Difference between revisions of "Ship Settings"

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The settings in this section is repeated for each of the eight ships.
+
'''[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark]'''<br>
 +
These settings determine the properties of each of the eight ships. These go in an arena's .[[cfg file]] for [[subgame]] and in [[arena.conf]] for [[ASSS]]. Ship names themselves can be changed with [[shipinfo.dat]].
  
=== InitialRotation ===
+
<div style="float: right; margin-left: 20px; margin-bottom: 20px">__TOC__</div>
Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
 
  
 +
=== InitialRotation ===
 +
''Datatype:'' 90&deg;/ second / 100 (That is, 400 for a full rotation in 1s).
  
=== InitialThrust ===
+
Initial rotation rate of the ship.
Initial thrust of ship (0 = none)
 
  
 +
=== InitialThrust ===
 +
''Datatype:'' Speed / second / 10.
  
=== InitialSpeed ===
+
Initial thrust of ship.
Initial speed of ship (0 = can't move)
 
  
 +
=== InitialSpeed ===
 +
''Datatype:'' Pixels / second / 10.
  
=== InitialRecharge ===
+
Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.
Initial recharge rate, or how quickly this ship recharges its energy.
 
  
  
=== InitialEnergy ===  
+
=== InitialRecharge ===
 +
''Datatype:'' Energy / second / 10.
 +
 
 +
Initial recharge rate.
 +
 
 +
 
 +
=== InitialEnergy ===
 +
''Datatype:'' Energy.
 +
 
 
Initial amount of energy that the ship can have.
 
Initial amount of energy that the ship can have.
  
  
=== MaximumRotation ===  
+
=== MaximumRotation ===
Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
+
''Datatype:'' 90&deg;/(seconds / 100) (That is, 400 for a full rotation in 1s).
  
 +
Maximum (with upgrades) rotation rate of the ship.
  
=== MaximumThrust ===  
+
 
Maximum thrust of ship (0 = none)
+
=== MaximumThrust ===
 +
''Datatype:'' Speed / second / 10.
 +
 
 +
Maximum (with upgrades) thrust of ship.
  
  
 
=== MaximumSpeed ===  
 
=== MaximumSpeed ===  
Maximum speed of ship (0 = can't move)
+
''Datatype:'' Pixels / seconds / 10.
 +
 
 +
Maximum (with upgrades) speed of ship.
  
  
 
=== MaximumRecharge ===  
 
=== MaximumRecharge ===  
Maximum recharge rate, or how quickly this ship recharges its energy.
+
''Datatype:'' Energy / seconds / 10. (That is, 10 means 1 energy per second.)
 +
 
 +
Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy.
  
  
 
=== MaximumEnergy ===  
 
=== MaximumEnergy ===  
Maximum amount of energy that the ship can have.
+
''Datatype:'' Unknown.
  
 +
Maximum (with upgrades) amount of energy that the ship can have.
  
=== UpgradeRotation ===
 
Amount added per 'Rotation' Prize
 
  
 +
=== UpgradeRotation ===
 +
''Datatype:'' 90&deg; / seconds / 100 (That is, 400 for a full rotation in 1s).
  
=== UpgradeThrust ===
+
Amount added per Rotation Upgrade Prize.
Amount added per 'Thruster' Prize
 
  
 +
=== UpgradeThrust ===
 +
''Datatype:'' Speed / second / 10.
  
=== UpgradeSpeed ===  
+
Amount added per Thruster Upgrade Prize.
Amount added per 'Speed' Prize
+
 
 +
 
 +
=== UpgradeSpeed ===
 +
''Datatype:'' Pixels / seconds / 10.
 +
 
 +
Amount added per Speed Upgrade Prize.
  
  
 
=== UpgradeRecharge ===  
 
=== UpgradeRecharge ===  
Amount added per 'Recharge Rate' Prize
+
''Datatype:''Energy / seconds / 10..
 +
 
 +
Amount added per Recharge Upgrade Prize.
  
  
 
=== UpgradeEnergy ===  
 
=== UpgradeEnergy ===  
Amount added per 'Energy Upgrade' Prize
+
''Datatype:'' Energy.
  
