Difference between revisions of "Soccer Settings"
m (→AllowBombs: AllowBombs action) |
m (→BallCount: some changes) |
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''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 === | ||
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''Datatype:'' Count. | ''Datatype:'' Count. | ||
− | Number of soccer balls in the arena | + | 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 === | ||
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''Datatype:'' Boolean (1=yes, 0=no) | ''Datatype:'' Boolean (1=yes, 0=no) | ||
− | Whether the balls' | + | 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.
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.