Difference between revisions of "Complete Settings"
From ASSS Wiki
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| InitialPortal||Initial number of Portals given to ships when they start | | InitialPortal||Initial number of Portals given to ships when they start | ||
|- | |- | ||
− | | InitialRecharge||Initial recharge rate, or how quickly this ship recharges its energy. | + | | InitialRecharge||Initial recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds) |
|- | |- | ||
| InitialRepel||Initial number of Repels given to ships when they start | | InitialRepel||Initial number of Repels given to ships when they start | ||
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| MaximumEnergy||Maximum amount of energy that the ship can have. | | MaximumEnergy||Maximum amount of energy that the ship can have. | ||
|- | |- | ||
− | | MaximumRecharge||Maximum recharge rate, or how quickly this ship recharges its energy. | + | | MaximumRecharge||Maximum recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds) |
|- | |- | ||
| MaximumRotation||Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) | | MaximumRotation||Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) | ||
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| UpgradeEnergy||Amount added per 'Energy Upgrade' Prize | | UpgradeEnergy||Amount added per 'Energy Upgrade' Prize | ||
|- | |- | ||
− | | UpgradeRecharge||Amount added per 'Recharge Rate' Prize | + | | UpgradeRecharge||Amount added per 'Recharge Rate' Prize (energy per ten seconds) |
|- | |- | ||
| UpgradeRotation||Amount added per 'Rotation' Prize | | UpgradeRotation||Amount added per 'Rotation' Prize | ||
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| BounceFactor||How bouncy the walls are. Speed retained is (16 / BounceFactor) in opposite direction. (16=no-speed-loss) | | BounceFactor||How bouncy the walls are. Speed retained is (16 / BounceFactor) in opposite direction. (16=no-speed-loss) | ||
|- | |- | ||
− | | ContinuumOnly||If set to 0, anyone can play. If set to 1, only continuum | + | | ContinuumOnly||If set to 0, anyone can play. If set to 1, only continuum users can play in ship, while all VIE clients will be locked in spec. |
|- | |- | ||
| DecoyAliveTime||Time a decoy is alive (in hundredths of a second) | | DecoyAliveTime||Time a decoy is alive (in hundredths of a second) |
Latest revision as of 16:19, 30 December 2006
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
These are settings for subgame2 1.34.14.
Section/Setting name | Comment |
---|---|
All (Warbird, ..., Shark)
| |
AfterburnerEnergy | Amount of energy required to have 'Afterburners' activated. |
AntiWarpEnergy | Amount of energy required to have 'Anti-Warp' activated (thousandths per hundredth of a second) |
AntiWarpStatus | Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with |
AttachBounty | Bounty required by ships to attach as a turret |
BombBounceCount | Number of times a ship's bombs bounce before they explode on impact |
BombFireDelay | delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second) |
BombFireEnergy | Amount of energy it takes a ship to fire a single bomb |
BombFireEnergyUpgrade | Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade |
BombSpeed | How fast bombs travel |
BombThrust | Amount of back-thrust you receive when firing a bomb. |
BrickMax | Maximum number of Bricks allowed in ships |
BulletFireDelay | delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second) |
BulletFireEnergy | Amount of energy it takes a ship to fire a single L1 bullet |
BulletSpeed | How fast bullets travel |
BurstMax | Maximum number of Bursts allowed in ships |
BurstShrapnel | Number of bullets released when a 'Burst' is activated |
BurstSpeed | How fast the burst shrapnel is for this ship. |
CloakEnergy | Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second) |
CloakStatus | Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with |
DamageFactor | How likely a the ship is to take damage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never) |
DecoyMax | Maximum number of Decoys allowed in ships |
