Difference between revisions of "Ship Settings"
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=== InitialThrust === | === InitialThrust === | ||
− | ''Datatype:'' | + | ''Datatype:'' Speed / second / 10. |
Initial thrust of ship. | Initial thrust of ship. | ||
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=== InitialSpeed === | === InitialSpeed === | ||
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=== MaximumThrust === | === MaximumThrust === | ||
− | ''Datatype:'' | + | ''Datatype:'' Speed / second / 10. |
Maximum (with upgrades) thrust of ship. | Maximum (with upgrades) thrust of ship. | ||
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=== UpgradeRotation === | === UpgradeRotation === | ||
− | ''Datatype:'' 90°/ | + | ''Datatype:'' 90° / seconds / 100 (That is, 400 for a full rotation in 1s). |
Amount added per Rotation Upgrade Prize. | Amount added per Rotation Upgrade Prize. | ||
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=== UpgradeThrust === | === UpgradeThrust === | ||
− | ''Datatype:'' | + | ''Datatype:'' Speed / second / 10. |
Amount added per Thruster Upgrade Prize. | Amount added per Thruster Upgrade Prize. | ||
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''Datatype:'' Unknown. | ''Datatype:'' Unknown. | ||
− | Amount of friction on the [[soccer]] ball when it is not carried by a ship. | + | Amount of [[Ball Friction|friction]] on the [[soccer]] ball when it is not carried by a ship. |
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=== SoccerBallProximity === | === SoccerBallProximity === | ||
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[[Category: Settings]] | [[Category: Settings]] | ||
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Latest revision as of 20:40, 27 June 2008
[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark]
These settings determine the properties of each of the eight ships. These go in an arena's .cfg file for subgame and in arena.conf for ASSS. Ship names themselves can be changed with shipinfo.dat.
Contents
- 1 InitialRotation
- 2 InitialThrust
- 3 InitialSpeed
- 4 InitialRecharge
- 5 InitialEnergy
- 6 MaximumRotation
- 7 MaximumThrust
- 8 MaximumSpeed
- 9 MaximumRecharge
- 10 MaximumEnergy
- 11 UpgradeRotation
- 12 UpgradeThrust
- 13 UpgradeSpeed
- 14 UpgradeRecharge
- 15 UpgradeEnergy
- 16 CloakStatus
- 17 StealthStatus
- 18 XRadarStatus
- 19 AntiWarpStatus
- 20 CloakEnergy
- 21 StealthEnergy
- 22 XRadarEnergy
- 23 AntiWarpEnergy
- 24 InitialRepel
- 25 InitialBurst
- 26 InitialBrick
- 27 InitialRocket
- 28 InitialThor
- 29 InitialDecoy
- 30 InitialPortal
- 31 InitialGuns
- 32 InitialBombs
- 33 RepelMax
- 34 BurstMax
- 35 DecoyMax
- 36 RocketMax
- 37 ThorMax
- 38 BrickMax
- 39 PortalMax
- 40 MaxGuns
- 41 MaxBombs
- 42 BulletFireEnergy
- 43 BulletSpeed
- 44 BulletFireDelay
- 45 MultiFireEnergy
- 46 MultiFireDelay
- 47 MultiFireAngle
- 48 DoubleBarrel
- 49 BombFireEnergy
- 50 BombFireEnergyUpgrade
- 51 BombThrust
- 52 BombBounceCount
- 53 BombSpeed
- 54 BombFireDelay
- 55 EmpBomb
- 56 SeeBombLevel
- 57 MaxMines
- 58 SeeMines
- 59 LandmineFireEnergy
- 60 LandmineFireEnergyUpgrade
- 61 LandmineFireDelay
- 62 ShrapnelMax
- 63 ShrapnelRate
- 64 BurstSpeed
- 65 BurstShrapnel
- 66 TurretThrustPenalty
- 67 TurretSpeedPenalty
- 68 TurretLimit
- 69 RocketTime
- 70 InitialBounty
- 71 AttachBounty
- 72 AfterburnerEnergy
- 73 DisableFastShooting
- 74 Radius
- 75 DamageFactor
- 76 PrizeShareLimit
- 77 SuperTime
- 78 ShieldsTime
- 79 Gravity
- 80 GravityTopSpeed
- 81 SoccerBallFriction
- 82 SoccerBallProximity
- 83 SoccerBallSpeed
- 84 SoccerThrowTime
InitialRotation
Datatype: 90°/ second / 100 (That is, 400 for a full rotation in 1s).
Initial rotation rate of the ship.
InitialThrust
Datatype: Speed / second / 10.
Initial thrust of ship.
InitialSpeed
Datatype: Pixels / second / 10.
Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.
InitialRecharge
Datatype: Energy / second / 10.
