|
|
Line 1: |
Line 1: |
− | [Flag] These settings determine how [[ASSS]] and [[subgame]] treat flags and flaggers. In ASSS, the following settings go in the [Flag] section of flags.conf. Unless otherwise specified, [[fg_wz module]] handles these settings. In subgame, all these settings go in the arena's .cfg file, as usual.
| + | apple cows |
− | | |
− | <div style="float: right; margin-left: 20px; margin-bottom: 20px">
| |
− | __TOC__
| |
− | </div>
| |
− | | |
− | == Shared Settings ==
| |
− | These settings, present in both ASSS and Subgame, are sent to and handled by the client and thus remain the same on both server. (See [[Settings Structure]].)
| |
− | | |
− | === FlaggerOnRadar ===
| |
− | ''Datatype:'' Boolean.
| |
− | | |
− | Whether the flaggers appear on radar in red.
| |
− | | |
− | | |
− | === FlaggerKillMultiplier ===
| |
− | ''Datatype:'' Multiplier.
| |
− | | |
− | Number of times more points are given to a flagger. ''Formula:'' Points = (FlaggerKillMultiplier + 1) * InitialPoints.
| |
− | | |
− | | |
− | === FlaggerGunUpgrade ===
| |
− | ''Datatype:'' Boolean.
| |
− | | |
− | Whether the flaggers get a [[gun]] upgrade. This is the only way to have L4 guns.
| |
− | | |
− | | |
− | === FlaggerBombUpgrade ===
| |
− | ''Datatype:'' Boolean.
| |
− | | |
− | Whether the flaggers get a [[bomb]] upgrade. This is the only way to have L4 bombs.
| |
− | | |
− | | |
− | === FlaggerFireCostPercent ===
| |
− | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%).
| |
− | | |
− | Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower.
| |
− | | |
− | | |
− | === FlaggerDamagePercent ===
| |
− | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%).
| |
− | | |
− | Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible.
| |
− | | |
− | | |
− | === FlaggerSpeedAdjustment ===
| |
− | ''Datatype:'' Pixels / second / 10 (Range: -128 to 128).
| |
− | | |
− | Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
| |
− | | |
− | | |
− | === FlaggerThrustAdjustment ===
| |
− | ''Datatype:'' Unknown (Range: -128 to 128).
| |
− | | |
− | Thrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
| |
− | | |
− | | |
− | === FlaggerBombFireDelay ===
| |
− | ''Datatype:'' Hundredths of seconds.
| |
− | | |
− | Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20.
| |
− | | |
− | | |
− | === FlagDropDelay ===
| |
− | ''Datatype:'' Hundredths of seconds.
| |
− | | |
− | Time before flag is dropped by carrier. ''Special value:'' 0 = no timer.
| |
− | | |
− | | |
− | === FlagDropResetReward ===
| |
− | ''Datatype:'' Points.
| |
− | | |
− | Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization.
| |
− | | |
− | | |
− | === EnterGameFlaggingDelay ===
| |
− | ''Datatype:'' Hundredths of seconds.
| |
− | | |
− | Delay before an newly-entered player is allowed to see flags.
| |
− | | |
− | | |
− | === FlagBlankDelay ===
| |
− | ''Datatype:'' Hundredths of seconds.
| |
− | | |
− | Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble.
| |
− | | |
− | | |
− | === NoDataFlagDropDelay ===
| |
− | ''Datatype:'' Hundredths of seconds.
| |
− | | |
− | Amount of time that a user can get no data from server before flags he is carrying are dropped.
| |
− | | |
− | | |
− | == Subgame Settings ==
| |
− | | |
− | === CarryFlags ===
| |
− | ''Datatype:'' Enumeration.
| |
− | | |
− | * 0 = Flags cannot be picked up.
| |
− | * 1 = A player can pick up and carry all flags.
| |
− | * 2 = A player can pick up and carry only one flag at a time.
| |
− | | |
− | | |
− | === FlagMode ===
| |
− | ''Datatype:'' Enumeration.
| |
− | | |
− | Style of flag game:
| |
− | * 0 = Dropped flags are neutral, carry flags simply to earn extra points.
| |
− | * 1 = Dropped flags are owned, own all flags to win. (Basing.)
| |
− | * 2 = Flags are placed according to map data, own flags to get points. (Turf.)
| |
− | | |
− | | |
− | === FlagResetDelay ===
| |
− | ''Datatype:'' Hundredths of seconds.
| |
− | | |
− | Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
| |
− | | |
− | | |
− | === MaxFlags ===
| |
− | ''Datatype:'' Count (0 to 32).
| |
− | | |
− | Maximum number of flags in the arena.
| |
− | | |
− | | |
− | === RandomFlags ===
| |
− | ''Datatype:'' Boolean (0=no, 1=yes).
| |
− | | |
− | Whether number of flags is random. Obeys MaxFlags.
| |
− | | |
− | | |
− | === FlagReward ===
| |
− | ''Datatype:'' Points.
| |
− | | |
− | Number of points given for a flag victory. ''Formula:'' (playersInGame<sup>2</sup> * FlagReward / 1000). ''Special value:'' 0 = no flag victory.
