Settings
Settings - Authentication, etc
RENAME_ENABLED <1> [<player>]
set (the default value and all players flags) or a specific player flag. default value is 1.
RENAME_PLAYER <player> <newname>
to rename the player from script
FORCE_SPECTATING <player>
force a player to spectator mode immediately. means the player is also killed if he's in the game.
LOGIN_REQUIRED <1> [<player>]
set (the default value and all players flags) or a specific player flag . default value is 0. OBSOLETE.
ALLOW_PLAYER_TO_JOIN player_name 1|0
set the player flag to allow him join the game
RENAME_PLAYER_ENABLED playername 1|0
set the flag for the selected player
ALLOW_PLAYER_TO_JOIN_DEFAULT 1|0
set the default value for player joining the server
RENAME_ENABLED_DEFAULT 1|0
to set the default flag for player joining the server. if 0, players can't rename ...
RENAME_ENABLED 1|0
set the default value + all players flags
Special Settings for Target Zone
TARGET_LIFETIME <int>
default: -1. -1 means no limit. A positive value means the zone will collapse alone after n sec even if no one conquers it.
TARGET_SURVIVE_TIME <int>
default: 10. value <=0 means no limit. a positive value means the zone will remains n sec before collapsing after the first player enter the zone.
TARGET_INITIAL_SCORE <int>
default: 10. means the first player will win 10 pts.
TARGET_SCORE_DEPLETE <int>
default: 2. means the score for next player will be decrease by 2. second player will get 8 pts, 3rd 6 pts ...
TARGET_DECLARE_WINNER <bool>
default: 1. means the last target conquest declare winner (first player entering the last target zone is the winner) So if you want infinite zone, just to catch the enter/left message, just set them to -1, -1, 0, 0, 0 ... and here it is, you have a switch in your map !
SET_TARGET_COMMAND <objectid> <event> <mode> <command>
Bind a command to a target zone. The command can be any valid command as written in the console.
- <objectid> is zone's name or game object id
- <event> is "onenter" or "onvanish". Set if the command will be executed when a player enter the zone or when the zone vanish
- <Mode> is "new" or "add". "new" will override previous command. "add" will hmmm, add :) the new command to previous ones. In this case, command will be executed in the corresponding order.
- <Command> is any valid command as for the console.
Special Settings for Influencing Zones
Spawn Zone
The ability to spawn all different types of zones via the command line or a script.
Zones no longer need to be specified in the map and can be spawned either via the console using /admin SPAWN_ZONE ... or using a script.
Possible types:
win - As soon as a player touches the zone he/his team win the round immediately. death - Touch the zone you die. ball - acts like a hockey puck, the should be some kind of goal you need to aim for. In the shape of a fortress zone. flag - you can pick up a flag, it will stick to you for a specified period. Take it back to your base in ctf. fortress - capture the enemies fortress/s and protect your own. zombie - I deathzone that is locked onto a player. Sometimes you can shoot them and get rid of them. target - can be used as a trigger for your script for many uses. A race checkpoint perhaps, or a deathzone generator.
SPAWN_ZONE <win|death|ball|target|blast|koh> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE rubber <x> <y> <size> <growth> <xdir> <ydir> <rubber> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE <fortress|flag|deathTeam|ballTeam> < <team> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE zombie <player> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE zombieOwner <player> <owner> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size> SPAWN_ZONE teleport <x> <y> <size> <growth> <dirx> <diry> <xdest> <ydest> <rel|abs|cycle> <xdirdest> <ydirdest> <relocation_factor><interactive> <r> <g> <b> <target_size>
Instead of <x> <y> one can write: L <x1> <y1> <x2> <y2> [...] Z This will allow you to have the zone follow a set path. It will continue to use the same initial speed. optional: if you wanr to give zones a name you can include: SPAWN_ZONE n zone_name TARGET ..... If you give more than one zone the same name you can influence all zones of the same name simultaneously.
Abbreviations Explained
x - The x position of the zone
y - The y position of the zone
size - The radius for the zone
growth - The growth or shrink(if negative) rate for the zone
xdir - The x Direction for the zone to travel
ydir - The y Direction for the zone to travel
xdest - The x Destination for the player (teleport zone)
ydest - The y Destination for the player (teleport zone)
interactive - true or False, should zones bounce off walls or die when they get to walls?
rel|abs|cycle - rel and abs are relative or absolute using the map basis. cycle is relative using the cycle basis. it means 100 10 is a jump of 100 forward then 10 left (as trigonometric angles, left is +, right is -). This is to be understand before any direction change. that means depending of the direction you entering the zone, you are teleported in a different direction Smile Default value is rel.
