Flag Settings: Difference between revisions
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=== FlaggerOnRadar === | [Flag] These settings determine how subgame treats flags and flaggers. | ||
Whether the flaggers appear on radar in red | |||
=== FlaggerOnRadar === | |||
''Datatype:'' Boolean (0=no, 1=yes). | |||
Whether the flaggers appear on radar in red. | |||
=== FlaggerKillMultiplier === | === FlaggerKillMultiplier === | ||
Number of times more points are given to a flagger (1 = double points, 2 = triple points) | ''Datatype:'' Multiplier. | ||
Number of times more points are given to a flagger (1 = double points, 2 = triple points). | |||
=== FlaggerGunUpgrade === | === FlaggerGunUpgrade === | ||
''Datatype:'' Boolean (0=no, 1=yes). | |||
Whether the flaggers get a gun upgrade | Whether the flaggers get a gun upgrade. | ||
=== FlaggerBombUpgrade === | === FlaggerBombUpgrade === | ||
''Datatype:'' Boolean (0=no, 1=yes). | |||
Whether the flaggers get a bomb upgrade | Whether the flaggers get a bomb upgrade. | ||
=== FlaggerFireCostPercent === | === FlaggerFireCostPercent === | ||
Percentage of normal weapon firing cost for flaggers 0 | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%). | ||
Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower. | |||
=== FlaggerDamagePercent === | === FlaggerDamagePercent === | ||
''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%). | |||
Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible. | |||
=== FlaggerSpeedAdjustment === | |||
=== FlaggerSpeedAdjustment === | |||
''Datatype:'' Adjustment (-128 to 128). | |||
Speed adjustment for flaggers. Note that negative numbers will slow down flaggers. | |||
=== FlaggerThrustAdjustment === | === FlaggerThrustAdjustment === | ||
''Datatype:'' Adjustment (-128 to 128). | |||
Tthrust adjustment for flaggers. Note that negative numbers will reduce their thrust. | |||
=== FlaggerBombFireDelay === | |||
''Datatype:'' Hundredths of seconds. | |||
Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20. | |||
Delay | |||
=== CarryFlags === | === CarryFlags === | ||
''Datatype:'' Enumeration. | |||
* | |||
* 0 = Flags cannot be picked up. | |||
* 1 = A player can pick up and carry all flags. | |||
* 2 = A player can pick up and carry only one flag at a time. | |||
=== FlagDropDelay === | === FlagDropDelay === | ||
''Datatype:'' Hundredths of seconds. | |||
Time before flag is dropped by carrier. ''Special value:'' 0 = no timer. | |||
=== FlagDropResetReward === | |||
''Datatype:'' Points. | |||
Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization. | |||
=== FlagBlankDelay === | === EnterGameFlaggingDelay === | ||
Amount of time that a user can get no data from server before flags | ''Datatype:'' Hundredths of seconds. | ||
Delay before an newly-entered player is allowed to see flags. | |||
=== FlagBlankDelay === | |||
''Datatype:'' Hundredths of seconds. | |||
Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble. | |||
=== NoDataFlagDropDelay === | === NoDataFlagDropDelay === | ||
''Datatype:'' Hundredths of seconds. | |||
Amount of time that a user can get no data from server before flags he is carrying are dropped. | Amount of time that a user can get no data from server before flags he is carrying are dropped. | ||
=== FlagMode === | === FlagMode === | ||
''Datatype:'' Enumeration. | |||
Style of flag game | Style of flag game: | ||
* 0 = Dropped flags are neutral, carry flags simply to earn extra points. | |||
* 1 = Dropped flags are owned, own all flags to win. (Basing.) | |||
* 2 = Flags are placed according to map data, own flags to get points. (Turf.) | |||
=== FlagResetDelay === | === FlagResetDelay === | ||
Amount of time before an un-won flag game is reset | ''Datatype:'' Hundredths of seconds. | ||
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds). | |||
=== MaxFlags === | === MaxFlags === | ||
''Datatype:'' Count (0 to 32). | |||
Maximum number of flags in the arena. | Maximum number of flags in the arena. | ||
=== RandomFlags === | === RandomFlags === | ||
''Datatype:'' Boolean (0=no, 1=yes). | |||
Whether | Whether number of flags is random. Obeys MaxFlags. | ||
=== FlagReward === | === FlagReward === | ||
Number of points given for a flag victory. Formula | ''Datatype:'' Points. | ||
Number of points given for a flag victory. ''Formula:'' (playersInGame<sup>2</sup> * FlagReward / 1000). ''Special value:'' 0 = no flag victory. | |||
=== FlagRewardMode === | === FlagRewardMode === | ||
''Datatype:'' Enumeration. | |||
Determines the flag reward formula for the members of the winning team: | |||
* 0 = Each gets rewardPoints | |||
* 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam) | |||
=== FlagTerritoryRadius === | |||
''Datatype:'' Tiles. | |||
Radius of the circle that determines available area for flags when a flagger drops them. ''Special value:'' 0 = hide flags in center area of map as normal. | |||
=== FlagTerritoryRadiusCentroid === | === FlagTerritoryRadiusCentroid === | ||
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location | ''Datatype:'' Tiles. | ||
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map. | |||
=== FriendlyTransfer === | === FriendlyTransfer === | ||
''Datatype:'' Boolean (0=yes, 1=no). | |||
Whether the flaggers can transfer flags to other teammates | Whether the flaggers can transfer flags to other teammates. | ||
[[Category: Settings]] | [[Category: Settings]] | ||
Revision as of 06:39, 27 February 2005
[Flag] These settings determine how subgame treats flags and flaggers.
