Difference between revisions of "Soccer Settings"

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=== BallBounce ===  
 
=== BallBounce ===  
* Min: 0
+
 
* Max: 1
+
''Datatype:'' Boolean (1=yes, 0=no)
Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls)
+
 
 +
Whether the ball bounces off walls instead of going through them.
  
  
 
=== AllowBombs ===  
 
=== AllowBombs ===  
* Min: 0
+
 
* Max: 1
+
''Datatype:'' Boolean (1=yes, 0=no)
Whether the ball carrier can fire his bombs (0=no 1=yes)
+
 
 +
Whether the ball carrier can fire bombs.
  
  
 
=== AllowGuns ===  
 
=== AllowGuns ===  
* Min: 0
+
 
* Max: 1
+
''Datatype:'' Boolean (1=yes, 0=no)
Whether the ball carrier can fire his guns (0=no 1=yes)
+
 
 +
Whether the ball carrier can fire his guns.
  
  
 
=== PassDelay ===  
 
=== PassDelay ===  
* Min: 0
+
 
* Max: 10000
+
''Datatype:'' Hundredths of seconds (Max: 10000)
How long after the ball is fired before anybody can pick it up (in hundredths of a second)
+
 
 +
How long after the ball is fired before anybody can pick it up.
  
  
 
=== Mode ===  
 
=== Mode ===  
* Min: 0
+
 
* Max: 6
+
''Datatype:'' Enumeration (0-6).
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)
+
 
 +
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
  
  
 
=== BallCount ===  
 
=== BallCount ===  
Number of soccer balls in the arena (0=soccer game off)
+
 
 +
''Datatype:'' Count.
 +
 
 +
Number of soccer balls in the arena (0=soccer game off).
  
  
 
=== SendTime ===  
 
=== SendTime ===  
How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic)
+
 
 +
''Datatype:'' Hundredths of seconds.
 +
 
 +
How often the balls position is updated. Set larger if you have more soccer balls to prevent too much modem traffic.
  
  
 
=== Reward ===  
 
=== Reward ===  
Negative numbers equal absolute points given, positive numbers use FlagReward formula.
+
 
 +
''Datatype:'' Points. (Negative numbers are absolute points, positive use FlagReward formula.)
 +
 
 +
Reward for scoring a soccer goal.
  
  
 
=== CapturePoints ===  
 
=== 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.
+
 
 +
''Datatype:'' Points.
 +
 
 +
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.
  
  
 
=== UseFlagger ===  
 
=== UseFlagger ===  
* Min: 0
+
 
* Max: 1
+
''Datatype:'' Boolean (1=yes, 0=no)
If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes)
+
 
 +
If player with soccer ball should use the Flag:Flagger* ship adjustments or not.
  
  
 
=== BallLocation ===  
 
=== BallLocation ===  
* Min: 0
+
 
* Max: 1
+
''Datatype:'' Boolean (1=yes, 0=no)
Whether the balls location is displayed at all times or not (0=not, 1=yes)
+
 
 +
Whether the balls' locationd are displayed at all times or not.
  
  
 
=== BallBlankDelay ===  
 
=== BallBlankDelay ===  
 +
 +
''Datatype:'' Hundredths of seconds.
 +
 
Amount of time a player can receive no data from server and still pick up the soccer ball.
 
Amount of time a player can receive no data from server and still pick up the soccer ball.
  
  
 
=== CatchMinimum ===  
 
=== CatchMinimum ===  
Minimun goals needed to win
+
 
 +
''Datatype:'' Count.
 +
 
 +
A team cannot win a soccer game until it has this many goals.
  
  
 
=== CatchPoints ===  
 
=== CatchPoints ===  
Max goals needed to win
+
 
 +
''Datatype:'' Count.
 +
 
 +
Max goals needed to win.
  
  
 
=== WinBy ===  
 
=== WinBy ===  
Have to beat other team by this many goals
+
 
 +
''Datatype:'' Count.
 +
 
 +
A team has to have this many more goals than the other team to win the soccer game.
  
  
 
=== DisableWallPass ===  
 
=== DisableWallPass ===  
Set to 1 to disable passing of ball through a wall
+
 
 +
''Datatype:'' Boolean (1=yes, 0=no)
 +
 
 +
Disables passing of ball through a wall.
  
  
 
=== DisableBallKilling ===  
 
=== DisableBallKilling ===  
Set to 1 to disable people dieing in safety with the ball
+
 
 +
''Datatype:'' Boolean (1=yes, 0=no)
 +
 
 +
Disables Ball Killing, the killing of a player that has the ball while he/she is in a safety zone.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Revision as of 17:08, 18 January 2005

BallBounce

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

Whether the ball bounces off walls instead of going through them.


AllowBombs

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

Whether the ball carrier can fire bombs.


AllowGuns

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

Whether the ball carrier can fire his guns.


PassDelay

Datatype: Hundredths of seconds (Max: 10000)

How long after the ball is fired before anybody can pick it up.


Mode

Datatype: Enumeration (0-6).

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


BallCount

Datatype: Count.

Number of soccer balls in the arena (0=soccer game off).


SendTime

Datatype: Hundredths of seconds.

How often the balls position is updated. Set larger if you have more soccer balls to prevent too much modem traffic.


Reward

Datatype: Points. (Negative numbers are absolute points, positive use FlagReward formula.)

Reward for scoring a soccer goal.


CapturePoints

Datatype: Points.

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.


UseFlagger

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

If player with soccer ball should use the Flag:Flagger* ship adjustments or not.


BallLocation

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

Whether the balls' locationd are displayed at all times or not.


BallBlankDelay

Datatype: Hundredths of seconds.

Amount of time a player can receive no data from server and still pick up the soccer ball.


CatchMinimum

Datatype: Count.

A team cannot win a soccer game until it has this many goals.


CatchPoints

Datatype: Count.

Max goals needed to win.


WinBy

Datatype: Count.

A team has to have this many more goals than the other team to win the soccer game.


DisableWallPass

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

Disables passing of ball through a wall.


DisableBallKilling

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

Disables Ball Killing, the killing of a player that has the ball while he/she is in a safety zone.