Difference between revisions of "Bomb Settings"
(→BBombDamagePercent: Smong's experiment results) |
m (→BombAliveTime: clearer wording) |
||
Line 12: | Line 12: | ||
''Datatype:'' Hundredths of seconds. | ''Datatype:'' Hundredths of seconds. | ||
− | Time a bomb | + | Time a bomb can fly before the server removes it. |
− | |||
=== BombExplodeDelay === | === BombExplodeDelay === |
Revision as of 23:37, 25 February 2005
[Bomb] 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.
Contents
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 can fly before the server removes it.
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. Note that even though a bouncing bomb loses its bouncing picture after the last bounce, it retains this percentage modifier.