Situation: Currently all settings are to some degree hard-coded via InfinityConstants.java in the api project.
Ask: Upgrade the SettingsSystem to load settings alongside arenas - if an arena has no specifically loaded setting, default server settings should be used. The system should allow for other server systems (or client status via rmi) to ask for a given setting, given a ship type, a location and whatever setting is required (eg. ship speed)
The location is used to ask the ArenaSystem in which arena the player is currently located. The SettingsSystem then returns the given setting to whatever system is asking.
Design guide:
From Minegobooms site:
10.2 Arena setting
All:AfterburnerEnergy
Type: Integer
Amount of energy required to have 'Afterburners' activated
All:AntiWarpEnergy
Type: Integer
Amount of energy required to have 'Anti-Warp' activated (thousanth
per tick)
All:AntiWarpStatu
Type: Integer
Range: 0-2
Whether ships are allowed to receive 'Anti-Warp' 0=no 1=ye
2=yes/start-with
All:AttachBounty
Type: Integer
Bounty required by ships to attach as a turret
All:BombBounceCount
Type: Integer
Number of times a ship's bombs bounce before they explode on impact
All:BombFireDelay
Type: Integer
delay that ship waits after a bomb is fired until another weapon may
be fired (in ticks)
All:BombFireEnergy
Type: Integer
Amount of energy it takes a ship to fire a single bomb
All:BombFireEnergyUpgrade
Type: Integer
Extra amount of energy it takes a ship to fire an upgraded bomb. i.e.
L2 = BombFireEnergy+BombFireEnergyUpgrade
All:BombSpeed
Type: Integer
How fast bombs travel
All:BombThrust
Type: Integer
Amount of back-thrust you receive when firing a bomb
All:BrickMax
Type: Integer
Maximum number of Bricks allowed in ship
All:BulletFireDelay
Type: Integer
Delay that ship waits after a bullet is fired until another weapon may
be fired (in ticks)
All:BulletFireEnergy
Type: Integer
Amount of energy it takes a ship to fire a single L1 bullet
All:BulletSpeed
Type: Integer
How fast bullets travel
All:BurstMax
Type: Integer
Maximum number of Bursts allowed in ship
All:BurstShrapnel
Type: Integer
Number of bullets released when a 'Burst' is activated
All:BurstSpeed
Type: Integer
How fast the burst shrapnel is for this ship
All:CloakEnergy
Type: Integer
Amount of energy required to have 'Cloak' activated (thousanths per
tick)
All:CloakStatu
Type: Integer
Range: 0-2
Whether ships are allowed to receive 'Cloak' 0=no 1=ye
2=yes/start-with
All:DamageFactor
Type: Integer
How likely a the ship is to take damamage (ie. lose a prize)
(0=special-case-never, 1=extremely likely, 5000=almost never)
All:DecoyMax
Type: Integer
Maximum number of Decoys allowed in ship
All:DisableFastShooting
Type: Boolean
If firing bullets, bombs, or thors is disabled after using
afterburners (1=enabled) (Cont .36+)
All:DoubleBarrel
Type: Boolean
Whether ships fire with double barrel bullet
All:EmpBomb
Type: Boolean
Whether ships fire EMP bomb
All:Gravity
Type: Integer
How strong of an effect the wormhole has on this ship (0 = none)
All:GravityTopSpeed
Type: Integer
Ship 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)
All:InitialBomb
Type: Other
Range: 0-3
Initial level a ship's bombs fire
All:InitialBounty
Type: Integer
Number of 'Greens' given to ships when they start
All:InitialBrick
Type: Integer
Initial number of Bricks given to ships when they start
