Difference between revisions of "Prize Settings"
m (→EngineShutdownTime: reworded.) |
Mine GO BOOM (talk | contribs) m (Reverted edit of Zc321, changed back to last version by Cyan~Fire) |
||
(3 intermediate revisions by 3 users not shown) | |||
Line 28: | Line 28: | ||
''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 === | ||
Line 68: | Line 67: | ||
''Datatype:'' Boolean (1=yes, 0=no). | ''Datatype:'' Boolean (1=yes, 0=no). | ||
− | Whether client-to-server prize packets are sent reliably. | + | 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 02:53, 30 November 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.) 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.)