Complete Settings

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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

These are settings for subgame2 1.34.14.

Section/Setting name Comment
All
(Warbird, ..., Shark)
AfterburnerEnergy Amount of energy required to have 'Afterburners' activated.
AntiWarpEnergy Amount of energy required to have 'Anti-Warp' activated (thousandths per hundredth of a second)
AntiWarpStatus Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with
AttachBounty Bounty required by ships to attach as a turret
BombBounceCount Number of times a ship's bombs bounce before they explode on impact
BombFireDelay delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second)
BombFireEnergy Amount of energy it takes a ship to fire a single bomb
BombFireEnergyUpgrade Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade
BombSpeed How fast bombs travel
BombThrust Amount of back-thrust you receive when firing a bomb.
BrickMax Maximum number of Bricks allowed in ships
BulletFireDelay delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second)
BulletFireEnergy Amount of energy it takes a ship to fire a single L1 bullet
BulletSpeed How fast bullets travel
BurstMax Maximum number of Bursts allowed in ships
BurstShrapnel Number of bullets released when a 'Burst' is activated
BurstSpeed How fast the burst shrapnel is for this ship.
CloakEnergy Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second)
CloakStatus Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with
DamageFactor How likely a the ship is to take damage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never)
DecoyMax Maximum number of Decoys allowed in ships
DisableFastShooting If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled) [Continuum .36]
DoubleBarrel Whether ships fire with double barrel bullets 0=no 1=yes
EmpBomb Whether ships fire EMP bombs 0=no 1=yes
Gravity Uses this formula, where R = raduis (tiles) and g = this setting; R = 1.325 * (g ^ 0.507) IE: If set to 500, then your ship will start to get pulled in by the wormhole once you come within 31 tiles of it
GravityTopSpeed Ship are allowed to move faster than their maximum speed while effected by a wormhole. This determines how much faster they can go (0 = no extra speed)
InitialBombs Initial level a ship's bombs fire 0=no bombs
InitialBounty Number of 'Greens' given to ships when they start
InitialBrick Initial number of Bricks given to ships when they start
InitialBurst Initial number of Bursts given to ships when they start
InitialDecoy Initial number of Decoys given to ships when they start
InitialEnergy Initial amount of energy that the ship can have.
InitialGuns Initial level a ship's guns fire 0=no guns
InitialPortal Initial number of Portals given to ships when they start
InitialRecharge Initial recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds)
InitialRepel Initial number of Repels given to ships when they start
InitialRocket Initial number of Rockets given to ships when they start
InitialRotation Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
InitialSpeed Initial speed of ship (0 = can't move)
InitialThor Initial number of Thor's Hammers given to ships when they start
InitialThrust Initial thrust of ship (0 = none)
LandmineFireDelay delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second)
LandmineFireEnergy Amount of energy it takes a ship to place a single L1 mine
LandmineFireEnergyUpgrade Extra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade
MaxBombs Maximum level a ship's bombs can fire 0=no bombs
MaxGuns Maximum level a ship's guns can fire 0=no guns
MaxMines Maximum number of mines allowed in ships
MaximumEnergy Maximum amount of energy that the ship can have.
MaximumRecharge Maximum recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds)
MaximumRotation Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
MaximumSpeed Maximum speed of ship (0 = can't move)
MaximumThrust Maximum thrust of ship (0 = none)
MultiFireAngle Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point)
MultiFireDelay delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second)
MultiFireEnergy Amount of energy it takes a ship to fire multifire L1 bullets
PortalMax Maximum number of Portals allowed in ships
PrizeShareLimit Maximum bounty that ships receive Team Prizes
Radius The ship's radius from center to outside, in pixels. Standard value is 14 pixels. [Continuum .37]
RepelMax Maximum number of Repels allowed in ships
RocketMax Maximum number of Rockets allowed in ships
RocketTime How long a Rocket lasts (in hundredths of a second)
SeeBombLevel If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only) [Continuum .36]
SeeMines Whether ships see mines on radar 0=no 1=yes
ShieldsTime How long Shields lasts on the ship (in hundredths of a second)
ShrapnelMax Maximum amount of shrapnel released from a ship's bomb
ShrapnelRate Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize.