xdirdest - The x Direction of the player 0 keeps keeps current direction (teleport zone)
ydirdest - The y Direction of the player 0 keeps keeps current direction (teleport zone)
relocation_factor - is to activate (1) or desactivate (0) the relocation to make you leave a zone of the same size at destination. Not sure I'm really clear on this point. I put 0 or 1 cause you can actually use 0.5 for example. Not sure this one works 100% well but it seems to have the expected impact on my comp. Default value is 1.
r - The red color component for a zone 0-15
g - The Green color component for a zone 0-15
b - The Blue color component for a zone 0-15
target_size - larges or smallest size for the zone to grow or shrink to
team - Escaped team name IE team_blue for Team Blue (no_team for closest to zone)
player - escaped player name IE player_1 for Player 1
type
win
This spawns a winzone
death
this spawns a deathzone
ball
this spawns a ball(for styball)
ballTeam
this spawns a ball(for dodge ball) (team specific)
blast
Creates a blash inside of the zone removing players cycle walls
deathTeam
Death zone designed to only effect 1 team
koh
King of the hill zone
fortress
this spawns a fortress zone
flag
this spawns a flag zone for CTF
rubber
this spawns a rubber zone that can replenish or take away from a players rubber
target
this spawns a target zone
teleport
this spawns a zone to teleport a player
zombie
This spawns a Deathzone following a player
zombieOwner
this spawns a Zombie zones that is owned by 1 player but follows another
team
<team> must be the team name or anything else if you want to ignore the param. It is mandatory for flag and fortress type. If you spell it incorrectly, it links the zone to the closest player team(default behavior).
cordinates (x,y)
<pos_x>, <pos_y>, self explanatory. Of course it depends of the map
size
<size> is the radius of the zone
growth
<growth> is the growing factor of the zone.
speed
<dir_x>, <dir_y> is the speed vector, to make the zone move all alone Wink
interactive
<bouncing_flag> is a boolean. true or false (still case sensitive). If true, it makes the zone bounce on the rim walls
colour
<red>, <green>, <blue> are the colour component for the zone between 0 and 15. If not specified, it will be white. If the zone is linked to a team, the color will be the team color whatever you set here.
Examples
spawn_zone death 200 300 10 0.5 0 30 true 0 0 15 20
This would spawn a death zone with the following attributes...
coordinate x=200, y=300 size radius=10 growth=0.5 speed along x=0 speed along y=30 It will bounce of walls colour=blue max radius it will grow to=20
Allow you to set a new position for a zone or group of zones, relative to its current position.eg:
spawn_zone n group1 target 100 100 10 spawn_zone n group1 target 100 200 10 spawn_zone n group1 target 100 300 10 set_zone_position group1 50 0 50 50 0 50 0 0
will make the 3 zones describe a square.
The speed is fixed by the first move : it will be done in 1s. So if you try
set_zone_position zoneA 100 0 100 100 0 100 0 0 and set_zone_position zoneA 50 0 100 0 100 100 0 100 0 0
the 2 cases discribe the same square but the 2nd one will be 2 times slower
this is a route using spawn_zone functionnality so :
set_zone_position zoneA 100 100
will move the zone to 100,100 then back to it original location.
To stop it, I've made the route to stop if 2 points next to each other are identical. so:
set_zone_position zoneA 100 100 100 100
will stop the zone at the desired location(100,100).
COLLAPSE_ZONE <zone>
kill the specified zone or group of zones.
SET_ZONE_POSITION <zone> <x> <y>
SET_ZONE_RADIUS <zone> <radius> <growth_rate>
Change the radius and growth rate of zone or group of zones.
Universal Settings available
WAIT_FOR_EXTERNAL_SCRIPT 1|0
default is false
set it to 1 and the server stop at the end of the round and wait for the script to turn this setting back to 0 ...
Make sure you have it under control by your script, or it will render your server unusable.
it can be useful in many cases :
- map rotation/mode rotation at the end so we know if round was win or draw
- preparing the next map for race script so the script is not impacting the game (it use to be the case for race to winzone on marathon)
- updating the ladder
- sending messages to users
CYCLE_SPEED_MAX <int>
Default 100000. Unlike CYCLE_SPEED_MIN, which is "Minimal speed of your cycle, measured relative to CYCLE_SPEED". This is an int which is the actual maximum speed of your cycle. Things get ugly if you set CYCLE_SPEED_MAX < CYCLE_SPEED, but then they would.
RESPAWN_PLAYER <playername> <messageflag> <posx> <posy> <dirx> <diry>
- <playername> - name of the player to be respawned
- <messageflag> - should the message be displayed
- <posx> <posy> - position of the spawn point
- <dirx> <diry> - direction of driving
SVG output settings
SVG_OUTPUT_TIMING <n>
- This will create a file called map.svg in the var directory. this image shows what the grid currently looks like.
- Default 5 seconds (negative value to disable)
- Number of seconds between 2 svg generation.