Initial recharge rate.
InitialEnergy
Datatype: Energy.
Initial amount of energy that the ship can have.
MaximumRotation
Datatype: 90°/(seconds / 100) (That is, 400 for a full rotation in 1s).
Maximum (with upgrades) rotation rate of the ship.
MaximumThrust
Datatype: Speed / second / 10.
Maximum (with upgrades) thrust of ship.
MaximumSpeed
Datatype: Pixels / seconds / 10.
Maximum (with upgrades) speed of ship.
MaximumRecharge
Datatype: Energy / seconds / 10. (That is, 10 means 1 energy per second.)
Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy.
MaximumEnergy
Datatype: Unknown.
Maximum (with upgrades) amount of energy that the ship can have.
UpgradeRotation
Datatype: 90° / seconds / 100 (That is, 400 for a full rotation in 1s).
Amount added per Rotation Upgrade Prize.
UpgradeThrust
Datatype: Speed / second / 10.
Amount added per Thruster Upgrade Prize.
UpgradeSpeed
Datatype: Pixels / seconds / 10.
Amount added per Speed Upgrade Prize.
UpgradeRecharge
Datatype:Energy / seconds / 10..
Amount added per Recharge Upgrade Prize.
UpgradeEnergy
Datatype: Energy.
Amount added per Energy Upgrade Prize.
CloakStatus
Datatype: Enumeration.
Whether ships can to receive Cloak.
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
StealthStatus
Datatype: Enumeration.
Whether ships can to receive Stealth.
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
XRadarStatus
Datatype: Enumeration.
Whether ships can to receive X-Radar.
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
AntiWarpStatus
Datatype: Enumeration.
Whether ships can receive AntiWarp.
- 0 = no
- 1 = yes
- 2 = yes & starts with prize
CloakEnergy
Datatype: Energy / second / 10 (0 to 32000).
Amount of energy required to have Cloak activated.
StealthEnergy
Datatype: Energy / second / 10 (0 to 32000).
Amount of energy required to have Stealth activated.
XRadarEnergy
Datatype: Energy / second / 10 (0 to 32000).
Amount of energy required to have X-Radar activated.
AntiWarpEnergy
Datatype: Energy / second / 10 (0 to 32000).
Amount of energy required to have Anti-Warp activated.
InitialRepel
Datatype: Count.
Repels given to ships when they spawn.
InitialBurst
Datatype: Count.
Bursts given to ships when they spawn.
InitialBrick
Datatype: Count.
Bricks given to ships when they spawn.
InitialRocket
Datatype: Count.
Rockets given to ships when they spawn.
InitialThor
Datatype: Count.
Thor's Hammers given to ships when they spawn.
InitialDecoy
Datatype: Count.
Decoys given to ships when they spawn.
InitialPortal
Datatype: Count.
Portals given to ships when they spawn.
InitialGuns
Datatype: Weapon level (0 to 3).
Gun level given to ships at respawn. Note that a ship cannot start with L4 guns.
InitialBombs
Datatype: Weapon level (0 to 3).
Bomb level given to ships at respawn. Note that a ship cannot start with L4 bombs.
RepelMax
Datatype: Count.
Maximum Repels a ship can store. Any Repel prizes after this will be ignored.
BurstMax
Datatype: Count.
Maximum Bursts a ship can store. Any Repel prizes after this will be ignored.
DecoyMax
Datatype: Count.
Maximum Decoys a ship can store. Any Repel prizes after this will be ignored.
RocketMax
Datatype: Count.
Maximum Rockets a ship can store. Any Repel prizes after this will be ignored.
ThorMax
Datatype: Count.
Maximum Thor's Hammers a ship can store. Any Repel prizes after this will be ignored.
BrickMax
Datatype: Count.
Maximum Bricks a ship can store. Any Repel prizes after this will be ignored.
PortalMax
Datatype: Count.
Maximum Portals a ship can store. Any Repel prizes after this will be ignored.
MaxGuns
Datatype: Weapon level (0 to 3).
Maximum gun level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.
MaxBombs
Datatype: Weapon level (0 to 3).
Maximum bomb level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade.
BulletFireEnergy
Datatype: Energy.
Base energy it takes a ship to fire a bullet. Formula: EnergyUsed = GunLevel * BulletFireEnergy. So this setting is for an L1 bullet, and is doubled for L2, and so on.
BulletSpeed
Datatype: Pixels / second / 10.
How fast bullets travel.
BulletFireDelay
Datatype: Seconds / 100.
Delay before a ship can fire another weapon after it fires a bullet.
MultiFireEnergy
Datatype: Energy.
Energy it takes a ship to fire a set of multifire bullets. Formula: EnergyUsed = GunLevel * MultiFireEnergy.