All:InitialBurst
Type: Integer
Initial number of Bursts given to ships when they start
All:InitialDecoy
Type: Integer
Initial number of Decoys given to ships when they start
All:InitialEnergy
Type: Integer
Initial amount of energy that the ship can have
All:InitialGun
Type: Integer
Range: 0-3
Initial level a ship's guns fire
All:InitialPortal
Type: Integer
Initial number of Portals given to ships when they start
All:InitialRecharge
Type: Integer
Initial recharge rate, or how quickly this ship recharges its energy
All:InitialRepel
Type: Integer
Initial number of Repels given to ships when they start
All:InitialRocket
Type: Integer
Initial number of Rockets given to ships when they start
All:InitialRotation
Type: Integer
Initial rotation rate of the ship (0 = can't rotate, 400 = full
rotation in 1 second)
All:InitialSpeed
Type: Integer
Initial speed of ship (0 = can't move)
All:InitialThor
Type: Integer
Initial number of Thor's Hammers given to ships when they start
All:InitialThrust
Type: Integer
Initial thrust of ship (0 = none)
All:LandmineFireDelay
Type: Integer
Delay that ship waits after a mine is fired until another weapon may
be fired (in ticks)
All:LandmineFireEnergy
Type: Integer
Amount of energy it takes a ship to place a single L1 mine
All:LandmineFireEnergyUpgrade
Type: Integer
Extra amount of energy it takes to place an upgraded landmine. i.e. L2
= LandmineFireEnergy+LandmineFireEnergyUpgrade
All:MaxBomb
Type: Integer
Range: 0-3
Maximum level a ship's bombs can fire
All:MaxGun
Type: Integer
Range: 0-3
Maximum level a ship's guns can fire
All:MaximumEnergy
Type: Integer
Maximum amount of energy that the ship can have
All:MaximumRecharge
Type: Integer
Maximum recharge rate, or how quickly this ship recharges its energy
All:MaximumRotation
Type: Integer
Maximum rotation rate of the ship (0 = can't rotate, 400 = full
rotation in 1 second)
All:MaximumSpeed
Type: Integer
Maximum speed of ship (0 = can't move)
All:MaximumThrust
Type: Integer
Maximum thrust of ship (0 = none)
All:MaxMine
Type: Integer
Maximum number of mines allowed in ship
All:MultiFireAngle
Type: Integer
Angle spread between multi-fire bullets and standard forward firing
bullets (111 = 1 degree, 1000 = 1 ship-rotation-point)
All:MultiFireDelay
Type: Integer
Delay that ship waits after a multifire bullet is fired until another
weapon may be fired (in ticks)
All:MultiFireEnergy
Type: Integer
Amount of energy it takes a ship to fire multifire L1 bullet
All:PortalMax
Type: Integer
Maximum number of Portals allowed in ship
All:PrizeShareLimit
Type: Integer
Maximum bounty that ships receive Team Prize
All:Radiu
Type: Integer
Default: 7
Range: 0-255
The ship's radius from center to outside, in pixels. (Cont .37+)
All:RepelMax
Type: Integer
Maximum number of Repels allowed in ship
All:RocketMax
Type: Integer
Maximum number of Rockets allowed in ship
All:RocketTime
Type: Integer
How long a Rocket lasts (in ticks)
All:SeeBombLevel
Type: Integer
Range: 0-4
If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3
and up, 4=L4 bombs only)
All:SeeMine
Type: Boolean
Whether ships see mines on radar
All:ShieldsTime
Type: Integer
How long Shields lasts on the ship (in ticks)
All:ShrapnelMax
Type: Integer
Maximum amount of shrapnel released from a ship's bomb
All:ShrapnelRate
Type: Integer
Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize.
