Complete Settings

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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

These are settings for subgame2 1.34.14.

Section/Setting name Comment
All
(Warbird, ..., Shark)
AfterburnerEnergyAmount of energy required to have 'Afterburners' activated.
AntiWarpEnergyAmount of energy required to have 'Anti-Warp' activated (thousandths per hundredth of a second)
AntiWarpStatusWhether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with
AttachBountyBounty required by ships to attach as a turret
BombBounceCountNumber of times a ship's bombs bounce before they explode on impact
BombFireDelaydelay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second)
BombFireEnergyAmount of energy it takes a ship to fire a single bomb
BombFireEnergyUpgradeExtra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade
BombSpeedHow fast bombs travel
BombThrustAmount of back-thrust you receive when firing a bomb.
BrickMaxMaximum number of Bricks allowed in ships
BulletFireDelaydelay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second)
BulletFireEnergyAmount of energy it takes a ship to fire a single L1 bullet
BulletSpeedHow fast bullets travel
BurstMaxMaximum number of Bursts allowed in ships
BurstShrapnelNumber of bullets released when a 'Burst' is activated
BurstSpeedHow fast the burst shrapnel is for this ship.
CloakEnergyAmount of energy required to have 'Cloak' activated (thousanths per hundredth of a second)
CloakStatusWhether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with
DamageFactorHow likely a the ship is to take damage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never)
DecoyMaxMaximum number of Decoys allowed in ships
DisableFastShootingIf firing bullets, bombs, or thors is disabled after using afterburners (1=enabled) [Continuum .36]
DoubleBarrelWhether ships fire with double barrel bullets 0=no 1=yes
EmpBombWhether ships fire EMP bombs 0=no 1=yes
GravityUses this formula, where R = raduis (tiles) and g = this setting; R = 1.325 * (g ^ 0.507) IE: If set to 500, then your ship will start to get pulled in by the wormhole once you come within 31 tiles of it
GravityTopSpeedShip are allowed to move faster than their maximum speed while effected by a wormhole. This determines how much faster they can go (0 = no extra speed)
InitialBombsInitial level a ship's bombs fire 0=no bombs
InitialBountyNumber of 'Greens' given to ships when they start
InitialBrickInitial number of Bricks given to ships when they start
InitialBurstInitial number of Bursts given to ships when they start
InitialDecoyInitial number of Decoys given to ships when they start
InitialEnergyInitial amount of energy that the ship can have.
InitialGunsInitial level a ship's guns fire 0=no guns
InitialPortalInitial number of Portals given to ships when they start
InitialRechargeInitial recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds)
InitialRepelInitial number of Repels given to ships when they start
InitialRocketInitial number of Rockets given to ships when they start
InitialRotationInitial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
InitialSpeedInitial speed of ship (0 = can't move)
InitialThorInitial number of Thor's Hammers given to ships when they start
InitialThrustInitial thrust of ship (0 = none)
LandmineFireDelaydelay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second)
LandmineFireEnergyAmount of energy it takes a ship to place a single L1 mine
LandmineFireEnergyUpgradeExtra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade
MaxBombsMaximum level a ship's bombs can fire 0=no bombs
MaxGunsMaximum level a ship's guns can fire 0=no guns
MaxMinesMaximum number of mines allowed in ships
MaximumEnergyMaximum amount of energy that the ship can have.
MaximumRechargeMaximum recharge rate, or how quickly this ship recharges its energy. (energy per ten seconds)
MaximumRotationMaximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second)
MaximumSpeedMaximum speed of ship (0 = can't move)
MaximumThrustMaximum thrust of ship (0 = none)
MultiFireAngleAngle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point)
MultiFireDelaydelay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second)
MultiFireEnergyAmount of energy it takes a ship to fire multifire L1 bullets
PortalMaxMaximum number of Portals allowed in ships
PrizeShareLimitMaximum bounty that ships receive Team Prizes
RadiusThe ship's radius from center to outside, in pixels. Standard value is 14 pixels. [Continuum .37]
RepelMaxMaximum number of Repels allowed in ships
RocketMaxMaximum number of Rockets allowed in ships
RocketTimeHow long a Rocket lasts (in hundredths of a second)
SeeBombLevelIf ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only) [Continuum .36]
SeeMinesWhether ships see mines on radar 0=no 1=yes
ShieldsTimeHow long Shields lasts on the ship (in hundredths of a second)
ShrapnelMaxMaximum amount of shrapnel released from a ship's bomb
ShrapnelRateAmount of additional shrapnel gained by a 'Shrapnel Upgrade' prize.
