Difference between revisions of "Prize Settings"
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− | + | [Prize] These settings determine how subgame treats prizes (greens). | |
− | |||
+ | === 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). | ||
− | === PrizeMaxExist === | + | |
− | Maximum | + | === MinimumVirtual === |
+ | ''Datatype:'' Tiles. | ||
+ | |||
+ | Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) | ||
+ | |||
+ | |||
+ | === 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 === | === PrizeMinExist === | ||
− | Minimum | + | ''Datatype:'' Hundredths of seconds. |
+ | |||
+ | Minimum random time that a hidden prize will remain on screen. | ||
+ | |||
+ | === PrizeNegativeFactor === | ||
+ | ''Datatype:'' Factor (1 to 32000). | ||
− | + | Modifies odds of getting a negative prize. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. | |
− | |||
− | === DeathPrizeTime === | + | === DeathPrizeTime === |
− | + | ''Datatype:'' Hundredths of seconds. | |
+ | Time the prize exists that appears after killing somebody. | ||
− | |||
− | |||
+ | === EngineShutdownTime === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
− | === TakePrizeReliable === | + | Time of "Engine Shutdown" prize's effect. |
− | + | ||
− | + | ||
− | Whether prize packets are sent reliably ( | + | === TakePrizeReliable === |
+ | ''Datatype:'' Boolean (1=yes, 0=no). | ||
+ | |||
+ | Whether client-to-server prize packets are sent reliably. (Will increase bandwidth usage.) | ||
=== S2CTakePrizeReliable === | === S2CTakePrizeReliable === | ||
− | + | ''Datatype:'' Boolean (1=yes, 0=no). | |
− | + | ||
− | Whether prize packets are sent reliably ( | + | Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.) |
[[Category: Settings]] | [[Category: Settings]] |
Revision as of 23:16, 28 February 2005
[Prize] These settings determine how subgame treats prizes (greens).
Contents
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.)
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 (1 to 32000).
Modifies odds of getting a negative prize. Formula: NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount.
DeathPrizeTime
Datatype: Hundredths of seconds.
Time the prize exists that appears after killing somebody.
EngineShutdownTime
Datatype: Hundredths of seconds.
Time of "Engine Shutdown" prize's effect.
TakePrizeReliable
Datatype: Boolean (1=yes, 0=no).
Whether client-to-server prize packets are sent reliably. (Will increase bandwidth usage.)
S2CTakePrizeReliable
Datatype: Boolean (1=yes, 0=no).
Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)