Difference between revisions of "Ship Settings"
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'''[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark]''' | '''[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark]''' | ||
These settings determine the properties of each of the eight ships. These go in an arena's .[[cfg file]] for [[subgame]] and in [[arena.conf]] for [[ASSS]]. | These settings determine the properties of each of the eight ships. These go in an arena's .[[cfg file]] for [[subgame]] and in [[arena.conf]] for [[ASSS]]. | ||
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=== InitialRotation === | === InitialRotation === | ||
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If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen. | If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen. | ||
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+ | __TOC__ | ||
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+ | </table> | ||
[[Category: Settings]] | [[Category: Settings]] |
Revision as of 09:09, 31 May 2005
[Warbird] [Javelin] [Spider] [Leviathan] [Terrier] [Weasel] [Lancaster] [Shark] These settings determine the properties of each of the eight ships. These go in an arena's .cfg file for subgame and in arena.conf for ASSS.
InitialRotationDatatype: 90°/(seconds / 100) (That is, 400 for a full rotation in 1s). Initial rotation rate of the ship.
InitialThrustDatatype: Unknown. Initial thrust of ship.
InitialSpeedDatatype: Pixels / second / 10. Initial speed of ship. Note that 0 will prevent the ship from moving without afterburners or a speed upgrade.
InitialRechargeDatatype: Energy / second / 10. Initial recharge rate.
InitialEnergyDatatype: Energy. Initial amount of energy that the ship can have.
MaximumRotationDatatype: 90°/(seconds / 100) (That is, 400 for a full rotation in 1s). Maximum (with upgrades) rotation rate of the ship.
MaximumThrustDatatype: Unknown. Maximum (with upgrades) thrust of ship.
MaximumSpeedDatatype: Pixels / seconds / 10. Maximum (with upgrades) speed of ship.
MaximumRechargeDatatype: Energy / seconds / 10. (That is, 10 means 1 energy per second.) Maximum (with upgrades) recharge rate, or how quickly this ship recharges its energy.
MaximumEnergyDatatype: Unknown. Maximum (with upgrades) amount of energy that the ship can have.
UpgradeRotationDatatype: 90°/(seconds / 100) (That is, 400 for a full rotation in 1s). Amount added per Rotation Upgrade Prize.
UpgradeThrustDatatype: Unknown. Amount added per Thruster Upgrade Prize.
UpgradeSpeedDatatype: Pixels / seconds / 10. Amount added per Speed Upgrade Prize.
UpgradeRechargeDatatype:Energy / seconds / 10.. Amount added per Recharge Upgrade Prize.
UpgradeEnergyDatatype: Energy. Amount added per Energy Upgrade Prize.
CloakStatusDatatype: Enumeration. Whether ships can to receive Cloak.
StealthStatusDatatype: Enumeration. Whether ships can to receive Stealth.
XRadarStatusDatatype: Enumeration. Whether ships can to receive X-Radar.
AntiWarpStatusDatatype: Enumeration. Whether ships can receive AntiWarp.
CloakEnergyDatatype: Energy / second / 10 (0 to 32000). Amount of energy required to have Cloak activated.
StealthEnergyDatatype: Energy / second / 10 (0 to 32000). Amount of energy required to have Stealth activated.
XRadarEnergyDatatype: Energy / second / 10 (0 to 32000). Amount of energy required to have X-Radar activated.
AntiWarpEnergyDatatype: Energy / second / 10 (0 to 32000). Amount of energy required to have Anti-Warp activated.
InitialRepelDatatype: Count. Repels given to ships when they spawn.
InitialBurstDatatype: Count. Bursts given to ships when they spawn.
InitialBrickDatatype: Count. Bricks given to ships when they spawn.
InitialRocketDatatype: Count. Rockets given to ships when they spawn.
InitialThorDatatype: Count. Thor's Hammers given to ships when they spawn.
InitialDecoyDatatype: Count. Decoys given to ships when they spawn.
InitialPortalDatatype: Count. Portals given to ships when they spawn.
InitialGunsDatatype: Weapon level (0 to 3). Gun level given to ships at respawn. Note that a ship cannot start with L4 guns.
InitialBombsDatatype: Weapon level (0 to 3). Bomb level given to ships at respawn. Note that a ship cannot start with L4 bombs.
RepelMaxDatatype: Count. Maximum Repels a ship can store. Any Repel prizes after this will be ignored.
BurstMaxDatatype: Count. Maximum Bursts a ship can store. Any Repel prizes after this will be ignored.
DecoyMaxDatatype: Count. Maximum Decoys a ship can store. Any Repel prizes after this will be ignored.
RocketMaxDatatype: Count. Maximum Rockets a ship can store. Any Repel prizes after this will be ignored.
ThorMaxDatatype: Count. Maximum Thor's Hammers a ship can store. Any Repel prizes after this will be ignored.
BrickMaxDatatype: Count. Maximum Bricks a ship can store. Any Repel prizes after this will be ignored.
PortalMaxDatatype: Count. Maximum Portals a ship can store. Any Repel prizes after this will be ignored.
MaxGunsDatatype: Weapon level (0 to 3). Maximum gun level a ship can have. Note that a ship cannot have L4 guns without a flag upgrade.
MaxBombsDatatype: Weapon level (0 to 3). Maximum bomb level a ship can have. Note that a ship cannot have L4 bombs without a flag upgrade.
