Prize Settings: Difference between revisions

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=== MultiPrizeCount ===
[Prize] These settings determine how subgame treats prizes (greens).
Number of random 'Greens' given with a 'MultiPrize'


=== MultiPrizeCount ===
''Datatype:'' Count.


=== PrizeFactor ===
Amount of prizes within a multiprize green.
Number of prizes hidden is based on number of players in game.  This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person)




=== PrizeDelay ===  
=== PrizeFactor ===
How often prizes are regenerated (in hundredths of a second)
''Datatype:'' Factor (0 to 10000).


Adjusts number of prizes generated per player. ''Formula:'' NumPrizes = PrizeFactor * PlayerCount / 1000.


=== PrizeHideCount ===
Number of prizes that are regenerated every PrizeDelay.


=== PrizeDelay ===
''Datatype:'' Hundredths of seconds.


=== MinimumVirtual ===
How often server regenerates prizes.
Distance from center of arena that prizes/flags/soccer-balls will generate




=== UpgradeVirtual ===  
=== PrizeHideCount ===
Amount of additional distance added to MinimumVirtual for each player that is in the game.
''Datatype:'' Count.


Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor).


=== PrizeMaxExist ===  
 
Maximum amount of time that a hidden prize will remain on screen. (actual time is random)
=== MinimumVirtual ===
''Datatype:'' Tiles.
 
Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.
 
=== UpgradeVirtual ===
''Datatype:'' Tiles.
 
Additional distance added to MinimumVirtual per player in game.
 
 
=== PrizeMaxExist ===
''Datatype:'' Hundredths of seconds.
 
Maximum random time that a hidden prize will remain on screen.




=== PrizeMinExist ===  
=== PrizeMinExist ===  
Minimum amount of time that a hidden prize will remain on screen. (actual time is random)
''Datatype:'' Hundredths of seconds.


Minimum random time that a hidden prize will remain on screen.


=== PrizeNegativeFactor ===
Odds of getting a negative prize.  (1 = every prize, 32000 = extremely rare)


=== PrizeNegativeFactor ===
''Datatype:'' Factor (0 to 32000).


=== DeathPrizeTime ===
The chance of greening a negative prize, higher values mean less likely, 0 means never. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.
How long the prize exists that appears after killing somebody.


=== DeathPrizeTime ===
''Datatype:'' Hundredths of seconds.


=== EngineShutdownTime ===
Time the prize exists that appears after killing somebody.
Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second)




=== TakePrizeReliable ===  
=== EngineShutdownTime ===
* Min: 0
''Datatype:'' Hundredths of seconds.
* Max: 1
Whether prize packets are sent reliably (C2S)


How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.
=== TakePrizeReliable ===
''Datatype:'' Boolean (1=yes, 0=no).
Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.


=== S2CTakePrizeReliable ===  
=== S2CTakePrizeReliable ===  
* Min: 0
''Datatype:'' Boolean (1=yes, 0=no).
* Max: 1
 
Whether prize packets are sent reliably (S2C)
Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)


[[Category: Settings]]
[[Category: Settings]]

Latest revision as of 07:53, 30 November 2005

[Prize] These settings determine how subgame treats prizes (greens).

MultiPrizeCount

Datatype: Count.

Amount of prizes within a multiprize green.


PrizeFactor

Datatype: Factor (0 to 10000).

Adjusts number of prizes generated per player. Formula: NumPrizes = PrizeFactor * PlayerCount / 1000.


PrizeDelay

Datatype: Hundredths of seconds.

How often server regenerates prizes.


PrizeHideCount

Datatype: Count.

Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor).


MinimumVirtual

Datatype: Tiles.

Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) Setting this below 8 will crash subgame.

UpgradeVirtual

Datatype: Tiles.

Additional distance added to MinimumVirtual per player in game.


PrizeMaxExist

Datatype: Hundredths of seconds.

Maximum random time that a hidden prize will remain on screen.


PrizeMinExist

Datatype: Hundredths of seconds.

Minimum random time that a hidden prize will remain on screen.


PrizeNegativeFactor

Datatype: Factor (0 to 32000).

The chance of greening a negative prize, higher values mean less likely, 0 means never. Formula: NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.

DeathPrizeTime

Datatype: Hundredths of seconds.

Time the prize exists that appears after killing somebody.


EngineShutdownTime

Datatype: Hundredths of seconds.

How long an "Engine Shutdown" prize effects your ship. When you get an engine shutdown you cannot accelerate and your rotation speed is decreased significantly.

TakePrizeReliable

Datatype: Boolean (1=yes, 0=no).

Whether client-to-server prize packets are sent reliably. This will increase bandwidth usage, but also helps maintain integrity.

S2CTakePrizeReliable

Datatype: Boolean (1=yes, 0=no).

Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)