Notes:SettingName:::Name of the Game the settings "create" Notes:Maker:::Creator of the settings Notes:CoMaker:::Original and/or helper of the zone Notes:MapName:::Map name(s) used with settings Notes:Mapper:::Map Maker's name Notes:Note1:::Any other misc notes you wish to add Notes:Note2:::Any other misc notes you wish to add Notes:Note3:::Any other misc notes you wish to add Notes:Note4:::Any other misc notes you wish to add Notes:Note5:::Any other misc notes you wish to add Bomb:BombDamageLevel:::Amount of damage a bomb causes at its center point (for all bomb levels) Bomb:BombAliveTime:::Time bomb is alive (in hundredths of a second) Bomb:BombExplodeDelay:::How long after the proximity sensor is triggered before bomb explodes. (note: it explodes immediately if ship moves away from it after triggering it) Bomb:BombExplodePixels:::Blast radius in pixels for an L1 bomb (L2 bombs double this, L3 bombs triple this) Bomb:ProximityDistance:::Radius of proximity trigger in tiles. Each bomb level adds 1 to this amount. Bomb:JitterTime:::How long the screen jitters from a bomb hit. (in hundredths of a second) Bomb:BombSafety:0:1:Whether proximity bombs have a firing safety (0=no 1=yes). If enemy ship is within proximity radius, will it allow you to fire. Bomb:EBombShutdownTime:::Maximum time recharge is stopped on players hit with an EMP bomb. Bomb:EBombDamagePercent:::Percentage of normal damage applied to an EMP bomb 0=0% 1000=100% 2000=200% Bomb:BBombDamagePercent:::Percentage of normal damage applied to a bouncing bomb 0=0% 1000=100% 2000=200% Brick:BrickTime:::How long bricks last (in hundredths of a second) Brick:BrickSpan:::How many tiles bricks are able to span Bullet:BulletDamageLevel:::Maximum amount of damage that a L1 bullet will cause. Formula; damage = squareroot(rand# * (max damage^2 + 1)) Bullet:BulletDamageUpgrade:::Amount of extra damage each bullet level will cause Bullet:BulletAliveTime:::How long bullets live before disappearing (in hundredths of a second) Bullet:ExactDamage:0:1:If damage is to be random or not (1=exact, 0=random) Burst:BurstDamageLevel:::Maximum amount of damage caused by a single burst bullet. Cost:PurchaseAnytime:0:1:Where prizes can be purchased 0 = safe zone, 1 = anywhere Cost:Recharge:::Cost (in points) to purchase this prize Cost:Energy:::Cost (in points) to purchase this prize Cost:Rotation:::Cost (in points) to purchase this prize Cost:Stealth:::Cost (in points) to purchase this prize Cost:Cloak:::Cost (in points) to purchase this prize Cost:XRadar:::Cost (in points) to purchase this prize Cost:Gun:::Cost (in points) to purchase this prize Cost:Bomb:::Cost (in points) to purchase this prize Cost:Bounce:::Cost (in points) to purchase this prize Cost:Thrust:::Cost (in points) to purchase this prize Cost:Speed:::Cost (in points) to purchase this prize Cost:MultiFire:::Cost (in points) to purchase this prize Cost:Prox:::Cost (in points) to purchase this prize Cost:Super:::Cost (in points) to purchase this prize Cost:Shield:::Cost (in points) to purchase this prize Cost:Shrap:::Cost (in points) to purchase this prize Cost:AntiWarp:::Cost (in points) to purchase this prize Cost:Repel:::Cost (in points) to purchase this prize Cost:Burst:::Cost (in points) to purchase this prize Cost:Decoy:::Cost (in points) to purchase this prize Cost:Thor:::Cost (in points) to purchase this prize Cost:Brick:::Cost (in points) to purchase this prize Cost:Rocket:::Cost (in points) to purchase this prize Cost:Portal:::Cost (in points) to purchase this prize Custom:SaveStatsTime:100000:100000000:How often a custom arena saves its scores to the hard drive (in case something goes wrong) Door:DoorDelay:::How often doors attempt to switch their state. Door:DoorMode:::Door mode (-2=all doors completely random, -1=weighted random (some doors open more often than others), 0-255=fixed doors (1 bit of byte for each door specifying whether it is open or not) Flag:FlaggerOnRadar:::Whether the flaggers appear on radar in red 0=no 1=yes Flag:FlaggerKillMultiplier:::Number of times more points are given to a flagger (1 = double points, 2 = triple points) Flag:FlaggerGunUpgrade:0:1:Whether the flaggers get a gun upgrade 0=no 1=yes Flag:FlaggerBombUpgrade:0:1:Whether the flaggers get a bomb upgrade 0=no 1=yes Flag:FlaggerFireCostPercent:::Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200% Flag:FlaggerDamagePercent:::Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200% Flag:FlaggerSpeedAdjustment:::Amount of speed adjustment player carrying flag gets (negative numbers mean slower) Flag:FlaggerThrustAdjustment:::Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust) Flag:FlaggerBombFireDelay:::Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20) Flag:CarryFlags:0:2:Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time) Flag:FlagDropDelay:::Time before flag is dropped by carrier (0=never) Flag:FlagDropResetReward:::Minimum kill reward that a player must get in order to have his flag drop timer reset. Flag:EnterGameFlaggingDelay:::Time a new player must wait before they are allowed to see flags Flag:FlagBlankDelay:::Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds. Flag:NoDataFlagDropDelay:::Amount of time that a user can get no data from server before flags he is carrying are dropped. Flag:FlagMode: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:::Amount of time before an un-won flag game is reset (in hundredths of a second) Advisable to be over 1000000 Flag:MaxFlags:0:32:Maximum number of flags in the arena. (0=no flag game) Flag:RandomFlags:0:1:Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes) Flag:FlagReward:::Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared) Flag:FlagRewardMode: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:::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:::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:0:1:Whether the flaggers can transfer flags to other teammates (0=no 1=yes) Kill:MaxBonus:::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:::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:::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:::Number of points added to players bounty each time he kills an opponent. Kill:EnterDelay:::How long after a player dies before he can re-enter the game. Kill:KillPointsPerFlag:::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:::Bounty of target must be over this value to get any KillPointsPerFlag bonus points. Kill:DebtKills:::Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal) Kill:NoRewardKillDelay:::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:::Percentage of your own bounty added to your reward when you kill somebody else. Kill:FixedKillReward:::Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always) Kill:JackpotBountyPercent:::Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200% King:DeathCount:::Number of deaths a player is allowed until his crown is removed King:ExpireTime:::Initial time given to each player at beginning of 'King of the Hill' round King:RewardFactor:::Number of points given to winner of 'King of the Hill' round (uses FlagReward formula) King:NonCrownAdjustTime:::Amount of time added for killing a player without a crown King:NonCrownMinimumBounty:::Minimum amount of bounty a player must have in order to receive the extra time. King:CrownRecoverKills:::Number of crown kills a non-crown player must get in order to get their crown back. Latency:SendRoutePercent:300:800:Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks) Latency:KickOutDelay:100:2000:Amount of time the server can receive no data from the player before the player is kicked. Latency:NoFlagDelay:100:1000:Amount of time before the server can receive no data from the player before it denies them the ability to pick up flags. Latency:NoFlagPenalty:300:32000:Amount of time user is penalized when they exceed the NoFlagDelay. Latency:SlowPacketKickoutPercent:0:1000:Percentage of C2S slow packets before a player is kicked. Latency:SlowPacketTime:20:200:Amount of latency C2S that constitutes a slow packet. Latency:SlowPacketSampleSize:50:1000:Number of packets to sample C2S before checking for