BulletFireEnergyDatatype: Energy. Base energy it takes a ship to fire a bullet. Formula: EnergyUsed = GunLevel * BulletFireEnergy. So this setting is for an L1 bullet, and is doubled for L2, and so on.
BulletSpeedDatatype: Pixels / second / 10. How fast bullets travel.
BulletFireDelayDatatype: Seconds / 100. Delay before a ship can fire another weapon after it fires a bullet.
MultiFireEnergyDatatype: Energy. Energy it takes a ship to fire a set of multifire bullets. Formula: EnergyUsed = GunLevel * MultiFireEnergy.
MultiFireDelayDatatype: Seconds / 100. Delay before a ship can fire another weapon after it fires a set of multifire bullets.
MultiFireAngleDatatype: Rotation Points / 1000. (Note: One rotation point equals approximately 9°.) Angle spread between multi-fire bullets and standard forward-firing bullets.
DoubleBarrelDatatype: Boolean (1=yes, 0=no). Whether ships fire double-barrel bullets.
BombFireEnergyDatatype: Energy. Amount of energy it takes a ship to fire a bomb.
BombFireEnergyUpgradeDatatype: Energy. Extra energy it takes a ship to fire an upgraded bomb. Formula: EnergyUsed = BombFireEnergy + (BombLevel - 1) * BombFireEnergyUpgrade. BombThrustDatatype: Unknown. Amount of back-thrust (recoil) this ship receives when firing a bomb.
BombBounceCountDatatype: Count. Times a bomb fired by this ship can bounce before it explodes on impact
BombSpeedDatatype: Pixels / seconds / 10. How fast bombs fired by this ship travel.
BombFireDelayDatatype: Seconds / 100. Delay before this ship can fire another weapon after it fires a bomb.
EmpBombDatatype: Boolean (1=yes, 0=no). Whether this ship fires EMP bombs.
SeeBombLevelDatatype: Weapon Level (0 to 4). Lowest level of bombs this ship can see on radar. Special Value: 0 = no bombs on radar. (Continuum .36+)
MaxMinesDatatype: Count. Maximum number of mines this ship can place.
SeeMinesDatatype: Boolean (1=yes, 0=no). Whether ships see mines on radar.
LandmineFireEnergyDatatype: Energy. Energy it takes this ship to place an L1 mine.
LandmineFireEnergyUpgradeDatatype: Energy. Extra energy it takes to place an upgraded landmine. Formula: EnergyUsed = LandmineFireEnergy + (BombLevel - 1) * LandmineFireEnergyUpgrade.
LandmineFireDelayDatatype: Seconds / 100. Delay before a ship can fire another weapon after it drops a landmine.
ShrapnelMaxDatatype: Count (0 to 31). Maximum shrapnel pieces released from this ship's bombs.
ShrapnelRateDatatype: Count (0 to 31). Additional shrapnel pieces gained by a 'Shrapnel Upgrade' prize.
BurstSpeedDatatype: Pixels / seconds / 10. How fast the burst "shrapnel" move for this ship.
BurstShrapnelDatatype: Count. Burst shrapnel released when this ship fires a Burst.
TurretThrustPenaltyDatatype: Unknown. This ship's thrust is decreased this much when a turret it riding.
TurretSpeedPenaltyDatatype: Pixels / second / 10. This ship's speed is decreased this much when a turret it riding.
TurretLimitDatatype: Count. Number of turrets allowed on this ship.
RocketTimeDatatype: Seconds / 100. How long a Rocket lasts.
InitialBountyDatatype: Count. Number of prizes given to this ship when it spawns.
AttachBountyDatatype: Points. Bounty required by ships to attach to another ship to form a turret.
AfterburnerEnergyDatatype: Energy. Energy required to have 'Afterburners' activated.
DisableFastShootingDatatype: Boolean (1=yes, 0=no). Whether firing bullets, bombs, or thors is disabled after using afterburners. (Continuum .36+)
RadiusDatatype: Pixels. The ship's radius from center to outside. Special Value: 0 = 14 pixels. (Continuum .37+)
DamageFactorDatatype: Factor (0 to 5000). How likely a the ship is to lose a prize when damaged. (1 is extremely likely, 5000 is almost never.) Special Value: 0 = never.
Datatype: Points. Maximum bounty that this ship can receive by Team Prizes.
SuperTimeDatatype: Seconds / 100. How long Superpower lasts for this ship. The actual time is random up to this value.
ShieldsTimeDatatype: Seconds / 100. How long Shields last for this ship.
GravityDatatype: Factor. Modifies radius over which a wormhole's gravity has an effect. Formula: EffectRadius = 1.325 * Gravity ^ 0.507. That is, a wormhole will have an effect over 31 tiles if this is set to 500. The setting for Warbird also controls how far out bombs/mines are effected by wormholes.
GravityTopSpeedDatatype: Pixels / seconds / 10. How much this ship's maximum speed is increased when under the influence of a wormhole's gravity. Note that this does not replace the previous speed.
SoccerBallFrictionDatatype: Unknown. Amount of friction on the soccer ball when it is not carried by a ship.
SoccerBallProximityDatatype: Pixels. How close the ship must be in order to pick up a ball. Set this to 0 to disallow the ship from picking up a ball.
SoccerBallSpeedDatatype: Pixels / seconds / 10. Initial speed given to the ball when fired by this ship.
SoccerThrowTimeDatatype: Seconds / 100. Time player has to carry soccer ball before it automatically fires (out the back of the ship). If this is 0 or 32768 or greater then carry time is unlimited and no timer is shown on the players screen. |
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