Difference between revisions of "Flag Settings"
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− | === FlaggerOnRadar === | + | [Flag] These settings determine how [[ASSS]] and [[subgame]] treat flags and flaggers. In ASSS, the following settings go in the [Flag] section of flags.conf. Unless otherwise specified, [[fg_wz module]] handles these settings. In subgame, all these settings go in the arena's .cfg file, as usual. |
− | Whether the flaggers appear on radar in red | + | |
+ | <div style="float: right; margin-left: 20px; margin-bottom: 20px"> | ||
+ | __TOC__ | ||
+ | </div> | ||
+ | |||
+ | == Shared Settings == | ||
+ | These settings, present in both ASSS and Subgame, are sent to and handled by the client and thus remain the same on both server. (See [[Settings Structure]].) | ||
+ | |||
+ | === FlaggerOnRadar === | ||
+ | ''Datatype:'' Boolean. | ||
+ | |||
+ | Whether the flaggers appear on radar in red. | ||
=== FlaggerKillMultiplier === | === FlaggerKillMultiplier === | ||
− | Number of times more points are given to a flagger (1 | + | ''Datatype:'' Multiplier. |
+ | |||
+ | Number of times more points are given to a flagger. ''Formula:'' Points = (FlaggerKillMultiplier + 1) * InitialPoints. | ||
=== FlaggerGunUpgrade === | === FlaggerGunUpgrade === | ||
− | + | ''Datatype:'' Boolean. | |
− | + | ||
− | Whether the flaggers get a gun upgrade | + | Whether the flaggers get a [[gun]] upgrade. This is the only way to have L4 guns. |
=== FlaggerBombUpgrade === | === FlaggerBombUpgrade === | ||
− | + | ''Datatype:'' Boolean. | |
− | + | ||
− | Whether the flaggers get a bomb upgrade | + | Whether the flaggers get a [[bomb]] upgrade. This is the only way to have L4 bombs. |
=== FlaggerFireCostPercent === | === FlaggerFireCostPercent === | ||
− | Percentage of normal weapon firing cost for flaggers 0 | + | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%). |
+ | |||
+ | Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower. | ||
=== FlaggerDamagePercent === | === FlaggerDamagePercent === | ||
− | Percentage of normal damage received by flaggers 0 | + | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%). |
+ | |||
+ | Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible. | ||
+ | |||
+ | === FlaggerSpeedAdjustment === | ||
+ | ''Datatype:'' Pixels / second / 10 (Range: -128 to 128). | ||
− | + | Speed adjustment for flaggers. Note that negative numbers will slow down flaggers. | |
− | |||
=== FlaggerThrustAdjustment === | === FlaggerThrustAdjustment === | ||
− | + | ''Datatype:'' Unknown (Range: -128 to 128). | |
+ | Thrust adjustment for flaggers. Note that negative numbers will reduce their thrust. | ||
− | |||
− | |||
+ | === FlaggerBombFireDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
+ | Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20. | ||
+ | |||
+ | |||
+ | === FlagDropDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
+ | Time before flag is dropped by carrier. ''Special value:'' 0 = no timer. | ||
− | |||
− | |||
− | |||
− | |||
+ | === FlagDropResetReward === | ||
+ | ''Datatype:'' Points. | ||
− | + | Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization. | |
− | |||
− | === | + | === EnterGameFlaggingDelay === |
− | + | ''Datatype:'' Hundredths of seconds. | |
+ | Delay before an newly-entered player is allowed to see flags. | ||
− | |||
− | |||
+ | === FlagBlankDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
− | + | Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble. | |
− | Amount of time that a user can get no data from server before flags | ||
=== NoDataFlagDropDelay === | === NoDataFlagDropDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
Amount of time that a user can get no data from server before flags he is carrying are dropped. | Amount of time that a user can get no data from server before flags he is carrying are dropped. | ||
+ | |||
+ | |||
+ | == Subgame Settings == | ||
+ | |||
+ | === CarryFlags === | ||
+ | ''Datatype:'' Enumeration. | ||
+ | |||
