Difference between revisions of "Bomb Settings"
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− | These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius. | + | [Bomb] These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius. |
=== BombDamageLevel === | === BombDamageLevel === |
Revision as of 17:13, 18 January 2005
[Bomb] These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius.
Contents
BombDamageLevel
Datatype: Energy.
Amount of damage a bomb causes at its center point (for all bomb levels).
BombAliveTime
Datatype: Hundredths of seconds.
Time a bomb is alive.
BombExplodeDelay
Datatype: Hundredths of seconds.
How long after the proximity sensor is triggered before bomb explodes. (Note: it explodes immediately if ship moves away from it after triggering it.)
BombExplodePixels
Datatype: Pixels.
Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.)
ProximityDistance
Datatype: Tiles.
Radius of proximity trigger of an L1 bomb. Each bomb level adds 1 to this amount.
JitterTime
Datatype: Hundredths of seconds.
How long the screen jitters from a bomb hit.
BombSafety
Datatype: Boolean (0=no, 1=yes).
Enables a firing safety for proximity bombs. If an enemy ship is within proximity radius, the firing safety will not let the user fire.
EBombShutdownTime
Datatype: Hundredths of seconds.
Maximum time recharge is stopped on players hit with an EMP bomb.
EBombDamagePercent
Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)
Percentage of normal damage applied to an EMP bomb.
BBombDamagePercent
Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)
Percentage of normal damage applied to a bouncing bomb.