DisableFastShooting | If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled) [Continuum .36] |
DoubleBarrel | Whether ships fire with double barrel bullets 0=no 1=yes |
EmpBomb | Whether ships fire EMP bombs 0=no 1=yes |
Gravity | 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 |
GravityTopSpeed | 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) |
InitialBombs | Initial level a ship's bombs fire 0=no bombs |
InitialBounty | Number of 'Greens' given to ships when they start |
InitialBrick | Initial number of Bricks given to ships when they start |
InitialBurst | Initial number of Bursts given to ships when they start |
InitialDecoy | Initial number of Decoys given to ships when they start |
InitialEnergy | Initial amount of energy that the ship can have. |
InitialGuns | Initial level a ship's guns fire 0=no guns |
InitialPortal | Initial number of Portals given to ships when they start |
InitialRecharge | Initial recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds) |
InitialRepel | Initial number of Repels given to ships when they start |
InitialRocket | Initial number of Rockets given to ships when they start |
InitialRotation | Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) |
InitialSpeed | Initial speed of ship (0 = can't move) |
InitialThor | Initial number of Thor's Hammers given to ships when they start |
InitialThrust | Initial thrust of ship (0 = none) |
LandmineFireDelay | delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second) |
LandmineFireEnergy | Amount of energy it takes a ship to place a single L1 mine |
LandmineFireEnergyUpgrade | Extra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade |
MaxBombs | Maximum level a ship's bombs can fire 0=no bombs |
MaxGuns | Maximum level a ship's guns can fire 0=no guns |
MaxMines | Maximum number of mines allowed in ships |
MaximumEnergy | Maximum amount of energy that the ship can have. |
MaximumRecharge | Maximum recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds) |
MaximumRotation | Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) |
MaximumSpeed | Maximum speed of ship (0 = can't move) |
MaximumThrust | Maximum thrust of ship (0 = none) |
MultiFireAngle | Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point) |
MultiFireDelay | delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second) |
MultiFireEnergy | Amount of energy it takes a ship to fire multifire L1 bullets |
PortalMax | Maximum number of Portals allowed in ships |
PrizeShareLimit | Maximum bounty that ships receive Team Prizes |
Radius | The ship's radius from center to outside, in pixels. Standard value is 14 pixels. [Continuum .37] |
RepelMax | Maximum number of Repels allowed in ships |
RocketMax | Maximum number of Rockets allowed in ships |
RocketTime | How long a Rocket lasts (in hundredths of a second) |
SeeBombLevel | If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only) [Continuum .36] |
SeeMines | Whether ships see mines on radar 0=no 1=yes |
ShieldsTime | How long Shields lasts on the ship (in hundredths of a second) |
ShrapnelMax | Maximum amount of shrapnel released from a ship's bomb |
ShrapnelRate | Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize. |
SoccerBallFriction | Amount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown) |
SoccerBallProximity | How close the player must be in order to pick up ball (in pixels) |
SoccerBallSpeed | Initial speed given to the ball when fired by the carrier. |
SoccerThrowTime | Time player has to carry soccer ball (in hundredths of a second) |
StealthEnergy | Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second) |
StealthStatus | Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with |
SuperTime | How long Super lasts on the ship (in hundredths of a second) |
ThorMax | Maximum number of Thor's Hammers allowed in ships |
TurretLimit | Number of turrets allowed on a ship. |
TurretSpeedPenalty | Amount the ship's speed is decreased with a turret riding |
TurretThrustPenalty | Amount the ship's thrust is decreased with a turret riding |
UpgradeEnergy | Amount added per 'Energy Upgrade' Prize |