SoccerBallFrictionAmount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown)
SoccerBallProximityHow close the player must be in order to pick up ball (in pixels)
SoccerBallSpeedInitial speed given to the ball when fired by the carrier.
SoccerThrowTimeTime player has to carry soccer ball (in hundredths of a second)
StealthEnergyAmount of energy required to have 'Stealth' activated (thousanths per hundredth of a second)
StealthStatusWhether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with
SuperTimeHow long Super lasts on the ship (in hundredths of a second)
ThorMaxMaximum number of Thor's Hammers allowed in ships
TurretLimitNumber of turrets allowed on a ship.
TurretSpeedPenaltyAmount the ship's speed is decreased with a turret riding
TurretThrustPenaltyAmount the ship's thrust is decreased with a turret riding
UpgradeEnergyAmount added per 'Energy Upgrade' Prize
UpgradeRechargeAmount added per 'Recharge Rate' Prize (energy per ten seconds)
UpgradeRotationAmount added per 'Rotation' Prize
UpgradeSpeedAmount added per 'Speed' Prize
UpgradeThrustAmount added per 'Thruster' Prize
XRadarEnergyAmount of energy required to have 'X-Radar' activated (thousandths per hundredth of a second)
XRadarStatusWhether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with
Bomb
BBombDamagePercentPercentage of normal damage applied to a bouncing bomb 0=0% 1000=100% 2000=200%
BombAliveTimeTime bomb is alive (in hundredths of a second)
BombDamageLevelAmount of damage a bomb causes at its center point (for all bomb levels)
BombExplodeDelayHow long after the proximity sensor is triggered before bomb explodes. (note: it explodes immediately if ship moves away from it after triggering it)
BombExplodePixelsBlast radius in pixels for an L1 bomb (L2 bombs double this, L3 bombs triple this)
BombSafetyWhether proximity bombs have a firing safety (0=no 1=yes). If enemy ship is within proximity radius, will it allow you to fire.
EBombDamagePercentPercentage of normal damage applied to an EMP bomb 0=0% 1000=100% 2000=200%
EBombShutdownTimeMaximum time recharge is stopped on players hit with an EMP bomb.
JitterTimeHow long the screen jitters from a bomb hit. (in hundredths of a second)
ProximityDistanceRadius of proximity trigger in tiles. Each bomb level adds 1 to this amount.
Brick
BrickSpanHow many tiles bricks are able to span
BrickTimeHow long bricks last (in hundredths of a second)
Bullet
BulletAliveTimeHow long bullets live before disappearing (in hundredths of a second)
BulletDamageLevelMaximum amount of damage that a L1 bullet will cause. Formula; damage = squareroot(rand# * (max damage^2 + 1))
BulletDamageUpgradeAmount of extra damage each bullet level will cause
ExactDamageIf damage is to be random or not (1=exact, 0=random) [Continuum .36]
Burst
BurstDamageLevelMaximum amount of damage caused by a single burst bullet.
