Flag Settings
[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
- 25 asss settings
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.