UpgradeRecharge | Amount added per 'Recharge Rate' Prize (energy per ten seconds) |
UpgradeRotation | Amount added per 'Rotation' Prize |
UpgradeSpeed | Amount added per 'Speed' Prize |
UpgradeThrust | Amount added per 'Thruster' Prize |
XRadarEnergy | Amount of energy required to have 'X-Radar' activated (thousandths per hundredth of a second) |
XRadarStatus | Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with |
Bomb
| |
BBombDamagePercent | Percentage of normal damage applied to a bouncing bomb 0=0% 1000=100% 2000=200% |
BombAliveTime | Time bomb is alive (in hundredths of a second) |
BombDamageLevel | Amount of damage a bomb causes at its center point (for all bomb levels) |
BombExplodeDelay | How long after the proximity sensor is triggered before bomb explodes. (note: it explodes immediately if ship moves away from it after triggering it) |
BombExplodePixels | Blast radius in pixels for an L1 bomb (L2 bombs double this, L3 bombs triple this) |
BombSafety | Whether proximity bombs have a firing safety (0=no 1=yes). If enemy ship is within proximity radius, will it allow you to fire. |
EBombDamagePercent | Percentage of normal damage applied to an EMP bomb 0=0% 1000=100% 2000=200% |
EBombShutdownTime | Maximum time recharge is stopped on players hit with an EMP bomb. |
JitterTime | How long the screen jitters from a bomb hit. (in hundredths of a second) |
ProximityDistance | Radius of proximity trigger in tiles. Each bomb level adds 1 to this amount. |
Brick
| |
BrickSpan | How many tiles bricks are able to span |
BrickTime | How long bricks last (in hundredths of a second) |
Bullet
| |
BulletAliveTime | How long bullets live before disappearing (in hundredths of a second) |
BulletDamageLevel | Maximum amount of damage that a L1 bullet will cause. Formula; damage = squareroot(rand# * (max damage^2 + 1)) |
BulletDamageUpgrade | Amount of extra damage each bullet level will cause |
ExactDamage | If damage is to be random or not (1=exact, 0=random) [Continuum .36] |
Burst
| |
BurstDamageLevel | Maximum amount of damage caused by a single burst bullet. |
Cost
| |
AntiWarp | Cost (in points) to purchase this prize |
Bomb | Cost (in points) to purchase this prize |
Bounce | Cost (in points) to purchase this prize |
Brick | Cost (in points) to purchase this prize |
Burst | Cost (in points) to purchase this prize |
Cloak | Cost (in points) to purchase this prize |
Decoy | Cost (in points) to purchase this prize |
Energy | Cost (in points) to purchase this prize |
Gun | Cost (in points) to purchase this prize |
MultiFire | Cost (in points) to purchase this prize |
Portal | Cost (in points) to purchase this prize |
Prox | Cost (in points) to purchase this prize |
PurchaseAnytime | Where prizes can be purchased 0 = safe zone, 1 = anywhere |
Recharge | Cost (in points) to purchase this prize |
Repel | Cost (in points) to purchase this prize |
Rocket | Cost (in points) to purchase this prize |
Rotation | Cost (in points) to purchase this prize |
Shield | Cost (in points) to purchase this prize |
Shrap | Cost (in points) to purchase this prize |
Speed | Cost (in points) to purchase this prize |
Stealth | Cost (in points) to purchase this prize |
Super | Cost (in points) to purchase this prize |
Thor | Cost (in points) to purchase this prize |
Thrust | Cost (in points) to purchase this prize |
XRadar | Cost (in points) to purchase this prize |
Custom
| |
SaveStatsTime | How often a custom arena saves its scores to the hard drive (in case something goes wrong) |
Door
| |
DoorDelay | How often doors attempt to switch their state. |
DoorMode | Door mode (-2=all doors completely random, -1=weighted random (some doors open more often than others), 0-255=fixed doors (1 bit of byte for each door specifying whether it is open or not) |
Flag
| |
CarryFlags | Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time) |
EnterGameFlaggingDelay | Time a new player must wait before they are allowed to see flags |
FlagBlankDelay | Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds. |
FlagDropDelay | Time before flag is dropped by carrier (0=never) |
FlagDropResetReward | Minimum kill reward that a player must get in order to have his flag drop timer reset. |
