Difference between revisions of "Prize Settings"
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m (→PrizeNegativeFactor: reworded. added 0 case.) |
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=== PrizeNegativeFactor === | === PrizeNegativeFactor === | ||
− | ''Datatype:'' Factor ( | + | ''Datatype:'' Factor (0 to 32000). |
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+ | The chance of greening a negative prize, higher values mean less likely, 0 means never. ''Formula:'' NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp. | ||
=== DeathPrizeTime === | === DeathPrizeTime === |
Revision as of 16:36, 1 March 2005
[Prize] These settings determine how subgame treats prizes (greens).
Contents
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 (0 to 32000).
The chance of greening a negative prize, higher values mean less likely, 0 means never. Formula: NegativePrizeCount = 1 / PrizeNegativeFactor * TotalPrizeCount. A negative prize takes an upgrade away from your ship, such as antiwarp.
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.)