Difference between revisions of "Soccer Settings"

From ASSS Wiki
Jump to: navigation, search
m (AllowBombs: AllowBombs action)
m (BallCount: some changes)
 
(3 intermediate revisions by 2 users not shown)
Line 19: Line 19:
 
''Datatype:'' Boolean (1=yes, 0=no)
 
''Datatype:'' Boolean (1=yes, 0=no)
  
Whether the ball carrier can fire his guns.
+
Whether the ball carrier can fire his guns. If the carrier tries, the ball will be released before the bullets fire.
 
 
  
 
=== PassDelay ===  
 
=== PassDelay ===  
Line 47: Line 46:
 
''Datatype:'' Count.
 
''Datatype:'' Count.
  
Number of soccer balls in the arena (0=soccer game off). The maximum is 8.
+
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 ===  
Line 83: Line 82:
 
''Datatype:'' Boolean (1=yes, 0=no)
 
''Datatype:'' Boolean (1=yes, 0=no)
  
Whether the balls' locationd are displayed at all times or not.
+
Whether the balls' locations are displayed at all times or not.
 
 
  
 
=== BallBlankDelay ===  
 
=== BallBlankDelay ===  

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.

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.