FlagMode | 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) |
FlagResetDelay | Amount of time before an un-won flag game is reset (in hundredths of a second) Advisable to be over 1000000 |
FlagReward | Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared) |
FlagRewardMode | How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)) |
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) |
FlagTerritoryRadiusCentroid | 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) |
FlaggerBombFireDelay | Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20) |
FlaggerBombUpgrade | Whether the flaggers get a bomb upgrade 0=no 1=yes |
FlaggerDamagePercent | Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200% |
FlaggerFireCostPercent | Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200% |
FlaggerGunUpgrade | Whether the flaggers get a gun upgrade 0=no 1=yes |
FlaggerKillMultiplier | Number of times more points are given to a flagger (1 = double points, 2 = triple points) |
FlaggerOnRadar | Whether the flaggers appear on radar in red 0=no 1=yes |
FlaggerSpeedAdjustment | Amount of speed adjustment player carrying flag gets (negative numbers mean slower) |
FlaggerThrustAdjustment | Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust) |
FriendlyTransfer | Whether the flaggers can transfer flags to other teammates (0=no 1=yes) |
MaxFlags | Maximum number of flags in the arena. (0=no flag game) |
NoDataFlagDropDelay | Amount of time that a user can get no data from server before flags he is carrying are dropped. |
RandomFlags | Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes) |
Kill
| |
BountyIncreaseForKill | Number of points added to players bounty each time he kills an opponent. |
BountyRewardPercent | Percentage of your own bounty added to your reward when you kill somebody else. |
DebtKills | Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal) |
EnterDelay | How long after a player dies before he can re-enter the game. |
FixedKillReward | Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always) |
JackpotBountyPercent | Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200% |
KillPointsMinimumBounty | Bounty of target must be over this value to get any KillPointsPerFlag bonus points. |
KillPointsPerFlag | Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now) |
MaxBonus | Let's ignore these for now. Or let's not. :) This is if you have flags, can add more points per a kill. Founded by MGB |
MaxPenalty | Let's ignore these for now. Or let's not. :) This is if you have flags, can take away points per a kill. Founded by MGB |
NoRewardKillDelay | If you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second) |
RewardBase | Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB |
King
| |
CrownRecoverKills | Number of crown kills a non-crown player must get in order to get their crown back. |
DeathCount | Number of deaths a player is allowed until his crown is removed |
ExpireTime | Initial time given to each player at beginning of 'King of the Hill' round |
NonCrownAdjustTime | Amount of time added for killing a player without a crown |
NonCrownMinimumBounty | Minimum amount of bounty a player must have in order to receive the extra time. |
RewardFactor | Number of points given to winner of 'King of the Hill' round (uses FlagReward formula) |
Latency
| |
C2SNoDataAction | 0=Use Normal Method (Above settings) 1=Display Sysop Warning, 2=Spec Player, 3=Warning&Spec, 4=Kick, 5=Warning&Kick, 6=Kick&Spec, 7=Warning&Kick&Spec |
C2SNoDataTime | If above setting (C2SNoDataAction) is set, this is the delay (in 1/100 of a second [100 = 1 second, 60000=1 minute]) that a player's ping can be maxed at during a position packet before action takes place |
ClientSlowPacketKickoutPercent | Percentage of S2C slow packets before a player is kicked. |
ClientSlowPacketSampleSize | Number of packets to sample S2C before checking for kickout. |
ClientSlowPacketTime | Amount of latency S2C that constitutes a slow packet. |
CutbackWatermark | Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets. |
