Difference between revisions of "Kill Settings"

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=== FlaggerOnRadar ===
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[Kill] Configures kill rewards and bounties in an arena.
Whether the flaggers appear on radar in red 0=no 1=yes
 
  
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== Subgame and ASSS settings ==
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The following settings are supported both in [[Subgame]] and [[ASSS]]'s [[arena.conf]].
  
=== FlaggerKillMultiplier ===  
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=== BountyIncreaseForKill ===
Number of times more points are given to a flagger (1 = double points, 2 = triple points)
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''Datatype:'' Points.
  
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Points added to players bounty each time he kills an opponent.
  
=== FlaggerGunUpgrade ===
 
* Min: 0
 
* Max: 1
 
Whether the flaggers get a gun upgrade 0=no 1=yes
 
  
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=== EnterDelay ===
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''Datatype:'' Hundredths of seconds.
  
=== FlaggerBombUpgrade ===
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Delay before a killed player re-enters game (respawns). ''Special value:'' 0 = player respawns at same location after a very short delay.
* Min: 0
 
* Max: 1
 
Whether the flaggers get a bomb upgrade 0=no 1=yes
 
  
  
=== FlaggerFireCostPercent ===  
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=== FixedKillReward ===
Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
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''Datatype:'' Points.
  
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The amount of points to award for a kill. If this is -1 then it will use then killed player's bounty as the reward.
  
=== FlaggerDamagePercent ===  
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=== JackpotBountyPercent ===
Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
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''Datatype:'' Tenths of a percent (1000 = 100%, 2000 = 200%).
  
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Percentage of kill value added to Jackpot. Note that setting this to 0 will essentially disable jackpots.
  
=== FlaggerSpeedAdjustment ===
 
Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
 
  
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=== MaxBonus ===
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''Datatype:'' Points.
  
=== FlaggerThrustAdjustment ===
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This is if you have flags, can add more points per a kill. (Founded by MGB.)
Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
 
  
  
=== FlaggerBombFireDelay ===  
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=== MaxPenalty ===
Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
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''Datatype:'' Points.
  
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This is if you have flags, can take away points per a kill. (Founded by MGB.)
  
=== CarryFlags ===
 
* Min: 0
 
* Max: 2
 
Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
 
  
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=== RewardBase ===
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''Datatype:'' Points.
  
=== FlagDropDelay ===
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This is shown added to a person's bty, but isn't added from points for a kill. (Founded by MGB.)
Time before flag is dropped by carrier (0=never)
 
  
  
=== FlagDropResetReward ===  
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== Subgame-only Settings ==
Minimum kill reward that a player must get in order to have his flag drop timer reset.
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The following settings are only supported by Subgame.
  
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=== KillPointsPerFlag ===
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''Datatype:'' Points.
  
=== EnterGameFlaggingDelay ===
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Bonus kill points given to a player per flag his team owns.
Time a new player must wait before they are allowed to see flags
 
  
  
=== FlagBlankDelay ===  
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=== KillPointsMinimumBounty ===  
Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
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''Datatype:'' Points.
  
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Bounty of target must be over this value to get any KillPointsPerFlag bonus points.
  
=== NoDataFlagDropDelay ===
 
Amount of time that a user can get no data from server before flags he is carrying are dropped.
 
  
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=== DebtKills ===
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''Datatype:'' Count.
  
=== FlagMode ===
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Number of kills a player must get after dying or changing ship before he starts getting points for kills.
* Min: 0
 
* Max: 2
 
Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style flag game)
 
  
  
=== FlagResetDelay ===  
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=== NoRewardKillDelay ===
Amount of time before an un-won flag game is reset (in hundredths of a second)  Advisable to be over 1000000
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''Datatype:'' Hundredths of seconds.
  
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A player must wait this long before killing a person for the second time or else he gets no points for the kill. This is useful in dueling arenas.
  
=== MaxFlags ===
 
* Min: 0
 
* Max: 32
 
Maximum number of flags in the arena. (0=no flag game)
 
  
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=== BountyRewardPercent ===
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''Datatype:'' Tenths of a percent.
  