SoccerBallFriction Amount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown)
SoccerBallProximity How close the player must be in order to pick up ball (in pixels)
SoccerBallSpeed Initial speed given to the ball when fired by the carrier.
SoccerThrowTime Time player has to carry soccer ball (in hundredths of a second)
StealthEnergy Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second)
StealthStatus Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with
SuperTime How long Super lasts on the ship (in hundredths of a second)
ThorMax Maximum number of Thor's Hammers allowed in ships
TurretLimit Number of turrets allowed on a ship.
TurretSpeedPenalty Amount the ship's speed is decreased with a turret riding
TurretThrustPenalty Amount the ship's thrust is decreased with a turret riding
UpgradeEnergy Amount added per 'Energy Upgrade' Prize
UpgradeRecharge Amount added per 'Recharge Rate' Prize (energy per ten seconds)
UpgradeRotation Amount added per 'Rotation' Prize
UpgradeSpeed Amount added per 'Speed' Prize
UpgradeThrust Amount added per 'Thruster' Prize
XRadarEnergy Amount of energy required to have 'X-Radar' activated (thousandths per hundredth of a second)
XRadarStatus Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with
Bomb
BBombDamagePercent Percentage of normal damage applied to a bouncing bomb 0=0% 1000=100% 2000=200%
BombAliveTime Time bomb is alive (in hundredths of a second)
BombDamageLevel Amount of damage a bomb causes at its center point (for all bomb levels)
BombExplodeDelay 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 Blast radius in pixels for an L1 bomb (L2 bombs double this, L3 bombs triple this)
BombSafety Whether proximity bombs have a firing safety (0=no 1=yes). If enemy ship is within proximity radius, will it allow you to fire.
EBombDamagePercent Percentage of normal damage applied to an EMP bomb 0=0% 1000=100% 2000=200%
EBombShutdownTime Maximum time recharge is stopped on players hit with an EMP bomb.
JitterTime How long the screen jitters from a bomb hit. (in hundredths of a second)
ProximityDistance Radius of proximity trigger in tiles. Each bomb level adds 1 to this amount.
Brick
BrickSpan How many tiles bricks are able to span
BrickTime How long bricks last (in hundredths of a second)
Bullet
BulletAliveTime How long bullets live before disappearing (in hundredths of a second)
BulletDamageLevel Maximum amount of damage that a L1 bullet will cause. Formula; damage = squareroot(rand# * (max damage^2 + 1))
BulletDamageUpgrade Amount of extra damage each bullet level will cause
ExactDamage If damage is to be random or not (1=exact, 0=random) [Continuum .36]
Burst
BurstDamageLevel Maximum amount of damage caused by a single burst bullet.
Cost
AntiWarp Cost (in points) to purchase this prize
Bomb Cost (in points) to purchase this prize
Bounce Cost (in points) to purchase this prize
Brick Cost (in points) to purchase this prize
Burst Cost (in points) to purchase this prize
Cloak Cost (in points) to purchase this prize
Decoy Cost (in points) to purchase this prize
Energy Cost (in points) to purchase this prize
Gun Cost (in points) to purchase this prize
MultiFire Cost (in points) to purchase this prize
Portal Cost (in points) to purchase this prize
Prox Cost (in points) to purchase this prize
PurchaseAnytime Where prizes can be purchased 0 = safe zone, 1 = anywhere
Recharge Cost (in points) to purchase this prize
Repel Cost (in points) to purchase this prize
Rocket Cost (in points) to purchase this prize
Rotation Cost (in points) to purchase this prize
Shield Cost (in points) to purchase this prize
Shrap Cost (in points) to purchase this prize
Speed Cost (in points) to purchase this prize
Stealth Cost (in points) to purchase this prize
Super Cost (in points) to purchase this prize
Thor Cost (in points) to purchase this prize
Thrust Cost (in points) to purchase this prize
XRadar Cost (in points) to purchase this prize
Custom
SaveStatsTime How often a custom arena saves its scores to the hard drive (in case something goes wrong)
Door
DoorDelay How often doors attempt to switch their state.
DoorMode Door mode (-2=all doors completely random, -1=weighted random (some doors open more often than others), 0-255=fixed doors (1 bit of byte for each door specifying whether it is open or not)
Flag
CarryFlags Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
EnterGameFlaggingDelay Time a new player must wait before they are allowed to see flags
FlagBlankDelay Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
FlagDropDelay Time before flag is dropped by carrier (0=never)
FlagDropResetReward Minimum kill reward that a player must get in order to have his flag drop timer reset.
FlagMode Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style flag game)
FlagResetDelay Amount of time before an un-won flag game is reset (in hundredths of a second) Advisable to be over 1000000
FlagReward Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
FlagRewardMode How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
FlagTerritoryRadius When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles). (note: 0 = special value meaning hide flags in center area of board as normal)
FlagTerritoryRadiusCentroid When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
FlaggerBombFireDelay Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
FlaggerBombUpgrade Whether the flaggers get a bomb upgrade 0=no 1=yes
FlaggerDamagePercent Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
FlaggerFireCostPercent Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
FlaggerGunUpgrade Whether the flaggers get a gun upgrade 0=no 1=yes
FlaggerKillMultiplier Number of times more points are given to a flagger (1 = double points, 2 = triple points)
FlaggerOnRadar Whether the flaggers appear on radar in red 0=no 1=yes
FlaggerSpeedAdjustment Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
FlaggerThrustAdjustment Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
FriendlyTransfer Whether the flaggers can transfer flags to other teammates (0=no 1=yes)
MaxFlags Maximum number of flags in the arena. (0=no flag game)
NoDataFlagDropDelay Amount of time that a user can get no data from server before flags he is carrying are dropped.
RandomFlags Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
Kill
BountyIncreaseForKill Number of points added to players bounty each time he kills an opponent.
BountyRewardPercent Percentage of your own bounty added to your reward when you kill somebody else.
DebtKills Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal)
EnterDelay How long after a player dies before he can re-enter the game.
FixedKillReward Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always)
JackpotBountyPercent Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200%
KillPointsMinimumBounty Bounty of target must be over this value to get any KillPointsPerFlag bonus points.
KillPointsPerFlag Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now)
MaxBonus Let's ignore these for now. Or let's not. :) This is if you have flags, can add more points per a kill. Founded by MGB
MaxPenalty Let's ignore these for now. Or let's not. :) This is if you have flags, can take away points per a kill. Founded by MGB
NoRewardKillDelay If you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second)
RewardBase Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB
King
CrownRecoverKills Number of crown kills a non-crown player must get in order to get their crown back.
DeathCount Number of deaths a player is allowed until his crown is removed
ExpireTime Initial time given to each player at beginning of 'King of the Hill' round
NonCrownAdjustTime Amount of time added for killing a player without a crown
NonCrownMinimumBounty Minimum amount of bounty a player must have in order to receive the extra time.
RewardFactor Number of points given to winner of 'King of the Hill' round (uses FlagReward formula)
Latency
C2SNoDataAction 0=Use Normal Method (Above settings) 1=Display Sysop Warning, 2=Spec Player, 3=Warning&Spec, 4=Kick, 5=Warning&Kick, 6=Kick&Spec, 7=Warning&Kick&Spec
C2SNoDataTime If above setting (C2SNoDataAction) is set, this is the delay (in 1/100 of a second [100 = 1 second, 60000=1 minute]) that a player's ping can be maxed at during a position packet before action takes place
ClientSlowPacketKickoutPercent Percentage of S2C slow packets before a player is kicked.