KickOutDelay | Amount of time the server can receive no data from the player before the player is kicked. |
LatencyKickOutTime | Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs. |
MaxLatencyForKickOut | Maximum latency that allowed before kickout. |
MaxLatencyForPrizes | Maximum amount of time that can pass before a shared prize packet is ignored. |
MaxLatencyForWeapons | Maximum C2S latency to allow before server disables weapons. |
NegativeClientSlowPacketTime | Packets with future timestamp farther in future than this variable are considered as slow packets (0=disabled). Feature is still experimental. |
NoFlagDelay | Amount of time before the server can receive no data from the player before it denies them the ability to pick up flags. |
NoFlagPenalty | Amount of time user is penalized when they exceed the NoFlagDelay. |
S2CNoDataKickoutDelay | Amount of time a user can receive no data from server before connection is terminated. |
SendRoutePercent | Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks) |
SlowPacketKickoutPercent | Percentage of C2S slow packets before a player is kicked. |
SlowPacketSampleSize | Number of packets to sample C2S before checking for kickout. |
SlowPacketTime | Amount of latency C2S that constitutes a slow packet. |
Message
| |
AllowAudioMessages | Whether players can send audio messages (0=no 1=yes) |
BongAllowed | Whether players can play bong sounds (0=no 1=yes) |
MessageDistance | Don't think this is used anymore.... |
MessageReliable | Whether messages are sent reliably. |
MessageTeamReliable | Whether team messages are sent reliably. |
QuickMessageLimit | Maximum number of messages that can be sent in a row before player is kicked. |
Mine
| |
MineAliveTime | Time that mines are active (in hundredths of a second) |
TeamMaxMines | Maximum number of mines allowed to be placed by an entire team |
Misc
| |
ActivateAppShutdownTime | Amount of time a ship is shutdown after application is reactivated (ie. when they come back from windows mode) |
AllowSavedShips | Whether saved ships are allowed (do not allow saved ship in zones where sub-arenas may have differing parameters) 1 = Savedfrom last arena/lagout, 0 = New Ship when entering arena/zone |
AntiWarpSettleDelay | Time (in 1/100 of a second) after someone warps/portals/attaches that they cannot warp/portal/attach again for (like a temp antiwarp enabled for them only) [Continuum .38] |
BannerPoints | Number of points require to display a banner |
BounceFactor | How bouncy the walls are. Speed retained is (16 / BounceFactor) in opposite direction. (16=no-speed-loss) |
ContinuumOnly | If set to 0, anyone can play. If set to 1, only continuum users can play in ship, while all VIE clients will be locked in spec. |
DecoyAliveTime | Time a decoy is alive (in hundredths of a second) |
DisableScreenshot | If set to 0, anyone can take screenshots. If set to 1, only spectators can. [Continuum .37] |
ExtraPositionData | Whether regular players receive sysop data about a ship (leave this at zero) |
FrequencyShift | Amount of random frequency shift applied to sounds in the game. |
FrequencyShipTypes | Whether ship type is based on frequency player is on or not (0=no 1=yes) |
GreetMessage | This message, if set to anything, will be sent to the player who just enter arena/zone |
LevelFiles | List of .lvz files, seperated by commas, that will be downloaded via client and used in this arena. A + in front of .lvz file will make it optional [Continuum .37] |
MaxLossesToPlay | Number of deaths before a player is forced into spectator mode (0=never) |
MaxPlayers | This is max amount of players in this arena. Will override the .ini max arena setting |
MaxPlaying | Maximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting)) |
MaxTimerDrift | Percentage how much client timer is allowed to differ from server timer. |
MaxXRes | Max X res limit, 0 = no limit |
MaxYRes | Max Y res limit, 0 = no limit |
MinUsage | Min total usage hours required to play in this arena. |
NearDeathLevel | Amount of energy that constitutes a near-death experience (ships bounty will be decreased by 1 when this occurs -- used for dueling zone) |
