Soccer Settings

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Revision as of 15:30, 23 March 2005 by Smong (talk | contribs) (BallCount: some changes)
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[Soccer] These settings determine how a soccer game is played in an arena. Soccer can be disabled by setting BallCount to 0.


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

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


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.


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.


Datatype: Hundredths of seconds (Max: 10000)

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


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


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.


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.


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

Reward for scoring a soccer goal.


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.


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

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


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

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


Datatype: Hundredths of seconds.

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


Datatype: Count.

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


Datatype: Count.

Max goals needed to win.


Datatype: Count.

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


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

Disables passing of ball through a wall.


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.