 +
Amount added per Energy Upgrade Prize.
  
=== CloakStatus ===  
+
 
* Min: 0
+
=== CloakStatus ===
* Max: 2
+
''Datatype:'' Enumeration.
Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with
+
 
 +
Whether ships can to receive [[Cloak]].
 +
* 0 = no
 +
* 1 = yes
 +
* 2 = yes & starts with prize
  
  
 
=== StealthStatus ===  
 
=== StealthStatus ===  
* Min: 0
+
''Datatype:'' Enumeration.
* Max: 2
+
 
Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with
+
Whether ships can to receive [[Stealth]].
 +
* 0 = no
 +
* 1 = yes
 +
* 2 = yes & starts with prize
  
  
 
=== XRadarStatus ===  
 
=== XRadarStatus ===  
* Min: 0
+
''Datatype:'' Enumeration.
* Max: 2
+
 
Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with
+
Whether ships can to receive [[X-Radar]].
 +
* 0 = no
 +
* 1 = yes
 +
* 2 = yes & starts with prize
  
  
 
=== AntiWarpStatus ===  
 
=== AntiWarpStatus ===  
* Min: 0
+
''Datatype:'' Enumeration.
* Max: 2
+
 
Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with
+
Whether ships can receive [[AntiWarp]].
 +
* 0 = no
 +
* 1 = yes
 +
* 2 = yes & starts with prize
  
  
=== CloakEnergy ===  
+
=== CloakEnergy ===
* Min: 0
+
''Datatype:'' Energy / second / 10 (0 to 32000).
* Max: 32000
+
 
Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second)
+
Amount of energy required to have '''Cloak''' activated.
  
  
 
=== StealthEnergy ===  
 
=== StealthEnergy ===  
* Min: 0
+
''Datatype:'' Energy / second / 10 (0 to 32000).
* Max: 32000
+
 
Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second)
+
Amount of energy required to have '''Stealth''' activated.
  
  
 
=== XRadarEnergy ===  
 
=== XRadarEnergy ===  
* Min: 0
+
''Datatype:'' Energy / second / 10 (0 to 32000).
* Max: 32000
+
 
Amount of energy required to have 'X-Radar' activated (thousanths per hundredth of a second)
+
Amount of energy required to have '''X-Radar''' activated.
  
  
 
=== AntiWarpEnergy ===  
 
=== AntiWarpEnergy ===  
* Min: 0
+
''Datatype:'' Energy / second / 10 (0 to 32000).
* Max: 32000
 
Amount of energy required to have 'Anti-Warp' activated (thousanths per hundredth of a second)
 
  
 +
Amount of energy required to have '''Anti-Warp''' activated.
  
=== InitialRepel ===  
+
 
Initial number of Repels given to ships when they start
+
=== InitialRepel ===
 +
''Datatype:'' Count.
 +
 
 +
[[Repel]]s given to ships when they spawn.
  
  
 
=== InitialBurst ===  
 
=== InitialBurst ===  
Initial number of Bursts given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
[[Burst]]s given to ships when they spawn.
  
  
 
=== InitialBrick ===  
 
=== InitialBrick ===  
Initial number of Bricks given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
[[Brick]]s given to ships when they spawn.
  
  
 
=== InitialRocket ===  
 
=== InitialRocket ===  
Initial number of Rockets given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
[[Rocket]]s given to ships when they spawn.
  
  
 
=== InitialThor ===  
 
=== InitialThor ===  
Initial number of Thor's Hammers given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
[[Thor's Hammer]]s given to ships when they spawn.
  
  
 
=== InitialDecoy ===  
 
=== InitialDecoy ===  
Initial number of Decoys given to ships when they start
+
''Datatype:'' Count.
 +
 
 +
[[Decoy]]s given to ships when they spawn.
  
  
 
=== InitialPortal ===  
 
=== InitialPortal ===  
Initial number of Portals given to ships when they start
+
''Datatype:'' Count.
  
 +
[[Portal]]s given to ships when they spawn.
  
