Prize Settings: Difference between revisions

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m Reverted edit of Zc321, changed back to last version by Cyan~Fire
 
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''Datatype:'' Tiles.
''Datatype:'' Tiles.


Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.)
Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.
 


=== UpgradeVirtual ===
=== UpgradeVirtual ===
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=== PrizeNegativeFactor ===
=== PrizeNegativeFactor ===
''Datatype:'' Factor (1 to 32000).
''Datatype:'' Factor (0 to 32000).
 
Modifies odds of getting a negative prize. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount.


The chance of greening a negative prize, higher values mean less likely, 0 means never. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.


=== DeathPrizeTime ===
=== DeathPrizeTime ===
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''Datatype:'' Hundredths of seconds.
''Datatype:'' Hundredths of seconds.


Time of "Engine Shutdown" prize's effect.
How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.
 


=== TakePrizeReliable ===
=== TakePrizeReliable ===
''Datatype:'' Boolean (1=yes, 0=no).
''Datatype:'' Boolean (1=yes, 0=no).


Whether client-to-server prize packets are sent reliably. (Will increase bandwidth usage.)
Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.
 


=== S2CTakePrizeReliable ===  
=== S2CTakePrizeReliable ===  

Latest revision as of 07:53, 30 November 2005

[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).


MinimumVirtual

Datatype: Tiles.

Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.

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 (0 to 32000).

The chance of greening a negative prize, higher values mean less likely, 0 means never. Formula: NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.

DeathPrizeTime

Datatype: Hundredths of seconds.

Time the prize exists that appears after killing somebody.


EngineShutdownTime

Datatype: Hundredths of seconds.

How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.

TakePrizeReliable

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

Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.

S2CTakePrizeReliable

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

Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)