+ | * 0 = Flags cannot be picked up. | ||
+ | * 1 = A player can pick up and carry all flags. | ||
+ | * 2 = A player can pick up and carry only one flag at a time. | ||
=== FlagMode === | === FlagMode === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | Style of flag game | + | Style of flag game: |
+ | * 0 = Dropped flags are neutral, carry flags simply to earn extra points. | ||
+ | * 1 = Dropped flags are owned, own all flags to win. (Basing.) | ||
+ | * 2 = Flags are placed according to map data, own flags to get points. (Turf.) | ||
=== FlagResetDelay === | === FlagResetDelay === | ||
− | Amount of time before an un-won flag game is reset | + | ''Datatype:'' Hundredths of seconds. |
+ | |||
+ | Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds). | ||
=== MaxFlags === | === MaxFlags === | ||
− | + | ''Datatype:'' Count (0 to 32). | |
− | + | ||
− | Maximum number of flags in the arena. | + | Maximum number of flags in the arena. |
=== RandomFlags === | === RandomFlags === | ||
− | + | ''Datatype:'' Boolean (0=no, 1=yes). | |
− | + | ||
− | Whether | + | Whether number of flags is random. Obeys MaxFlags. |
+ | |||
+ | === FlagReward === | ||
+ | ''Datatype:'' Points. | ||
− | + | Number of points given for a flag victory. ''Formula:'' (playersInGame<sup>2</sup> * FlagReward / 1000). ''Special value:'' 0 = no flag victory. | |
− | Number of points given for a flag victory. Formula | ||
=== FlagRewardMode === | === FlagRewardMode === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | + | Determines the flag reward formula for the members of the winning team: | |
+ | * 0 = Each gets rewardPoints | ||
+ | * 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam) | ||
− | === FlagTerritoryRadius === | + | === FlagTerritoryRadius === |
− | + | ''Datatype:'' Tiles. | |
+ | Radius of the circle that determines available area for flags when a flagger drops them. ''Special value:'' 0 = hide flags in center area of map as normal. | ||
− | === FlagTerritoryRadiusCentroid === | + | |
− | When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location | + | === FlagTerritoryRadiusCentroid === |
+ | ''Datatype:'' Tiles. | ||
+ | |||
+ | When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map. | ||
=== FriendlyTransfer === | === FriendlyTransfer === | ||
− | + | ''Datatype:'' Boolean (0=yes, 1=no). | |
− | + | ||
− | Whether the flaggers can transfer flags to other teammates | + | Whether the flaggers can transfer flags to other teammates. |
+ | |||
+ | |||
+ | == ASSS settings == | ||
+ | |||
+ | === CarryFlags === | ||
+ | ''Datatype:'' Integer. | ||
+ | |||
+ | Whether the flags can be picked up and carried. ''Values:'' 0=no, 1=yes, 2=yes-one at a time, 3=yes-two at a time, 4=three, etc. | ||
+ | |||
+ | |||
+ | === DropCenter === | ||
+ | ''Datatype:'' Boolean (Default: No) | ||
+ | |||
+ | Whether flags dropped normally go in the center of the map, as opposed to near the player. | ||
+ | |||
+ | |||
+ | === DropOwned === | ||
+ | ''Datatype:'' Boolean (Default: Yes) | ||
+ | |||
+ | Whether flags you drop are owned by your team. | ||
+ | |||
+ | |||
+ | === DropRadius === | ||
+ | ''Datatype:'' Integer (Default: 2) | ||
+ | |||
+ | How far from a player do dropped flags appear (in tiles). | ||
+ | |||
+ | |||
+ | === FlagCount === | ||
+ | ''Datatype:'' Count (0-256, Default: 0) | ||
+ | |||
+ | How many flags are present in this arena. | ||
+ | |||
+ | |||
+ | === FlagReward === | ||
+ | ''Datatype:'' Multiplier (Default: 5000) | ||
+ | |||
+ | ''Requires module:'' points_flag | ||
+ | |||
+ | ''Formula:'' Points = 2 * (players in arena) * FlagReward / 1000. | ||
+ | |||
+ | |||
+ | === FriendlyTransfer === | ||
+ | ''Datatype:'' Boolean (Default: Yes) | ||
+ | |||
+ | Whether one gets a teammate's flags when one teamkills him. | ||
+ | |||
+ | |||
+ | === NeutCenter === | ||
+ | ''Datatype:'' Boolean (Default: No) | ||
+ | |||
+ | Whether flags that are neut-dropped go in the center, as opposed to near the player who dropped them. | ||
+ | |||
