Difference between revisions of "Soccer Settings"
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− | === BallBounce === | + | [Soccer] |
− | + | These settings determine how a soccer game is played in an arena. Soccer can be disabled by setting BallCount to 0. | |
− | + | ||
− | Whether the ball bounces off walls | + | === BallBounce === |
+ | |||
+ | ''Datatype:'' Boolean (1=yes, 0=no) | ||
+ | |||
+ | Whether the ball bounces off walls instead of going through them. | ||
=== AllowBombs === | === AllowBombs === | ||
− | |||
− | |||
− | |||
+ | ''Datatype:'' Boolean (1=yes, 0=no) | ||
+ | |||
+ | Whether the ball carrier can fire bombs. If a ball carrier tries to fire a bomb and this settings disabled, the ball will be released before the bomb. | ||
=== AllowGuns === | === AllowGuns === | ||
− | |||
− | |||
− | |||
+ | ''Datatype:'' Boolean (1=yes, 0=no) | ||
+ | |||
+ | Whether the ball carrier can fire his guns. If the carrier tries, the ball will be released before the bullets fire. | ||
=== PassDelay === | === PassDelay === | ||
− | + | ||
− | + | ''Datatype:'' Hundredths of seconds (Max: 10000) | |
− | How long after the ball is fired before anybody can pick it up | + | |
+ | How long after the ball is fired before anybody can pick it up. | ||
=== Mode === | === Mode === | ||
− | + | ||
− | + | ''Datatype:'' Enumeration (0-6). | |
− | Goal configuration | + | |
+ | Goal configuration. | ||
+ | *0=any goal | ||
+ | *1=left-half/right-half | ||
+ | *2=top-half/bottom-half | ||
+ | *3=quadrants-defend-one-goal | ||
+ | *4=quadrants-defend-three-goals | ||
+ | *5=sides-defend-one-goal | ||
+ | *6=sides-defend-three-goals | ||
=== BallCount === | === BallCount === | ||
− | |||
+ | ''Datatype:'' Count. | ||
+ | |||
+ | Number of soccer balls in the arena. 0 will turn off the soccer game. Setting this to higher than 8 will crash subgame, but not asss. Continuum won't show more than 8 balls. | ||
=== SendTime === | === SendTime === | ||
− | How often the balls position is updated | + | |
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
+ | How often the balls position is updated. Set larger if you have more soccer balls to prevent too much modem traffic. | ||
=== Reward === | === Reward === | ||
− | Negative numbers | + | |
+ | ''Datatype:'' Points. (Negative numbers are absolute points, positive use FlagReward formula.) | ||
+ | |||
+ | Reward for scoring a soccer goal. | ||
=== CapturePoints === | === CapturePoints === | ||
− | If positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well. | + | |
+ | ''Datatype:'' Points. | ||
+ | |||
+ | If positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well. | ||
+ | |||
+ | If negative, teams are given 1 point for each goal, first team to reach -CapturePoints points wins the game. | ||
=== UseFlagger === | === UseFlagger === | ||
− | + | ||
− | + | ''Datatype:'' Boolean (1=yes, 0=no) | |
− | If player with soccer ball should use the Flag:Flagger* ship adjustments or not | + | |
+ | If player with soccer ball should use the Flag:Flagger* ship adjustments or not. | ||
=== BallLocation === | === BallLocation === | ||
− | |||
− | |||
− | |||
+ | ''Datatype:'' Boolean (1=yes, 0=no) | ||
+ | |||
+ | Whether the balls' locations are displayed at all times or not. | ||
=== BallBlankDelay === | === BallBlankDelay === | ||
+ | |||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
Amount of time a player can receive no data from server and still pick up the soccer ball. | Amount of time a player can receive no data from server and still pick up the soccer ball. | ||
=== CatchMinimum === | === CatchMinimum === | ||
− | + | ||
+ | ''Datatype:'' Count. | ||
+ | |||
+ | A team cannot win a soccer game until it has this many goals. | ||
=== CatchPoints === | === CatchPoints === | ||
− | Max goals needed to win | + | |
+ | ''Datatype:'' Count. | ||
+ | |||
+ | Max goals needed to win. | ||
=== WinBy === | === WinBy === | ||
− | + | ||
+ | ''Datatype:'' Count. | ||
+ | |||
+ | A team has to have this many more goals than the other team to win the soccer game. | ||
=== DisableWallPass === | === DisableWallPass === | ||
− | + | ||
+ | ''Datatype:'' Boolean (1=yes, 0=no) | ||
+ | |||
+ | Disables passing of ball through a wall. | ||
=== DisableBallKilling === | === DisableBallKilling === | ||
− | + | ||
+ | ''Datatype:'' Boolean (1=yes, 0=no) | ||
+ | |||
+ | Disables Ball Killing, the killing of a player that has the ball while he/she is in a safety zone. | ||
[[Category: Settings]] | [[Category: Settings]] |
Latest revision as of 14:30, 23 March 2005
[Soccer] These settings determine how a soccer game is played in an arena. Soccer can be disabled by setting BallCount to 0.
Contents
BallBounce
Datatype: Boolean (1=yes, 0=no)
Whether the ball bounces off walls instead of going through them.
AllowBombs
Datatype: Boolean (1=yes, 0=no)
Whether the ball carrier can fire bombs. If a ball carrier tries to fire a bomb and this settings disabled, the ball will be released before the bomb.
AllowGuns
Datatype: Boolean (1=yes, 0=no)
Whether the ball carrier can fire his guns. If the carrier tries, the ball will be released before the bullets fire.
PassDelay
Datatype: Hundredths of seconds (Max: 10000)
How long after the ball is fired before anybody can pick it up.
Mode
Datatype: Enumeration (0-6).
Goal configuration.
- 0=any goal
- 1=left-half/right-half
- 2=top-half/bottom-half
- 3=quadrants-defend-one-goal
- 4=quadrants-defend-three-goals
- 5=sides-defend-one-goal
- 6=sides-defend-three-goals
BallCount
Datatype: Count.
Number of soccer balls in the arena. 0 will turn off the soccer game. Setting this to higher than 8 will crash subgame, but not asss. Continuum won't show more than 8 balls.
SendTime
Datatype: Hundredths of seconds.
How often the balls position is updated. Set larger if you have more soccer balls to prevent too much modem traffic.
Reward
Datatype: Points. (Negative numbers are absolute points, positive use FlagReward formula.)
Reward for scoring a soccer goal.
CapturePoints
Datatype: Points.
If positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well.
If negative, teams are given 1 point for each goal, first team to reach -CapturePoints points wins the game.
UseFlagger
Datatype: Boolean (1=yes, 0=no)
If player with soccer ball should use the Flag:Flagger* ship adjustments or not.
BallLocation
Datatype: Boolean (1=yes, 0=no)
Whether the balls' locations are displayed at all times or not.
BallBlankDelay
Datatype: Hundredths of seconds.
Amount of time a player can receive no data from server and still pick up the soccer ball.
CatchMinimum
Datatype: Count.
A team cannot win a soccer game until it has this many goals.
CatchPoints
Datatype: Count.
Max goals needed to win.
WinBy
Datatype: Count.
A team has to have this many more goals than the other team to win the soccer game.
DisableWallPass
Datatype: Boolean (1=yes, 0=no)
Disables passing of ball through a wall.
DisableBallKilling
Datatype: Boolean (1=yes, 0=no)
Disables Ball Killing, the killing of a player that has the ball while he/she is in a safety zone.