Difference between revisions of "Flag Settings"

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=== FlaggerOnRadar ===  
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[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 0=no 1=yes
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<div style="float: right; margin-left: 20px; margin-bottom: 20px">
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__TOC__
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</div>
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== 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 = double points, 2 = triple points)
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''Datatype:'' Multiplier.
 +
 
 +
Number of times more points are given to a flagger. ''Formula:'' Points = (FlaggerKillMultiplier + 1) * InitialPoints.
  
  
 
=== FlaggerGunUpgrade ===  
 
=== FlaggerGunUpgrade ===  
* Min: 0
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''Datatype:'' Boolean.
* Max: 1
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Whether the flaggers get a gun upgrade 0=no 1=yes
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Whether the flaggers get a [[gun]] upgrade. This is the only way to have L4 guns.
  
  
 
=== FlaggerBombUpgrade ===  
 
=== FlaggerBombUpgrade ===  
* Min: 0
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''Datatype:'' Boolean.
* Max: 1
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Whether the flaggers get a bomb upgrade 0=no 1=yes
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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=Super 1000=100% 2000=200%
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''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=Invincible 1000=100% 2000=200%
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''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%).
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Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible.
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=== FlaggerSpeedAdjustment ===
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''Datatype:'' Pixels / second / 10 (Range: -128 to 128).
  
=== FlaggerSpeedAdjustment ===
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Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
 
  
  
 
=== FlaggerThrustAdjustment ===  
 
=== FlaggerThrustAdjustment ===  
Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
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''Datatype:'' Unknown (Range: -128 to 128).
  
 +
Thrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
  
=== FlaggerBombFireDelay ===
 
Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
 
  
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=== FlaggerBombFireDelay ===
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''Datatype:'' Hundredths of seconds.
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 +
Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20.
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 +
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=== FlagDropDelay ===
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''Datatype:'' Hundredths of seconds.
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 +
Time before flag is dropped by carrier. ''Special value:'' 0 = no timer.
  
=== CarryFlags ===
 
* Min: 0
 
* Max: 2
 
Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
 
  
 +
=== FlagDropResetReward ===
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''Datatype:'' Points.
  
=== FlagDropDelay ===
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Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization.
Time before flag is dropped by carrier (0=never)
 
  
  
=== FlagDropResetReward ===  
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=== EnterGameFlaggingDelay ===
Minimum kill reward that a player must get in order to have his flag drop timer reset.
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''Datatype:'' Hundredths of seconds.
  
 +
Delay before an newly-entered player is allowed to see flags.
  
=== EnterGameFlaggingDelay ===
 
Time a new player must wait before they are allowed to see flags
 
  
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=== FlagBlankDelay ===
 +
''Datatype:'' Hundredths of seconds.
  
=== FlagBlankDelay ===
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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 are hidden from view for 10 seconds.
 
  
  
 
=== NoDataFlagDropDelay ===  
 
=== NoDataFlagDropDelay ===  
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''Datatype:'' Hundredths of seconds.
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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.
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 +
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== Subgame Settings ==
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 +
=== CarryFlags ===
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''Datatype:'' Enumeration.
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 +
* 0 = Flags cannot be picked up.
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* 1 = A player can pick up and carry all flags.
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* 2 = A player can pick up and carry only one flag at a time.
  
  
 
=== FlagMode ===  
 
=== FlagMode ===  
* Min: 0
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''Datatype:'' Enumeration.
* Max: 2
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Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style flag game)
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Style of flag game:
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* 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 (in hundredths of a second)  Advisable to be over 1000000
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''Datatype:'' Hundredths of seconds.
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 +
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
  
  
 
=== MaxFlags ===  
 
=== MaxFlags ===  
* Min: 0
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''Datatype:'' Count (0 to 32).
* Max: 32
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Maximum number of flags in the arena. (0=no flag game)
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Maximum number of flags in the arena.
  
