Flag Settings

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Revision as of 01:39, 27 February 2005 by Cyan~Fire (talk | contribs) (new format and desc)
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[Flag] These settings determine how subgame treats flags and flaggers.

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.