divine.216 wrote: |
Add a bunch of ugly graphics and get some sheep to chase around a silly little ball. |
template.sss wrote: |
Soccer:BallBounce:0:1:Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls)
Soccer:AllowBombs:0:1:Whether the ball carrier can fire his bombs (0=no 1=yes) Soccer:AllowGuns:0:1:Whether the ball carrier can fire his guns (0=no 1=yes) Soccer:PassDelay:0:10000:How long after the ball is fired before anybody can pick it up (in hundredths of a second) Soccer:Mode:0:6:Goal 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) Soccer:BallCount:::Number of soccer balls in the arena (0=soccer game off) Soccer:SendTime:::How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic) Soccer:Reward:::Negative numbers equal absolute points given, positive numbers use FlagReward formula. Soccer:CapturePoints:::If 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. Soccer:UseFlagger:0:1:If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes) Soccer:BallLocation:0:1:Whether the balls location is displayed at all times or not (0=not, 1=yes) Soccer:BallBlankDelay:::Amount of time a player can receive no data from server and still pick up the soccer ball. Soccer:CatchMinimum:::Minimun goals needed to win Soccer:CatchPoints:::Max goals needed to win Soccer:WinBy:::Have to beat other team by this many goals |