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Crazy Tronners Wiki - Settings

Settings

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m (Special Settings for Influencing Zones: reformatted)
(DELAY_COMMAND [r] [+])
 
Line 8: Line 8:
 
==LOGIN_REQUIRED <1> [<player>]==
 
==LOGIN_REQUIRED <1> [<player>]==
 
set (the default value and all players flags) or a specific player flag . default value is 0.
 
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==
 
==ALLOW_PLAYER_TO_JOIN player_name 1|0==
 
set the player flag to allow him join the game  
 
set the player flag to allow him join the game  
Line 20: Line 22:
  
  
=Special Settings for Target Zone==
+
=Special Settings for Target Zone=
==TARGET_LIFETIME <int>===  
+
==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.
 
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>===  
+
==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.
 
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>===
+
==TARGET_INITIAL_SCORE <int>==
 
default: 10. means the first player will win 10 pts.
 
default: 10. means the first player will win 10 pts.
==TARGET_SCORE_DEPLETE <int>===
+
==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 ...
 
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>===
+
==TARGET_DECLARE_WINNER <bool>==
 
default: 1. means the last target conquest declare winner (first player entering the last target zone is the winner)
 
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 !
 
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=
 
=Special Settings for Influencing Zones=
Line 47: Line 60:
 
  target - can be used as a trigger for your script for many uses. A race checkpoint perhaps, or a deathzone generator.
 
  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> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>
+
  <nowiki> SPAWN_ZONE <win|death|ball|target|blast|koh> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>
  SPAWN_ZONE <fortress|flag> <team> <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 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></nowiki>
+
  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
 
  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.
 
  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:
+
  optional: if you want to give zones a name you can include:
 
  SPAWN_ZONE n zone_name TARGET .....
 
  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.  
+
  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===
Line 100: Line 156:
 
  and
 
  and
 
  set_zone_position zoneA 50 0 100 0 100 100 0 100 0 0
 
  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
+
the 2 cases describe the same square but the 2nd one will be 2 times slower
  
this is a route using spawn_zone functionnality so :
+
this is a route using spawn_zone functionality so :
 
  set_zone_position zoneA 100 100
 
  set_zone_position zoneA 100 100
 
will move the zone to 100,100 then back to it original location.<br>
 
will move the zone to 100,100 then back to it original location.<br>
Line 128: Line 184:
 
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.
 
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>==
 
==RESPAWN_PLAYER <playername> <messageflag> <posx> <posy> <dirx> <diry>==
* <playername> - name of the player to be respawned
+
{{ConfigurationSetting|playername|name of the player to be respawned}}
* <messageflag> - should the message be displayed
+
{{ConfigurationSetting|messageflag|should the message be displayed}}
* <posx> <posy> - position of the spawn point
+
{{ConfigurationSetting|posx {{!}} posy|position of the spawn point}}
* <dirx> <diry> - direction of driving
+
{{ConfigurationSetting|dirx {{!}} diry|direction of driving}}
 +
 
 +
=DELAY_COMMAND explained=
 +
 
 +
==DELAY_COMMAND [r<delay>] [+]<time> <string>==
 +
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...
 +
 
 +
*the optional r<delay> allows repetitive commands, every delay seconds
 +
*the optional + means relative to current game time.
 +
*time might be negative too but in this case (or without the +), it's absolute time.
 +
 
 +
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"
 +
 
 +
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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