Someone enlighten me.
| L.C. wrote: |
| http://www.hlrse.net/Qwerty/ss_template_tabled.pdf
+Maker:Maker Editing was done by Mine GO BOOM with the help of the letter K. Version 1.34.14 For more help, visit http://www.shanky.com/server/ Ok, what does the + in front of Maker mean? I don't recall seeing this anywhere in ESC+A. Someone explain to me the existence and purpose of this line! The + could simply be something to bypass the alphabetical sorting All:MultiFireAngle Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point) What would 90 equal? How does this work? If you want 90 degrees multifire angle, you need to set it to 10000 1 degree is actually 111.111111111111, the base unit being 9-degree increments (1 ship-rotation-point = 9 degrees) All:Radius The ship's radius from center to outside, in pixels. Standard value is 14 pixels. Is the "standard value" a radius of 14 pixels? That would make ship sizes 28 pixels... All:SeeBombLevel If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only) This is backwards? Shouldn't it be more like ... 1 = L1, 2 = L2 and below, 3 = L3 and below, 4 = L4 below, 5 = L4 only ... ??? Could be both ways, but it is how it is. I suppose this comes from the assumption that larger bombs are easier to detect... So you could have a radar that only detects level 2 and up, for example. Door:DoorMode 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) Explain what or how "weighted random" worked, and how 0-255 work. There are 8 door tiles on the tileset. Each tile is controlled independently (vertical or horizontal don't matter). Random generates a random value between 0 and 255, which corresponds to 8 zeros or ones (0101 1100), and whatever bit is 1 will correspond to a tile that will be visible (closed door). If you set a value between 0 and 255, the doors are constant to that value. i.e. 0000 1111 = 15 ; which would make all the horizontal doors closed and vertical ones opened (or vice-versa, that only depends on how you place them on the tileset) Weighted random, I assume is that from the 4 tiles you can choose for the same door, their open/close frequency will be different. Flag:FlaggerKillMultiplier Number of times more points are given to a flagger (1 = double points, 2 = triple points) Confusion here is between regular kill points and this. Do you get kill points plus this? If you get plus this, then wouldn't setting this to 1 mean you get 2x the kill points? Description is badly worded? I think this multiplies the base kill points if you hold a flag while killing. Just like in the description... 1 means you get "1 times more points", which actually doubles your kill points. Flag:FlagTerritoryRadius 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) What is "drop-centroid"? And what does it mean by "hide flags in center area of board"? Explain. Drop-centroid would be the center of the ship that drops the flags. Center area of board could mean the flags respawn in center ? Dunno. Would have to test. Flag: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) What is drop-centroid and where do I set drop-centroid? X_x Totally confused. Randomly adjusted from the actual drop location, which is your ship's location... That seems self-explanatory, really. If your ship is at 512,512 , and you set this to 3, the drop-centroid could be anywhere in a 3 tiles radius. Then the FlagTerritoryRadius kicks in to determine how spread your flags are, like if you are dropping a bunch of 10 flags at the same time, they'll be spread around this centroid. Flag:FriendlyTransfer Whether the flaggers can transfer flags to other teammates (0=no 1=yes) Explain. Hint: Teamkills Kill:BountyRewardPercent Percentage of your own bounty added to your reward when you kill somebody else. How does it mean 'adding bounty' to 'points' or 'reward'? That's confusing. Not confusing, that's what it does The higher your bounty, the more kill points you get.
Kill:EnterDelay How long after a player dies before he can re-enter the game. Have to check if this is in seconds or 1/100 of a second. It is Kill:MaxBonus Kill:MaxPenalty Kill:RewardBase Dunno, always left these at 0 Misc:FrequencyShift Amount of random frequency shift applied to sounds in the game. Whhhaaa...? I think this applies when you turn on 3D sound effects. Sounds will have slightly different tones, depending on their origin/direction/whatever. Misc:FrequencyShipTypes Whether ship type is based on frequency player is on or not (0=no 1=yes) I forgot why I added this to my list. Frequency number determines what ship you can use. Answered your own question there Periodic:RewardPoints Number of points given out to team members (per flag owned). (Negative numbers = flagCount * playersInArena) This is confusing. Explain. How is it confusing? If you set it to 100, team members will get 100 points per flag owned per Periodic:RewardDelay If you set it to -100, they'll get 100*playerInArena points per flag owned per Periodic:RewardDelay Prize:MinimumVirtual Distance from center of arena that prizes/flags/soccer-balls will generate ??? What it says... greens will spawn in this radius from center. Actually, if you set it to 100, it means the spawn area will be 100x100 (or maybe 101x101) around center, so actually a 50 tiles radius. Square radius, that is. Prize:MultiPrizeCount Number of random 'Greens' given with a 'MultiPrize' How can I determine what the maximum and minimum value can be? How does this option function mathematically? A multiprize green will always give you this many random greens. It just gives you X other greens. Prize:PrizeFactor Number 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) What does it mean by "prizes hidden"? And what "formula"? hidden as in, hidden in the map... not actually hidden, but hidden as in 'you want to find them'. Bad choice of word I guess. AFAIK the formula is like PrizeFactor/1000 * number of players. As it says, 10000 will make 10 greens per player spawn. That is the maximum count... Every once in a while, some greens will vanish, and some will spawn to keep the count up. Prize:PrizeMaxExist Maximum amount of time that a