Bomb Settings: Difference between revisions

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Added a short desc, trying a slightly different format.
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=== BombDamageLevel ===  
These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius.
Amount of damage a bomb causes at its center point (for all bomb levels)
 
=== BombDamageLevel ===
 
''Datatype:'' Energy.
 
Amount of damage a bomb causes at its center point (for all bomb levels).




=== BombAliveTime ===  
=== BombAliveTime ===  
Time bomb is alive (in hundredths of a second)
 
''Datatype:'' Hundredths of seconds.
 
Time a bomb is alive.




=== BombExplodeDelay ===  
=== BombExplodeDelay ===  
How long after the proximity sensor is triggered before bomb explodes. (note: it explodes immediately if ship moves away from it after triggering it)
 
''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 ===  
=== BombExplodePixels ===  
Blast radius in pixels for an L1 bomb (L2 bombs double this, L3 bombs triple this)
 
''Datatype:'' Pixels.
 
Blast radius for an L1 bomb. (L2 bombs double this, L3 bombs triple this.)




=== ProximityDistance ===  
=== ProximityDistance ===  
Radius of proximity trigger in tiles.  Each bomb level adds 1 to this amount.
 
''Datatype:'' Tiles.
 
Radius of proximity trigger of an L1 bomb.  Each bomb level adds 1 to this amount.




=== JitterTime ===  
=== JitterTime ===  
How long the screen jitters from a bomb hit. (in hundredths of a second)


''Datatype:'' Hundredths of seconds.


=== BombSafety ===
How long the screen jitters from a bomb hit.
* Min: 0
* Max: 1
Whether proximity bombs have a firing safety (0=no 1=yes).  If enemy ship is within proximity radius, will it allow you to fire.




=== EBombShutdownTime ===  
=== 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.
Maximum time recharge is stopped on players hit with an EMP bomb.




=== EBombDamagePercent ===  
=== EBombDamagePercent ===  
Percentage of normal damage applied to an EMP bomb 0=0% 1000=100% 2000=200%
 
''Datatype:'' Tenths of a percent. (1000 = 100%, 2000 = 200%.)
 
Percentage of normal damage applied to an EMP bomb.




=== BBombDamagePercent ===  
=== BBombDamagePercent ===  
Percentage of normal damage applied to a bouncing bomb 0=0% 1000=100% 2000=200%
 
''Datatype:'' Tenths of a percent. (1000 = 100%, 2000 = 200%.)
 
Percentage of normal damage applied to a bouncing bomb.


[[Category: Settings]]
[[Category: Settings]]

Revision as of 20:41, 17 January 2005

These are subgame's settings for bombs in an arena. Note that all bomb levels share the same damage level, but differ in their blast radius.

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 is alive.


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.)


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.


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.