Difference between revisions of "Prize Settings"

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(MinimumVirtual: <8 crash, per Ekted)
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[Prize] These settings determine how subgame treats prizes (greens).
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=== MultiPrizeCount ===
 
''Datatype:'' Count.
 
 
 
Amount of prizes within a multiprize green.
 
 
 
 
 
=== PrizeFactor ===
 
''Datatype:'' Factor (0 to 10000).
 
 
 
Adjusts number of prizes generated per player. ''Formula:'' NumPrizes = PrizeFactor * PlayerCount / 1000.
 
 
 
 
 
=== PrizeDelay ===
 
''Datatype:'' Hundredths of seconds.
 
 
 
How often server regenerates prizes.
 
 
 
 
 
=== PrizeHideCount ===
 
''Datatype:'' Count.
 
 
 
Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor).
 
 
 
 
 
=== MinimumVirtual ===
 
''Datatype:'' Tiles.
 
 
 
Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.
 
 
 
=== UpgradeVirtual ===
 
''Datatype:'' Tiles.
 
 
 
Additional distance added to MinimumVirtual per player in game.
 
 
 
 
 
=== PrizeMaxExist ===
 
''Datatype:'' Hundredths of seconds.
 
 
 
Maximum random time that a hidden prize will remain on screen.
 
 
 
 
 
=== PrizeMinExist ===
 
''Datatype:'' Hundredths of seconds.
 
 
 
Minimum random time that a hidden prize will remain on screen.
 
 
 
 
 
=== PrizeNegativeFactor ===
 
''Datatype:'' Factor (0 to 32000).
 
 
 
The chance of greening a negative prize, higher values mean less likely, 0 means never. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.
 
 
 
=== DeathPrizeTime ===
 
''Datatype:'' Hundredths of seconds.
 
 
 
Time the prize exists that appears after killing somebody.
 
 
 
 
 
=== EngineShutdownTime ===
 
''Datatype:'' Hundredths of seconds.
 
 
 
How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.
 
 
 
=== TakePrizeReliable ===
 
''Datatype:'' Boolean (1=yes, 0=no).
 
 
 
Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.
 
 
 
=== S2CTakePrizeReliable ===
 
''Datatype:'' Boolean (1=yes, 0=no).
 
 
 
Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)
 
 
 
[[Category: Settings]]
 

Revision as of 03:39, 30 November 2005

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