kickout. Latency:ClientSlowPacketKickoutPercent:0:1000:Percentage of S2C slow packets before a player is kicked. Latency:ClientSlowPacketTime:20:200:Amount of latency S2C that constitutes a slow packet. Latency:ClientSlowPacketSampleSize:50:1000:Number of packets to sample S2C before checking for kickout. Latency:MaxLatencyForWeapons:20:200:Maximum C2S latency to allow before server disables weapons. Latency:MaxLatencyForPrizes:50:800:Maximum amount of time that can pass before a shared prize packet is ignored. Latency:MaxLatencyForKickOut:40:200:Maximum latency that allowed before kickout. Latency:LatencyKickOutTime:300:3000:Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs. Latency:S2CNoDataKickoutDelay:100:32000:Amount of time a user can receive no data from server before connection is terminated. Latency:CutbackWatermark:500:32000:Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets. Latency:C2SNoDataAction:::0=Use Normal Method (Above settings) 1=Display Sysop Warning, 2=Spec Player, 3=Warning&Spec, 4=Kick, 5=Warning&Kick, 6=Kick&Spec, 7=Warning&Kick&Spec Latency:C2SNoDataTime:::If above setting (C2SNoDataAction) is set, this is the delay (in 1/100 of a second [100 = 1 second, 60000=1 minute]) that a player's ping can be maxed at during a position packet before action takes place Latency:NegativeClientSlowPacketTime:::Packets with future timestamp farther in future than this variable are considered as slow packets (0=disabled). Feature is still experimental. Message:MessageReliable:0:1:Whether messages are sent reliably. Message:AllowAudioMessages:0:1:Whether players can send audio messages (0=no 1=yes) Message:BongAllowed:0:1:Whether players can play bong sounds (0=no 1=yes) Message:QuickMessageLimit:::Maximum number of messages that can be sent in a row before player is kicked. Message:MessageTeamReliable:0:1:Whether team messages are sent reliably. Message:MessageDistance:::Don't think this is used anymore.... Mine:MineAliveTime:0:60000:Time that mines are active (in hundredths of a second) Mine:TeamMaxMines:0:32000:Maximum number of mines allowed to be placed by an entire team Misc:FrequencyShipTypes:0:1:Whether ship type is based on frequency player is on or not (0=no 1=yes) Misc:WarpPointDelay:::How long a Portal point is active. Misc:DecoyAliveTime:::Time a decoy is alive (in hundredths of a second) Misc:BounceFactor:::How bouncy the walls are (16=no-speed-loss) Misc:SafetyLimit:::Amount of time that can be spent in the safe zone. (90000 = 15 mins) Misc:TickerDelay:::Amount of time between ticker help messages. Misc:WarpRadiusLimit:::When ships are randomly placed in the arena, this parameter will limit how far from the center of the arena they can be placed (1024=anywhere) Misc:ActivateAppShutdownTime:::Amount of time a ship is shutdown after application is reactivated (ie. when they come back from windows mode) Misc:NearDeathLevel:::Amount of energy that constitutes a near-death experience (ships bounty will be decreased by 1 when this occurs -- used for dueling zone) Misc:VictoryMusic:0:1:Whether the zone plays victory music or not. Misc:BannerPoints:::Number of points require to display a banner Misc:MaxLossesToPlay:::Number of deaths before a player is forced into spectator mode (0=never) Misc:SpectatorQuiet:0:1:Whether spectators can talk to active players (1=no 0=yes) Misc:MaxPlaying:::Maximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting)) Misc:TimedGame:::Amount of time in a timed game (like speed zone) (0=not a timed game) Misc:ResetScoreOnFrequencyChange:0:1:Whether a players score should be reset when they change frequencies (used primarily for timed games like soccer) Misc:SendPositionDelay:0:20:Amount of time between position packets sent by client. Misc:SlowFrameCheck:0:1:Whether to check for slow frames on the client (possible cheat technique) (flawed on some machines, do not use) Misc:SlowFrameRate:0:35:Check whether client has too slow frame rate to play (0=disabled, 1-35=Frame Rate limit, if < than this, kicked) Misc:AllowSavedShips:0:1:Whether saved ships are allowed (do not allow saved ship in zones where sub-arenas may