All:SoccerBallFriction
Type: Integer
Amount the friction on the soccer ball (how quickly it slows down -
higher numbers mean faster slowdown)
All:SoccerBallProximity
Type: Integer
How close the player must be in order to pick up ball (in pixels)
All:SoccerBallSpeed
Type: Integer
Initial speed given to the ball when fired by the carrier
All:SoccerThrowTime
Type: Integer
Time player has to carry soccer ball (in ticks)
All:StealthEnergy
Type: Integer
Amount of energy required to have 'Stealth' activated (thousanths per
tick)
All:StealthStatu
Type: Integer
Range: 0-2
Whether ships are allowed to receive 'Stealth' 0=no 1=ye
2=yes/start-with
All:SuperTime
Type: Integer
How long Super lasts on the ship (in ticks)
All:ThorMax
Type: Integer
Maximum number of Thor's Hammers allowed in ship
All:TurretLimit
Type: Integer
Number of turrets allowed on a ship
All:TurretSpeedPenalty
Type: Integer
Amount the ship's speed is decreased with a turret riding
All:TurretThrustPenalty
Type: Integer
Amount the ship's thrust is decreased with a turret riding
All:UpgradeEnergy
Type: Integer
Amount added per 'Energy Upgrade' Prize
All:UpgradeRecharge
Type: Integer
Amount added per 'Recharge Rate' Prize
All:UpgradeRotation
Type: Integer
Amount added per 'Rotation' Prize
All:UpgradeSpeed
Type: Integer
Amount added per 'Speed' Prize
All:UpgradeThrust
Type: Integer
Amount added per 'Thruster' Prize
All:XRadarEnergy
Type: Integer
Amount of energy required to have 'X-Radar' activated (thousanths per
tick)
All:XRadarStatu
Type: Integer
Range: 0-2
Whether ships are allowed to receive 'X-Radar' 0=no 1=ye
2=yes/start-with
Bomb:BBombDamagePercent
Type: Integer
Percentage of normal damage applied to a bouncing bomb (in 0.1%)
Bomb:BombAliveTime
Type: Integer
Time bomb is alive (in ticks)
Bomb:BombDamageLevel
Type: Integer
Amount of damage a bomb causes at its center point (for all bomb
levels)
Bomb:BombExplodeDelay
Type: Integer
How long after the proximity sensor is triggered before bomb explode
Bomb:BombExplodePixel
Type: Integer
Blast radius in pixels for an L1 bomb (L2 bombs double this, L3 bomb
triple this)
Bomb:BombSafety
Type: Boolean
Whether proximity bombs have a firing safety. If enemy ship is within
proximity radius, will it allow you to fire
Bomb:EBombDamagePercent
Type: Integer
Percentage of normal damage applied to an EMP bomb (in 0.1%)
Bomb:EBombShutdownTime
Type: Integer
Maximum time recharge is stopped on players hit with an EMP bomb
Bomb:JitterTime
Type: Integer
How long the screen jitters from a bomb hit (in ticks)
Bomb:ProximityDistance
Type: Integer
Radius of proximity trigger in tiles (each bomb level adds 1 to thi
amount)
Brick:BrickSpan
Type: Integer
Default: 10
The maximum length of a dropped brick.
Brick:BrickTime
Type: Integer
How long bricks last (in ticks)
Bullet:BulletAliveTime
Type: Integer
How long bullets live before disappearing (in ticks)
Bullet:BulletDamageLevel
Type: Integer
Maximum amount of damage that a L1 bullet will cause
Bullet:BulletDamageUpgrade
Type: Integer
Amount of extra damage each bullet level will cause
Bullet:ExactDamage
Type: Boolean
Default: No
Whether to use exact bullet damage (Cont .36+)
Burst:BurstDamageLevel
Type: Integer
Maximum amount of damage caused by a single burst bullet
Chat:RestrictChat
Type: Integer
Default: 0
This specifies an initial chat mask for the arena. Don't use thi
unless you know what you're doing.
Cost:PurchaseAnytime
Type: Boolean
Default: No
Whether players can buy items outside a safe zone.
Door:DoorDelay
Type: Integer
How often doors attempt to switch their state
Door:DoorMode
Type: Integer
Door 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:CarryFlag
Type: Integer
Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one
at a time)
Flag:DropOwned
Type: Boolean
Default: Ye
Whether flags you drop are owned by your team.
Flag:DropRadiu
Type: Integer
Default: 2
How far from a player do dropped flags appear (in tiles).