ClientSlowPacketSampleSize Number of packets to sample S2C before checking for kickout.
ClientSlowPacketTime Amount of latency S2C that constitutes a slow packet.
CutbackWatermark Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets.
KickOutDelay Amount of time the server can receive no data from the player before the player is kicked.
LatencyKickOutTime Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs.
MaxLatencyForKickOut Maximum latency that allowed before kickout.
MaxLatencyForPrizes Maximum amount of time that can pass before a shared prize packet is ignored.
MaxLatencyForWeapons Maximum C2S latency to allow before server disables weapons.
NegativeClientSlowPacketTime Packets with future timestamp farther in future than this variable are considered as slow packets (0=disabled). Feature is still experimental.
NoFlagDelay Amount of time before the server can receive no data from the player before it denies them the ability to pick up flags.
NoFlagPenalty Amount of time user is penalized when they exceed the NoFlagDelay.
S2CNoDataKickoutDelay Amount of time a user can receive no data from server before connection is terminated.
SendRoutePercent Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks)
SlowPacketKickoutPercent Percentage of C2S slow packets before a player is kicked.
SlowPacketSampleSize Number of packets to sample C2S before checking for kickout.
SlowPacketTime Amount of latency C2S that constitutes a slow packet.
Message
AllowAudioMessages Whether players can send audio messages (0=no 1=yes)
BongAllowed Whether players can play bong sounds (0=no 1=yes)
MessageDistance Don't think this is used anymore....
MessageReliable Whether messages are sent reliably.
MessageTeamReliable Whether team messages are sent reliably.
QuickMessageLimit Maximum number of messages that can be sent in a row before player is kicked.
Mine
MineAliveTime Time that mines are active (in hundredths of a second)
TeamMaxMines Maximum number of mines allowed to be placed by an entire team
Misc
ActivateAppShutdownTime Amount of time a ship is shutdown after application is reactivated (ie. when they come back from windows mode)
AllowSavedShips Whether saved ships are allowed (do not allow saved ship in zones where sub-arenas may have differing parameters) 1 = Savedfrom last arena/lagout, 0 = New Ship when entering arena/zone
AntiWarpSettleDelay Time (in 1/100 of a second) after someone warps/portals/attaches that they cannot warp/portal/attach again for (like a temp antiwarp enabled for them only) [Continuum .38]
BannerPoints Number of points require to display a banner
BounceFactor How bouncy the walls are. Speed retained is (16 / BounceFactor) in opposite direction. (16=no-speed-loss)
ContinuumOnly If set to 0, anyone can play. If set to 1, only continuum users can play in ship, while all VIE clients will be locked in spec.
DecoyAliveTime Time a decoy is alive (in hundredths of a second)
DisableScreenshot If set to 0, anyone can take screenshots. If set to 1, only spectators can. [Continuum .37]
ExtraPositionData Whether regular players receive sysop data about a ship (leave this at zero)
FrequencyShift Amount of random frequency shift applied to sounds in the game.
FrequencyShipTypes Whether ship type is based on frequency player is on or not (0=no 1=yes)
GreetMessage This message, if set to anything, will be sent to the player who just enter arena/zone
LevelFiles List of .lvz files, seperated by commas, that will be downloaded via client and used in this arena. A + in front of .lvz file will make it optional [Continuum .37]
MaxLossesToPlay Number of deaths before a player is forced into spectator mode (0=never)
MaxPlayers This is max amount of players in this arena. Will override the .ini max arena setting
MaxPlaying Maximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting))
MaxTimerDrift Percentage how much client timer is allowed to differ from server timer.
MaxXRes Max X res limit, 0 = no limit
MaxYRes Max Y res limit, 0 = no limit
MinUsage Min total usage hours required to play in this arena.
