Difference between revisions of "Bomb Settings"
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− | [Bomb] These are subgame | + | [Bomb] These are [[subgame]] and [[ASSS]] settings for bombs in an arena. They are all sent to and handled by the client in the [[Settings Structure]]. Note that all bomb levels share the same damage level, but differ in their blast radius. If you'd like to experiment with the above settings, you can do so with the [http://www.shanky.com/cgi-bin/ryan/bomb.cgi Bomb Calculator]. |
=== BombDamageLevel === | === BombDamageLevel === |
Revision as of 13:08, 30 May 2005
[Bomb] These are subgame and ASSS settings for bombs in an arena. They are all sent to and handled by the client in the Settings Structure. Note that all bomb levels share the same damage level, but differ in their blast radius. If you'd like to experiment with the above settings, you can do so with the Bomb Calculator.
Contents
BombDamageLevel
Datatype: Energy.
Amount of damage a bomb causes at its center point (for all bomb levels).
BombAliveTime
Datatype: Hundredths of seconds.
Time a bomb can fly before the server removes it.
BombExplodeDelay
Datatype: Hundredths of seconds.
How long after the proximity sensor is triggered before bomb explodes. (Note: it explodes immediately if ship moves away from it after triggering it.)
BombExplodePixels
Datatype: Pixels.
Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.) Note that this is purely the damage radius, not affected by prox.
ProximityDistance
Datatype: Tiles.
Radius of proximity trigger of an L1 bomb. Each bomb level adds 1 to this amount.
JitterTime
Datatype: Hundredths of seconds.
How long the screen jitters from a bomb hit.
BombSafety
Datatype: Boolean (0=no, 1=yes).
Enables a firing safety for proximity bombs. If an enemy ship is within proximity radius, the firing safety will not let the user fire.
EBombShutdownTime
Datatype: Hundredths of seconds.
Maximum time recharge is stopped on players hit with an EMP bomb. When the EMP hits the player indirectly (through the blast radius), this time is reduced.
EBombDamagePercent
Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)
Percentage of normal damage applied to an EMP bomb.
BBombDamagePercent
Datatype: Tenths of a percent. (1000 = 100%, 2000 = 200%.)
Percentage of normal damage applied to a bouncing bomb. Note that even though a bouncing bomb loses its bouncing picture after the last bounce, it retains this percentage modifier.