Flag:EnterGameFlaggingDelay
Type: Integer
Time a new player must wait before they are allowed to see flag
Flag:FlagBlankDelay
Type: Integer
Amount of time that a user can get no data from server before flag
are hidden from view for 10 second
Flag:FlagCount
Type: Other
Default: 0
Range: 0-256
How many flags are present in this arena.
Flag:FlagDropDelay
Type: Integer
Time before flag is dropped by carrier (0=never)
Flag:FlagDropResetReward
Type: Integer
Minimum kill reward that a player must get in order to have his flag
drop timer reset
Flag:FlaggerBombFireDelay
Type: Integer
Delay given to flaggers for firing bombs (zero is ships normal firing
rate) (do not set this number less than 20)
Flag:FlaggerBombUpgrade
Type: Boolean
Whether the flaggers get a bomb upgrade
Flag:FlaggerDamagePercent
Type: Integer
Percentage of normal damage received by flaggers (in 0.1%)
Flag:FlaggerFireCostPercent
Type: Integer
Percentage of normal weapon firing cost for flaggers (in 0.1%)
Flag:FlaggerGunUpgrade
Type: Boolean
Whether the flaggers get a gun upgrade
Flag:FlaggerKillMultiplier
Type: Integer
Number of times more points are given to a flagger (1 = double points,
2 = triple points)
Flag:FlaggerOnRadar
Type: Boolean
Whether the flaggers appear on radar in red
Flag:FlaggerSpeedAdjustment
Type: Integer
Amount of speed adjustment player carrying flag gets (negative number
mean slower)
Flag:FlaggerThrustAdjustment
Type: Integer
Amount of thrust adjustment player carrying flag gets (negative
numbers mean less thrust)
Flag:FlagReward
Type: Integer
Requires module: points_flag
Default: 5000
The basic flag reward is calculated as (players in arena)2 * reward /
1000.
Flag:FriendlyTransfer
Type: Boolean
Default: Ye
Whether you get a teammates flags when you kill him.
Flag:GameType
Type: Enumerated
Default: $FLAGGAME_NONE
The flag game type for this arena. $FLAGGAME_NONE means no flag game,
$FLAGGAME_BASIC is a standard warzone or running zone game, and
$FLAGGAME_TURF specifies immobile flags.
Flag:NeutOwned
Type: Boolean
Default: No
Whether flags you neut-drop are owned by your team.
Flag:NeutRadiu
Type: Integer
Default: 2
How far from a player do neut-dropped flags appear (in tiles).
Flag:NoDataFlagDropDelay
Type: Integer
Amount of time that a user can get no data from server before flags he
is carrying are dropped
Flag:PersistentTurfOwner
Type: Boolean
Default: Ye
Whether ownership of turf flags persists even when the arena is empty
(or the server crashes).
Flag:ResetDelay
Type: Integer
Default: 0
The length of the delay between flag games.
Flag:SpawnRadiu
Type: Integer
Default: 50
How far from the spawn center that new flags spawn (in tiles).
Flag:SpawnX
Type: Integer
Default: 512
The X coordinate that new flags spawn at (in tiles).
Flag:SpawnY
Type: Integer
Default: 512
The Y coordinate that new flags spawn at (in tiles).
Flag:SplitPoint
Type: Boolean
Default: No
Whether to split a flag reward between the members of a freq or give
them each the full amount.
General:LevelFile
Type: String
A list of extra files to send to the client for downloading. A '+'
before any file means it's marked as optional.
General:Map
Type: String
The name of the level file for this arena.
General:NeedCap
Type: String
Requires module: arenaperm
If this setting is present for an arena, any player entering the arena
must have the capability specified this setting. This can be used to
restrict arenas to certain groups of players.
General:ScoreGroup
Type: String
Default: (arena name)
If multiple arenas share the same value for this setting, they will
share scores for intervals that allow shared scores.
