Prize Settings: Difference between revisions
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[Prize] These settings determine how subgame treats prizes (greens). | |||
=== MultiPrizeCount === | |||
''Datatype:'' Count. | |||
Amount of prizes within a multiprize green. | |||
=== | === PrizeFactor === | ||
''Datatype:'' Factor (0 to 10000). | |||
Adjusts number of prizes generated per player. ''Formula:'' NumPrizes = PrizeFactor * PlayerCount / 1000. | |||
=== PrizeDelay === | |||
''Datatype:'' Hundredths of seconds. | |||
How often server regenerates prizes. | |||
=== | === PrizeHideCount === | ||
''Datatype:'' Count. | |||
Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor). | |||
=== PrizeMaxExist === | |||
Maximum | === MinimumVirtual === | ||
''Datatype:'' Tiles. | |||
Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.) | |||
=== UpgradeVirtual === | |||
''Datatype:'' Tiles. | |||
Additional distance added to MinimumVirtual per player in game. | |||
=== PrizeMaxExist === | |||
''Datatype:'' Hundredths of seconds. | |||
Maximum random time that a hidden prize will remain on screen. | |||
=== PrizeMinExist === | === PrizeMinExist === | ||
Minimum | ''Datatype:'' Hundredths of seconds. | ||
Minimum random time that a hidden prize will remain on screen. | |||
=== PrizeNegativeFactor === | |||
''Datatype:'' Factor (1 to 32000). | |||
Modifies odds of getting a negative prize. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. | |||
=== DeathPrizeTime === | === DeathPrizeTime === | ||
''Datatype:'' Hundredths of seconds. | |||
Time the prize exists that appears after killing somebody. | |||
=== EngineShutdownTime === | |||
''Datatype:'' Hundredths of seconds. | |||
=== TakePrizeReliable === | Time of "Engine Shutdown" prize's effect. | ||
Whether prize packets are sent reliably ( | === TakePrizeReliable === | ||
''Datatype:'' Boolean (1=yes, 0=no). | |||
Whether client-to-server prize packets are sent reliably. (Will increase bandwidth usage.) | |||
=== S2CTakePrizeReliable === | === S2CTakePrizeReliable === | ||
''Datatype:'' Boolean (1=yes, 0=no). | |||
Whether prize packets are sent reliably ( | Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.) | ||
[[Category: Settings]] | [[Category: Settings]] | ||
Revision as of 04:16, 1 March 2005
[Prize] These settings determine how subgame treats prizes (greens).
MultiPrizeCount
Datatype: Count.
Amount of prizes within a multiprize green.
PrizeFactor
Datatype: Factor (0 to 10000).
Adjusts number of prizes generated per player. Formula: NumPrizes = PrizeFactor * PlayerCount / 1000.
PrizeDelay
Datatype: Hundredths of seconds.
How often server regenerates prizes.
PrizeHideCount
Datatype: Count.
Number of prizes that server regenerates every PrizeDelay. Note that this is not the total number of prizes (which is determined by PrizeFactor).
MinimumVirtual
Datatype: Tiles.
Base distance from center of arena that prizes/flags/soccer-balls will generate. (See below.)
UpgradeVirtual
Datatype: Tiles.
Additional distance added to MinimumVirtual per player in game.
PrizeMaxExist
Datatype: Hundredths of seconds.
Maximum random time that a hidden prize will remain on screen.
PrizeMinExist
Datatype: Hundredths of seconds.
Minimum random time that a hidden prize will remain on screen.
PrizeNegativeFactor
Datatype: Factor (1 to 32000).
Modifies odds of getting a negative prize. Formula: NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount.
DeathPrizeTime
Datatype: Hundredths of seconds.
Time the prize exists that appears after killing somebody.
EngineShutdownTime
Datatype: Hundredths of seconds.
Time of "Engine Shutdown" prize's effect.
TakePrizeReliable
Datatype: Boolean (1=yes, 0=no).
Whether client-to-server prize packets are sent reliably. (Will increase bandwidth usage.)
S2CTakePrizeReliable
Datatype: Boolean (1=yes, 0=no).
Whether server-to-client prize packets are sent reliably. (Will increase bandwidth usage.)