FlaggerOnRadar
Datatype: Boolean (0=no, 1=yes).
Whether the flaggers appear on radar in red.
FlaggerKillMultiplier
Datatype: Multiplier.
Number of times more points are given to a flagger (1 = double points, 2 = triple points).
FlaggerGunUpgrade
Datatype: Boolean (0=no, 1=yes).
Whether the flaggers get a gun upgrade.
FlaggerBombUpgrade
Datatype: Boolean (0=no, 1=yes).
Whether the flaggers get a bomb upgrade.
FlaggerFireCostPercent
Datatype: Tenths of a percent. (1000=100%, 2000=200%).
Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower.
FlaggerDamagePercent
Datatype: Tenths of a percent. (1000=100%, 2000=200%).
Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible.
FlaggerSpeedAdjustment
Datatype: Adjustment (-128 to 128).
Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
FlaggerThrustAdjustment
Datatype: Adjustment (-128 to 128).
Tthrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
FlaggerBombFireDelay
Datatype: Hundredths of seconds.
Delay added to standard bomb firing delay for flaggers. Note: Please do not set this number between 1 and 20.
CarryFlags
Datatype: Enumeration.
- 0 = Flags cannot be picked up.
- 1 = A player can pick up and carry all flags.
- 2 = A player can pick up and carry only one flag at a time.
FlagDropDelay
Datatype: Hundredths of seconds.
Time before flag is dropped by carrier. Special value: 0 = no timer.
FlagDropResetReward
Datatype: Points.
Minimum kill reward that a flagger must get to reset his drop timer. See Flag Settings for flag reward customization.
EnterGameFlaggingDelay
Datatype: Hundredths of seconds.
Delay before an newly-entered player is allowed to see flags.
FlagBlankDelay
Datatype: Hundredths of seconds.
Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble.
NoDataFlagDropDelay
Datatype: Hundredths of seconds.
Amount of time that a user can get no data from server before flags he is carrying are dropped.
FlagMode
Datatype: Enumeration.
Style of flag game:
- 0 = Dropped flags are neutral, carry flags simply to earn extra points.
- 1 = Dropped flags are owned, own all flags to win. (Basing.)
- 2 = Flags are placed according to map data, own flags to get points. (Turf.)
FlagResetDelay
Datatype: Hundredths of seconds.
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
MaxFlags
Datatype: Count (0 to 32).
Maximum number of flags in the arena.
RandomFlags
Datatype: Boolean (0=no, 1=yes).
Whether number of flags is random. Obeys MaxFlags.
FlagReward
Datatype: Points.
Number of points given for a flag victory. Formula: (playersInGame2 * FlagReward / 1000). Special value: 0 = no flag victory.
FlagRewardMode
Datatype: Enumeration.
Determines the flag reward formula for the members of the winning team:
- 0 = Each gets rewardPoints
- 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)
FlagTerritoryRadius
Datatype: Tiles.
Radius of the circle that determines available area for flags when a flagger drops them. Special value: 0 = hide flags in center area of map as normal.
FlagTerritoryRadiusCentroid
Datatype: Tiles.
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map.
FriendlyTransfer
Datatype: Boolean (0=yes, 1=no).
Whether the flaggers can transfer flags to other teammates.