Difference between revisions of "Flag Settings"
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− | === FlaggerOnRadar === | + | [Flag] These settings determine how subgame treats flags and flaggers. |
− | Whether the flaggers appear on radar in red | + | |
+ | === FlaggerOnRadar === | ||
+ | ''Datatype:'' Boolean (0=no, 1=yes). | ||
+ | |||
+ | Whether the flaggers appear on radar in red. | ||
=== FlaggerKillMultiplier === | === FlaggerKillMultiplier === | ||
− | Number of times more points are given to a flagger (1 = double points, 2 = triple points) | + | ''Datatype:'' Multiplier. |
+ | |||
+ | Number of times more points are given to a flagger (1 = double points, 2 = triple points). | ||
=== FlaggerGunUpgrade === | === FlaggerGunUpgrade === | ||
− | + | ''Datatype:'' Boolean (0=no, 1=yes). | |
− | + | ||
− | Whether the flaggers get a gun upgrade | + | Whether the flaggers get a gun upgrade. |
=== FlaggerBombUpgrade === | === FlaggerBombUpgrade === | ||
− | + | ''Datatype:'' Boolean (0=no, 1=yes). | |
− | + | ||
− | Whether the flaggers get a bomb upgrade | + | Whether the flaggers get a bomb upgrade. |
=== FlaggerFireCostPercent === | === FlaggerFireCostPercent === | ||
− | Percentage of normal weapon firing cost for flaggers 0 | + | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%). |
+ | |||
+ | Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower. | ||
=== FlaggerDamagePercent === | === FlaggerDamagePercent === | ||
− | + | ''Datatype:'' Tenths of a percent. (1000=100%, 2000=200%). | |
+ | Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible. | ||
− | === FlaggerSpeedAdjustment === | + | |
− | + | === FlaggerSpeedAdjustment === | |
+ | ''Datatype:'' Adjustment (-128 to 128). | ||
+ | |||
+ | Speed adjustment for flaggers. Note that negative numbers will slow down flaggers. | ||
=== FlaggerThrustAdjustment === | === FlaggerThrustAdjustment === | ||
− | + | ''Datatype:'' Adjustment (-128 to 128). | |
+ | |||
+ | Tthrust adjustment for flaggers. Note that negative numbers will reduce their thrust. | ||
+ | |||
+ | === FlaggerBombFireDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
− | + | Delay added to standard bomb firing delay for flaggers. ''Note:'' Please do not set this number between 1 and 20. | |
− | Delay | ||
=== CarryFlags === | === CarryFlags === | ||
− | + | ''Datatype:'' Enumeration. | |
− | * | + | |
− | + | * 0 = Flags cannot be picked up. | |
+ | * 1 = A player can pick up and carry all flags. | ||
+ | * 2 = A player can pick up and carry only one flag at a time. | ||
− | === FlagDropDelay === | + | === FlagDropDelay === |
− | + | ''Datatype:'' Hundredths of seconds. | |
+ | Time before flag is dropped by carrier. ''Special value:'' 0 = no timer. | ||
− | |||
− | |||
+ | === FlagDropResetReward === | ||
+ | ''Datatype:'' Points. | ||
− | + | Minimum kill reward that a flagger must get to reset his drop timer. See [[Flag Settings]] for flag reward customization. | |
− | |||
− | === FlagBlankDelay === | + | === EnterGameFlaggingDelay === |
− | Amount of time that a user can get no data from server before flags | + | ''Datatype:'' Hundredths of seconds. |
+ | |||
+ | Delay before an newly-entered player is allowed to see flags. | ||
+ | |||
+ | |||
+ | === FlagBlankDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
+ | Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble. | ||
=== NoDataFlagDropDelay === | === NoDataFlagDropDelay === | ||
+ | ''Datatype:'' Hundredths of seconds. | ||
+ | |||
Amount of time that a user can get no data from server before flags he is carrying are dropped. | Amount of time that a user can get no data from server before flags he is carrying are dropped. | ||
=== FlagMode === | === FlagMode === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | Style of flag game | + | Style of flag game: |
+ | * 0 = Dropped flags are neutral, carry flags simply to earn extra points. | ||
+ | * 1 = Dropped flags are owned, own all flags to win. (Basing.) | ||
+ | * 2 = Flags are placed according to map data, own flags to get points. (Turf.) | ||
=== FlagResetDelay === | === FlagResetDelay === | ||
− | Amount of time before an un-won flag game is reset | + | ''Datatype:'' Hundredths of seconds. |
+ | |||
+ | Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds). | ||
=== MaxFlags === | === MaxFlags === | ||
− | + | ''Datatype:'' Count (0 to 32). | |
− | + | ||
− | Maximum number of flags in the arena. | + | Maximum number of flags in the arena. |
=== RandomFlags === | === RandomFlags === | ||
− | + | ''Datatype:'' Boolean (0=no, 1=yes). | |
− | + | ||
− | Whether | + | Whether number of flags is random. Obeys MaxFlags. |
− | === FlagReward === | + | === FlagReward === |
− | Number of points given for a flag victory. Formula | + | ''Datatype:'' Points. |
+ | |||
+ | Number of points given for a flag victory. ''Formula:'' (playersInGame<sup>2</sup> * FlagReward / 1000). ''Special value:'' 0 = no flag victory. | ||
=== FlagRewardMode === | === FlagRewardMode === | ||
− | + | ''Datatype:'' Enumeration. | |
− | + | ||
− | + | Determines the flag reward formula for the members of the winning team: | |
+ | * 0 = Each gets rewardPoints | ||
+ | * 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam) | ||
+ | |||
+ | === FlagTerritoryRadius === | ||
+ | ''Datatype:'' Tiles. | ||
− | + | Radius of the circle that determines available area for flags when a flagger drops them. ''Special value:'' 0 = hide flags in center area of map as normal. | |
− | |||
− | === FlagTerritoryRadiusCentroid === | + | === FlagTerritoryRadiusCentroid === |
− | When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location | + | ''Datatype:'' Tiles. |
+ | |||
+ | When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map. | ||
=== FriendlyTransfer === | === FriendlyTransfer === | ||
− | + | ''Datatype:'' Boolean (0=yes, 1=no). | |
− | + | ||
− | Whether the flaggers can transfer flags to other teammates | + | Whether the flaggers can transfer flags to other teammates. |
[[Category: Settings]] | [[Category: Settings]] |
Revision as of 01:39, 27 February 2005
[Flag] These settings determine how subgame treats flags and flaggers.