Kill:BountyIncreaseForKill
Type: Integer
Number of points added to players bounty each time he kills an
opponent
Kill:EnterDelay
Type: Integer
How long after a player dies before he can re-enter the game (in
ticks)
Kill:FlagValue
Type: Integer
Default: 100
The number of extra points to give for each flag a killed player wa
carrying.
Kill:JackpotBountyPercent
Type: Integer
Default: 0
The percent of a player's bounty added to the jackpot on each kill.
Units: 0.1%.
Kill:MaxBonu
Type: Integer
FIXME: fill this in
Kill:MaxPenalty
Type: Integer
FIXME: fill this in
Kill:RewardBase
Type: Integer
FIXME: fill this in
Lag:C2SLossToDisallowFlag
Type: Integer
Default: 50
The C2S packetloss when a player isn't allowed to pick up flags or
balls. Units 0.1%.
Lag:C2SLossToSpec
Type: Integer
Default: 150
The C2S packetloss at which to force a player to spec. Units 0.1%.
Lag:PingToDisallowFlag
Type: Integer
Default: 500
The average ping when a player isn't allowed to pick up flags or
balls.
Lag:PingToIgnoreAllWeapon
Type: Integer
Default: 1000
The average ping when all weapons should be ignored.
Lag:PingToSpec
Type: Integer
Default: 600
The average ping at which to force a player to spec.
Lag:PingToStartIgnoringWeapon
Type: Integer
Default: 300
The average ping to start ignoring weapons at.
Lag:S2CLossToDisallowFlag
Type: Integer
Default: 50
The S2C packetloss when a player isn't allowed to pick up flags or
balls. Units 0.1%.
Lag:S2CLossToIgnoreAllWeapon
Type: Integer
Default: 500
The S2C packetloss when all weapons should be ignored. Units 0.1%.
Lag:S2CLossToSpec
Type: Integer
Default: 150
The S2C packetloss at which to force a player to spec. Units 0.1%.
Lag:S2CLossToStartIgnoringWeapon
Type: Integer
Default: 40
The S2C packetloss to start ignoring weapons at. Units 0.1%.
Lag:SpikeToSpec
Type: Integer
Default: 3000
The amount of time the server can get no data from a player before
forcing him to spectator mode (in ticks).
Lag:WeaponLossToDisallowFlag
Type: Integer
Default: 50
The weapon packetloss when a player isn't allowed to pick up flags or
balls. Units 0.1%.
Lag:WeaponLossToIgnoreAllWeapon
Type: Integer
Default: 500
The weapon packetloss when all weapons should be ignored. Units 0.1%.
Lag:WeaponLossToSpec
Type: Integer
Default: 150
The weapon packetloss at which to force a player to spec. Units 0.1%.
Lag:WeaponLossToStartIgnoringWeapon
Type: Integer
Default: 40
The weapon packetloss to start ignoring weapons at. Units 0.1%.
Latency:ClientSlowPacketSampleSize
Type: Integer
Number of packets to sample S2C before checking for kickout
Latency:ClientSlowPacketTime
Type: Integer
Amount of latency S2C that constitutes a slow packet
Latency:S2CNoDataKickoutDelay
Type: Integer
Amount of time a user can receive no data from server before
connection is terminated
Latency:SendRoutePercent
Type: Integer
Percentage of the ping time that is spent on the C2S portion of the
ping (used in more accurately syncronizing clocks)
Message:AllowAudioMessage
Type: Boolean
Whether players can send audio message
Mine:MineAliveTime
Type: Integer
Time that mines are active (in ticks)
Mine:TeamMaxMine
Type: Integer
Maximum number of mines allowed to be placed by an entire team
Misc:ActivateAppShutdownTime
Type: Integer
Amount of time a ship is shutdown after application is reactivated
Misc:AllowSavedShip
Type: Integer
Whether saved ships are allowed (do not allow saved ship in zone
where sub-arenas may have differing parameters)
Misc:BounceFactor
Type: Integer
How bouncy the walls are (16 = no speed loss)
Misc:DecoyAliveTime
Type: Integer
Time a decoy is alive (in ticks)
Misc:ExtraPositionData
Type: Integer
Whether regular players receive sysop data about a ship
Misc:FrequencyShift
Type: Integer
Amount of random frequency shift applied to sounds in the game
Misc:GreetMessage
Type: String
The message to send to each player on entering the arena.