=== InitialGuns ===  
+
 
* Min: 0
+
=== InitialGuns ===
* Max: 3
+
''Datatype:'' Weapon level (0 to 3).
Initial level a ship's guns fire 0=no guns
+
 
 +
[[Bullet|Gun]] level given to ships at respawn. Note that a ship cannot start with L4 guns.
  
  
 
=== InitialBombs ===  
 
=== InitialBombs ===  
* Min: 0
+
''Datatype:'' Weapon level (0 to 3).
* Max: 3
+
 
Initial level a ship's bombs fire 0=no bombs
+
[[Bomb]] level given to ships at respawn. Note that a ship cannot start with L4 bombs.
 +
 
  
 +
=== RepelMax ===
 +
''Datatype:'' Count.
  
=== RepelMax ===
+
Maximum '''Repels''' a ship can store. Any Repel prizes after this will be ignored.
Maximum number of Repels allowed in ships
 
  
  
 
=== BurstMax ===  
 
=== BurstMax ===  
Maximum number of Bursts allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum '''Bursts''' a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== DecoyMax ===  
 
=== DecoyMax ===  
Maximum number of Decoys allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum '''Decoys''' a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== RocketMax ===  
 
=== RocketMax ===  
Maximum number of Rockets allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum '''Rockets''' a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== ThorMax ===  
 
=== ThorMax ===  
Maximum number of Thor's Hammers allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum '''Thor's Hammers''' a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== BrickMax ===  
 
=== BrickMax ===  
Maximum number of Bricks allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum '''Bricks''' a ship can store. Any Repel prizes after this will be ignored.
  
  
 
=== PortalMax ===  
 
=== PortalMax ===  
Maximum number of Portals allowed in ships
+
''Datatype:'' Count.
 +
 
 +
Maximum '''Portals''' a ship can store. Any Repel prizes after this will be ignored.
  
  
=== MaxGuns ===  
+
=== MaxGuns ===
* Min: 0
+
''Datatype:'' Weapon level (0 to 3).
* Max: 3
+
 
Maximum level a ship's guns can fire 0=no guns
+
Maximum '''gun''' level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.
  
  
 
=== MaxBombs ===  
 
=== MaxBombs ===  
* Min: 0
+
''Datatype:'' Weapon level (0 to 3).
* Max: 3
+
 
Maximum level a ship's bombs can fire 0=no bombs
+
Maximum '''bomb''' level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade.
 +
 
 +
 
 +
 
 +
=== BulletFireEnergy ===
 +
''Datatype:'' Energy.
 +
 
 +
Base energy it takes a ship to fire a bullet. ''Formula:'' EnergyUsed = GunLevel * BulletFireEnergy. So this setting is for an L1 bullet, and is doubled for L2, and so on.
 +
 
 +
 
 +
=== BulletSpeed ===
 +
''Datatype:'' Pixels / second / 10.
  
 +
How fast bullets travel.
  
=== BulletFireEnergy ===
 
Amount of energy it takes a ship to fire a single L1 bullet
 
  
 +
=== BulletFireDelay ===
 +
''Datatype:'' Seconds / 100.
  
=== BulletSpeed ===
+
Delay before a ship can fire another weapon after it fires a bullet.
How fast bullets travel
 
  
  
=== BulletFireDelay ===  
+
=== MultiFireEnergy ===
delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second)
+
''Datatype:'' Energy.
  
 +
Energy it takes a ship to fire a set of multifire bullets. ''Formula:'' EnergyUsed = GunLevel * MultiFireEnergy.
  
=== MultiFireEnergy ===
 
Amount of energy it takes a ship to fire multifire L1 bullets
 
  
 +
=== MultiFireDelay ===
 +
''Datatype:'' Seconds / 100.
  
=== MultiFireDelay ===
+
Delay before a ship can fire another weapon after it fires a set of multifire bullets.
delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second)
 
  
  
=== MultiFireAngle ===  
+
=== MultiFireAngle ===
Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point)
+
''Datatype:'' Rotation Points / 1000. (''Note:'' One rotation point equals exactly 9&deg;.)
  
 +
Angle spread between multi-fire bullets and standard forward-firing bullets.
  
