Code: Show/Hide Flag:FlaggerOnRadar:1:::Whether the flaggers appear on radar in red 0=no 1=yes
Flag:FlaggerKillMultiplier:2:::Number of times more points are given to a flagger (1 = double points, 2 = triple points) Flag:FlaggerGunUpgrade:1:0:1:Whether the flaggers get a gun upgrade 0=no 1=yes Flag:FlaggerBombUpgrade:1:0:1:Whether the flaggers get a bomb upgrade 0=no 1=yes Flag:FlaggerFireCostPercent:1000:::Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200% Flag:FlaggerDamagePercent:1000:::Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200% Flag:FlaggerSpeedAdjustment:125:::Amount of speed adjustment player carrying flag gets (negative numbers mean slower) Flag:FlaggerThrustAdjustment:20:::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) Flag:CarryFlags:1:0:2:Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time) Flag:FlagDropDelay:15000:::Time before flag is dropped by carrier (0=never) Flag:FlagDropResetReward:0:::Minimum kill reward that a player must get in order to have his flag drop timer reset. Flag:EnterGameFlaggingDelay:0:::Time a new player must wait before they are allowed to see flags Flag:FlagBlankDelay:200:::Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds. Flag:NoDataFlagDropDelay:500:::Amount of time that a user can get no data from server before flags he is carrying are dropped. Flag:FlagMode:1:0:2:Style 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) Flag:FlagResetDelay:10000000000000000000000000:::Amount of time before an un-won flag game is reset (in hundredths of a second) Advisable to be over 1000000 Flag:MaxFlags:15:0:32:Maximum number of flags in the arena. (0=no flag game) Flag:RandomFlags:0:0:1:Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes) Flag:FlagReward:1000:::Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared) Flag:FlagRewardMode:0:0:1:How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam)) Flag:FlagTerritoryRadius:1:::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) Flag:FlagTerritoryRadiusCentroid:0:::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) Flag:FriendlyTransfer:0:0:1:Whether the flaggers can transfer flags to other teammates (0=no 1=yes) |
Code: Show/Hide Kill:MaxBonus:0:::Let'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
Kill:MaxPenalty:0:::Let'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 Kill:RewardBase:500:::Let'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 Kill:BountyIncreaseForKill:10:::Number of points added to players bounty each time he kills an opponent. Kill:EnterDelay:200:::How long after a player dies before he can re-enter the game. Kill:KillPointsPerFlag:150:::Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now) Kill:KillPointsMinimumBounty:20:::Bounty of target must be over this value to get any KillPointsPerFlag bonus points. Kill:DebtKills:1:::Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal) Kill:NoRewardKillDelay:5000:::If you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second) Kill:BountyRewardPercent:10000:::Percentage of your own bounty added to your reward when you kill somebody else. Kill:FixedKillReward:-1:::Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always) Kill:JackpotBountyPercent:50000:::Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200% |
Code: Show/Hide Kill:RewardBase:500:::Let'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 |
Code: Show/Hide Kill:RewardBase:5:::Let'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 |
Code: Show/Hide MaxBonus: 900
MaxPenalty: 0 RewardBase: 1000 BountyIncreaseForKill: 8 EnterDelay: 200 KillPointsPerFlag: 3000 KillPointsMinimumBounty: 0 DebtKills: 0 NoRewardKillDelay: 1 BountyRewardPercent: 10000 FixedKillReward: 50000 JackpotBountyPercent: 5000 |
Code: Show/Hide max_unsigned_int = 4294967295
max_unsigned_int += 1 = 0 max_signed_int = 2147483647 max_signed_int += 1 = -2147483648 max_unsigned_short = 65535 max_unsigned_short += 1 = 0 max_signed_short = 32767 max_signed_short += 1 = -32768 |
| Kitten Queen wrote: |
| Wait, so you mean there's a max to positive numbers? |
| Grav wrote: |
| value will rollover to the lowest negative one and start climbing back up, same effect is true vice versa |
| Gravitron wrote: |
| So, if I was to take 128, add 1, I'll be at -1 not -128?
And if I was at -128 and add 1, I'll be at 1 not 128? |