Misc:NearDeathLevel
Type: Integer
Amount of energy that constitutes a near-death experience (ship
bounty will be decreased by 1 when this occurs - used for dueling
zone)
Misc:SafetyLimit
Type: Integer
Amount of time that can be spent in the safe zone (in ticks)
Misc:SeeEnergy
Type: Enumerated
Default: $SEE_NONE
Whose energy levels everyone can see: $SEE_NONE means nobody else's,
$SEE_ALL is everyone's, $SEE_TEAM is only teammates, and $SEE_SPEC i
only the player you're spectating.
Misc:SendPositionDelay
Type: Integer
Amount of time between position packets sent by client
Misc:SheepMessage
Type: String
The message that appears when someone says ?sheep
Misc:SlowFrameCheck
Type: Integer
Whether to check for slow frames on the client (possible cheat
technique) (flawed on some machines, do not use)
Misc:SpecSeeEnergy
Type: Enumerated
Default: $SEE_NONE
Whose energy levels spectators can see. Check 'SeeEnergy' for the
description of the options.
Misc:TeamKillPoint
Type: Boolean
Default: No
Whether points are awarded for a team-kill.
Misc:TickerDelay
Type: Integer
Amount of time between ticker help message
Misc:TimedGame
Type: Integer
Default: 0
How long the game timer lasts (in ticks). Zero to disable.
Misc:VictoryMusic
Type: Integer
Whether the zone plays victory music or not
Misc:WarpPointDelay
Type: Integer
How long a portal is active
Misc:WarpRadiusLimit
Type: Integer
When 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)
Modules:AttachModule
Type: String
This is a list of modules that you want to take effect in this arena.
Not all modules need to be attached to arenas to function, but some
do.
Periodic:RewardDelay
Type: Integer
Default: 0
The interval between periodic rewards (in ticks). Zero to disable.
Periodic:RewardMinimumPlayer
Type: Integer
Default: 0
The minimum players necessary in the arena to give out periodic
rewards.
Periodic:RewardPoint
Type: Integer
Requires module: points_periodic
Default: 100
Periodic rewards are calculated as follows: If this setting i
positive, you get this many points per flag. If it's negative, you get
it's absolute value points per flag, times the number of players in
the arena.
Prize:DeathPrizeTime
Type: Integer
How long the prize exists that appears after killing somebody
Prize:EngineShutdownTime
Type: Integer
Time the player is affected by an 'Engine Shutdown' Prize (in ticks)
Prize:MinimumVirtual
Type: Integer
Distance from center of arena that prizes/flags/soccer-balls will
spawn
Prize:MultiPrizeCount
Type: Integer
Number of random greens given with a MultiPrize
Prize:PrizeDelay
Type: Integer
How often prizes are regenerated (in ticks)
Prize:PrizeFactor
Type: Integer
Number of prizes hidden is based on number of players in game. Thi
number adjusts the formula, higher numbers mean more prizes. (Note:
10000 is max, 10 greens per person)
Prize:PrizeHideCount
Type: Integer
Number of prizes that are regenerated every PrizeDelay
Prize:PrizeMaxExist
Type: Integer
Maximum amount of time that a hidden prize will remain on screen.
(actual time is random)
Prize:PrizeMinExist
Type: Integer
Minimum amount of time that a hidden prize will remain on screen.