hidden prize will remain on screen. (actual time is random) Hidden prizes?? Is this value in seconds or 1/100 of a second? Hidden prize; see above. Yes, everything is in 1/100th of a second Prize:PrizeMinExist Minimum amount of time that a hidden prize will remain on screen. (actual time is random) Hidden prizes?? Is this value in seconds or 1/100 of a second? See above Prize:UpgradeVirtual Amount of additional distance added to MinimumVirtual for each player that is in the game. ??? See MinimumVirtual explanation... For each player in the arena, add this value to get the actual green spawn area. If you want it to be constant, just use 0. If you want it to get bigger as more people join the game, use some value. Radar:RadarMode Radar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team mates, 4=quarters-see team mates) ??? Radar:RadarNeutralSize Size of area between blinded radar zones (in pixels) ??? These 2 probably go together, but I never knew what they were for Repel:RepelSpeed Speed at which players are repelled Explain. Erm... it's the speed at which players are repelled? What the hell isn't clear here? When you throw a repel, everything and everyone around you is thrown at the same speed, no matter what their velocity is. That speed is RepelSpeed. Expressed in the same speed units as the ships' and weapons' speed. (pixels / 10seconds) Routing:ClosePosPixels How near are packets considered close, default 250 pixels What does it mean by 'packets being close'? It is using pixels for a unit, so apparently it is something "physical". When you are "near" someone, you'll receive more position packets from him. The wording is bad... "How near two players must be to be considered close" would make more sense. Routing:DeathDistance Distance death messages are forwarded. Is this in tiles? Pixels? Is it obsolete? What does it do? Probably obsolete... Though you could try having people kill other people in a corner while you stay in the opposite corner, see if you get the 'killed by...' message. Security:S2CKickOutPercentWeapons The percent kickout for not getting weapon packets. What does it mean by "percent kickout"? Percentage of players kicked out? And what does it mean by "not getting weapon packets"? Weapon packet loss (try /*lag)... percentage of packet loss at which the player will be kicked out Soccer:CatchMinimum Minimun goals needed to win How does this work? What's the point of this? If you reached x minimum goals, wouldn't you already win? The other team can't make a goal simultaneously (someone will be first). Soccer:CatchPoints Max goals needed to win Same as previous. These 2 will make sense when you see this other setting: Soccer:WinBy:0:::Have to beat other team by this many goals I'll let you figure it out. Soccer:UseFlagger If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes) This makes no sense. Someone enlighten me.
Flag:Flagger* ship adjustements: Flag:FlaggerGunUpgrade:0:0:1:Whether the flaggers get a gun upgrade 0=no 1=yes Flag:FlaggerBombUpgrade:0:0:1:Whether the flaggers get a bomb upgrade 0=no 1=yes Flag:FlaggerFireCostPercent:1150:::Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200% Flag:FlaggerDamagePercent:1150:::Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200% Flag:FlaggerSpeedAdjustment:0:::Amount of speed adjustment player carrying flag gets (negative numbers mean slower) Flag:FlaggerThrustAdjustment:0:::Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust) Flag:FlaggerBombFireDelay:0:::Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20) If you hold a powerball instead of a flag, do you get these same adjustements or no? Team:ForceEvenTeams Whether people are allowed to change teams if it would make the teams uneven. 0 = no restrictions, 1-10 = allowed variance How does the 1-10 part work? 1 means it will allow a difference of 1 player in teams? Meaning if it's 2v6, you can't switch from the 2 freq to the one with 6. Wormhole:SwitchTime How often the wormhole switches its destination. I know how this works, but I have two problems. Wormholes will supposedly warp you to a random coordinate every time you enter one -- but each wormhole has a set coordinate for SwitchTime amount of time before changing locations (this means you can follow a player into a wormhole and still be on his tail). First of all, is this is seconds, 1/100 of a second, of 1/1000 of a second (milliseconds)? Second, what's the best way to describe what this does in a short and understandable statement? Well... you described exactly what (I assume) it does... Pretty sure it can be set to 0 to have them always have a different location. And EVERY time thing will be in standard SS time units, which are 1/100th of seconds... Unless specified otherwise. |
| Quote: |
| Unless specified otherwise. |
| Cheese wrote: |
| if i recall correctly, didnt mgb write half the stuff in template.sss? :S |
| Mine GO BOOM wrote: |
| [..]Also, I did make the +Maker part, because then you can leave notes for each other and at least have some type of commenting/documentation in code. |
| L.C. wrote: |
| Is it possible to create entries in templates.sss, then? |
And additional features. (Though isn't template.sss Priit's invention?)
| Quote: |
| Kill:BountyRewardPercent
Percentage of your own bounty added to your reward when you kill somebody else. How does it mean 'adding bounty' to 'points' or 'reward'? That's confusing. Not confusing, that's what it does tongue.gif The higher your bounty, the more kill points you get. |
| L.C. wrote: |
| What unit of measurement is RepelDistance in? |
| Quote: |
| Kill:MaxBonus:::This is if you have flags, can add more points per a kill. Founded by MGB
Kill:MaxPenalty:::This is if you have flags, can take away points per a kill. Founded by MGB Kill:RewardBase:::This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB |
| Quote: |
| Kill:MaxBonus:::This is if you have flags, can add more points per a kill. Founded by MGB
Kill:MaxPenalty:::This is if you have flags, can take away points per a kill. Founded by MGB Kill:RewardBase:::This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB |