Difference between revisions of "Bomb Settings"

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(BBombDamagePercent: Smong's experiment results)
m (BombAliveTime: clearer wording)
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''Datatype:'' Hundredths of seconds.
 
''Datatype:'' Hundredths of seconds.
  
Time a bomb is alive.
+
Time a bomb can fly before the server removes it.
 
 
  
 
=== BombExplodeDelay ===  
 
=== BombExplodeDelay ===  

Revision as of 00:37, 26 February 2005

[Bomb] These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius.

BombDamageLevel

Datatype: Energy.

Amount of damage a bomb causes at its center point (for all bomb levels).


BombAliveTime

Datatype: Hundredths of seconds.

Time a bomb can fly before the server removes it.

BombExplodeDelay

Datatype: Hundredths of seconds.

How long after the proximity sensor is triggered before bomb explodes. (Note: it explodes immediately if ship moves away from it after triggering it.)


BombExplodePixels

Datatype: Pixels.

Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.)


ProximityDistance

Datatype: Tiles.

Radius of proximity trigger of an L1 bomb. Each bomb level adds 1 to this amount.


JitterTime

Datatype: Hundredths of seconds.

How long the screen jitters from a bomb hit.


BombSafety

Datatype: Boolean (0=no, 1=yes).

Enables a firing safety for proximity bombs. If an enemy ship is within proximity radius, the firing safety will not let the user fire.


EBombShutdownTime

Datatype: Hundredths of seconds.

Maximum time recharge is stopped on players hit with an EMP bomb.


EBombDamagePercent

Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)

Percentage of normal damage applied to an EMP bomb.


BBombDamagePercent

Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)

Percentage of normal damage applied to a bouncing bomb. Note that even though a bouncing bomb loses its bouncing picture after the last bounce, it retains this percentage modifier.