+ | |||
+ | === NeutOwned === | ||
+ | ''Datatype:'' Boolean (Default: No) | ||
+ | |||
+ | Whether flags you neut-drop are owned by your team. | ||
+ | |||
+ | |||
+ | === ResetDelay === | ||
+ | ''Datatype:'' Integer (Default: 0) | ||
+ | |||
+ | The length of the delay between flag games. | ||
+ | |||
+ | |||
+ | === SafeCenter === | ||
+ | ''Datatype:'' Boolean (Default: No) | ||
+ | |||
+ | Whether flags dropped from a safe zone spawn in the center, as opposed to near the safe zone player. | ||
+ | |||
+ | |||
+ | === SafeOwned === | ||
+ | ''Datatype:'' Boolean (Default: Yes) | ||
+ | |||
+ | Whether flags dropped from a safe zone are owned by your team, as opposed to neutral. | ||
+ | |||
+ | |||
+ | === SpawnRadius === | ||
+ | ''Datatype:'' Tiles (Default: 50). | ||
+ | |||
+ | How far from the spawn center that new flags spawn. | ||
+ | |||
+ | |||
+ | === SpawnX === | ||
+ | ''Datatype:'' Tiles (Default: 512) | ||
+ | |||
+ | The X coordinate at which new flags spawn. | ||
+ | |||
+ | |||
+ | === SpawnY === | ||
+ | ''Datatype:'' Tiles (Default: 512) | ||
+ | |||
+ | The Y coordinate at which new flags spawn. | ||
+ | |||
+ | |||
+ | === SplitPoints === | ||
+ | ''Datatype:'' Boolean (Default: No) | ||
+ | |||
+ | Whether to split a flag reward between the members of a freq or give them each the full amount. | ||
+ | |||
+ | |||
+ | === TKCenter === | ||
+ | ''Datatype:'' Boolean (Default: No) | ||
+ | |||
+ | Whether flags dropped by a team-kill spawn in the center, as opposed to near the killed player. | ||
+ | |||
+ | |||
+ | === TKOwned === | ||
+ | ''Datatype:'' Boolean (Default: Yes) | ||
+ | |||
+ | Whether flags dropped by a team-kill are owned by your team, as opposed to neutral. | ||
+ | |||
+ | |||
+ | === WinDelay === | ||
+ | ''Datatype:'' Integer (Default: 200) | ||
+ | |||
+ | The delay between dropping the last flag and winning (ticks). | ||
[[Category: Settings]] | [[Category: Settings]] |
Latest revision as of 02:53, 30 November 2005
[Flag] These settings determine how ASSS and subgame treat flags and flaggers. In ASSS, the following settings go in the [Flag] section of flags.conf. Unless otherwise specified, fg_wz module handles these settings. In subgame, all these settings go in the arena's .cfg file, as usual.
Contents
- 1 Shared Settings
- 1.1 FlaggerOnRadar
- 1.2 FlaggerKillMultiplier
- 1.3 FlaggerGunUpgrade
- 1.4 FlaggerBombUpgrade
- 1.5 FlaggerFireCostPercent
- 1.6 FlaggerDamagePercent
- 1.7 FlaggerSpeedAdjustment
- 1.8 FlaggerThrustAdjustment
- 1.9 FlaggerBombFireDelay
- 1.10 FlagDropDelay
- 1.11 FlagDropResetReward
- 1.12 EnterGameFlaggingDelay
- 1.13 FlagBlankDelay
- 1.14 NoDataFlagDropDelay
- 2 Subgame Settings
- 3 ASSS settings
These settings, present in both ASSS and Subgame, are sent to and handled by the client and thus remain the same on both server. (See Settings Structure.)
FlaggerOnRadar
Datatype: Boolean.
Whether the flaggers appear on radar in red.
FlaggerKillMultiplier
Datatype: Multiplier.
Number of times more points are given to a flagger. Formula: Points = (FlaggerKillMultiplier + 1) * InitialPoints.
FlaggerGunUpgrade
Datatype: Boolean.
Whether the flaggers get a gun upgrade. This is the only way to have L4 guns.
FlaggerBombUpgrade
Datatype: Boolean.
Whether the flaggers get a bomb upgrade. This is the only way to have L4 bombs.
FlaggerFireCostPercent
Datatype: Tenths of a percent. (1000=100%, 2000=200%).
Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower.
FlaggerDamagePercent
Datatype: Tenths of a percent. (1000=100%, 2000=200%).
Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible.
FlaggerSpeedAdjustment
Datatype: Pixels / second / 10 (Range: -128 to 128).
Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
FlaggerThrustAdjustment
Datatype: Unknown (Range: -128 to 128).
Thrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
FlaggerBombFireDelay
Datatype: Hundredths of seconds.
Delay added to standard bomb firing delay for flaggers. Note: Please do not set this number between 1 and 20.
FlagDropDelay
Datatype: Hundredths of seconds.
Time before flag is dropped by carrier. Special value: 0 = no timer.
FlagDropResetReward
Datatype: Points.
Minimum kill reward that a flagger must get to reset his drop timer. See Flag Settings for flag reward customization.
EnterGameFlaggingDelay
Datatype: Hundredths of seconds.
Delay before an newly-entered player is allowed to see flags.
FlagBlankDelay
Datatype: Hundredths of seconds.
Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble.
NoDataFlagDropDelay
Datatype: Hundredths of seconds.
Amount of time that a user can get no data from server before flags he is carrying are dropped.
Subgame Settings
CarryFlags
Datatype: Enumeration.
- 0 = Flags cannot be picked up.
- 1 = A player can pick up and carry all flags.
- 2 = A player can pick up and carry only one flag at a time.
FlagMode
Datatype: Enumeration.
Style of flag game:
- 0 = Dropped flags are neutral, carry flags simply to earn extra points.
- 1 = Dropped flags are owned, own all flags to win. (Basing.)
- 2 = Flags are placed according to map data, own flags to get points. (Turf.)
FlagResetDelay
Datatype: Hundredths of seconds.
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
MaxFlags
Datatype: Count (0 to 32).
Maximum number of flags in the arena.
RandomFlags
Datatype: Boolean (0=no, 1=yes).
Whether number of flags is random. Obeys MaxFlags.
FlagReward
Datatype: Points.
Number of points given for a flag victory. Formula: (playersInGame2 * FlagReward / 1000). Special value: 0 = no flag victory.
FlagRewardMode
Datatype: Enumeration.
Determines the flag reward formula for the members of the winning team:
- 0 = Each gets rewardPoints
- 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)
FlagTerritoryRadius
Datatype: Tiles.
Radius of the circle that determines available area for flags when a flagger drops them. Special value: 0 = hide flags in center area of map as normal.
FlagTerritoryRadiusCentroid
Datatype: Tiles.
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map.
FriendlyTransfer
Datatype: Boolean (0=yes, 1=no).
Whether the flaggers can transfer flags to other teammates.
ASSS settings
CarryFlags
Datatype: Integer.
Whether the flags can be picked up and carried. Values: 0=no, 1=yes, 2=yes-one at a time, 3=yes-two at a time, 4=three, etc.
DropCenter
Datatype: Boolean (Default: No)
Whether flags dropped normally go in the center of the map, as opposed to near the player.
DropOwned
Datatype: Boolean (Default: Yes)
Whether flags you drop are owned by your team.
DropRadius
Datatype: Integer (Default: 2)
How far from a player do dropped flags appear (in tiles).
FlagCount
Datatype: Count (0-256, Default: 0)
How many flags are present in this arena.
FlagReward
Datatype: Multiplier (Default: 5000)
Requires module: points_flag
Formula: Points = 2 * (players in arena) * FlagReward / 1000.
FriendlyTransfer
Datatype: Boolean (Default: Yes)
Whether one gets a teammate's flags when one teamkills him.
NeutCenter
Datatype: Boolean (Default: No)
Whether flags that are neut-dropped go in the center, as opposed to near the player who dropped them.
NeutOwned
Datatype: Boolean (Default: No)
Whether flags you neut-drop are owned by your team.
ResetDelay
Datatype: Integer (Default: 0)
The length of the delay between flag games.
SafeCenter
Datatype: Boolean (Default: No)
Whether flags dropped from a safe zone spawn in the center, as opposed to near the safe zone player.
SafeOwned
Datatype: Boolean (Default: Yes)
Whether flags dropped from a safe zone are owned by your team, as opposed to neutral.
SpawnRadius
Datatype: Tiles (Default: 50).
How far from the spawn center that new flags spawn.
SpawnX
Datatype: Tiles (Default: 512)
The X coordinate at which new flags spawn.
SpawnY
Datatype: Tiles (Default: 512)
The Y coordinate at which new flags spawn.
SplitPoints
Datatype: Boolean (Default: No)
Whether to split a flag reward between the members of a freq or give them each the full amount.
TKCenter
Datatype: Boolean (Default: No)
Whether flags dropped by a team-kill spawn in the center, as opposed to near the killed player.
TKOwned
Datatype: Boolean (Default: Yes)
Whether flags dropped by a team-kill are owned by your team, as opposed to neutral.
WinDelay
Datatype: Integer (Default: 200)
The delay between dropping the last flag and winning (ticks).