Difference between revisions of "Flag Settings"

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=== FlaggerOnRadar ===  
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[Flag] These settings determine how subgame treats flags and flaggers.
Whether the flaggers appear on radar in red 0=no 1=yes
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 +
=== FlaggerOnRadar ===
 +
''Datatype:'' Boolean (0=no, 1=yes).
 +
 
 +
Whether the flaggers appear on radar in red.
  
  
 
=== FlaggerKillMultiplier ===  
 
=== FlaggerKillMultiplier ===  
Number of times more points are given to a flagger (1 = double points, 2 = triple points)
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''Datatype:'' Multiplier.
 +
 
 +
Number of times more points are given to a flagger (1 = double points, 2 = triple points).
  
  
 
=== FlaggerGunUpgrade ===  
 
=== FlaggerGunUpgrade ===  
* Min: 0
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''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
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Whether the flaggers get a gun upgrade 0=no 1=yes
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Whether the flaggers get a gun upgrade.
  
  
 
=== FlaggerBombUpgrade ===  
 
=== FlaggerBombUpgrade ===  
* Min: 0
+
''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
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Whether the flaggers get a bomb upgrade 0=no 1=yes
+
Whether the flaggers get a bomb upgrade.
  
  
 
=== FlaggerFireCostPercent ===  
 
=== FlaggerFireCostPercent ===  
Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
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''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 ===  
 
=== FlaggerDamagePercent ===  
Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
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''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 ===  
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Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
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=== FlaggerSpeedAdjustment ===
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''Datatype:'' Adjustment (-128 to 128).
 +
 
 +
Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
  
  
 
=== FlaggerThrustAdjustment ===  
 
=== FlaggerThrustAdjustment ===  
Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
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''Datatype:'' Adjustment (-128 to 128).
 +
 
 +
Tthrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
 +
 
  
 +
=== FlaggerBombFireDelay ===
 +
''Datatype:'' Hundredths of seconds.
  
=== FlaggerBombFireDelay ===
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Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20.
Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
 
  
  
 
=== CarryFlags ===  
 
=== CarryFlags ===  
* Min: 0
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''Datatype:'' Enumeration.
* Max: 2
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Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
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* 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.
  
  
=== FlagDropDelay ===  
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=== FlagDropDelay ===
Time before flag is dropped by carrier (0=never)
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''Datatype:'' Hundredths of seconds.
  
 +
Time before flag is dropped by carrier. ''Special value:'' 0 = no timer.
  
=== FlagDropResetReward ===
 
Minimum kill reward that a player must get in order to have his flag drop timer reset.
 
  
 +
=== FlagDropResetReward ===
 +
''Datatype:'' Points.
  
=== EnterGameFlaggingDelay ===
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Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization.
Time a new player must wait before they are allowed to see flags
 
  
  
=== FlagBlankDelay ===  
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=== EnterGameFlaggingDelay ===
Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
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''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 ===  
 
=== NoDataFlagDropDelay ===  
 +
''Datatype:'' Hundredths of seconds.
 +
 
Amount of time that a user can get no data from server before flags he is carrying are dropped.
 
Amount of time that a user can get no data from server before flags he is carrying are dropped.
  
  
 
=== FlagMode ===  
 
=== FlagMode ===  
* Min: 0
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''Datatype:'' Enumeration.
* Max: 2
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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)
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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 ===  
 
=== FlagResetDelay ===  
Amount of time before an un-won flag game is reset (in hundredths of a second)  Advisable to be over 1000000
+
''Datatype:'' Hundredths of seconds.
 +
 
 +
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
  
  
 
=== MaxFlags ===  
 
=== MaxFlags ===  
* Min: 0
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''Datatype:'' Count (0 to 32).
* Max: 32
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Maximum number of flags in the arena. (0=no flag game)
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Maximum number of flags in the arena.
  
  
 
=== RandomFlags ===  
 
=== RandomFlags ===  
* Min: 0
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''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
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Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
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Whether number of flags is random. Obeys MaxFlags.
  
  
=== FlagReward ===  
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=== FlagReward ===
Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
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''Datatype:'' Points.
 +
 
 +
Number of points given for a flag victory. ''Formula:'' (playersInGame<sup>2</sup> * FlagReward / 1000). ''Special value:'' 0 = no flag victory.
  
  
 
=== FlagRewardMode ===  
 
=== FlagRewardMode ===  
* Min: 0
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''Datatype:'' Enumeration.
* Max: 1
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How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
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Determines the flag reward formula for the members of the winning team:
 +
* 0 = Each gets rewardPoints
 +
* 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)
 +
 
  
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=== FlagTerritoryRadius ===
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''Datatype:'' Tiles.
  
=== FlagTerritoryRadius ===
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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.
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 ===  
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=== 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)
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''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 ===  
 
=== FriendlyTransfer ===  
* Min: 0
+
''Datatype:'' Boolean (0=yes, 1=no).
* Max: 1
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Whether the flaggers can transfer flags to other teammates (0=no 1=yes)
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Whether the flaggers can transfer flags to other teammates.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Revision as of 02:39, 27 February 2005

[Flag] These settings determine how subgame treats flags and flaggers.

FlaggerOnRadar

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

Whether the flaggers appear on radar in red.


FlaggerKillMultiplier

Datatype: Multiplier.

Number of times more points are given to a flagger (1 = double points, 2 = triple points).


FlaggerGunUpgrade

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

Whether the flaggers get a gun upgrade.


FlaggerBombUpgrade

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

Whether the flaggers get a bomb upgrade.


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: Adjustment (-128 to 128).

Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.


FlaggerThrustAdjustment

Datatype: Adjustment (-128 to 128).

Tthrust 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.


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.


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.


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: (playersInGame2 * 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.