Difference between revisions of "Soccer Settings"

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=== BallBounce ===  
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[Soccer]
* Min: 0
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These settings determine how a soccer game is played in an arena. Soccer can be disabled by setting BallCount to 0.
* Max: 1
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Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls)
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=== BallBounce ===
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 +
''Datatype:'' Boolean (1=yes, 0=no)
 +
 
 +
Whether the ball bounces off walls instead of going through them.
  
  
 
=== AllowBombs ===  
 
=== AllowBombs ===  
* Min: 0
 
* Max: 1
 
Whether the ball carrier can fire his bombs (0=no 1=yes)
 
  
 +
''Datatype:'' Boolean (1=yes, 0=no)
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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 ===  
 
=== AllowGuns ===  
* Min: 0
 
* Max: 1
 
Whether the ball carrier can fire his guns (0=no 1=yes)
 
  
 +
''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 ===  
 
=== PassDelay ===  
* Min: 0
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* Max: 10000
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''Datatype:'' Hundredths of seconds (Max: 10000)
How long after the ball is fired before anybody can pick it up (in hundredths of a second)
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 +
How long after the ball is fired before anybody can pick it up.
  
  
 
=== Mode ===  
 
=== Mode ===  
* Min: 0
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* Max: 6
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''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)
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Goal configuration.
 +
*0=any goal
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*1=left-half/right-half
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*2=top-half/bottom-half
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*3=quadrants-defend-one-goal
 +
*4=quadrants-defend-three-goals
 +
*5=sides-defend-one-goal
 +
*6=sides-defend-three-goals
  
  
 
=== BallCount ===  
 
=== BallCount ===  
Number of soccer balls in the arena (0=soccer game off)
 
  
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''Datatype:'' Count.
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Number of soccer balls in the arena. 0 will turn off the soccer game. Setting this to higher than 8 will crash subgame, but not asss. Continuum won't show more than 8 balls.
  
 
=== SendTime ===  
 
=== SendTime ===  
How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic)
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 +
''Datatype:'' Hundredths of seconds.
 +
 
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How often the balls position is updated. Set larger if you have more soccer balls to prevent too much modem traffic.
  
  
 
=== Reward ===  
 
=== Reward ===  
Negative numbers equal absolute points given, positive numbers use FlagReward formula.
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 +
''Datatype:'' Points. (Negative numbers are absolute points, positive use FlagReward formula.)
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 +
Reward for scoring a soccer goal.
  
  
 
=== CapturePoints ===  
 
=== 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.
+
 
 +
''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 ===  
 
=== UseFlagger ===  
* Min: 0
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* Max: 1
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''Datatype:'' Boolean (1=yes, 0=no)
If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes)
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 +
If player with soccer ball should use the Flag:Flagger* ship adjustments or not.
  
  
 
=== BallLocation ===  
 
=== BallLocation ===  
* Min: 0
 
* Max: 1
 
Whether the balls location is displayed at all times or not (0=not, 1=yes)
 
  
 +
''Datatype:'' Boolean (1=yes, 0=no)
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 +
Whether the balls' locations are displayed at all times or not.
  
 
=== BallBlankDelay ===  
 
=== BallBlankDelay ===  
 +
 +
''Datatype:'' Hundredths of seconds.
 +
 
Amount of time a player can receive no data from server and still pick up the soccer ball.
 
Amount of time a player can receive no data from server and still pick up the soccer ball.
  
  
 
=== CatchMinimum ===  
 
=== CatchMinimum ===  
Minimun goals needed to win
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 +
''Datatype:'' Count.
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 +
A team cannot win a soccer game until it has this many goals.
  
  
 
=== CatchPoints ===  
 
=== CatchPoints ===  
Max goals needed to win
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 +
''Datatype:'' Count.
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 +
Max goals needed to win.
  
  
 
=== WinBy ===  
 
=== WinBy ===  
Have to beat other team by this many goals
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 +
''Datatype:'' Count.
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 +
A team has to have this many more goals than the other team to win the soccer game.
  
  
 
=== DisableWallPass ===  
 
=== DisableWallPass ===  
Set to 1 to disable passing of ball through a wall
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 +
''Datatype:'' Boolean (1=yes, 0=no)
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 +
Disables passing of ball through a wall.
  
  
 
=== DisableBallKilling ===  
 
=== DisableBallKilling ===  
Set to 1 to disable people dieing in safety with the ball
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 +
''Datatype:'' Boolean (1=yes, 0=no)
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 +
Disables Ball Killing, the killing of a player that has the ball while he/she is in a safety zone.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Latest revision as of 15:30, 23 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 off the soccer game. Setting this to higher than 8 will crash subgame, but not asss. Continuum won't show more than 8 balls.

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.