(actual time is random)
Prize:PrizeNegativeFactor
Type: Integer
Odds of getting a negative prize. (1 = every prize, 32000 = extremely
rare)
Prize:TakePrizeReliable
Type: Integer
Whether prize packets are sent reliably (C2S)
Prize:UpgradeVirtual
Type: Integer
Amount of additional distance added to MinimumVirtual for each player
that is in the game
PrizeWeight:AllWeapon
Type: Integer
Likelihood of 'Super!' prize appearing
PrizeWeight:AntiWarp
Type: Integer
Likelihood of 'AntiWarp' prize appearing
PrizeWeight:Bomb
Type: Integer
Likelihood of 'Bomb Upgrade' prize appearing
PrizeWeight:BouncingBullet
Type: Integer
Likelihood of 'Bouncing Bullets' prize appearing
PrizeWeight:Brick
Type: Integer
Likelihood of 'Brick' prize appearing
PrizeWeight:Burst
Type: Integer
Likelihood of 'Burst' prize appearing
PrizeWeight:Cloak
Type: Integer
Likelihood of 'Cloak' prize appearing
PrizeWeight:Decoy
Type: Integer
Likelihood of 'Decoy' prize appearing
PrizeWeight:Energy
Type: Integer
Likelihood of 'Energy Upgrade' prize appearing
PrizeWeight:Glue
Type: Integer
Likelihood of 'Engine Shutdown' prize appearing
PrizeWeight:Gun
Type: Integer
Likelihood of 'Gun Upgrade' prize appearing
PrizeWeight:MultiFire
Type: Integer
Likelihood of 'MultiFire' prize appearing
PrizeWeight:MultiPrize
Type: Integer
Likelihood of 'Multi-Prize' prize appearing
PrizeWeight:Portal
Type: Integer
Likelihood of 'Portal' prize appearing
PrizeWeight:Proximity
Type: Integer
Likelihood of 'Proximity Bomb' prize appearing
PrizeWeight:QuickCharge
Type: Integer
Likelihood of 'Recharge' prize appearing
PrizeWeight:Recharge
Type: Integer
Likelihood of 'Full Charge' prize appearing (not 'Recharge')
PrizeWeight:Repel
Type: Integer
Likelihood of 'Repel' prize appearing
PrizeWeight:Rocket
Type: Integer
Likelihood of 'Rocket' prize appearing
PrizeWeight:Rotation
Type: Integer
Likelihood of 'Rotation' prize appearing
PrizeWeight:Shield
Type: Integer
Likelihood of 'Shields' prize appearing
PrizeWeight:Shrapnel
Type: Integer
Likelihood of 'Shrapnel Upgrade' prize appearing
PrizeWeight:Stealth
Type: Integer
Likelihood of 'Stealth' prize appearing
PrizeWeight:Thor
Type: Integer
Likelihood of 'Thor' prize appearing
PrizeWeight:Thruster
Type: Integer
Likelihood of 'Thruster' prize appearing
PrizeWeight:TopSpeed
Type: Integer
Likelihood of 'Speed' prize appearing
PrizeWeight:Warp
Type: Integer
Likelihood of 'Warp' prize appearing
PrizeWeight:XRadar
Type: Integer
Likelihood of 'XRadar' prize appearing
Radar:MapZoomFactor
Type: Integer
A number representing how far you can see on radar
Radar:RadarMode
Type: Integer
Radar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team
mates, 4=quarters-see team mates)
Radar:RadarNeutralSize
Type: Integer
Size of area between blinded radar zones (in pixels)
Repel:RepelDistance
Type: Integer
Number of pixels from the player that are affected by a repel
Repel:RepelSpeed
Type: Integer
Speed at which players are repelled
Repel:RepelTime
Type: Integer
Time players are affected by the repel (in ticks)
Rocket:RocketSpeed
Type: Integer
Speed value given while a rocket is active
Rocket:RocketThrust
Type: Integer
Thrust value given while a rocket is active
Shrapnel:InactiveShrapDamage
Type: Integer
Amount of damage shrapnel causes in it's first 1/4 second of life
Shrapnel:Random
Type: Boolean
Whether shrapnel spreads in circular or random pattern
Shrapnel:ShrapnelDamagePercent
Type: Integer
Percentage of normal damage applied to shrapnel (relative to bullet
of same level) (in 0.1%)
Shrapnel:ShrapnelSpeed
Type: Integer
Speed that shrapnel travel
Soccer:AllowBomb
Type: Boolean
Whether the ball carrier can fire his bomb
Soccer:AllowGoalByDeath
Type: Boolean
Default: No
Whether a goal is scored if a player dies carrying the ball on a goal
tile.