=== DoubleBarrel ===  
+
=== DoubleBarrel ===
* Min: 0
+
''Datatype:'' Boolean (1=yes, 0=no).
* Max: 1
 
Whether ships fire with double barrel bullets 0=no 1=yes
 
  
 +
Whether ships fire double-barrel bullets.
  
=== BombFireEnergy ===
 
Amount of energy it takes a ship to fire a single bomb
 
  
 +
=== BombFireEnergy ===
 +
''Datatype:'' Energy.
  
=== BombFireEnergyUpgrade ===
+
Amount of energy it takes a ship to fire a bomb.
Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade
 
  
  
=== BombThrust ===  
+
=== BombFireEnergyUpgrade ===
Amount of back-thrust you receive when firing a bomb.
+
''Datatype:'' Energy.
  
 +
Extra energy it takes a ship to fire an upgraded bomb. ''Formula:'' EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade.
  
=== BombBounceCount ===  
+
=== BombThrust ===
Number of times a ship's bombs bounce before they explode on impact
+
''Datatype:'' Unknown.
  
 +
Amount of back-thrust (recoil) this ship receives when firing a bomb.
  
=== BombSpeed ===
 
How fast bombs travel
 
  
 +
=== BombBounceCount ===
 +
''Datatype:'' Count.
  
=== BombFireDelay ===
+
Times a bomb fired by this ship can bounce before it explodes on impact
delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second)
 
  
  
=== EmpBomb ===  
+
=== BombSpeed ===
* Min: 0
+
''Datatype:'' Pixels / seconds / 10.
* Max: 1
 
Whether ships fire EMP bombs 0=no 1=yes
 
  
 +
How fast bombs fired by this ship travel.
  
=== SeeBombLevel ===
 
* Min: 0
 
* Max: 4
 
If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only)
 
  
 +
=== BombFireDelay ===
 +
''Datatype:'' Seconds / 100.
  
=== MaxMines ===
+
Delay before this ship can fire another weapon after it fires a bomb.
Maximum number of mines allowed in ships
 
  
  
=== SeeMines ===  
+
=== EmpBomb ===
* Min: 0
+
''Datatype:'' Boolean (1=yes, 0=no).
* Max: 1
 
Whether ships see mines on radar 0=no 1=yes
 
  
 +
Whether this ship fires EMP bombs.
  
=== LandmineFireEnergy ===
 
Amount of energy it takes a ship to place a single L1 mine
 
  
 +
=== SeeBombLevel ===
 +
''Datatype:'' Weapon Level (0 to 4).
  
=== LandmineFireEnergyUpgrade ===
+
Lowest level of bombs this ship can see on radar. ''Special Value:'' 0 = no bombs on radar. (Continuum .36+)
Extra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade
 
  
  
=== LandmineFireDelay ===  
+
=== MaxMines ===
delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second)
+
''Datatype:'' Count.
  
 +
Maximum number of mines this ship can place.
  
=== ShrapnelMax ===  
+
 
* Min: 0
+
=== SeeMines ===
* Max: 31
+
''Datatype:'' Boolean (1=yes, 0=no).
Maximum amount of shrapnel released from a ship's bomb
+
 
 +
Whether ships see mines on radar.
 +
 
 +
 
 +
=== LandmineFireEnergy ===
 +
''Datatype:'' Energy.
 +
 
 +
Energy it takes this ship to place an L1 mine.
 +
 
 +
 
 +
=== LandmineFireEnergyUpgrade ===
 +
''Datatype:'' Energy.
 +
 
 +
Extra energy it takes to place an upgraded landmine. ''Formula:'' EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade.
 +
 
 +
 
 +
=== LandmineFireDelay ===
 +
''Datatype:'' Seconds / 100.
 +
 
 +
Delay before a ship can fire another weapon after it drops a landmine.
 +
 
 +
 
 +
=== ShrapnelMax ===
 +
''Datatype:'' Count (0 to 31).
 +
 
 +
Maximum shrapnel pieces released from this ship's bombs.
  
