Extended

SpawnerGroupsExpirationTimeInMin

SpawnerProbabilityMultiplier

ExamineSpawnerProbabilityMultiplier

SentryDamageMultiplier

ZombieDamageMultiplier

HumanToHumanDamageMultiplier

H.ToH.ThrowingDamageMultilier

HumanToHumanArmedMeleeDamageMultiplie

HumanToHumanUnarmedMeleeDamageMultiplier

BlueprintsAutoDestroyTime

AllowSectorRespawn

AllowShelterRespawnToggles

AllowSquadmateRespawn

RandomLocationPrice

SectorLocationPrice

ShelterLocationPrice

SquadLocationPrice

RandomInitialTime

SectorInitialTime

ShelterInitialTime

SquadInitialTime

RandomCooldownTime

SectorCooldownTime

ShelterCooldownTime

SquadCooldownTime

RandomCooldownResetMultiplier

SectorCooldownResetMultiplier

ShelterCooldownResetMultiplier

SquadCooldownResetMultiplier

This is the multiplier for the base time it takes the server to wipe all the items in an area and be set to roll for item respawn chance after all players have left a 50 meter radius. The vanilla default time is 30 minutes. This means to make the time for looted items to be potentially respawned 1 hour, you would need to set this variable to 2. To set the time to be 15 minutes, you need to set it to 0.5.T / 30 = XT= Time you want before respawnX = Variable to which you need to set SpawnerGroupsExpirationTimeInMinThis cooldown timer is ment to keep players from camping an area to loot and reloot it until they are maximumly geared.For Items that spawn in the open world (you can see them on the ground, shelf, box, etc) this multiplies the spawner locations base chance to have an item spawn. Spawner locations have a range of 10% for rare spawn locations to 60% for common spawner locations. This chance to spawn an item does not affect the rarity of the item, just whether AN item will spawn. The Item generated is rolled on a loot table and its rarity is not controlled by a variable as of right now. But, as we know, this is where the law of probability kicks in. The more items spawned, the more probable a rare one will be produced.The default multiplier is 1. Raising it above one causes the probability for an item to spawn to increase just as a number below 1 will cause it to decrease. Because the lowest probability for a spawner is 10% setting the multiplier to 10 would cause all spawner locations to always spawn an item...and would be ridiculous.If vanilla is too sparse for your liking try somewhere around 1.5 to 3. Anything higher than 4.5 and you should just close the game and launch PUBG. I joke. There are scenarios where a custom game might work with super high loot spawns but these remove the survival aspect of SCUM and are more Prison Gang War games.At a setting of 2 the probability range increases from 10-60% to 20-120% with anything over 100% resulting in a guaranteed spawn. The increase to 50-300% at a multiplier of 5 means that only the rarest spawners wouldn't automatically generate loot and even then they would still have a 1 in 2 chance to do so.Same as above but for item spawners that the players must search using "F"; such as crates, lockers and cardboard boxes.Increases or decreases the damage output by Mechs. Setting to 0 will cause them to fire blank rounds.Increases or decreases the damage output by Puppets. Setting to 0 makes them do no damage.Used to raise or lower PvP damage for all forms of attack. Setting to 0 disables the ability of any player to harm any other player, shutting off PvP for the server.Changes the damage done by thrown objects (spears, rocks, knives) with regards to PvPAdjust damage from swords, bat, clubs and the like in PvP.Changes the damage of boxing between players.NOTE: The default damage multiplier for all PvP damage is 2. Puppets are undead, technologically reanimated prisoners and as such should be harder to stop. The x2 damage against player is to reflect that they are living breathing people, squishier than corpses and easier to kill...the first time.The time in minutes before items placed by players degrade and are removed from the server if not maintained or repaired by the players. This keeps the map from being littered with structures built and abandoned by players. Default is 15 days (21600 minutes). This applies to base components, shelters, fire rings and the like.Toggles whether or not players are allowed to spawn in a specific sector after death.Toggles whether or not players are allowed to spawn at their last placed shelter after death.Toggles whether or not players are allowed to spawn on one of their squad mates after death.The price in Fame Points charged to spawn in a random location. This selection is always available regardless of the players current FP. If they have less than the required price they will incur a negative FP balance.The price in Fame Points charged for a player to spawn in a specific sector. This selection is unavailable if the player has less than the required Fame Points.The price in Fame Points charged for a player to spawn at their last placed shelter. This selection is unavailable if the player has less than the required Fame Points.The price in Fame Points charged for a player to spawn on one of their squad mates. This selection is unavailable if the player has less than the required Fame Points.Time in seconds before this option becomes available after a player's first death.Time in seconds before this option becomes available after a player's first death.Time in seconds before this option becomes available after a player's first death.Time in seconds before this option becomes available after a player's first death.Time in seconds added to the delay before this option becomes available after each additional player's death.Time in seconds added to the delay before this option becomes available after each additional player's death.Time in seconds added to the delay before this option becomes available after each additional player's death.Time in seconds added to the delay before this option becomes available after each additional player's death.Increases or decreases the base time required for the respawn penalty to expire and the time for respawn to revert to value set in the RandomInitialTIme variable.Note: As of right now, I do not know the value of the base number (the standard amount of time before the respawn penalty goes away) but I do know changing this variable will lengthen or shorten the duration.Same as above but for the Sector respawn time penalty.Same as above but for the Shelter respawn time penalty.Same as above but for the Squad Mate respawn time penalty.