NearDeathLevel Amount of energy that constitutes a near-death experience (ships bounty will be decreased by 1 when this occurs -- used for dueling zone)
PeriodicMessage0 Info about this will be in explained through all 0-4 of these. Read next one down... To set it blank, set it to: 0
PeriodicMessage1 Must be set to this format: (Time for repeating) (Delay after arena is created) (Text) *Read Next!
PeriodicMessage2 Time for repeating will be after every X mins (60=1hour, 1440=1day), will display this message. *READ NEXT!
PeriodicMessage3 Delay will be after first person enters arena, it will then start this many mins after they enter. Good so they don't get one instantly for no reason. *READ NEXT!
PeriodicMessage4 Text will be the text. If text starts with a * (ie: *Hello), will act as a *zone message. If no * (ie: Hello), will act as a *arena command.
ResetScoreOnFrequencyChange Whether a players score should be reset when they change frequencies (used primarily for timed games like soccer)
SafetyLimit Amount of time that can be spent in the safe zone. (90000 = 15 mins)
SaveSpawnScore If set to 1, will save spawn scores to arenaname.scr. If set to 0, or blank, will not create useless .scr files.
SendPositionDelay Amount of time between position packets sent by client.
SheepMessage String that Appears when a player types ?sheep
SlowFrameCheck Whether to check for slow frames on the client (possible cheat technique) (flawed on some machines, do not use)
SlowFrameRate Check whether client has too slow frame rate to play (0=disabled, 1-35=Frame Rate limit, if < than this, kicked) [Continuum .36]
SpectatorQuiet Whether spectators can talk to active players (1=no 0=yes)
StartInSpec If set to 1, all users entering arena start in spec. Otherwise enter arena as normal.
TickerDelay Amount of time between ticker help messages.
TimedGame Amount of time in a timed game (like speed zone) (0=not a timed game)
VictoryMusic Whether the zone plays victory music or not.
WarpPointDelay How long a Portal point is active.
WarpRadiusLimit When ships are randomly placed in the arena, this parameter will limit how far from the center of the arena they can be placed (1024=anywhere)
Notes
CoMaker Original and/or helper of the zone
Maker Creator of the settings
MapName Map name(s) used with settings
Mapper Map Maker's name
Note1 Any other misc notes you wish to add
Note2 Any other misc notes you wish to add
Note3 Any other misc notes you wish to add
Note4 Any other misc notes you wish to add
Note5 Any other misc notes you wish to add
SettingName Name of the Game the settings "create"
Owner
Name Owners Username
UserId User ID number for Users name
PacketLoss
C2SKickOutPercent ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)
PacketLossDisableWeapons Whether the server disables weapons for high packetloss or not (1=yes 0=no)
S2CKickOutPercent ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)
SpectatorPercentAdjust Amount of extra packetloss a spectator is allowed to have.
Periodic
RewardDelay Time interval between each periodic reward (0=no periodic reward)
RewardMinimumPlayers Number of players that must be in the arena before periodic rewards will occur
RewardPoints Number of points given out to team members (per flag owned). (Negative numbers = flagCount * playersInArena)
Prize
DeathPrizeTime How long the prize exists that appears after killing somebody.
EngineShutdownTime Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second)
MinimumVirtual Distance from center of arena that prizes/flags/soccer-balls will generate
MultiPrizeCount Number of random 'Greens' given with a 'MultiPrize'
PrizeDelay How often prizes are regenerated (in hundredths of a second)
PrizeFactor Number of prizes hidden is based on number of players in game. This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person)
PrizeHideCount Number of prizes that are regenerated every PrizeDelay.
PrizeMaxExist Maximum amount of time that a hidden prize will remain on screen. (actual time is random)
PrizeMinExist Minimum amount of time that a hidden prize will remain on screen. (actual time is random)
PrizeNegativeFactor Odds of getting a negative prize. (1 = every prize, 32000 = extremely rare)
S2CTakePrizeReliable Whether prize packets are sent reliably (S2C)
TakePrizeReliable Whether prize packets are sent reliably (C2S)
UpgradeVirtual Amount of additional distance added to MinimumVirtual for each player that is in the game.
