Difference between revisions of "Ship Settings"

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m (hrm, seems you can't rollback more than one version at a time)
(UpgradeRotation)
 
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=== InitialThrust ===
 
=== InitialThrust ===
''Datatype:'' Unknown.
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''Datatype:'' Speed / second / 10.
  
 
Initial thrust of ship.
 
Initial thrust of ship.
 
  
 
=== InitialSpeed ===
 
=== InitialSpeed ===
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=== MaximumThrust ===
 
=== MaximumThrust ===
''Datatype:'' Unknown.
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''Datatype:'' Speed / second / 10.
  
 
Maximum (with upgrades) thrust of ship.
 
Maximum (with upgrades) thrust of ship.
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=== UpgradeRotation ===
 
=== UpgradeRotation ===
''Datatype:'' 90°/(seconds / 100) (That is, 400 for a full rotation in 1s).
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''Datatype:'' 90° / seconds / 100 (That is, 400 for a full rotation in 1s).
  
 
Amount added per Rotation Upgrade Prize.
 
Amount added per Rotation Upgrade Prize.
 
  
 
=== UpgradeThrust ===
 
=== UpgradeThrust ===
''Datatype:'' Unknown.
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''Datatype:'' Speed / second / 10.
  
 
Amount added per Thruster Upgrade Prize.
 
Amount added per Thruster Upgrade Prize.
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''Datatype:'' Unknown.
 
''Datatype:'' Unknown.
  
Amount of friction on the [[soccer]] ball when it is not carried by a ship.
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Amount of [[Ball Friction|friction]] on the [[soccer]] ball when it is not carried by a ship.
 
 
  
 
=== SoccerBallProximity ===
 
=== SoccerBallProximity ===

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.