Contents
- 1 FlaggerOnRadar
- 2 FlaggerKillMultiplier
- 3 FlaggerGunUpgrade
- 4 FlaggerBombUpgrade
- 5 FlaggerFireCostPercent
- 6 FlaggerDamagePercent
- 7 FlaggerSpeedAdjustment
- 8 FlaggerThrustAdjustment
- 9 FlaggerBombFireDelay
- 10 CarryFlags
- 11 FlagDropDelay
- 12 FlagDropResetReward
- 13 EnterGameFlaggingDelay
- 14 FlagBlankDelay
- 15 NoDataFlagDropDelay
- 16 FlagMode
- 17 FlagResetDelay
- 18 MaxFlags
- 19 RandomFlags
- 20 FlagReward
- 21 FlagRewardMode
- 22 FlagTerritoryRadius
- 23 FlagTerritoryRadiusCentroid
- 24 FriendlyTransfer
FlaggerOnRadar
Datatype: Boolean (0=no, 1=yes).
Whether the flaggers appear on radar in red.
FlaggerKillMultiplier
Datatype: Multiplier.
Number of times more points are given to a flagger (1 = double points, 2 = triple points).
FlaggerGunUpgrade
Datatype: Boolean (0=no, 1=yes).
Whether the flaggers get a gun upgrade.
FlaggerBombUpgrade
Datatype: Boolean (0=no, 1=yes).
Whether the flaggers get a bomb upgrade.
FlaggerFireCostPercent
Datatype: Tenths of a percent. (1000=100%, 2000=200%).
Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower.
FlaggerDamagePercent
Datatype: Tenths of a percent. (1000=100%, 2000=200%).
Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible.
FlaggerSpeedAdjustment
Datatype: Adjustment (-128 to 128).
Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
FlaggerThrustAdjustment
Datatype: Adjustment (-128 to 128).
Tthrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
FlaggerBombFireDelay
Datatype: Hundredths of seconds.
Delay added to standard bomb firing delay for flaggers. Note: Please do not set this number between 1 and 20.
CarryFlags
Datatype: Enumeration.
- 0 = Flags cannot be picked up.
- 1 = A player can pick up and carry all flags.
- 2 = A player can pick up and carry only one flag at a time.
FlagDropDelay
Datatype: Hundredths of seconds.
Time before flag is dropped by carrier. Special value: 0 = no timer.
FlagDropResetReward
Datatype: Points.
Minimum kill reward that a flagger must get to reset his drop timer. See Flag Settings for flag reward customization.
EnterGameFlaggingDelay
Datatype: Hundredths of seconds.
Delay before an newly-entered player is allowed to see flags.
FlagBlankDelay
Datatype: Hundredths of seconds.
Amount of time that a user can get no data from server before the client will hide flags for 10 seconds. Lessen this if you have lag-related flagging trouble.
NoDataFlagDropDelay
Datatype: Hundredths of seconds.
Amount of time that a user can get no data from server before flags he is carrying are dropped.
FlagMode
Datatype: Enumeration.
Style of flag game:
- 0 = Dropped flags are neutral, carry flags simply to earn extra points.
- 1 = Dropped flags are owned, own all flags to win. (Basing.)
- 2 = Flags are placed according to map data, own flags to get points. (Turf.)
FlagResetDelay
Datatype: Hundredths of seconds.
Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
MaxFlags
Datatype: Count (0 to 32).
Maximum number of flags in the arena.
RandomFlags
Datatype: Boolean (0=no, 1=yes).
Whether number of flags is random. Obeys MaxFlags.
FlagReward
Datatype: Points.
Number of points given for a flag victory. Formula: (playersInGame2 * FlagReward / 1000). Special value: 0 = no flag victory.
FlagRewardMode
Datatype: Enumeration.
Determines the flag reward formula for the members of the winning team:
- 0 = Each gets rewardPoints
- 1 = Each gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)
FlagTerritoryRadius
Datatype: Tiles.
Radius of the circle that determines available area for flags when a flagger drops them. Special value: 0 = hide flags in center area of map as normal.
FlagTerritoryRadiusCentroid
Datatype: Tiles.
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location. Note that the value 1024, the length of a map, will cause flags to drop anywhere on the map.
FriendlyTransfer
Datatype: Boolean (0=yes, 1=no).
Whether the flaggers can transfer flags to other teammates.