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 0=no 1=yes
 
=== 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 ===  
* Min: 0
''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
 
Whether the flaggers get a gun upgrade 0=no 1=yes
Whether the flaggers get a gun upgrade.




=== FlaggerBombUpgrade ===  
=== FlaggerBombUpgrade ===  
* Min: 0
''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
 
Whether the flaggers get a bomb upgrade 0=no 1=yes
Whether the flaggers get a bomb upgrade.




=== FlaggerFireCostPercent ===  
=== FlaggerFireCostPercent ===  
Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
''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 ===  
Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
''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 ===  
 
Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
=== FlaggerSpeedAdjustment ===
''Datatype:'' Adjustment (-128 to 128).
 
Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.




=== FlaggerThrustAdjustment ===  
=== FlaggerThrustAdjustment ===  
Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
''Datatype:'' Adjustment (-128 to 128).
 
Tthrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
 


=== FlaggerBombFireDelay ===
''Datatype:'' Hundredths of seconds.


=== FlaggerBombFireDelay ===
Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20.
Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)




=== CarryFlags ===  
=== CarryFlags ===  
* Min: 0
''Datatype:'' Enumeration.
* Max: 2
 
Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
* 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 ===
Time before flag is dropped by carrier (0=never)
''Datatype:'' Hundredths of seconds.


Time before flag is dropped by carrier. ''Special value:'' 0 = no timer.


=== FlagDropResetReward ===
Minimum kill reward that a player must get in order to have his flag drop timer reset.


=== FlagDropResetReward ===
''Datatype:'' Points.


=== EnterGameFlaggingDelay ===
Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization.
Time a new player must wait before they are allowed to see flags




=== FlagBlankDelay ===  
=== EnterGameFlaggingDelay ===
Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
''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 ===  
* Min: 0
''Datatype:'' Enumeration.
* Max: 2
 
Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style 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 (in hundredths of a second)  Advisable to be over 1000000
''Datatype:'' Hundredths of seconds.
 
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).




=== MaxFlags ===  
=== MaxFlags ===  
* Min: 0
''Datatype:'' Count (0 to 32).
* Max: 32
 
Maximum number of flags in the arena. (0=no flag game)
Maximum number of flags in the arena.




=== RandomFlags ===  
=== RandomFlags ===  
* Min: 0
''Datatype:'' Boolean (0=no, 1=yes).
* Max: 1
 
Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
Whether number of flags is random. Obeys MaxFlags.




=== FlagReward ===  
=== FlagReward ===
Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
''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 ===  
* Min: 0
''Datatype:'' Enumeration.
* Max: 1
 
How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
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.


=== FlagTerritoryRadius ===
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.
When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles). (note: 0 = special value meaning hide flags in center area of board as normal)




=== FlagTerritoryRadiusCentroid ===  
=== FlagTerritoryRadiusCentroid ===
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
''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 ===  
* Min: 0
''Datatype:'' Boolean (0=yes, 1=no).
* Max: 1
 
Whether the flaggers can transfer flags to other teammates (0=no 1=yes)
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.