PeriodicMessage0 | Info about this will be in explained through all 0-4 of these. Read next one down... To set it blank, set it to: 0 |
PeriodicMessage1 | Must be set to this format: (Time for repeating) (Delay after arena is created) (Text) *Read Next! |
PeriodicMessage2 | Time for repeating will be after every X mins (60=1hour, 1440=1day), will display this message. *READ NEXT! |
PeriodicMessage3 | Delay will be after first person enters arena, it will then start this many mins after they enter. Good so they don't get one instantly for no reason. *READ NEXT! |
PeriodicMessage4 | Text will be the text. If text starts with a * (ie: *Hello), will act as a *zone message. If no * (ie: Hello), will act as a *arena command. |
ResetScoreOnFrequencyChange | Whether a players score should be reset when they change frequencies (used primarily for timed games like soccer) |
SafetyLimit | Amount of time that can be spent in the safe zone. (90000 = 15 mins) |
SaveSpawnScore | If set to 1, will save spawn scores to arenaname.scr. If set to 0, or blank, will not create useless .scr files. |
SendPositionDelay | Amount of time between position packets sent by client. |
SheepMessage | String that Appears when a player types ?sheep |
SlowFrameCheck | Whether to check for slow frames on the client (possible cheat technique) (flawed on some machines, do not use) |
SlowFrameRate | Check whether client has too slow frame rate to play (0=disabled, 1-35=Frame Rate limit, if < than this, kicked) [Continuum .36] |
SpectatorQuiet | Whether spectators can talk to active players (1=no 0=yes) |
StartInSpec | If set to 1, all users entering arena start in spec. Otherwise enter arena as normal. |
TickerDelay | Amount of time between ticker help messages. |
TimedGame | Amount of time in a timed game (like speed zone) (0=not a timed game) |
VictoryMusic | Whether the zone plays victory music or not. |
WarpPointDelay | How long a Portal point is active. |
WarpRadiusLimit | When ships are randomly placed in the arena, this parameter will limit how far from the center of the arena they can be placed (1024=anywhere) |
Notes
| |
CoMaker | Original and/or helper of the zone |
Maker | Creator of the settings |
MapName | Map name(s) used with settings |
Mapper | Map Maker's name |
Note1 | Any other misc notes you wish to add |
Note2 | Any other misc notes you wish to add |
Note3 | Any other misc notes you wish to add |
Note4 | Any other misc notes you wish to add |
Note5 | Any other misc notes you wish to add |
SettingName | Name of the Game the settings "create" |
Owner
| |
Name | Owners Username |
UserId | User ID number for Users name |
PacketLoss
| |
C2SKickOutPercent | ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) |
PacketLossDisableWeapons | Whether the server disables weapons for high packetloss or not (1=yes 0=no) |
S2CKickOutPercent | ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) |
SpectatorPercentAdjust | Amount of extra packetloss a spectator is allowed to have. |
Periodic
| |
RewardDelay | Time interval between each periodic reward (0=no periodic reward) |
RewardMinimumPlayers | Number of players that must be in the arena before periodic rewards will occur |
RewardPoints | Number of points given out to team members (per flag owned). (Negative numbers = flagCount * playersInArena) |
Prize
| |
DeathPrizeTime | How long the prize exists that appears after killing somebody. |
EngineShutdownTime | Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second) |
MinimumVirtual | Distance from center of arena that prizes/flags/soccer-balls will generate |
MultiPrizeCount | Number of random 'Greens' given with a 'MultiPrize' |
PrizeDelay | How often prizes are regenerated (in hundredths of a second) |
PrizeFactor | 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) |
PrizeHideCount | Number of prizes that are regenerated every PrizeDelay. |
PrizeMaxExist | Maximum amount of time that a hidden prize will remain on screen. (actual time is random) |
PrizeMinExist | Minimum amount of time that a hidden prize will remain on screen. (actual time is random) |
