Code: Show/Hide ; drop in all of svs settings here #include conf/svs/svs.conf ; but override these particular ones [Warbird] XRadarStatus=0 [Javelin] AntiWarpStatus=0 [Leviathan] StealthStatus=0 [Bomb] BombDamageLevel=7500 [ General ] Map = fz3.lvl ; LevelFiles = b1.lvz, b2.lvz [ Misc ] SeeEnergy = $SEE_TEAM SpecSeeEnergy = $SEE_ALL [ Modules ] ; this key holds the names of the modules that will take effect in this ; arena. typical things to put here are modules for scoring, special ; game types, flag guards, etc. AttachModules = fg_wz \ fm_normal \ points_kill \ points_flag \ points_goal \ buy ; separate out settings for flags and balls into separate files #include flags.conf #include balls.conf |
Code: Show/Hide [Flag] ; client-side stuff FlaggerOnRadar=1 FlaggerKillMultiplier=2 FlaggerGunUpgrade=1 FlaggerBombUpgrade=1 FlaggerFireCostPercent=1000 FlaggerDamagePercent=1000 FlaggerBombFireDelay=0 FlaggerSpeedAdjustment=0 FlaggerThrustAdjustment=0 CarryFlags=1 FlagDropDelay=3000 FlagDropResetReward=0 EnterGameFlaggingDelay=100 FlagBlankDelay=200 NoDataFlagDropDelay=500 ; new server settings GameType = $FLAGGAME_BASIC FlagCount = 20 FlagReward=15000 SplitPoints=0 ResetDelay=2000 FriendlyTransfer=1 SpawnX = SpawnY = SpawnRadius = 160 DropRadius = 1 NeutRadius = 2 DropOwned = 1 NeutOwned = 0 |
Code: Show/Hide ; not on windows: unixsignal deadlock prng logman log_console mainloop config log_file playerdata lagdata bw_default net chatnet arenaman mapdata capman mapnewsdl core clientset scoring:persist idle cmdman ; obscene chat scoring:stats scoring:basicstats log_sysop log_staff ;; enable this for password security without a billing server: auth_file security:security ; directory ; billing ;; if you're using a billing server, you'll probably want to use this: ; billing_ssc ; funky:auth_prefix ;; enable this for ?kick: auth_ban banners game_timer flagcore balls bricks koth fm_normal game lagaction cfghelp filetrans quickfix ; scoring:jackpot ; scoring:periodic ; scoring:points_kill ; scoring:points_flag ; scoring:points_goal ; turf:turf_reward ; turf:turf_stats ; turf:points_turf_reward playercmd admincmd help notify sendfile funky:autowarp funky:brickwriter buy fake funky:autoturret funky:record ;; adds compatibility for a bunch of subgame commands: ; funky:sgcompat ;; uncomment this for multiple pub arena support: ; ap_multipub ;; important: enc_null cannot coexist with either of the other ;; encryption modules! comment it out to use them. ; enc_null security:enc_cont enc_vie ;; alias database stuff: ; database:mysql ; database:aliasdb ;; python modules: ;; pymod must be loaded before any "<py>" modules. ; pymod:pymod ; <py> fm_password ; <py> exec ; <py> fg_wz ; <py> fg_turf |
Code: Show/Hide [Soccer] ; client settings BallBounce=1 AllowBombs=1 AllowGuns=1 PassDelay=20 Mode=0 BallBlankDelay=200 UseFlagger=1 BallLocation=1 ; server settings BallCount=2 SendTime=500 ; Reward=1000 ; CapturePoints=0 ; CatchMinimum=12 ; CatchPoints=0 ; WinBy=0 SpawnX = SpawnY = SpawnRadius = 160 |
Dr Brain wrote: |
1.) You've setup arena.conf to attach fg_wz, but you still need to load fg_wz in modules.conf. That means you'll have to add pymod, too, since fg_wz is a python module.
2.) The greet message depends on the module messages. Add it to modules.conf near the end. It probably should be included by default, but whatever. 3.) Similar problem to 1, in that you've got points_goal set to attach to the arena, but have it commented out in modules.conf. Uncomment all of the scoring:* modules, and you should be fine. |
Ani wrote: |
Out of curiosity, are python modules the only way to use flags? Python is nice and everything, but it always bothered me when python was the only way to do something critical like set up flag games. |
Hakaku wrote: |
[..]
What's wrong if it's either Python or C that handle certain features? The only core modules in python that deal with flags are fg_wz (for warzone flagging), and fg_turf (turf flagging). On their own, they only provide the basic flagging type games found in Subgame. If you want to write your own flagging module (whether complementary or a complete superset) in C or Python, then you're completely free to do that. You can check out the fg_wz.h and fg_turf.h header files, along with the flagcore.h file for full control over flags and events. You're in no one way forced to use one programming language over the other. |
Animate Dreams wrote: |
Not everyone uses Python. Some people break their installs and can't repair them. The AS3 server compiles so that you don't have to install a C interpreter, but even though you can actually compile the Python modules I believe you still have the dependency on the Python interpreter. It's a difference in requiring a dependency... or not.
Since these modules are so closely tied to the core of subspace(though not the server itself) it only makes sense to keep the modules simple enough to run without any extra work. I'm not blaming anyone or calling anyone lazy, I was asking if there was a way to do the same thing with the core modules. There's no reason to go on the offensive. |
Animate Dreams wrote: |
I'm not blaming anyone or calling anyone lazy, I was asking if there was a way to do the same thing with the core modules. There's no reason to go on the offensive. |