Cost
AntiWarpCost (in points) to purchase this prize
BombCost (in points) to purchase this prize
BounceCost (in points) to purchase this prize
BrickCost (in points) to purchase this prize
BurstCost (in points) to purchase this prize
CloakCost (in points) to purchase this prize
DecoyCost (in points) to purchase this prize
EnergyCost (in points) to purchase this prize
GunCost (in points) to purchase this prize
MultiFireCost (in points) to purchase this prize
PortalCost (in points) to purchase this prize
ProxCost (in points) to purchase this prize
PurchaseAnytimeWhere prizes can be purchased 0 = safe zone, 1 = anywhere
RechargeCost (in points) to purchase this prize
RepelCost (in points) to purchase this prize
RocketCost (in points) to purchase this prize
RotationCost (in points) to purchase this prize
ShieldCost (in points) to purchase this prize
ShrapCost (in points) to purchase this prize
SpeedCost (in points) to purchase this prize
StealthCost (in points) to purchase this prize
SuperCost (in points) to purchase this prize
ThorCost (in points) to purchase this prize
ThrustCost (in points) to purchase this prize
XRadarCost (in points) to purchase this prize
Custom
SaveStatsTimeHow often a custom arena saves its scores to the hard drive (in case something goes wrong)
Door
DoorDelayHow often doors attempt to switch their state.
DoorModeDoor mode (-2=all doors completely random, -1=weighted random (some doors open more often than others), 0-255=fixed doors (1 bit of byte for each door specifying whether it is open or not)
Flag
CarryFlagsWhether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
EnterGameFlaggingDelayTime a new player must wait before they are allowed to see flags
FlagBlankDelayAmount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
FlagDropDelayTime before flag is dropped by carrier (0=never)
FlagDropResetRewardMinimum kill reward that a player must get in order to have his flag drop timer reset.
FlagModeStyle 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)
FlagResetDelayAmount of time before an un-won flag game is reset (in hundredths of a second) Advisable to be over 1000000
FlagRewardNumber of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
FlagRewardModeHow flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
FlagTerritoryRadiusWhen 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)
FlagTerritoryRadiusCentroidWhen flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
FlaggerBombFireDelayDelay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
FlaggerBombUpgradeWhether the flaggers get a bomb upgrade 0=no 1=yes
FlaggerDamagePercentPercentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
FlaggerFireCostPercentPercentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
FlaggerGunUpgradeWhether the flaggers get a gun upgrade 0=no 1=yes
FlaggerKillMultiplierNumber of times more points are given to a flagger (1 = double points, 2 = triple points)
FlaggerOnRadarWhether the flaggers appear on radar in red 0=no 1=yes
FlaggerSpeedAdjustmentAmount of speed adjustment player carrying flag gets (negative numbers mean slower)
FlaggerThrustAdjustmentAmount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
FriendlyTransferWhether the flaggers can transfer flags to other teammates (0=no 1=yes)
MaxFlagsMaximum number of flags in the arena. (0=no flag game)
NoDataFlagDropDelayAmount of time that a user can get no data from server before flags he is carrying are dropped.
RandomFlagsWhether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
Kill
BountyIncreaseForKillNumber of points added to players bounty each time he kills an opponent.
BountyRewardPercentPercentage of your own bounty added to your reward when you kill somebody else.
DebtKillsNumber of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal)
EnterDelayHow long after a player dies before he can re-enter the game.
FixedKillRewardFixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always)
JackpotBountyPercentPercentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200%
KillPointsMinimumBountyBounty of target must be over this value to get any KillPointsPerFlag bonus points.
KillPointsPerFlagNumber of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now)
MaxBonusLet's ignore these for now. Or let's not. :) This is if you have flags, can add more points per a kill. Founded by MGB
MaxPenaltyLet's ignore these for now. Or let's not. :) This is if you have flags, can take away points per a kill. Founded by MGB
NoRewardKillDelayIf you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second)
RewardBaseLet's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB
King
CrownRecoverKillsNumber of crown kills a non-crown player must get in order to get their crown back.
DeathCountNumber of deaths a player is allowed until his crown is removed
ExpireTimeInitial time given to each player at beginning of 'King of the Hill' round
NonCrownAdjustTimeAmount of time added for killing a player without a crown
NonCrownMinimumBountyMinimum amount of bounty a player must have in order to receive the extra time.
