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Crazy Tronners Wiki - Settings

Settings

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(DELAY_COMMAND [r] [+])
 
Line 1: Line 1:
==[[Spawn Zone | SPAWN_ZONE]]==
+
=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.
  
<pre>WAIT_FOR_EXTERNAL_SCRIPT
+
==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> [mode] <event> <command>==
 +
Bind a command to a target zone. The command can be any valid command as written in the console.
 +
 +
{{ConfigurationSetting|objectid|is zone's name or game object id}}
 +
{{ConfigurationSetting|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.}}
 +
{{ConfigurationSetting|event|is "onenter" or "onvanish". Set if the command will be executed when a player enter the zone or when the zone vanish}}
 +
{{ConfigurationSetting|Command|is any valid command as for the console.}}
 +
 +
Example
 +
SET_TARGET_COMMAND zone_1 onenter kill player_1      # Defaults to new w/o defining a mode, adding new will mess it up
 +
SET_TARGET_COMMAND zone_1 add onenter kill player_2  # adds another command to the zone
 +
 +
=Special Settings for Influencing Zones=
 +
==Spawn Zone==
 +
The ability to spawn all different types of zones via the command line or a script.<br>
 +
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.
 +
 +
<nowiki> 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 sumo <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></nowiki>
 +
 +
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 want 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===
 +
 +
{{ConfigurationSetting|x|The x position of the zone}}
 +
{{ConfigurationSetting|y|The y position of the zone}}
 +
{{ConfigurationSetting|size|The radius for the zone}}
 +
{{ConfigurationSetting|growth|The growth or shrink(if negative) rate for the zone}}
 +
{{ConfigurationSetting|xdir|The x Direction for the zone to travel}}
 +
{{ConfigurationSetting|ydir|The y Direction for the zone to travel}}
 +
{{ConfigurationSetting|xdest|The x Destination for the player (teleport zone)}}
 +
{{ConfigurationSetting|ydest|The y Destination for the player (teleport zone)}}
 +
{{ConfigurationSetting|interactive|true or False, should zones bounce off walls or die when they get to walls?}}
 +
{{ConfigurationSetting|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.}}
 +
{{ConfigurationSetting|xdirdest|The x Direction of the player 0 keeps keeps current direction (teleport zone)}}
 +
{{ConfigurationSetting|ydirdest|The y Direction of the player 0 keeps keeps current direction (teleport zone)}}
 +
{{ConfigurationSetting|relocation_factor|is to activate (1) or deactivate (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.}}
 +
{{ConfigurationSetting|r|The red color component for a zone 0-15}}
 +
{{ConfigurationSetting|g|The Green color component for a zone 0-15}}
 +
{{ConfigurationSetting|b|The Blue color component for a zone 0-15}}
 +
{{ConfigurationSetting|target_size|larges or smallest size for the zone to grow or shrink to}}
 +
{{ConfigurationSetting|team|Escaped team name IE team_blue for Team Blue (no_team for closest to zone)}}
 +
{{ConfigurationSetting|player|escaped player name IE player_1 for Player 1}}
 +
 +
===type===
 +
{{ConfigurationSetting|win|This spawns a winzone}}
 +
{{ConfigurationSetting|death|this spawns a deathzone}}
 +
{{ConfigurationSetting|ball|this spawns a ball(for styball)}}
 +
{{ConfigurationSetting|ballTeam|this spawns a ball(for dodge ball) (team specific)}}
 +
{{ConfigurationSetting|blast|Creates a blast inside of the zone removing players cycle walls}}
 +
{{ConfigurationSetting|deathTeam|Death zone designed to only effect 1 team}}
 +
{{ConfigurationSetting|koh|King of the hill zone}}
 +
{{ConfigurationSetting|fortress|this spawns a fortress zone}}
 +
{{ConfigurationSetting|flag|this spawns a flag zone for CTF}}
 +
{{ConfigurationSetting|rubber|this spawns a rubber zone that can replenish or take away from a players rubber}}
 +
{{ConfigurationSetting|sumo|this spawns a Fortress zones for all the teams}}
 +
{{ConfigurationSetting|target|this spawns a target zone}}
 +
{{ConfigurationSetting|teleport|this spawns a zone to teleport a player}}
 +
{{ConfigurationSetting|zombie|This spawns a Deathzone following a player}}
 +
{{ConfigurationSetting|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:<br>
 +
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 describe the same square but the 2nd one will be 2 times slower
 +
 +
this is a route using spawn_zone functionality so :
 +
set_zone_position zoneA 100 100
 +
will move the zone to 100,100 then back to it original location.<br>
 +
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
 