PrizeWeight
AllWeapons Likelyhood of 'Super!' prize appearing
AntiWarp Likelyhood of 'AntiWarp' prize appearing
Bomb Likelyhood of 'Bomb Upgrade' prize appearing
BouncingBullets Likelyhood of 'Bouncing Bullets' prize appearing
Brick Likelyhood of 'Brick' prize appearing
Burst Likelyhood of 'Burst' prize appearing
Cloak Likelyhood of 'Cloak' prize appearing
Decoy Likelyhood of 'Decoy' prize appearing
Energy Likelyhood of 'Energy Upgrade' prize appearing
Glue Likelyhood of 'Engine Shutdown' prize appearing
Gun Likelyhood of 'Gun Upgrade' prize appearing
MultiFire Likelyhood of 'MultiFire' prize appearing
MultiPrize Likelyhood of 'Multi-Prize' prize appearing
Portal Likelyhood of 'Portal' prize appearing
Proximity Likelyhood of 'Proximity Bomb' prize appearing
QuickCharge Likelyhood of 'Recharge' prize appearing
Recharge Likelyhood of 'Full Charge' prize appearing (NOTE! This is FULL CHARGE, not Recharge!! stupid vie)
Repel Likelyhood of 'Repel' prize appearing
Rocket Likelyhood of 'Rocket' prize appearing
Rotation Likelyhood of 'Rotation' prize appearing
Shields Likelyhood of 'Shields' prize appearing
Shrapnel Likelyhood of 'Shrapnel Upgrade' prize appearing
Stealth Likelyhood of 'Stealth' prize appearing
Thor Likelyhood of 'Thor' prize appearing
Thruster Likelyhood of 'Thruster' prize appearing
TopSpeed Likelyhood of 'Speed' prize appearing
Warp Likelyhood of 'Warp' prize appearing
XRadar Likelyhood of 'XRadar' prize appearing
Radar
MapZoomFactor A number representing how far you can see on radar.
RadarMode Radar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team mates, 4=quarters-see team mates)
RadarNeutralSize Size of area between blinded radar zones (in pixels)
Repel
RepelDistance Number of pixels from the player that are affected by a repel.
RepelSpeed Speed at which players are repelled
RepelTime Time players are affected by the repel (in hundredths of a second)
Rocket
RocketSpeed Speed value given while a rocket is active.
RocketThrust Thrust value given while a rocket is active.
Routing
CloseEnoughBombAdjust Distance off edge of radar in pixels that bomb packets will always forward to player. (in direction bomb is heading only)
CloseEnoughBulletAdjust Distance off edge of screen in pixels that bullet packets will always forward to player.
ClosePosPixels How near are packets considered close, default 250 pixels
DeathDistance Distance death messages are forwarded.
DoubleSendPercent Percentage packetloss at which server starts double sending weapon packets.
PosSendClose How long close packets are queue, default 20 ms
PosSendEdge How long packets on screen edge are queued, default 30 ms
PosSendRadar How long radar packets are queued, default 100 ms
QueuePositions Set to 1 to use following 4 settings:
RadarFavor Number of packets somebody on radar receives (1 = every packet, 3 = every fourth packet, 7 = every eighth packet)
WallResendCount Number of times a create wall packet is sent unreliably (in additional to the reliable send)
Security
MaxDeathWithoutFiring Number of times a player can die without firing before being removed from the arena.
MaxShipTypeSwitchCount Number of times a player can change ship type without being removed from the arena
PacketModificationMax Maximum number of modified packets allowed before a security violation is triggered.
S2CKickOutPercentWeapons The percent kickout for not getting weapon packets.