PrizeNegativeFactor | Odds of getting a negative prize. (1 = every prize, 32000 = extremely rare) |
S2CTakePrizeReliable | Whether prize packets are sent reliably (S2C) |
TakePrizeReliable | Whether prize packets are sent reliably (C2S) |
UpgradeVirtual | Amount of additional distance added to MinimumVirtual for each player that is in the game. |
PrizeWeight
| |
AllWeapons | Likelyhood of 'Super!' prize appearing |
AntiWarp | Likelyhood of 'AntiWarp' prize appearing |
Bomb | Likelyhood of 'Bomb Upgrade' prize appearing |
BouncingBullets | Likelyhood of 'Bouncing Bullets' prize appearing |
Brick | Likelyhood of 'Brick' prize appearing |
Burst | Likelyhood of 'Burst' prize appearing |
Cloak | Likelyhood of 'Cloak' prize appearing |
Decoy | Likelyhood of 'Decoy' prize appearing |
Energy | Likelyhood of 'Energy Upgrade' prize appearing |
Glue | Likelyhood of 'Engine Shutdown' prize appearing |
Gun | Likelyhood of 'Gun Upgrade' prize appearing |
MultiFire | Likelyhood of 'MultiFire' prize appearing |
MultiPrize | Likelyhood of 'Multi-Prize' prize appearing |
Portal | Likelyhood of 'Portal' prize appearing |
Proximity | Likelyhood of 'Proximity Bomb' prize appearing |
QuickCharge | Likelyhood of 'Recharge' prize appearing |
Recharge | Likelyhood of 'Full Charge' prize appearing (NOTE! This is FULL CHARGE, not Recharge!! stupid vie) |
Repel | Likelyhood of 'Repel' prize appearing |
Rocket | Likelyhood of 'Rocket' prize appearing |
Rotation | Likelyhood of 'Rotation' prize appearing |
Shields | Likelyhood of 'Shields' prize appearing |
Shrapnel | Likelyhood of 'Shrapnel Upgrade' prize appearing |
Stealth | Likelyhood of 'Stealth' prize appearing |
Thor | Likelyhood of 'Thor' prize appearing |
Thruster | Likelyhood of 'Thruster' prize appearing |
TopSpeed | Likelyhood of 'Speed' prize appearing |
Warp | Likelyhood of 'Warp' prize appearing |
XRadar | Likelyhood of 'XRadar' prize appearing |
Radar
| |
MapZoomFactor | A number representing how far you can see on radar. |
RadarMode | Radar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team mates, 4=quarters-see team mates) |
RadarNeutralSize | Size of area between blinded radar zones (in pixels) |
Repel
| |
RepelDistance | Number of pixels from the player that are affected by a repel. |
RepelSpeed | Speed at which players are repelled |
RepelTime | Time players are affected by the repel (in hundredths of a second) |
Rocket
| |
RocketSpeed | Speed value given while a rocket is active. |
RocketThrust | Thrust value given while a rocket is active. |
Routing
| |
CloseEnoughBombAdjust | Distance off edge of radar in pixels that bomb packets will always forward to player. (in direction bomb is heading only) |
CloseEnoughBulletAdjust | Distance off edge of screen in pixels that bullet packets will always forward to player. |
ClosePosPixels | How near are packets considered close, default 250 pixels |
DeathDistance | Distance death messages are forwarded. |
DoubleSendPercent | Percentage packetloss at which server starts double sending weapon packets. |
PosSendClose | How long close packets are queue, default 20 ms |
PosSendEdge | How long packets on screen edge are queued, default 30 ms |
PosSendRadar | How long radar packets are queued, default 100 ms |
QueuePositions | Set to 1 to use following 4 settings: |
RadarFavor | Number of packets somebody on radar receives (1 = every packet, 3 = every fourth packet, 7 = every eighth packet) |
WallResendCount | Number of times a create wall packet is sent unreliably (in additional to the reliable send) |
Security
| |
MaxDeathWithoutFiring | Number of times a player can die without firing before being removed from the arena. |
MaxShipTypeSwitchCount | Number of times a player can change ship type without being removed from the arena |
PacketModificationMax | Maximum number of modified packets allowed before a security violation is triggered. |
S2CKickOutPercentWeapons | The percent kickout for not getting weapon packets. |
SecurityKickOff | Whether players doing security violations get kicked off or not. |
SuicideLimit | Maximum number of suicides before player is kicked (no longer used since there are no suicides???) |
