0 )

DEADRATIO:

Description: when this amount of % of current players in team are dead, timer for re-enforcements is triggered

Default: 0.01

Type: Float or Decimal Number ( 2.0 )

TIMEPEROBJ

Description: This amount of time is given to round time for every objective present.

Default: 80

Type: Int or Number ( 2 )

GIVEFORCAP:

Description: This amount of time is given to round time for every Capturable objective present.

Default: 0

Type: Int or Number ( 2 )

WAVESDEF:

Description: How many waves both teams have. -1 makes this infinite waves

Default: -1

Type: Int or Number ( 2 )

TIMEPERDEST:

Description: This amount of time is given to round time for every Destructible objective present.

Default: 40

Type: Int or Number ( 2 )

OBJECTIVECOOLDOWN:

Description: Cooldown Phase time (Cooldown is a phase between current and next subround which has none objectives active and is there to give some time for defensive team to fallback and setup. –NOTE—during this stage anyone could move and shoot and after this phase, new spawn zones and redzones are active so defensive team couldn’t spawnkill.

Default: 40.0

Type: Float or Decimal Number ( 2.0 )

MAXDESTR:

Description: Maximum available destructible objectives per zone (forces gamemode to not use too many destructible objectives)

Default: 2

Type: Int or Number ( 2 )

OBJECTIVETYPE:

Description: switch between

true --> my version of destructible Objective: See Rules 3.

false --> default or normal version

Default: true

Type: Boolean or logical ( false )

HARDCOREHUD:

Description: force hardcore hud to everyone, this option hides a lot of hud elements, similar to hardcore coop but way more aggressive. hold R to show some hidden hud elements.

Default: false

Type: Boolean or logical ( false )

AUTOPOINTS:

Description: gamemode will use map defined values for how much you get per specific objective (point). Making this false will make ALL objectives give 20 points for capture/destruction.

Default: true

Type: Boolean or logical ( false )

ENABLEPVPBOTS:

Description: Does the same thing as bBots = X, which adds bots to both s

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