## Game Configuration

The settings are stored in the UT2004.ini file under the ReTAM and ReTDM sections.

### Adrenaline Combo Control

#### Settings

- File: C:\UT2004\System\UT2004.ini
- Section: [Rev1b.ReTAM]
- Section: [Rev1b.ReTDM]

#### DenyAdrenalineCombo=<Key><Key><Key><Key>

To deny an adrenaline combo by its key combination.

The player will always receive a message stating the reason why an adrenaline combo was denied (match is over, server denies, round is over, adrenaline is disabled, ...).

#### <Key> - Description

- B - Back
- F - Forward
- L - Left
- R - Right

#### Examples

To deny the Speed! adrenaline combo from executing in ReTAM.

    [Rev1b.ReTAM]
    DenyAdrenalineCombo=FFFF

To deny both the Speed! and Booster! adrenaline combos from executing in ReTDM.

    [Rev1b.ReTDM]
    DenyAdrenalineCombo=FFFF
    DenyAdrenalineCombo=BBBB

### Camper Control

#### Settings

- File: C:\UT2004\System\UT2004.ini
- Section: [Rev1b.ReTAM]
- Section: [Rev1b.ReTDM]

(Reminder) The equal-sign must not have any spaces between the name and the value.

#### Camping_Enabled=<Boolean>

- False - The game does not check players for camping behavior.
- True - The game will check for camping behavior at one-second intervals, dish out penalty damage to campers, echo the location of the camper to all enemy players and spectators, and optionally kick excessive campers.
- Default: True

#### Camping_Area_Threshold=<Decimal>

- The location of the player is tracked within a square volume of this size in unreal units.
- Default: 400

#### Camping_KickRepeatedOffenders=<Boolean>

- True - The game will kick players who have received more than three consecutive camper warnings.
- Default: False

### ReTDM Only

#### Settings

- File: C:\UT2004\System\UT2004.ini
- Section: [Rev1b.ReTDM]

(Reminder) The equal-sign must not have any spaces between the name and the value.

#### bPickupNotifications=<Boolean>

- True - Players are notified when the Double Damage, Redeemer, Shield Pack, or Super Shield Pack is picked up. Players are also notified of weapons being picked up if WeaponsStay is disabled.

#### ChangeTeamPreservesAdrenaline=<Boolean>

- There is a hardcoded rule in Team DeathMatch which resets the adrenaline of the player who leaves a smaller team for a bigger team. This behaviour has been made optional in ReTDM and is always disabled in ReTAM.
- False - Reset adrenaline if a player leaves a smaller team for a bigger team.
- True - Never reset adrenaline.

#### ScoreKillIgnoresTeamKills=<Boolean>

- False - The player does not lose a life when killed by a teammate.
- True - The player loses a life when killed by a teammate.
- Requires: (MaxLives > 0)
- Description: In a match where players have a finite number of lives, there is a hardcoded rule which results in team kill deaths not being counted against MaxLives. This behaviour has been made optional in ReTDM and is always enabled in ReTAM.

### ReTAM Only

#### Settings

- File: C:\UT2004\System\UT2004.ini
- Section: [Rev1b.ReTAM]

(Reminder) The equal-sign must not have any spaces between the name and the value.

#### bChallengeMode=<Boolean>

- True - The team that won the round gets a decrease in armor and health for the next round.
- Default: False

#### bRandomPickups=<Boolean>

- True - Three pickups are spawned at random locations with various benefits such as adrenaline, shield, or health.
- Default: True

#### bModifyShieldGun=<Boolean>

- True - Self-inflicted damage is reduced to make shield boosted jumps more attractive to players.
- Default: False

#### AssaultAmmo=<Integer>

- Default: 999

#### AssaultGrenades=<Integer>

- Default: 5

#### BioAmmo=<Integer>

- Default: 20

#### ShockAmmo=<Integer>

- Default: 20

#### LinkAmmo=<Integer>

- Default: 100

#### MiniAmmo=<Integer>

- Default: 75

#### FlakAmmo=<Integer>

- Default: 12

#### RocketAmmo=<Integer>

- Default: 12

#### LightningAmmo=<Integer>

- Default: 10

- The initial amount of ammunition assigned to each weapon.

#### Round_ScoreLimit=<Integer>

- The number of rounds a team must score to win a match.
- Range: [3, 100]
- Default: 10

#### Round_TimeLimit=<Integer>

- How many minutes before a round enters overtime.
- Range: [1, 1440]
- Default: 2

#### Overtime_HealthDrainAmount=<Integer>

- How much armor and health to drain from all players in overtime at each interval pass.
- Armor is drained first and carries over to health.
- If both team are out because of overtime penalties then the round will be reset.
- Default: 5

#### Overtime_HealthDrainInterval=<Integer>

- How many seconds to wait between each overtime health drain pass.
- Default: 3

#### StartingHealth=<Integer>

- How much health all players start off with.
- Default: 100

#### StartingArmor=<Integer>

- How much armor (shield) all players start off with.
- Default: 100

#### MaxHealth=<Decimal>

- How much total health a player can have. This is a scaled value from 1.0 meaning StartingHealth.
- Range: [1.0, 2.0]
- Default: 1.25

#### bForceRUP=<Boolean>

- True - Force the match to start after a given time (see ForceSeconds).

#### ForceSeconds=<Integer>

- The number of seconds to wait before forcing the match to start.
- Requires: bForceRUP=True
- Default: 60

## Comments / Feedback

- (Contact) rejecht at outlook dot com
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