Bomb Settings: Difference between revisions
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=== BombDamageLevel === | These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius. | ||
Amount of damage a bomb causes at its center point (for all bomb levels) | |||
=== BombDamageLevel === | |||
''Datatype:'' Energy. | |||
Amount of damage a bomb causes at its center point (for all bomb levels). | |||
=== BombAliveTime === | === BombAliveTime === | ||
Time bomb is alive | |||
''Datatype:'' Hundredths of seconds. | |||
Time a bomb is alive. | |||
=== BombExplodeDelay === | === BombExplodeDelay === | ||
How long after the proximity sensor is triggered before bomb explodes. ( | |||
''Datatype:'' Hundredths of seconds. | |||
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 === | === BombExplodePixels === | ||
Blast radius | |||
''Datatype:'' Pixels. | |||
Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.) | |||
=== ProximityDistance === | === ProximityDistance === | ||
Radius of proximity trigger | |||
''Datatype:'' Tiles. | |||
Radius of proximity trigger of an L1 bomb. Each bomb level adds 1 to this amount. | |||
=== JitterTime === | === JitterTime === | ||
''Datatype:'' Hundredths of seconds. | |||
How long the screen jitters from a bomb hit. | |||
=== EBombShutdownTime === | === BombSafety === | ||
''Datatype:'' Boolean (0=no, 1=yes). | |||
Enables a firing safety for proximity bombs. If an enemy ship is within proximity radius, the firing safety will not let the user fire. | |||
=== EBombShutdownTime === | |||
''Datatype:'' Hundredths of seconds. | |||
Maximum time recharge is stopped on players hit with an EMP bomb. | Maximum time recharge is stopped on players hit with an EMP bomb. | ||
=== EBombDamagePercent === | === EBombDamagePercent === | ||
Percentage of normal damage applied to an EMP bomb | |||
''Datatype:'' Tenths of a percent. (1000 = 100%, 2000 = 200%.) | |||
Percentage of normal damage applied to an EMP bomb. | |||
=== BBombDamagePercent === | === BBombDamagePercent === | ||
''Datatype:'' Tenths of a percent. (1000 = 100%, 2000 = 200%.) | |||
Percentage of normal damage applied to a bouncing bomb. | |||
[[Category: Settings]] | [[Category: Settings]] | ||
Revision as of 20:41, 17 January 2005
These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius.
BombDamageLevel
Datatype: Energy.
Amount of damage a bomb causes at its center point (for all bomb levels).
BombAliveTime
Datatype: Hundredths of seconds.
Time a bomb is alive.
BombExplodeDelay
Datatype: Hundredths of seconds.
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
Datatype: Pixels.
Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.)
ProximityDistance
Datatype: Tiles.
Radius of proximity trigger of an L1 bomb. Each bomb level adds 1 to this amount.
JitterTime
Datatype: Hundredths of seconds.
How long the screen jitters from a bomb hit.
BombSafety
Datatype: Boolean (0=no, 1=yes).
Enables a firing safety for proximity bombs. If an enemy ship is within proximity radius, the firing safety will not let the user fire.
EBombShutdownTime
Datatype: Hundredths of seconds.
Maximum time recharge is stopped on players hit with an EMP bomb.
EBombDamagePercent
Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)
Percentage of normal damage applied to an EMP bomb.
BBombDamagePercent
Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)
Percentage of normal damage applied to a bouncing bomb.