RewardFactorNumber of points given to winner of 'King of the Hill' round (uses FlagReward formula)
Latency
C2SNoDataAction0=Use Normal Method (Above settings) 1=Display Sysop Warning, 2=Spec Player, 3=Warning&Spec, 4=Kick, 5=Warning&Kick, 6=Kick&Spec, 7=Warning&Kick&Spec
C2SNoDataTimeIf above setting (C2SNoDataAction) is set, this is the delay (in 1/100 of a second [100 = 1 second, 60000=1 minute]) that a player's ping can be maxed at during a position packet before action takes place
ClientSlowPacketKickoutPercentPercentage of S2C slow packets before a player is kicked.
ClientSlowPacketSampleSizeNumber of packets to sample S2C before checking for kickout.
ClientSlowPacketTimeAmount of latency S2C that constitutes a slow packet.
CutbackWatermarkAmount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets.
KickOutDelayAmount of time the server can receive no data from the player before the player is kicked.
LatencyKickOutTimeAmount of time that MaxLatencyForKickOut must be bad before the kickout occurs.
MaxLatencyForKickOutMaximum latency that allowed before kickout.
MaxLatencyForPrizesMaximum amount of time that can pass before a shared prize packet is ignored.
MaxLatencyForWeaponsMaximum C2S latency to allow before server disables weapons.
NegativeClientSlowPacketTimePackets with future timestamp farther in future than this variable are considered as slow packets (0=disabled). Feature is still experimental.
NoFlagDelayAmount of time before the server can receive no data from the player before it denies them the ability to pick up flags.
NoFlagPenaltyAmount of time user is penalized when they exceed the NoFlagDelay.
S2CNoDataKickoutDelayAmount of time a user can receive no data from server before connection is terminated.
SendRoutePercentPercentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks)
SlowPacketKickoutPercentPercentage of C2S slow packets before a player is kicked.
SlowPacketSampleSizeNumber of packets to sample C2S before checking for kickout.
SlowPacketTimeAmount of latency C2S that constitutes a slow packet.
Message
AllowAudioMessagesWhether players can send audio messages (0=no 1=yes)
BongAllowedWhether players can play bong sounds (0=no 1=yes)
MessageDistanceDon't think this is used anymore....
MessageReliableWhether messages are sent reliably.
MessageTeamReliableWhether team messages are sent reliably.
QuickMessageLimitMaximum number of messages that can be sent in a row before player is kicked.
Mine
MineAliveTimeTime that mines are active (in hundredths of a second)
TeamMaxMinesMaximum number of mines allowed to be placed by an entire team
Misc
ActivateAppShutdownTimeAmount of time a ship is shutdown after application is reactivated (ie. when they come back from windows mode)
AllowSavedShipsWhether saved ships are allowed (do not allow saved ship in zones where sub-arenas may have differing parameters) 1 = Savedfrom last arena/lagout, 0 = New Ship when entering arena/zone
AntiWarpSettleDelayTime (in 1/100 of a second) after someone warps/portals/attaches that they cannot warp/portal/attach again for (like a temp antiwarp enabled for them only) [Continuum .38]
BannerPointsNumber of points require to display a banner
BounceFactorHow bouncy the walls are. Speed retained is (16 / BounceFactor) in opposite direction. (16=no-speed-loss)
ContinuumOnlyIf set to 0, anyone can play. If set to 1, only continuum users can play in ship, while all VIE clients will be locked in spec.
DecoyAliveTimeTime a decoy is alive (in hundredths of a second)
DisableScreenshotIf set to 0, anyone can take screenshots. If set to 1, only spectators can. [Continuum .37]
ExtraPositionDataWhether regular players receive sysop data about a ship (leave this at zero)
FrequencyShiftAmount of random frequency shift applied to sounds in the game.
FrequencyShipTypesWhether ship type is based on frequency player is on or not (0=no 1=yes)
GreetMessageThis message, if set to anything, will be sent to the player who just enter arena/zone
LevelFilesList of .lvz files, seperated by commas, that will be downloaded via client and used in this arena. A + in front of .lvz file will make it optional [Continuum .37]
MaxLossesToPlayNumber of deaths before a player is forced into spectator mode (0=never)
MaxPlayersThis is max amount of players in this arena. Will override the .ini max arena setting
MaxPlayingMaximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting))
MaxTimerDriftPercentage how much client timer is allowed to differ from server timer.