Soccer:AllowGun
Type: Boolean
Whether the ball carrier can fire his gun
Soccer:BallBlankDelay
Type: Integer
Amount of time a player can receive no data from server and still pick
up the soccer ball
Soccer:BallBounce
Type: Boolean
Whether the ball bounces off wall
Soccer:BallCount
Type: Integer
Default: 0
The number of balls in this arena.
Soccer:BallLocation
Type: Boolean
Whether the balls location is displayed at all times or not
Soccer:GoalDelay
Type: Integer
Default: 0
How long after a goal before the ball appears (in ticks).
Soccer:Mode
Type: Enumerated
Goal configuration ($GOAL_ALL, $GOAL_LEFTRIGHT, $GOAL_TOPBOTTOM,
$GOAL_CORNERS_3_1, $GOAL_CORNERS_1_3, $GOAL_SIDES_3_1,
$GOAL_SIDES_1_3)
Soccer:NewGameDelay
Type: Integer
Default: -3000
How long to wait between games. If this is negative, the actual delay
is random, between zero and the absolute value. Units: ticks.
Soccer:PassDelay
Type: Integer
How long after the ball is fired before anybody can pick it up (in
ticks)
Soccer:SendTime
Type: Integer
Default: 1000
Range: 100-3000
How often the server sends ball positions (in ticks).
Soccer:SpawnRadiu
Type: Integer
Default: 20
How far from the spawn center the ball can spawn (in tiles).
Soccer:SpawnX
Type: Integer
Default: 512
Range: 0-1023
The X coordinate that the ball spawns at (in tiles).
Soccer:SpawnY
Type: Integer
Default: 512
Range: 0-1023
The Y coordinate that the ball spawns at (in tiles).
Soccer:UseFlagger
Type: Boolean
If player with soccer ball should use the Flag:Flagger* ship
adjustments or not
Spectator:HideFlag
Type: Boolean
Default: No
Whether spectators are disallowed from haveing X radar (Cont .36+)
Team:AllowFreqOwner
Type: Boolean
Default: Ye
Whether to enable the freq ownership feature in this arena.
Team:DesiredTeam
Type: Integer
Default: 2
The number of teams that the freq balancer will form as players enter.
Team:FrequencyShipType
Type: Boolean
Default: No
If this is set, freq 0 will only be allowed to use warbirds, freq 1
can only use javelins, etc.
Team:IncludeSpectator
Type: Boolean
Default: No
Whether to include spectators when enforcing maximum freq sizes.
Team:MaxFrequency
Type: Integer
Default: 9999
Range: 0-9999
The highest frequency allowed. Set this below PrivFreqStart to
disallow private freqs.
Team:MaxPerPrivateTeam
Type: Integer
Default: 0
The maximum number of players on a private freq. Zero means no limit.
Team:MaxPerTeam
Type: Integer
Default: 0
The maximum number of players on a public freq. Zero means no limit.
Team:PrivFreqStart
Type: Integer
Default: 100
Range: 0-9999
Freqs above this value are considered private freqs.
Team:SpectatorFrequency
Type: Integer
Default: 8025
Range: 0-9999
The frequency that spectators are assigned to, by default.
Toggle:AntiWarpPixel
Type: Integer
Distance Anti-Warp affects other players (in pixels) (note: enemy must
also be on radar)
Wormhole:GravityBomb
Type: Boolean
Whether a wormhole affects bomb
Wormhole:SwitchTime
Type: Integer
How often the wormhole switches its destination