  
 
=== ShrapnelRate ===  
 
=== ShrapnelRate ===  
* Min: 0
+
''Datatype:'' Count (0 to 31).
* Max: 31
+
 
Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize.
+
Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize.
 +
 
 +
 
 +
=== BurstSpeed ===
 +
''Datatype:'' Pixels / seconds / 10.
 +
 
 +
How fast the burst "shrapnel" move for this ship.
 +
 
 +
 
 +
=== BurstShrapnel ===
 +
''Datatype:'' Count.
 +
 
 +
Burst shrapnel released when this ship fires a [[Burst]].
 +
 
 +
 
 +
=== TurretThrustPenalty ===
 +
''Datatype:'' Unknown.
 +
 
 +
This ship's thrust is decreased this much when a turret it riding.
 +
 
 +
 
 +
=== TurretSpeedPenalty ===
 +
''Datatype:'' Pixels / second / 10.
 +
 
 +
This ship's speed is decreased this much when a turret it riding.
 +
 
 +
 
 +
=== TurretLimit ===
 +
''Datatype:'' Count.
 +
 
 +
Number of turrets allowed on this ship.
 +
If you don't want ships to attach, set TurretLimit to 0.
 +
 
 +
=== RocketTime ===
 +
''Datatype:'' Seconds / 100.
 +
 
 +
How long a [[Rocket]] lasts.
 +
 
 +
 
 +
=== InitialBounty ===
 +
''Datatype:'' Count.
 +
 
 +
Number of prizes given to this ship when it spawns.
 +
 
 +
 
 +
=== AttachBounty ===
 +
''Datatype:'' Points.
  
 +
Bounty required by ships to attach to another ship to form a turret.
  
=== BurstSpeed ===
 
How fast the burst shrapnel is for this ship.
 
  
 +
=== AfterburnerEnergy ===
 +
''Datatype:'' Energy.
  
=== BurstShrapnel ===
+
Energy required to have 'Afterburners' activated.
Number of bullets released when a 'Burst' is activated
 
  
  
=== TurretThrustPenalty ===  
+
=== DisableFastShooting ===
Amount the ship's thrust is decreased with a turret riding
+
''Datatype:'' Boolean (1=yes, 0=no).
  
 +
Whether firing bullets, bombs, or thors is disabled after using afterburners. (Continuum .36+)
  
=== TurretSpeedPenalty ===
 
Amount the ship's speed is decreased with a turret riding
 
  
 +
=== Radius ===
 +
''Datatype:'' Pixels.
  
=== TurretLimit ===
+
The ship's radius from center to outside. ''Special Value:'' 0 = 14 pixels. (Continuum .37+)
Number of turrets allowed on a ship.
 
  
  
=== RocketTime ===  
+
=== DamageFactor ===
How long a Rocket lasts (in hundredths of a second)
+
''Datatype:'' Factor (0 to 5000).
  
 +
How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) ''Special Value:'' 0 = never.
  
=== InitialBounty ===
 
Number of 'Greens' given to ships when they start
 
  
 +
=== PrizeShareLimit ===
 +
''Datatype:'' Points.
  
=== AttachBounty ===
+
Maximum bounty that this ship can receive by Team Prizes.
Bounty required by ships to attach as a turret
 
  
  
=== AfterburnerEnergy ===  
+
=== SuperTime ===
Amount of energy required to have 'Afterburners' activated.
+
''Datatype:'' Seconds / 100.
  
 +
How long [[Superpower]] lasts for this ship. The actual time is random up to this value.
  
=== DisableFastShooting ===
 
* Min: 0
 
* Max: 1
 
If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled)
 
  
 +
=== ShieldsTime ===
 +
''Datatype:'' Seconds / 100.
  
=== Radius ===
+
How long [[Shields]] last for this ship.
The ship's radius from center to outside, in pixels. Standard value is 14 pixels.
 
  
  
=== DamageFactor ===  
+
=== Gravity ===
How likely a the ship is to take damamage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never)
+
''Datatype:'' Factor.
  
 +
Modifies radius over which a [[wormhole]]'s gravity has an effect.
  