MaxXResMax X res limit, 0 = no limit
MaxYResMax Y res limit, 0 = no limit
MinUsageMin total usage hours required to play in this arena.
NearDeathLevelAmount of energy that constitutes a near-death experience (ships bounty will be decreased by 1 when this occurs -- used for dueling zone)
PeriodicMessage0Info about this will be in explained through all 0-4 of these. Read next one down... To set it blank, set it to: 0
PeriodicMessage1Must be set to this format: (Time for repeating) (Delay after arena is created) (Text) *Read Next!
PeriodicMessage2Time for repeating will be after every X mins (60=1hour, 1440=1day), will display this message. *READ NEXT!
PeriodicMessage3Delay will be after first person enters arena, it will then start this many mins after they enter. Good so they don't get one instantly for no reason. *READ NEXT!
PeriodicMessage4Text will be the text. If text starts with a * (ie: *Hello), will act as a *zone message. If no * (ie: Hello), will act as a *arena command.
ResetScoreOnFrequencyChangeWhether a players score should be reset when they change frequencies (used primarily for timed games like soccer)
SafetyLimitAmount of time that can be spent in the safe zone. (90000 = 15 mins)
SaveSpawnScoreIf set to 1, will save spawn scores to arenaname.scr. If set to 0, or blank, will not create useless .scr files.
SendPositionDelayAmount of time between position packets sent by client.
SheepMessageString that Appears when a player types ?sheep
SlowFrameCheckWhether to check for slow frames on the client (possible cheat technique) (flawed on some machines, do not use)
SlowFrameRateCheck whether client has too slow frame rate to play (0=disabled, 1-35=Frame Rate limit, if < than this, kicked) [Continuum .36]
SpectatorQuietWhether spectators can talk to active players (1=no 0=yes)
StartInSpecIf set to 1, all users entering arena start in spec. Otherwise enter arena as normal.
TickerDelayAmount of time between ticker help messages.
TimedGameAmount of time in a timed game (like speed zone) (0=not a timed game)
VictoryMusicWhether the zone plays victory music or not.
WarpPointDelayHow long a Portal point is active.
WarpRadiusLimitWhen ships are randomly placed in the arena, this parameter will limit how far from the center of the arena they can be placed (1024=anywhere)
Notes
CoMakerOriginal and/or helper of the zone
MakerCreator of the settings
MapNameMap name(s) used with settings
MapperMap Maker's name
Note1Any other misc notes you wish to add
Note2Any other misc notes you wish to add
Note3Any other misc notes you wish to add
Note4Any other misc notes you wish to add
Note5Any other misc notes you wish to add
SettingNameName of the Game the settings "create"
Owner
NameOwners Username
UserIdUser ID number for Users name
PacketLoss
C2SKickOutPercentClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)
PacketLossDisableWeaponsWhether the server disables weapons for high packetloss or not (1=yes 0=no)
S2CKickOutPercentServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)
SpectatorPercentAdjustAmount of extra packetloss a spectator is allowed to have.
Periodic
RewardDelayTime interval between each periodic reward (0=no periodic reward)
RewardMinimumPlayersNumber of players that must be in the arena before periodic rewards will occur
RewardPointsNumber of points given out to team members (per flag owned). (Negative numbers = flagCount * playersInArena)
Prize
DeathPrizeTimeHow long the prize exists that appears after killing somebody.
EngineShutdownTimeTime the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second)
MinimumVirtualDistance from center of arena that prizes/flags/soccer-balls will generate
MultiPrizeCountNumber of random 'Greens' given with a 'MultiPrize'
PrizeDelayHow often prizes are regenerated (in hundredths of a second)
PrizeFactorNumber of prizes hidden is based on number of players in game. This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person)
PrizeHideCountNumber of prizes that are regenerated every PrizeDelay.
