Difference between revisions of "Flag Settings"

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[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.
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== 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]]
 

Revision as of 03:35, 30 November 2005

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