=== PrizeShareLimit ===
+
''Formula:'' EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500.
Maximum bounty that ships receive Team Prizes
 
  
 +
The setting for Warbird also controls how far out bombs/mines are effected by wormholes.
  
=== SuperTime ===
 
* Min: 1
 
How long Super lasts on the ship (in hundredths of a second)
 
  
 +
=== GravityTopSpeed ===
 +
''Datatype:'' Pixels / seconds / 10.
  
=== ShieldsTime ===
+
How much this ship's maximum speed is increased when under the influence of a wormhole's gravity. Note that '''this does not replace the previous speed'''.
* Min: 1
 
How long Shields lasts on the ship (in hundredths of a second)
 
  
  
=== Gravity ===  
+
=== SoccerBallFriction ===
Uses this formula, where R = raduis (tiles) and g = this setting; R = 1.325 * (g ^ 0.507)  IE: If set to 500, then your ship will start to get pulled in by the wormhole once you come within 31 tiles of it
+
''Datatype:'' Unknown.
  
 +
Amount of [[Ball Friction|friction]] on the [[soccer]] ball when it is not carried by a ship.
  
=== GravityTopSpeed ===  
+
=== SoccerBallProximity ===
Ship are allowed to move faster than their maximum speed while effected by a wormhole. This determines how much faster they can go (0 = no extra speed)
+
''Datatype:'' Pixels.
  
 +
How close the ship must be in order to pick up a ball. Set this to 0 to disallow the ship from picking up a ball.
  
=== SoccerBallFriction ===
 
Amount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown)
 
  
 +
=== SoccerBallSpeed ===
 +
''Datatype:'' Pixels / seconds / 10.
  
=== SoccerBallProximity ===
+
Initial speed given to the ball when fired by this ship.
How close the player must be in order to pick up ball (in pixels)
 
  
  
=== SoccerBallSpeed ===  
+
=== SoccerThrowTime ===
Initial speed given to the ball when fired by the carrier.
+
''Datatype:'' Seconds / 100.
  
 +
Time player has to carry soccer ball before it automatically fires (out the back of the ship).
  
=== SoccerThrowTime ===
+
If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.
Time player has to carry soccer ball (in hundredths of a second)
 
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Latest revision as of 20:40, 27 June 2008

[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark]
These settings determine the properties of each of the eight ships. These go in an arena's .cfg file for subgame and in arena.conf for ASSS. Ship names themselves can be changed with shipinfo.dat.

InitialRotation

Datatype: 90°/ second / 100 (That is, 400 for a full rotation in 1s).

Initial rotation rate of the ship.

InitialThrust

Datatype: Speed / second / 10.

Initial thrust of ship.

InitialSpeed

Datatype: Pixels / second / 10.

Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.


InitialRecharge

Datatype: Energy / second / 10.

Initial recharge rate.


InitialEnergy

Datatype: Energy.

Initial amount of energy that the ship can have.


MaximumRotation

Datatype: 90°/(seconds / 100) (That is, 400 for a full rotation in 1s).

Maximum (with upgrades) rotation rate of the ship.


MaximumThrust

Datatype: Speed / second / 10.

Maximum (with upgrades) thrust of ship.


MaximumSpeed

Datatype: Pixels / seconds / 10.

Maximum (with upgrades) speed of ship.


MaximumRecharge

Datatype: Energy / seconds / 10. (That is, 10 means 1 energy per second.)

Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy.


MaximumEnergy

Datatype: Unknown.

Maximum (with upgrades) amount of energy that the ship can have.


UpgradeRotation

Datatype: 90° / seconds / 100 (That is, 400 for a full rotation in 1s).

Amount added per Rotation Upgrade Prize.

UpgradeThrust

Datatype: Speed / second / 10.

Amount added per Thruster Upgrade Prize.


UpgradeSpeed

Datatype: Pixels / seconds / 10.

Amount added per Speed Upgrade Prize.


UpgradeRecharge

Datatype:Energy / seconds / 10..

Amount added per Recharge Upgrade Prize.


UpgradeEnergy

Datatype: Energy.

Amount added per Energy Upgrade Prize.