SecurityKickOff Whether players doing security violations get kicked off or not.
SuicideLimit Maximum number of suicides before player is kicked (no longer used since there are no suicides???)
Shrapnel
InactiveShrapDamage Amount of damage shrapnel causes in it's first 1/4 second of life.
Random Whether shrapnel spreads in circular or random patterns 0=circular 1=random
ShrapnelDamagePercent Percentage of normal damage applied to shrapnel (relative to bullets of same level) 0=0% 1000=100% 2000=200%
ShrapnelSpeed Speed that shrapnel travels
Soccer
AllowBombs Whether the ball carrier can fire his bombs (0=no 1=yes)
AllowGuns Whether the ball carrier can fire his guns (0=no 1=yes)
BallBlankDelay Amount of time a player can receive no data from server and still pick up the soccer ball.
BallBounce Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls)
BallCount Number of soccer balls in the arena (0=soccer game off)
BallLocation Whether the balls location is displayed at all times or not (0=not, 1=yes)
CapturePoints If positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well. If negative, teams are given 1 point for each goal, first team to reach -CapturePoints points wins the game.
CatchMinimum Minimun goals needed to win
CatchPoints Max goals needed to win
DisableBallKilling Set to 1 to disable people dieing in safety with the ball
DisableWallPass Set to 1 to disable passing of ball through a wall
Mode Goal configuration (0=any goal, 1=left-half/right-half, 2=top-half/bottom-half, 3=quadrants-defend-one-goal, 4=quadrants-defend-three-goals, 5=sides-defend-one-goal, 6=sides-defend-three-goals)
PassDelay How long after the ball is fired before anybody can pick it up (in hundredths of a second)
Reward Negative numbers equal absolute points given, positive numbers use FlagReward formula.
SendTime How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic)
UseFlagger If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes)
WinBy Have to beat other team by this many goals
Spawn
[Continuum .38]
Team0-Radius How large of a circle from center point can they warp (in Tiles)
Team0-X If set to a value, this is the center point where Freq 0 will start
Team0-Y If set to a value, this is the center point where Freq 0 will start
Team1-Radius How large of a circle from center point can they warp (in Tiles)
Team1-X If set to a value, this is the center point where Freq 1 will start
Team1-Y If set to a value, this is the center point where Freq 1 will start
Team2-Radius How large of a circle from center point can they warp (in Tiles)
Team2-X If set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1
Team2-Y If set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1
Team3-Radius How large of a circle from center point can they warp (in Tiles)
Team3-X If set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc
Team3-Y If set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc
Spectator
HideFlags If flags are to be shown to specs when they are dropped (1=can't see them) [Continuum .36]
NoXRadar If specs are allowed to have X (0=yes, 1=no) [Continuum .36]
Team
DesiredTeams Number of teams the server creates when adding new players before it starts adding new players to existing teams.
ForceEvenTeams Whether people are allowed to change teams if it would make the teams uneven. 0 = no restrictions, 1-10 = allowed variance
MaxFrequency Maximum number of frequencies allowed in arena (5 would allow frequencies 0,1,2,3,4)
MaxPerPrivateTeam Maximum number of players on a private frequency (0=same as MaxPerTeam)
MaxPerTeam Maximum number of players on a non-private frequency
SpectatorFrequency Frequency reserved for spectators (does not have to be within MaxFrequency limit)
Territory
RewardBaseFlags Minimum number of flags required to receive the territory reward
RewardDelay Time interval between each territory reward (0=no territory reward)
RewardMinimumPlayers Minimum number of players required in game to receive the territory reward
RewardPoints Amount of points given out to the players at end of each time interval (formula is complicated)
Toggle
AntiWarpPixels Distance Anti-Warp affects other players (in pixels) (note: enemy must also be on radar)
Wormhole
GravityBombs Whether a wormhole affects bombs (0=no 1=yes)
SwitchTime How often the wormhole switches its destination.