=== RandomFlags ===
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Percentage of your own bounty added to your kill rewards.
* Min: 0
 
* Max: 1
 
Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
 
  
  
=== FlagReward ===  
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== ASSS-only settings ==
Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
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The following settings are only supported by ASSS. See also [[Misc Settings#TeamKillPoints|Misc:TeamKillPoints]].
  
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=== FlagMinimumBounty ===
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''Datatype:'' Points (default: 0).
  
=== FlagRewardMode ===
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The minimum bounty the killing player must have to get any bonus kill points for flags transferred, carried or owned.
* Min: 0
 
* Max: 1
 
How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
 
  
  
=== FlagTerritoryRadius ===  
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=== PointsPerCarriedFlag ===
When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles). (note: 0 = special value meaning hide flags in center area of board as normal)
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''Datatype:'' Points.
  
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The number of extra points to give for each flag the killing player is carrying. Note that flags that were transfered to the killer as part of the kill are counted here, so adjust PointsPerKilledFlag accordingly.
  
=== FlagTerritoryRadiusCentroid ===
 
When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
 
  
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=== PointsPerKilledFlag ===
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''Datatype:'' Points.
  
=== FriendlyTransfer ===  
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The number of extra points to give for each flag a killed player was carrying. Note that the flags don't actually have to be transferred to the killer to be counted here.
* Min: 0
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* Max: 1
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Whether the flaggers can transfer flags to other teammates (0=no 1=yes)
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=== PointsPerTeamFlag ===
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''Datatype:'' Points.
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The number of extra points to give for each flag owned by the killing team. Note that flags that were transfered to the killer as part of the kill are counted here, so adjust PointsPerKilledFlag accordingly.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Latest revision as of 03:53, 30 November 2005

[Kill] Configures kill rewards and bounties in an arena.

Subgame and ASSS settings

The following settings are supported both in Subgame and ASSS's arena.conf.

BountyIncreaseForKill

Datatype: Points.

Points added to players bounty each time he kills an opponent.


EnterDelay

Datatype: Hundredths of seconds.

Delay before a killed player re-enters game (respawns). Special value: 0 = player respawns at same location after a very short delay.


FixedKillReward

Datatype: Points.

The amount of points to award for a kill. If this is -1 then it will use then killed player's bounty as the reward.

JackpotBountyPercent

Datatype: Tenths of a percent (1000 = 100%, 2000 = 200%).

Percentage of kill value added to Jackpot. Note that setting this to 0 will essentially disable jackpots.


MaxBonus

Datatype: Points.

This is if you have flags, can add more points per a kill. (Founded by MGB.)


MaxPenalty

Datatype: Points.

This is if you have flags, can take away points per a kill. (Founded by MGB.)


RewardBase

Datatype: Points.

This is shown added to a person's bty, but isn't added from points for a kill. (Founded by MGB.)


Subgame-only Settings

The following settings are only supported by Subgame.

KillPointsPerFlag

Datatype: Points.

Bonus kill points given to a player per flag his team owns.


KillPointsMinimumBounty

Datatype: Points.

Bounty of target must be over this value to get any KillPointsPerFlag bonus points.


DebtKills

Datatype: Count.

Number of kills a player must get after dying or changing ship before he starts getting points for kills.


NoRewardKillDelay

Datatype: Hundredths of seconds.

A player must wait this long before killing a person for the second time or else he gets no points for the kill. This is useful in dueling arenas.


BountyRewardPercent

Datatype: Tenths of a percent.

Percentage of your own bounty added to your kill rewards.


ASSS-only settings

The following settings are only supported by ASSS. See also Misc:TeamKillPoints.

FlagMinimumBounty

Datatype: Points (default: 0).

The minimum bounty the killing player must have to get any bonus kill points for flags transferred, carried or owned.


PointsPerCarriedFlag

Datatype: Points.

The number of extra points to give for each flag the killing player is carrying. Note that flags that were transfered to the killer as part of the kill are counted here, so adjust PointsPerKilledFlag accordingly.


PointsPerKilledFlag

Datatype: Points.

The number of extra points to give for each flag a killed player was carrying. Note that the flags don't actually have to be transferred to the killer to be counted here.


PointsPerTeamFlag

Datatype: Points.

The number of extra points to give for each flag owned by the killing team. Note that flags that were transfered to the killer as part of the kill are counted here, so adjust PointsPerKilledFlag accordingly.