MultiFireDelay
Datatype: Seconds / 100.
Delay before a ship can fire another weapon after it fires a set of multifire bullets.
MultiFireAngle
Datatype: Rotation Points / 1000. (Note: One rotation point equals exactly 9°.)
Angle spread between multi-fire bullets and standard forward-firing bullets.
DoubleBarrel
Datatype: Boolean (1=yes, 0=no).
Whether ships fire double-barrel bullets.
BombFireEnergy
Datatype: Energy.
Amount of energy it takes a ship to fire a bomb.
BombFireEnergyUpgrade
Datatype: Energy.
Extra energy it takes a ship to fire an upgraded bomb. Formula: EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade.
BombThrust
Datatype: Unknown.
Amount of back-thrust (recoil) this ship receives when firing a bomb.
BombBounceCount
Datatype: Count.
Times a bomb fired by this ship can bounce before it explodes on impact
BombSpeed
Datatype: Pixels / seconds / 10.
How fast bombs fired by this ship travel.
BombFireDelay
Datatype: Seconds / 100.
Delay before this ship can fire another weapon after it fires a bomb.
EmpBomb
Datatype: Boolean (1=yes, 0=no).
Whether this ship fires EMP bombs.
SeeBombLevel
Datatype: Weapon Level (0 to 4).
Lowest level of bombs this ship can see on radar. Special Value: 0 = no bombs on radar. (Continuum .36+)
MaxMines
Datatype: Count.
Maximum number of mines this ship can place.
SeeMines
Datatype: Boolean (1=yes, 0=no).
Whether ships see mines on radar.
LandmineFireEnergy
Datatype: Energy.
Energy it takes this ship to place an L1 mine.
LandmineFireEnergyUpgrade
Datatype: Energy.
Extra energy it takes to place an upgraded landmine. Formula: EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade.
LandmineFireDelay
Datatype: Seconds / 100.
Delay before a ship can fire another weapon after it drops a landmine.
ShrapnelMax
Datatype: Count (0 to 31).
Maximum shrapnel pieces released from this ship's bombs.
ShrapnelRate
Datatype: Count (0 to 31).
Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize.
BurstSpeed
Datatype: Pixels / seconds / 10.
How fast the burst "shrapnel" move for this ship.
BurstShrapnel
Datatype: Count.
Burst shrapnel released when this ship fires a Burst.
TurretThrustPenalty
Datatype: Unknown.
This ship's thrust is decreased this much when a turret it riding.
TurretSpeedPenalty
Datatype: Pixels / second / 10.
This ship's speed is decreased this much when a turret it riding.
TurretLimit
Datatype: Count.
Number of turrets allowed on this ship. If you don't want ships to attach, set TurretLimit to 0.
RocketTime
Datatype: Seconds / 100.
How long a Rocket lasts.
InitialBounty
Datatype: Count.
Number of prizes given to this ship when it spawns.
AttachBounty
Datatype: Points.
Bounty required by ships to attach to another ship to form a turret.
AfterburnerEnergy
Datatype: Energy.
Energy required to have 'Afterburners' activated.
DisableFastShooting
Datatype: Boolean (1=yes, 0=no).
Whether firing bullets, bombs, or thors is disabled after using afterburners. (Continuum .36+)
Radius
Datatype: Pixels.
The ship's radius from center to outside. Special Value: 0 = 14 pixels. (Continuum .37+)
DamageFactor
Datatype: Factor (0 to 5000).
How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) Special Value: 0 = never.
Datatype: Points.
Maximum bounty that this ship can receive by Team Prizes.
SuperTime
Datatype: Seconds / 100.
How long Superpower lasts for this ship. The actual time is random up to this value.
ShieldsTime
Datatype: Seconds / 100.
How long Shields last for this ship.
Gravity
Datatype: Factor.
Modifies radius over which a wormhole's gravity has an effect.
Formula: EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500.
The setting for Warbird also controls how far out bombs/mines are effected by wormholes.
GravityTopSpeed
Datatype: Pixels / seconds / 10.
How much this ship's maximum speed is increased when under the influence of a wormhole's gravity. Note that this does not replace the previous speed.
SoccerBallFriction
Datatype: Unknown.
Amount of friction on the soccer ball when it is not carried by a ship.
SoccerBallProximity
Datatype: Pixels.
How close the ship must be in order to pick up a ball. Set this to 0 to disallow the ship from picking up a ball.
SoccerBallSpeed
Datatype: Pixels / seconds / 10.
Initial speed given to the ball when fired by this ship.
SoccerThrowTime
Datatype: Seconds / 100.
Time player has to carry soccer ball before it automatically fires (out the back of the ship).
If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.