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Crazy Tronners Wiki - Settings

Settings

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(Spawn Zone: Updated zone types with current abilities)
(DELAY_COMMAND [r] [+])
 
Line 34: Line 34:
 
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> <event> <mode> <command>==
+
==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.
 
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
+
{{ConfigurationSetting|objectid|is zone's name or game object id}}
* <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|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.
+
{{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 58: Line 63:
 
  SPAWN_ZONE rubber <x> <y> <size> <growth> <xdir> <ydir> <rubber> <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 <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>
 
  SPAWN_ZONE zombieOwner <player> <owner> <x> <y> <size> <growth> <xdir> <ydir> <interactive> <r> <g> <b> <target_size>
Line 65: Line 71:
 
  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===
 
===Abbreviations Explained===
====x====
+
 
The x position of the zone
+
{{ConfigurationSetting|x|The x position of the zone}}
====y====
+
{{ConfigurationSetting|y|The y position of the zone}}
The y position of the zone
+
{{ConfigurationSetting|size|The radius for the zone}}
====size====
+
{{ConfigurationSetting|growth|The growth or shrink(if negative) rate for the zone}}
The radius for the zone
+
{{ConfigurationSetting|xdir|The x Direction for the zone to travel}}
====growth====
+
{{ConfigurationSetting|ydir|The y Direction for the zone to travel}}
The growth or shrink(if negative) rate for the zone
+
{{ConfigurationSetting|xdest|The x Destination for the player (teleport zone)}}
====xdir====
+
{{ConfigurationSetting|ydest|The y Destination for the player (teleport zone)}}
The x Direction for the zone to travel
+
{{ConfigurationSetting|interactive|true or False, should zones bounce off walls or die when they get to walls?}}
====ydir====
+
{{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.
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
 
that means depending of the direction you entering the zone, you are teleported in a different direction Smile
Default value is rel.
+
Default value is rel.}}
====xdirdest====
+
{{ConfigurationSetting|xdirdest|The x Direction of the player 0 keeps keeps current direction (teleport zone)}}
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)}}
====ydirdest====
+
{{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.}}
The y Direction of the player 0 keeps keeps current direction (teleport zone)
+
{{ConfigurationSetting|r|The red color component for a zone 0-15}}
====relocation_factor====
+
{{ConfigurationSetting|g|The Green color component for a zone 0-15}}
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.
+
{{ConfigurationSetting|b|The Blue color component for a zone 0-15}}
====r====
+
{{ConfigurationSetting|target_size|larges or smallest size for the zone to grow or shrink to}}
The red color component for a zone 0-15
+
{{ConfigurationSetting|team|Escaped team name IE team_blue for Team Blue (no_team for closest to zone)}}
====g====
+
{{ConfigurationSetting|player|escaped player name IE player_1 for Player 1}}
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===
 
===type===
====win====
+
{{ConfigurationSetting|win|This spawns a winzone}}
This spawns a winzone
+
{{ConfigurationSetting|death|this spawns a deathzone}}
====death====
+
{{ConfigurationSetting|ball|this spawns a ball(for styball)}}
this spawns a deathzone
+
{{ConfigurationSetting|ballTeam|this spawns a ball(for dodge ball) (team specific)}}
====ball====
+
{{ConfigurationSetting|blast|Creates a blast inside of the zone removing players cycle walls}}
this spawns a ball(for styball)
+
{{ConfigurationSetting|deathTeam|Death zone designed to only effect 1 team}}
====ballTeam====
+
{{ConfigurationSetting|koh|King of the hill zone}}
this spawns a ball(for dodge ball) (team specific)
+
{{ConfigurationSetting|fortress|this spawns a fortress zone}}
====blast====
+
{{ConfigurationSetting|flag|this spawns a flag zone for CTF}}
Creates a blash inside of the zone removing players cycle walls
+
{{ConfigurationSetting|rubber|this spawns a rubber zone that can replenish or take away from a players rubber}}
====deathTeam====
+
{{ConfigurationSetting|sumo|this spawns a Fortress zones for all the teams}}
Death zone designed to only effect 1 team
+
{{ConfigurationSetting|target|this spawns a target zone}}
====koh====
+
{{ConfigurationSetting|teleport|this spawns a zone to teleport a player}}
King of the hill zone
+
{{ConfigurationSetting|zombie|This spawns a Deathzone following a player}}
====fortress====
+
{{ConfigurationSetting|zombieOwner|this spawns a Zombie zones that is owned by 1 player but follows another}}
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===
 
<team> must be the team name or anything else if you want to ignore the param. It is mandatory for flag and fortress type.  
 
<team> must be the team name or anything else if you want to ignore the param. It is mandatory for flag and fortress type.  
Line 180: 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 208: 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}}
  
=SVG output settings=
+
=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"
  
==SVG_OUTPUT_TIMING <n> ==
+
More complex example :
*This will create a file called map.svg in the var directory. this image shows what the grid currently looks like.
+
DELAY_COMMAND -1 SPAWN_ZONE n pulse death 250 250 10
*Default 5 seconds (negative value to disable)
+
DELAY_COMMAND r8 0 SET_ZONE_RADIUS pulse 10 5
*Number of seconds between 2 svg generation.
+
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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