Shrapnel
| |
InactiveShrapDamage | Amount of damage shrapnel causes in it's first 1/4 second of life. |
Random | Whether shrapnel spreads in circular or random patterns 0=circular 1=random |
ShrapnelDamagePercent | Percentage of normal damage applied to shrapnel (relative to bullets of same level) 0=0% 1000=100% 2000=200% |
ShrapnelSpeed | Speed that shrapnel travels |
Soccer
| |
AllowBombs | Whether the ball carrier can fire his bombs (0=no 1=yes) |
AllowGuns | Whether the ball carrier can fire his guns (0=no 1=yes) |
BallBlankDelay | Amount of time a player can receive no data from server and still pick up the soccer ball. |
BallBounce | Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls) |
BallCount | Number of soccer balls in the arena (0=soccer game off) |
BallLocation | Whether the balls location is displayed at all times or not (0=not, 1=yes) |
CapturePoints | 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. |
CatchMinimum | Minimun goals needed to win |
CatchPoints | Max goals needed to win |
DisableBallKilling | Set to 1 to disable people dieing in safety with the ball |
DisableWallPass | Set to 1 to disable passing of ball through a wall |
Mode | 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) |
PassDelay | How long after the ball is fired before anybody can pick it up (in hundredths of a second) |
Reward | Negative numbers equal absolute points given, positive numbers use FlagReward formula. |
SendTime | How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic) |
UseFlagger | If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes) |
WinBy | Have to beat other team by this many goals |
Spawn [Continuum .38]
| |
Team0-Radius | How large of a circle from center point can they warp (in Tiles) |
Team0-X | If set to a value, this is the center point where Freq 0 will start |
Team0-Y | If set to a value, this is the center point where Freq 0 will start |
Team1-Radius | How large of a circle from center point can they warp (in Tiles) |
Team1-X | If set to a value, this is the center point where Freq 1 will start |
Team1-Y | If set to a value, this is the center point where Freq 1 will start |
Team2-Radius | How large of a circle from center point can they warp (in Tiles) |
Team2-X | If set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1 |
Team2-Y | If set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1 |
Team3-Radius | How large of a circle from center point can they warp (in Tiles) |
Team3-X | If set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc |
Team3-Y | If set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc |
Spectator
| |
HideFlags | If flags are to be shown to specs when they are dropped (1=can't see them) [Continuum .36] |
NoXRadar | If specs are allowed to have X (0=yes, 1=no) [Continuum .36] |
Team
| |
DesiredTeams | Number of teams the server creates when adding new players before it starts adding new players to existing teams. |
ForceEvenTeams | Whether people are allowed to change teams if it would make the teams uneven. 0 = no restrictions, 1-10 = allowed variance |
MaxFrequency | Maximum number of frequencies allowed in arena (5 would allow frequencies 0,1,2,3,4) |
MaxPerPrivateTeam | Maximum number of players on a private frequency (0=same as MaxPerTeam) |
MaxPerTeam | Maximum number of players on a non-private frequency |
SpectatorFrequency | Frequency reserved for spectators (does not have to be within MaxFrequency limit) |
Territory
| |
RewardBaseFlags | Minimum number of flags required to receive the territory reward |
RewardDelay | Time interval between each territory reward (0=no territory reward) |
RewardMinimumPlayers | Minimum number of players required in game to receive the territory reward |
RewardPoints | Amount of points given out to the players at end of each time interval (formula is complicated) |
Toggle
| |
AntiWarpPixels | Distance Anti-Warp affects other players (in pixels) (note: enemy must also be on radar) |
Wormhole
| |
GravityBombs | Whether a wormhole affects bombs (0=no 1=yes) |
SwitchTime | How often the wormhole switches its destination. |