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 ...
+
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 ...<br>
it can be usefull in many cases :
+
Make sure you have it under control by your script, or it will render your server unusable.<br>
- map rotation/mode rotation at the end so we know if round was win or draw
+
it can be useful in many cases :
- 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)
+
* map rotation/mode rotation at the end so we know if round was win or draw
- updating the ladder
+
* 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)
- sending messages to users  
+
* 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>==
 +
{{ConfigurationSetting|playername|name of the player to be respawned}}
 +
{{ConfigurationSetting|messageflag|should the message be displayed}}
 +
{{ConfigurationSetting|posx {{!}} posy|position of the spawn point}}
 +
{{ConfigurationSetting|dirx {{!}} diry|direction of driving}}
 +
 
 +
=DELAY_COMMAND explained=
  
RENAME_ENABLED_DEFAULT 1|0 : to set the default flag for player joining the server. if 0, players can't rename ...
+
==DELAY_COMMAND [r<delay>] [+]<time> <string>==
RENAME_ENABLED 1|0 : set the default value + all players flags
+
the command can be used like any other map settings. The idea is to help handling mayhem like staging, or onslaught/flower power like scripts...  
RENAME_PLAYER_ENABLED playername 1|0 : set the flag for the selected player
+
RENAME_PLAYER currentname newname : rename the player from server
+
FORCE_SPECTATING playername : force a player to spectator mode immidiatly. means the player is also killed if he's in the game
+
ALLOW_PLAYER_TO_JOIN_DEFAULT 1|0 : set the default value for player joining the server
+
ALLOW_PLAYER_TO_JOIN player_name 1|0 : set the player flag to allow him join the game
+
  
RENAME_ENABLED <1> [<player>] : set (the default value and all players flags) or a specific player flag. default value is 1.
+
*the optional r<delay> allows repetitive commands, every delay seconds
RENAME_PLAYER <player> <newname> : to rename the player from script
+
*the optional + means relative to current game time.  
FORCE_SPECTATING <player> : force a player to spectator mode immidiatly. means the player is also killed if he's in the game
+
*time might be negative too but in this case (or without the +), it's absolute time.
  
LOGIN_REQUIRED <1> [<player>]: set (the default value and all players flags) or a specific player flag . default value is 0.</pre>
+
Examples :  
 +
DELAY_COMMAND +3 say hello!
 +
throw the say hello! command 3 sec later.  
 +
 +
DELAY_COMMAND -1 spawn_zone ...
 +
spawn a zone at game time -1
 +
 +
DELAY_COMMAND 30 center_message Stage 2
 +
send a center message "Stage 2" at game time 30
 +
 +
DELAY_COMMAND r10 +3 Say hello
 +
will result in "Admin: Hello" every ten seconds starting in 3 seconds(from time said)
 +
 +
DELAY_COMMAND r10 30 Say hello
 +
starting at 30 seconds and every 10 seconds after it says "Admin: Hello"
  
[[Category:Settings]]
+
More complex example :
 +
DELAY_COMMAND -1 SPAWN_ZONE n pulse death 250 250 10
 +
DELAY_COMMAND r8 0 SET_ZONE_RADIUS pulse 10 5
 +
DELAY_COMMAND r8 4 SET_ZONE_RADIUS pulse 30 -5
 +
this one spawn a zone in the center of standard squared map (500x500) and make it pulses from 10 to 30 to 10 radius every 8 seconds... (not tested but it should work)

Latest revision as of 17:25, 13 July 2012

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