Difference between revisions of "Flag Settings"
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[Flag] These settings determine how subgame treats flags and flaggers. | [Flag] These settings determine how subgame treats flags and flaggers. | ||
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=== FlaggerOnRadar === | === FlaggerOnRadar === | ||
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The delay between dropping the last flag and winning (ticks). | The delay between dropping the last flag and winning (ticks). | ||
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[[Category: Settings]] | [[Category: Settings]] |
Revision as of 19:59, 28 May 2005
[Flag] These settings determine how subgame treats flags and flaggers.
FlaggerOnRadarDatatype: Boolean (0=no, 1=yes). Whether the flaggers appear on radar in red.
FlaggerKillMultiplierDatatype: Multiplier. Number of times more points are given to a flagger (1 = double points, 2 = triple points).
FlaggerGunUpgradeDatatype: Boolean (0=no, 1=yes). Whether the flaggers get a gun upgrade.
FlaggerBombUpgradeDatatype: Boolean (0=no, 1=yes). Whether the flaggers get a bomb upgrade.
FlaggerFireCostPercentDatatype: Tenths of a percent. (1000=100%, 2000=200%). Percentage of normal weapon firing cost for flaggers. Note that 0% will essentially give flaggers superpower.
FlaggerDamagePercentDatatype: Tenths of a percent. (1000=100%, 2000=200%). Percentage of normal damage received by flaggers. Note that 0% will essentially make flaggers invincible.
FlaggerSpeedAdjustmentDatatype: Adjustment (-128 to 128). Speed adjustment for flaggers. Note that negative numbers will slow down flaggers.
FlaggerThrustAdjustmentDatatype: Adjustment (-128 to 128). Thrust adjustment for flaggers. Note that negative numbers will reduce their thrust.
FlaggerBombFireDelayDatatype: Hundredths of seconds. Delay added to standard bomb firing delay for flaggers. Note: Please do not set this number between 1 and 20.
CarryFlagsDatatype: Enumeration.
FlagDropDelayDatatype: Hundredths of seconds. Time before flag is dropped by carrier. Special value: 0 = no timer.
FlagDropResetRewardDatatype: Points. Minimum kill reward that a flagger must get to reset his drop timer. See Flag Settings for flag reward customization.
EnterGameFlaggingDelayDatatype: Hundredths of seconds. Delay before an newly-entered player is allowed to see flags.
FlagBlankDelayDatatype: 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.
NoDataFlagDropDelayDatatype: Hundredths of seconds. Amount of time that a user can get no data from server before flags he is carrying are dropped.
FlagModeDatatype: Enumeration. Style of flag game:
FlagResetDelayDatatype: Hundredths of seconds. Amount of time before an un-won flag game is reset. Advisable to be over 1000000 (1000 seconds).
MaxFlagsDatatype: Count (0 to 32). Maximum number of flags in the arena.
RandomFlagsDatatype: Boolean (0=no, 1=yes). Whether number of flags is random. Obeys MaxFlags.
FlagRewardDatatype: Points. Number of points given for a flag victory. Formula: (playersInGame2 * FlagReward / 1000). Special value: 0 = no flag victory.
FlagRewardModeDatatype: Enumeration. Determines the flag reward formula for the members of the winning team:
FlagTerritoryRadiusDatatype: 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.
FlagTerritoryRadiusCentroidDatatype: 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.
FriendlyTransferDatatype: Boolean (0=yes, 1=no). Whether the flaggers can transfer flags to other teammates.
asss settingsThe following settings go in the [Flag] section of flags.conf. Unless otherwise specific, fg_wz module handles these settings.
CarryFlagsDatatype: Integer. Whether the flags can be picked up and carried. Values: 0=no, 1=yes, 2=yes-one at a time, 3=yes-two at a time, 4=three, etc.
DropCenterDatatype: Boolean (Default: No) Whether flags dropped normally go in the center of the map, as opposed to near the player.
DropOwnedDatatype: Boolean (Default: Yes) Whether flags you drop are owned by your team.
DropRadiusDatatype: Integer (Default: 2) How far from a player do dropped flags appear (in tiles).
EnterGameFlaggingDelayDatatype: Integer Time a new player must wait before they are allowed to see flags
FlagBlankDelayDatatype: Integer Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds
FlagCountDatatype: Count (0-256, Default: 0) How many flags are present in this arena.
FlagDropDelayDatatype: Integer Time before flag is dropped by carrier. Special Value: 0=never.
FlagDropResetRewardDatatype: Integer Minimum kill reward that a player must get in order to have his flag drop timer reset.
FlaggerBombFireDelayDatatype: Centiseconds. Delay added to flaggers' bomb firing. Do not set this less than 20.
FlaggerBombUpgradeDatatype: Boolean. Whether the flaggers get a bomb level upgrade. (This is the only way to have L4 bombs.)
FlaggerDamagePercentDatatype: Tenths of a percent. Percentage of normal damage received by flaggers.
FlaggerFireCostPercentDatatype: Tenths of a percent. Percentage of normal weapon firing cost for flaggers.
FlaggerGunUpgradeDatatype: Boolean. Whether the flaggers get a gun level upgrade.
FlaggerKillMultiplierDatatype: Integer. Number of times more points are given to a flagger. Formula: Points = (FlaggerKillMultiplier + 1) * InitialPoints.
FlaggerOnRadarDatatype: Boolean. Whether the flaggers appear on radar in red.
FlaggerSpeedAdjustmentDatatype: Pixels / second / 10. Speed adjustment added for flaggers. (Can be negative.)
FlaggerThrustAdjustmentDatatype: Unknown. Thrust adjustment added for flaggers. (Can be negative.)
FlagRewardDatatype: Multiplier (Default: 5000) Requires module: points_flag Formula: Points = 2 * (players in arena) * FlagReward / 1000.
FriendlyTransferDatatype: Boolean (Default: Yes) Whether one gets a teammate's flags when one teamkills him.
NeutCenterDatatype: Boolean (Default: No) Whether flags that are neut-dropped go in the center, as opposed to near the player who dropped them.
NeutOwnedDatatype: Boolean (Default: No) Whether flags you neut-drop are owned by your team.
NoDataFlagDropDelayDatatype: Centiseconds. Time that a user can get no data from server before client automatically drops carried flags.
ResetDelayDatatype: Integer (Default: 0) The length of the delay between flag games.
SafeCenterDatatype: Boolean (Default: No) Whether flags dropped from a safe zone spawn in the center, as opposed to near the safe zone player.
SafeOwnedDatatype: Boolean (Default: Yes) Whether flags dropped from a safe zone are owned by your team, as opposed to neutral.
SpawnRadiusDatatype: Tiles (Default: 50). How far from the spawn center that new flags spawn.
SpawnXDatatype: Tiles (Default: 512) The X coordinate at which new flags spawn.
SpawnYDatatype: Tiles (Default: 512) The Y coordinate at which new flags spawn.
SplitPointsDatatype: Boolean (Default: No) Whether to split a flag reward between the members of a freq or give them each the full amount.
TKCenterDatatype: Boolean (Default: No) Whether flags dropped by a team-kill spawn in the center, as opposed to near the killed player.
TKOwnedDatatype: Boolean (Default: Yes) Whether flags dropped by a team-kill are owned by your team, as opposed to neutral.
WinDelayDatatype: Integer (Default: 200) The delay between dropping the last flag and winning (ticks). |
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