CloakStatus

Datatype: Enumeration.

Whether ships can to receive Cloak.

  • 0 = no
  • 1 = yes
  • 2 = yes & starts with prize


StealthStatus

Datatype: Enumeration.

Whether ships can to receive Stealth.

  • 0 = no
  • 1 = yes
  • 2 = yes & starts with prize


XRadarStatus

Datatype: Enumeration.

Whether ships can to receive X-Radar.

  • 0 = no
  • 1 = yes
  • 2 = yes & starts with prize


AntiWarpStatus

Datatype: Enumeration.

Whether ships can receive AntiWarp.

  • 0 = no
  • 1 = yes
  • 2 = yes & starts with prize


CloakEnergy

Datatype: Energy / second / 10 (0 to 32000).

Amount of energy required to have Cloak activated.


StealthEnergy

Datatype: Energy / second / 10 (0 to 32000).

Amount of energy required to have Stealth activated.


XRadarEnergy

Datatype: Energy / second / 10 (0 to 32000).

Amount of energy required to have X-Radar activated.


AntiWarpEnergy

Datatype: Energy / second / 10 (0 to 32000).

Amount of energy required to have Anti-Warp activated.


InitialRepel

Datatype: Count.

Repels given to ships when they spawn.


InitialBurst

Datatype: Count.

Bursts given to ships when they spawn.


InitialBrick

Datatype: Count.

Bricks given to ships when they spawn.


InitialRocket

Datatype: Count.

Rockets given to ships when they spawn.


InitialThor

Datatype: Count.

Thor's Hammers given to ships when they spawn.


InitialDecoy

Datatype: Count.

Decoys given to ships when they spawn.


InitialPortal

Datatype: Count.

Portals given to ships when they spawn.


InitialGuns

Datatype: Weapon level (0 to 3).

Gun level given to ships at respawn. Note that a ship cannot start with L4 guns.


InitialBombs

Datatype: Weapon level (0 to 3).

Bomb level given to ships at respawn. Note that a ship cannot start with L4 bombs.


RepelMax

Datatype: Count.

Maximum Repels a ship can store. Any Repel prizes after this will be ignored.


BurstMax

Datatype: Count.

Maximum Bursts a ship can store. Any Repel prizes after this will be ignored.


DecoyMax

Datatype: Count.

Maximum Decoys a ship can store. Any Repel prizes after this will be ignored.


RocketMax

Datatype: Count.

Maximum Rockets a ship can store. Any Repel prizes after this will be ignored.


ThorMax

Datatype: Count.

Maximum Thor's Hammers a ship can store. Any Repel prizes after this will be ignored.


BrickMax

Datatype: Count.

Maximum Bricks a ship can store. Any Repel prizes after this will be ignored.


PortalMax

Datatype: Count.

Maximum Portals a ship can store. Any Repel prizes after this will be ignored.


MaxGuns

Datatype: Weapon level (0 to 3).

Maximum gun level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.


MaxBombs

Datatype: Weapon level (0 to 3).

Maximum bomb level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade.


BulletFireEnergy

Datatype: Energy.

Base energy it takes a ship to fire a bullet. Formula: EnergyUsed = GunLevel * BulletFireEnergy. So this setting is for an L1 bullet, and is doubled for L2, and so on.


BulletSpeed

Datatype: Pixels / second / 10.

How fast bullets travel.


BulletFireDelay

Datatype: Seconds / 100.

Delay before a ship can fire another weapon after it fires a bullet.


MultiFireEnergy

Datatype: Energy.

Energy it takes a ship to fire a set of multifire bullets. Formula: EnergyUsed = GunLevel * MultiFireEnergy.


MultiFireDelay

Datatype: Seconds / 100.

Delay before a ship can fire another weapon after it fires a set of multifire bullets.


MultiFireAngle

Datatype: Rotation Points / 1000. (Note: One rotation point equals exactly 9°.)

Angle spread between multi-fire bullets and standard forward-firing bullets.

DoubleBarrel

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

Whether ships fire double-barrel bullets.


BombFireEnergy

Datatype: Energy.