  
 
=== RandomFlags ===  
 
=== RandomFlags ===  
* Min: 0
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''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
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Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
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Whether number of flags is random. Obeys MaxFlags.
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=== FlagReward ===
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''Datatype:'' Points.
  
=== FlagReward ===
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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 = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
 
  
  
 
=== FlagRewardMode ===  
 
=== FlagRewardMode ===  
* Min: 0
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''Datatype:'' Enumeration.
* Max: 1
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How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
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Determines the flag reward formula for the members of the winning team:
 +
* 0 = Each gets rewardPoints
 +
* 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)
  
  
=== FlagTerritoryRadius ===  
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=== FlagTerritoryRadius ===
When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles). (note: 0 = special value meaning hide flags in center area of board as normal)
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''Datatype:'' Tiles.
  
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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 ===  
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When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
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=== FlagTerritoryRadiusCentroid ===
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''Datatype:'' Tiles.
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 +
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 ===  
* Min: 0
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''Datatype:'' Boolean (0=yes, 1=no).
* Max: 1
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Whether the flaggers can transfer flags to other teammates (0=no 1=yes)
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Whether the flaggers can transfer flags to other teammates.
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== ASSS settings ==
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 +
=== CarryFlags ===
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''Datatype:'' Integer.
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 +
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.
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=== DropCenter ===
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''Datatype:'' Boolean (Default: No)
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Whether flags dropped normally go in the center of the map, as opposed to near the player.
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=== DropOwned ===
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''Datatype:'' Boolean (Default: Yes)
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Whether flags you drop are owned by your team.
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=== DropRadius ===
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''Datatype:'' Integer (Default: 2)
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How far from a player do dropped flags appear (in tiles).
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=== FlagCount ===
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''Datatype:'' Count (0-256, Default: 0)
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How many flags are present in this arena.
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=== FlagReward ===
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''Datatype:'' Multiplier (Default: 5000)
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''Requires module:'' points_flag
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''Formula:'' Points = 2 * (players in arena) * FlagReward / 1000.
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=== FriendlyTransfer ===
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''Datatype:'' Boolean (Default: Yes)
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Whether one gets a teammate's flags when one teamkills him.
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=== NeutCenter ===
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''Datatype:'' Boolean (Default: No)
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Whether flags that are neut-dropped go in the center, as opposed to near the player who dropped them.
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 +
=== NeutOwned ===
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''Datatype:'' Boolean (Default: No)
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Whether flags you neut-drop are owned by your team.
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 +
 
 +
=== ResetDelay ===
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''Datatype:'' Integer (Default: 0)
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 +
The length of the delay between flag games.
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=== SafeCenter ===
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''Datatype:'' Boolean (Default: No)
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 +
Whether flags dropped from a safe zone spawn in the center, as opposed to near the safe zone player.
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 +
 
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=== SafeOwned ===
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''Datatype:'' Boolean (Default: Yes)
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 +
Whether flags dropped from a safe zone are owned by your team, as opposed to neutral.
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 +
 
 +
=== SpawnRadius ===
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''Datatype:'' Tiles (Default: 50).
 +
 
 +
How far from the spawn center that new flags spawn.
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 +
 
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=== SpawnX ===
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''Datatype:'' Tiles (Default: 512)
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The X coordinate at which new flags spawn.
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 +
 
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=== SpawnY ===
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''Datatype:'' Tiles (Default: 512)
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The Y coordinate at which new flags spawn.
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 +
 
 +
=== SplitPoints ===
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''Datatype:'' Boolean (Default: No)
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 +
Whether to split a flag reward between the members of a freq or give them each the full amount.
 +
 
 +
 
 +
=== TKCenter ===
 +
''Datatype:'' Boolean (Default: No)
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 +
Whether flags dropped by a team-kill spawn in the center, as opposed to near the killed player.
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 +
 
 +
=== 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)
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 +
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.

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

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).