# To configure your server, create a config.toml file in the same directory # as the ballisticakit_server script. The config_template.toml file can be # copied or renamed as a convenient starting point. # Uncomment any of these values to override defaults. # Name of our server in the public parties list. party_name = "BombSquad Community Server" # If true, your party will show up in the global public party list # Otherwise it will still be joinable via LAN or connecting by IP # address. #party_is_public = true # If true, all connecting clients will be authenticated through the # master server to screen for fake account info. Generally this # should always be enabled unless you are hosting on a LAN with no # internet connection. #authenticate_clients = true # IDs of server admins. Server admins are not kickable through the default # kick vote system and they are able to kick players without a vote. To get # your account id, enter 'getaccountid' in settings->advanced->enter-code. admins = ["pb-yOuRAccOuNtIdHErE", "pb-aNdMayBeAnotherHeRE"] # Whether the default kick-voting system is enabled. #enable_default_kick_voting = true # To be included in the public server list, your server MUST be # accessible via an ipv4 address. By default, the master server will # try to use the address your server contacts it from, but this may # be an ipv6 address these days so you may need to provide an ipv4 # address explicitly. #public_ipv4_address = "123.123.123.123" # You can optionally provide an ipv6 address for your server for the # public server list. Unlike ipv4, a server is not required to have # an ipv6 address to appear in the list, but is still good to # provide when available since more and more devices are using ipv6 # these days. Your server's ipv6 address will be autodetected if # your server uses ipv6 when communicating with the master server. You # can pass an empty string here to explicitly disable the ipv6 # address. #public_ipv6_address = "123A::A123:23A1:A312:12A3:A213:2A13" # UDP port to host on. Change this to work around firewalls or run # multiple servers on one machine. # # 43210 is the default and the only port that will show up in the # LAN browser tab. #port = 43210 # Max devices in the party. Note that this does *NOT* mean max # players. Any device in the party can have more than one player on # it if they have multiple controllers. Also, this number currently # includes the server so generally make it 1 bigger than you need. #max_party_size = 6 # Max players that can join a session. If present this will override # the session's preferred max_players. if a value below 0 is given # player limit will be removed. #session_max_players_override = 8 # Options here are 'ffa' (free-for-all), 'teams' and 'coop' # (cooperative) This value is ignored if you supply a playlist_code # (see below). #session_type = "ffa" # Playlist-code for teams or free-for-all mode sessions. # To host your own custom playlists, use the 'share' functionality in the # playlist editor in the regular version of the game. # This will give you a numeric code you can enter here to host that # playlist. playlist_code = 12345 # Alternately, you can embed playlist data here instead of using # codes. Make sure to set session_type to the correct type for the # data here. #playlist_inline = [] # Whether to shuffle the playlist or play its games in designated # order. #playlist_shuffle = true # If true, keeps team sizes equal by disallowing joining the largest # team (teams mode only). #auto_balance_teams = true # The campaign used when in co-op session mode. Do # print(ba.app.campaigns) to see available campaign names. #coop_campaign = "Easy" # The level name within the campaign used in co-op session mode. For # campaign name FOO, do print(ba.app.campaigns['FOO'].levels) to see # available level names. #coop_level = "Onslaught Training" # Whether to enable telnet access. # # IMPORTANT: This option is no longer available, as it was being # used for exploits. Live access to the running server is still # possible through the mgr.cmd() function in the server script. Run # your server through tools such as 'screen' or 'tmux' and you can # reconnect to it remotely over a secure ssh connection. #enable_telnet = false # Series length in teams mode (7 == 'best-of-7' series; a team must # get 4 wins) teams_series_length = 7 # Points to win in free-for-all mode (Points are awarded per game based on # performance) ffa_series_length = 24 # If you have a custom stats webpage for your server, you can use # this to provide a convenient in-game link to it in the # server-browser alongside the server name. # # if ${ACCOUNT} is present in the string, it will be replaced by the # currently-signed-in account's id. To fetch info about an account, # your back-end server can use the following url: # https://legacy.ballistica.net/accountquery?id=ACCOUNT_ID_HERE stats_url = "https://discord.gg/ucyaesh" # If present, the server subprocess will attempt to gracefully exit # after this amount of time. A graceful exit can occur at the end of # a series or other opportune time. Server-managers set to # auto-restart (the default) will then spin up a fresh subprocess. # This mechanism can be useful to clear out any memory leaks or # other accumulated bad state in the server subprocess. #clean_exit_minutes = 60 # If present, the server subprocess will shut down immediately after # this amount of time. This can be useful as a fallback for # clean_exit_time. The server manager will then spin up a fresh # server subprocess if auto-restart is enabled (the default). #unclean_exit_minutes = 90 # If present, the server subprocess will shut down immediately if # this amount of time passes with no activity from any players. The # server manager will then spin up a fresh server subprocess if # auto-restart is enabled (the default). #idle_exit_minutes = 20 # Should the tutorial be shown at the beginning of games? #show_tutorial = false # Team names (teams mode only). team_names = ["ladoo", "barfi"] # Team colors (teams mode only). team_colors = [[0.8, 0.0, 0.6], [0, 1, 0.8]] # Whether to enable the queue where players can line up before # entering your server. Disabling this can be used as a workaround # to deal with queue spamming attacks. #enable_queue = true # Protocol version we host with. Currently the default is 33 which # still allows older 1.4 game clients to connect. Explicitly setting # to 35 no longer allows those clients but adds/fixes a few things # such as making camera shake properly work in net games. #protocol_version = 35 # How many seconds individual players from a given account must wait # before rejoining the game. This can help suppress exploits # involving leaving and rejoining or switching teams rapidly. #player_rejoin_cooldown = 10.0