Amount of energy it takes a ship to fire a bomb.


BombFireEnergyUpgrade

Datatype: Energy.

Extra energy it takes a ship to fire an upgraded bomb. Formula: EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade.

BombThrust

Datatype: Unknown.

Amount of back-thrust (recoil) this ship receives when firing a bomb.


BombBounceCount

Datatype: Count.

Times a bomb fired by this ship can bounce before it explodes on impact


BombSpeed

Datatype: Pixels / seconds / 10.

How fast bombs fired by this ship travel.


BombFireDelay

Datatype: Seconds / 100.

Delay before this ship can fire another weapon after it fires a bomb.


EmpBomb

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

Whether this ship fires EMP bombs.


SeeBombLevel

Datatype: Weapon Level (0 to 4).

Lowest level of bombs this ship can see on radar. Special Value: 0 = no bombs on radar. (Continuum .36+)


MaxMines

Datatype: Count.

Maximum number of mines this ship can place.


SeeMines

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

Whether ships see mines on radar.


LandmineFireEnergy

Datatype: Energy.

Energy it takes this ship to place an L1 mine.


LandmineFireEnergyUpgrade

Datatype: Energy.

Extra energy it takes to place an upgraded landmine. Formula: EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade.


LandmineFireDelay

Datatype: Seconds / 100.

Delay before a ship can fire another weapon after it drops a landmine.


ShrapnelMax

Datatype: Count (0 to 31).

Maximum shrapnel pieces released from this ship's bombs.


ShrapnelRate

Datatype: Count (0 to 31).

Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize.


BurstSpeed

Datatype: Pixels / seconds / 10.

How fast the burst "shrapnel" move for this ship.


BurstShrapnel

Datatype: Count.

Burst shrapnel released when this ship fires a Burst.


TurretThrustPenalty

Datatype: Unknown.

This ship's thrust is decreased this much when a turret it riding.


TurretSpeedPenalty

Datatype: Pixels / second / 10.

This ship's speed is decreased this much when a turret it riding.


TurretLimit

Datatype: Count.

Number of turrets allowed on this ship. If you don't want ships to attach, set TurretLimit to 0.

RocketTime

Datatype: Seconds / 100.

How long a Rocket lasts.


InitialBounty

Datatype: Count.

Number of prizes given to this ship when it spawns.


AttachBounty

Datatype: Points.

Bounty required by ships to attach to another ship to form a turret.


AfterburnerEnergy

Datatype: Energy.

Energy required to have 'Afterburners' activated.


DisableFastShooting

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

Whether firing bullets, bombs, or thors is disabled after using afterburners. (Continuum .36+)


Radius

Datatype: Pixels.

The ship's radius from center to outside. Special Value: 0 = 14 pixels. (Continuum .37+)


DamageFactor

Datatype: Factor (0 to 5000).

How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) Special Value: 0 = never.


PrizeShareLimit

Datatype: Points.

Maximum bounty that this ship can receive by Team Prizes.


SuperTime

Datatype: Seconds / 100.

How long Superpower lasts for this ship. The actual time is random up to this value.


ShieldsTime

Datatype: Seconds / 100.

How long Shields last for this ship.


Gravity

Datatype: Factor.

Modifies radius over which a wormhole's gravity has an effect.

Formula: EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500.

The setting for Warbird also controls how far out bombs/mines are effected by wormholes.


GravityTopSpeed

Datatype: Pixels / seconds / 10.

How much this ship's maximum speed is increased when under the influence of a wormhole's gravity. Note that this does not replace the previous speed.


SoccerBallFriction

Datatype: Unknown.

Amount of friction on the soccer ball when it is not carried by a ship.

SoccerBallProximity

Datatype: Pixels.

How close the ship must be in order to pick up a ball. Set this to 0 to disallow the ship from picking up a ball.


SoccerBallSpeed

Datatype: Pixels / seconds / 10.

Initial speed given to the ball when fired by this ship.


SoccerThrowTime

Datatype: Seconds / 100.

Time player has to carry soccer ball before it automatically fires (out the back of the ship).

If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen.