Prize Settings: Difference between revisions

From ASSS Wiki
Jump to navigationJump to search
No edit summary
 
new format & desc
Line 1: Line 1:
=== MultiPrizeCount ===
[Prize] These settings determine how subgame treats prizes (greens).
Number of random 'Greens' given with a 'MultiPrize'


=== MultiPrizeCount ===
''Datatype:'' Count.


=== PrizeFactor ===
Amount of prizes within a multiprize green.
Number of prizes hidden is based on number of players in game.  This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person)




=== PrizeDelay ===  
=== PrizeFactor ===
How often prizes are regenerated (in hundredths of a second)
''Datatype:'' Factor (0 to 10000).


Adjusts number of prizes generated per player. ''Formula:'' NumPrizes = PrizeFactor * PlayerCount / 1000.


=== PrizeHideCount ===
Number of prizes that are regenerated every PrizeDelay.


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


=== MinimumVirtual ===
How often server regenerates prizes.
Distance from center of arena that prizes/flags/soccer-balls will generate




=== UpgradeVirtual ===  
=== PrizeHideCount ===
Amount of additional distance added to MinimumVirtual for each player that is in the game.
''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 amount of time that a hidden prize will remain on screen. (actual time is random)
=== 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 amount of time that a hidden prize will remain on screen. (actual time is random)
''Datatype:'' Hundredths of seconds.
 
Minimum random time that a hidden prize will remain on screen.
 


=== PrizeNegativeFactor ===
''Datatype:'' Factor (1 to 32000).


=== PrizeNegativeFactor ===
Modifies odds of getting a negative prize. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount.
Odds of getting a negative prize. (1 = every prize, 32000 = extremely rare)




=== DeathPrizeTime ===  
=== DeathPrizeTime ===
How long the prize exists that appears after killing somebody.
''Datatype:'' Hundredths of seconds.


Time the prize exists that appears after killing somebody.


=== EngineShutdownTime ===
Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second)


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


=== TakePrizeReliable ===  
Time of "Engine Shutdown" prize's effect.
* Min: 0
 
* Max: 1
 
Whether prize packets are sent reliably (C2S)
=== TakePrizeReliable ===
''Datatype:'' Boolean (1=yes, 0=no).
 
Whether client-to-server prize packets are sent reliably. (Will increase bandwidth usage.)




=== S2CTakePrizeReliable ===  
=== S2CTakePrizeReliable ===  
* Min: 0
''Datatype:'' Boolean (1=yes, 0=no).
* Max: 1
 
Whether prize packets are sent reliably (S2C)
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.)