PrizeMaxExistMaximum amount of time that a hidden prize will remain on screen. (actual time is random)
PrizeMinExistMinimum amount of time that a hidden prize will remain on screen. (actual time is random)
PrizeNegativeFactorOdds of getting a negative prize. (1 = every prize, 32000 = extremely rare)
S2CTakePrizeReliableWhether prize packets are sent reliably (S2C)
TakePrizeReliableWhether prize packets are sent reliably (C2S)
UpgradeVirtualAmount of additional distance added to MinimumVirtual for each player that is in the game.
PrizeWeight
AllWeaponsLikelyhood of 'Super!' prize appearing
AntiWarpLikelyhood of 'AntiWarp' prize appearing
BombLikelyhood of 'Bomb Upgrade' prize appearing
BouncingBulletsLikelyhood of 'Bouncing Bullets' prize appearing
BrickLikelyhood of 'Brick' prize appearing
BurstLikelyhood of 'Burst' prize appearing
CloakLikelyhood of 'Cloak' prize appearing
DecoyLikelyhood of 'Decoy' prize appearing
EnergyLikelyhood of 'Energy Upgrade' prize appearing
GlueLikelyhood of 'Engine Shutdown' prize appearing
GunLikelyhood of 'Gun Upgrade' prize appearing
MultiFireLikelyhood of 'MultiFire' prize appearing
MultiPrizeLikelyhood of 'Multi-Prize' prize appearing
PortalLikelyhood of 'Portal' prize appearing
ProximityLikelyhood of 'Proximity Bomb' prize appearing
QuickChargeLikelyhood of 'Recharge' prize appearing
RechargeLikelyhood of 'Full Charge' prize appearing (NOTE! This is FULL CHARGE, not Recharge!! stupid vie)
RepelLikelyhood of 'Repel' prize appearing
RocketLikelyhood of 'Rocket' prize appearing
RotationLikelyhood of 'Rotation' prize appearing
ShieldsLikelyhood of 'Shields' prize appearing
ShrapnelLikelyhood of 'Shrapnel Upgrade' prize appearing
StealthLikelyhood of 'Stealth' prize appearing
ThorLikelyhood of 'Thor' prize appearing
ThrusterLikelyhood of 'Thruster' prize appearing
TopSpeedLikelyhood of 'Speed' prize appearing
WarpLikelyhood of 'Warp' prize appearing
XRadarLikelyhood of 'XRadar' prize appearing
Radar
MapZoomFactorA number representing how far you can see on radar.
RadarModeRadar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team mates, 4=quarters-see team mates)
RadarNeutralSizeSize of area between blinded radar zones (in pixels)
Repel
RepelDistanceNumber of pixels from the player that are affected by a repel.
RepelSpeedSpeed at which players are repelled
RepelTimeTime players are affected by the repel (in hundredths of a second)
Rocket
RocketSpeedSpeed value given while a rocket is active.
RocketThrustThrust value given while a rocket is active.
Routing
CloseEnoughBombAdjustDistance off edge of radar in pixels that bomb packets will always forward to player. (in direction bomb is heading only)
CloseEnoughBulletAdjustDistance off edge of screen in pixels that bullet packets will always forward to player.
ClosePosPixelsHow near are packets considered close, default 250 pixels
DeathDistanceDistance death messages are forwarded.
DoubleSendPercentPercentage packetloss at which server starts double sending weapon packets.
PosSendCloseHow long close packets are queue, default 20 ms
PosSendEdgeHow long packets on screen edge are queued, default 30 ms
PosSendRadarHow long radar packets are queued, default 100 ms
QueuePositionsSet to 1 to use following 4 settings:
RadarFavorNumber of packets somebody on radar receives (1 = every packet, 3 = every fourth packet, 7 = every eighth packet)
WallResendCountNumber of times a create wall packet is sent unreliably (in additional to the reliable send)
Security
MaxDeathWithoutFiringNumber of times a player can die without firing before being removed from the arena.
MaxShipTypeSwitchCountNumber of times a player can change ship type without being removed from the arena
PacketModificationMaxMaximum number of modified packets allowed before a security violation is triggered.
