Difference between revisions of "Soccer Settings"

From ASSS Wiki
Jump to: navigation, search
m (typo)
(BallCount: crash subgame)
Line 46: Line 46:
 
''Datatype:'' Count.
 
''Datatype:'' Count.
  
Number of soccer balls in the arena (0=soccer game off). The maximum is 8.
+
Number of soccer balls in the arena. 0 will turn the soccer game off, of course. Any higher than 8 will crash subgame.
  
 
=== SendTime ===  
 
=== SendTime ===  

Revision as of 16:46, 22 March 2005

[Soccer] These settings determine how a soccer game is played in an arena. Soccer can be disabled by setting BallCount to 0.

BallBounce

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

Whether the ball bounces off walls instead of going through them.


AllowBombs

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

Whether the ball carrier can fire bombs. If a ball carrier tries to fire a bomb and this settings disabled, the ball will be released before the bomb.

AllowGuns

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

Whether the ball carrier can fire his guns. If the carrier tries, the ball will be released before the bullets fire.

PassDelay

Datatype: Hundredths of seconds (Max: 10000)

How long after the ball is fired before anybody can pick it up.


Mode

Datatype: Enumeration (0-6).

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


BallCount

Datatype: Count.

Number of soccer balls in the arena. 0 will turn the soccer game off, of course. Any higher than 8 will crash subgame.

SendTime

Datatype: Hundredths of seconds.

How often the balls position is updated. Set larger if you have more soccer balls to prevent too much modem traffic.


Reward

Datatype: Points. (Negative numbers are absolute points, positive use FlagReward formula.)

Reward for scoring a soccer goal.


CapturePoints

Datatype: Points.

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.


UseFlagger

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

If player with soccer ball should use the Flag:Flagger* ship adjustments or not.


BallLocation

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

Whether the balls' locations are displayed at all times or not.

BallBlankDelay

Datatype: Hundredths of seconds.

Amount of time a player can receive no data from server and still pick up the soccer ball.


CatchMinimum

Datatype: Count.

A team cannot win a soccer game until it has this many goals.


CatchPoints

Datatype: Count.

Max goals needed to win.


WinBy

Datatype: Count.

A team has to have this many more goals than the other team to win the soccer game.


DisableWallPass

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

Disables passing of ball through a wall.


DisableBallKilling

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

Disables Ball Killing, the killing of a player that has the ball while he/she is in a safety zone.