| |
− | | |
− | | |
− | === FlagRewardMode ===
| |
− | ''Datatype:'' Enumeration.
| |
− | | |
− | Determines the flag reward formula for the members of the winning team:
| |
− | * 0 = Each gets rewardPoints
| |
− | * 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)
| |
− | | |
− | | |
− | === FlagTerritoryRadius ===
| |
− | ''Datatype:'' Tiles.
| |
− | | |
− | Radius of the circle that determines available area for flags when a flagger drops them. ''Special value:'' 0 = hide flags in center area of map as normal.
| |
− | | |
− | | |
− | === FlagTerritoryRadiusCentroid ===
| |
− | ''Datatype:'' Tiles.
| |
− | | |
− | When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map.
| |
− | | |
− | | |
− | === FriendlyTransfer ===
| |
− | ''Datatype:'' Boolean (0=yes, 1=no).
| |
− | | |
− | Whether the flaggers can transfer flags to other teammates.
| |
− | | |
− | | |
− | == ASSS settings ==
| |
− | | |
− | === CarryFlags ===
| |
− | ''Datatype:'' Integer.
| |
− | | |
− | Whether the flags can be picked up and carried. ''Values:'' 0=no, 1=yes, 2=yes-one at a time, 3=yes-two at a time, 4=three, etc.
| |
− | | |
− | | |
− | === DropCenter ===
| |
− | ''Datatype:'' Boolean (Default: No)
| |
− | | |
− | Whether flags dropped normally go in the center of the map, as opposed to near the player.
| |
− | | |
− | | |
− | === DropOwned ===
| |
− | ''Datatype:'' Boolean (Default: Yes)
| |
− | | |
− | Whether flags you drop are owned by your team.
| |
− | | |
− | | |
− | === DropRadius ===
| |
− | ''Datatype:'' Integer (Default: 2)
| |
− | | |
− | How far from a player do dropped flags appear (in tiles).
| |
− | | |
− | | |
− | === FlagCount ===
| |
− | ''Datatype:'' Count (0-256, Default: 0)
| |
− | | |
− | How many flags are present in this arena.
| |
− | | |
− | | |
− | === FlagReward ===
| |
− | ''Datatype:'' Multiplier (Default: 5000)
| |
− | | |
− | ''Requires module:'' points_flag
| |
− | | |
− | ''Formula:'' Points = 2 * (players in arena) * FlagReward / 1000.
| |
− | | |
− | | |
− | === FriendlyTransfer ===
| |
− | ''Datatype:'' Boolean (Default: Yes)
| |
− | | |
− | Whether one gets a teammate's flags when one teamkills him.
| |
− | | |
− | | |
− | === NeutCenter ===
| |
− | ''Datatype:'' Boolean (Default: No)
| |
− | | |
− | Whether flags that are neut-dropped go in the center, as opposed to near the player who dropped them.
| |
− | | |
− | | |
− | === NeutOwned ===
| |
− | ''Datatype:'' Boolean (Default: No)
| |
− | | |
− | Whether flags you neut-drop are owned by your team.
| |
− | | |
− | | |
− | === ResetDelay ===
| |
− | ''Datatype:'' Integer (Default: 0)
| |
− | | |
− | The length of the delay between flag games.
| |
− | | |
− | | |
− | === SafeCenter ===
| |
− | ''Datatype:'' Boolean (Default: No)
| |
− | | |
− | Whether flags dropped from a safe zone spawn in the center, as opposed to near the safe zone player.
| |
− | | |
− | | |
− | === SafeOwned ===
| |
− | ''Datatype:'' Boolean (Default: Yes)
| |
− | | |
− | Whether flags dropped from a safe zone are owned by your team, as opposed to neutral.
| |
− | | |
− | | |
− | === SpawnRadius ===
| |
− | ''Datatype:'' Tiles (Default: 50).
| |
− | | |
− | How far from the spawn center that new flags spawn.
| |
− | | |
− | | |
− | === SpawnX ===
| |
− | ''Datatype:'' Tiles (Default: 512)
| |
− | | |
− | The X coordinate at which new flags spawn.
| |
− | | |
− | | |
− | === SpawnY ===
| |
− | ''Datatype:'' Tiles (Default: 512)
| |
− | | |
− | The Y coordinate at which new flags spawn.
| |
− | | |
− | | |
− | === SplitPoints ===
| |
− | ''Datatype:'' Boolean (Default: No)
| |
− | | |
− | Whether to split a flag reward between the members of a freq or give them each the full amount.
| |
− | | |
− | | |
− | === TKCenter ===
| |
− | ''Datatype:'' Boolean (Default: No)
| |
− | | |
− | Whether flags dropped by a team-kill spawn in the center, as opposed to near the killed player.
| |
− | | |
− | | |
− | === TKOwned ===
| |
− | ''Datatype:'' Boolean (Default: Yes)
| |
− | | |
− | Whether flags dropped by a team-kill are owned by your team, as opposed to neutral.
| |
− | | |
− | | |
− | === WinDelay ===
| |
− | ''Datatype:'' Integer (Default: 200)
| |
− | | |
− | The delay between dropping the last flag and winning (ticks).
| |
− | | |
− | [[Category: Settings]]
| |