S2CKickOutPercentWeaponsThe percent kickout for not getting weapon packets.
SecurityKickOffWhether players doing security violations get kicked off or not.
SuicideLimitMaximum number of suicides before player is kicked (no longer used since there are no suicides???)
Shrapnel
InactiveShrapDamageAmount of damage shrapnel causes in it's first 1/4 second of life.
RandomWhether shrapnel spreads in circular or random patterns 0=circular 1=random
ShrapnelDamagePercentPercentage of normal damage applied to shrapnel (relative to bullets of same level) 0=0% 1000=100% 2000=200%
ShrapnelSpeedSpeed that shrapnel travels
Soccer
AllowBombsWhether the ball carrier can fire his bombs (0=no 1=yes)
AllowGunsWhether the ball carrier can fire his guns (0=no 1=yes)
BallBlankDelayAmount of time a player can receive no data from server and still pick up the soccer ball.
BallBounceWhether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls)
BallCountNumber of soccer balls in the arena (0=soccer game off)
BallLocationWhether the balls location is displayed at all times or not (0=not, 1=yes)
CapturePointsIf positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well. If negative, teams are given 1 point for each goal, first team to reach -CapturePoints points wins the game.
CatchMinimumMinimun goals needed to win
CatchPointsMax goals needed to win
DisableBallKillingSet to 1 to disable people dieing in safety with the ball
DisableWallPassSet to 1 to disable passing of ball through a wall
ModeGoal configuration (0=any goal, 1=left-half/right-half, 2=top-half/bottom-half, 3=quadrants-defend-one-goal, 4=quadrants-defend-three-goals, 5=sides-defend-one-goal, 6=sides-defend-three-goals)
PassDelayHow long after the ball is fired before anybody can pick it up (in hundredths of a second)
RewardNegative numbers equal absolute points given, positive numbers use FlagReward formula.
SendTimeHow often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic)
UseFlaggerIf player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes)
WinByHave to beat other team by this many goals
Spawn
[Continuum .38]
Team0-RadiusHow large of a circle from center point can they warp (in Tiles)
Team0-XIf set to a value, this is the center point where Freq 0 will start
Team0-YIf set to a value, this is the center point where Freq 0 will start
Team1-RadiusHow large of a circle from center point can they warp (in Tiles)
Team1-XIf set to a value, this is the center point where Freq 1 will start
Team1-YIf set to a value, this is the center point where Freq 1 will start
Team2-RadiusHow large of a circle from center point can they warp (in Tiles)
Team2-XIf set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1
Team2-YIf set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1
Team3-RadiusHow large of a circle from center point can they warp (in Tiles)
Team3-XIf set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc
Team3-YIf set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc
Spectator
HideFlagsIf flags are to be shown to specs when they are dropped (1=can't see them) [Continuum .36]
NoXRadarIf specs are allowed to have X (0=yes, 1=no) [Continuum .36]
Team
DesiredTeamsNumber of teams the server creates when adding new players before it starts adding new players to existing teams.
ForceEvenTeamsWhether people are allowed to change teams if it would make the teams uneven. 0 = no restrictions, 1-10 = allowed variance
MaxFrequencyMaximum number of frequencies allowed in arena (5 would allow frequencies 0,1,2,3,4)
MaxPerPrivateTeamMaximum number of players on a private frequency (0=same as MaxPerTeam)
MaxPerTeamMaximum number of players on a non-private frequency
SpectatorFrequencyFrequency reserved for spectators (does not have to be within MaxFrequency limit)
Territory
RewardBaseFlagsMinimum number of flags required to receive the territory reward
RewardDelayTime interval between each territory reward (0=no territory reward)
RewardMinimumPlayersMinimum number of players required in game to receive the territory reward
RewardPointsAmount of points given out to the players at end of each time interval (formula is complicated)
Toggle
AntiWarpPixelsDistance Anti-Warp affects other players (in pixels) (note: enemy must also be on radar)
Wormhole
GravityBombsWhether a wormhole affects bombs (0=no 1=yes)
SwitchTimeHow often the wormhole switches its destination.
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