have differing parameters) 1 = Savedfrom last arena/lagout, 0 = New Ship when entering arena/zone Misc:FrequencyShift:0:10000:Amount of random frequency shift applied to sounds in the game. Misc:ExtraPositionData:0:1:Whether regular players receive sysop data about a ship (leave this at zero) Misc:SheepMessage:::String that Appears when a player types ?sheep Misc:MaxPlayers:::This is max amount of players in this arena. Will override the .ini max arena setting Misc:GreetMessage:::This message, if set to anything, will be sent to the player who just enter arena/zone Misc:PeriodicMessage0:::Info about this will be in explained through all 0-4 of these. Read next one down... To set it blank, set it to: 0 Misc:PeriodicMessage1:::Must be set to this format: (Time for repeating) (Delay after arena is created) (Text) *Read Next! Misc:PeriodicMessage2:::Time for repeating will be after every X mins (60=1hour, 1440=1day), will display this message. *READ NEXT! Misc:PeriodicMessage3:::Delay will be after first person enters arena, it will then start this many mins after they enter. Good so they don't get one instantly for no reason. *READ NEXT! Misc:PeriodicMessage4:::Text will be the text. If text starts with a * (ie: *Hello), will act as a *zone message. If no * (ie: Hello), will act as a *arena command. Misc:MaxXRes:::Max X res limit, 0 = no limit Misc:MaxYRes:::Max Y res limit, 0 = no limit Misc:ContinuumOnly:::If set to 0, anyone can play. If set to 1, only continuum uses can play in ship, while all VIE clients will be locked in spec. Misc:LevelFiles:::List of .lvz files, seperated by commas, that will be downloaded via client and used in this arena. A + in front of .lvz file will make it optional Misc:MinUsage:::Min total usage hours required to play in this arena. Misc:StartInSpec:::If set to 1, all users entering arena start in spec. Otherwise enter arena as normal. Misc:MaxTimerDrift:::Percentage how much client timer is allowed to differ from server timer. Misc:DisableScreenshot:::If set to 0, anyone can take screenshots. If set to 1, only spectators can. Misc:AntiWarpSettleDelay:::Time (in 1/100 of a second) after someone warps/portals/attaches that they cannot warp/portal/attach again for (like a temp antiwarp enabled for them only) Misc:SaveSpawnScore:::If set to 1, will save spawn scores to arenaname.scr. If set to 0, or blank, will not create useless .scr files. Owner:UserId:::User ID number for Users name Owner:Name:::Owners Username PacketLoss:C2SKickOutPercent:::ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) PacketLoss:S2CKickOutPercent:::ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) PacketLoss:SpectatorPercentAdjust:::Amount of extra packetloss a spectator is allowed to have. PacketLoss:PacketLossDisableWeapons:0:1:Whether the server disables weapons for high packetloss or not (1=yes 0=no) Periodic:RewardDelay:0:720000:Time interval between each periodic reward (0=no periodic reward) Periodic:RewardMinimumPlayers:0:255:Number of players that must be in the arena before periodic rewards will occur Periodic:RewardPoints:-500:1000:Number of points given out to team members (per flag owned). (Negative numbers = flagCount * playersInArena) Prize:MultiPrizeCount:::Number of random 'Greens' given with a 'MultiPrize' Prize:PrizeFactor:::Number of prizes hidden is based on number of players in game. This number adjusts the formula, higher numbers mean more prizes. (*Note: 10000 is max, 10 greens per person) Prize:PrizeDelay:::How often prizes are regenerated (in hundredths of a second) Prize:PrizeHideCount:::Number of prizes that are regenerated every PrizeDelay. Prize:MinimumVirtual:::Distance from center of arena that prizes/flags/soccer-balls will generate Prize:UpgradeVirtual:::Amount of additional distance added to MinimumVirtual for each player that is in the game. Prize:PrizeMaxExist:::Maximum amount of time that a hidden prize will remain on screen. (actual time is random) Prize:PrizeMinExist:::Minimum amount of time that a hidden prize will remain on screen. (actual time is random) Prize:PrizeNegativeFactor:::Odds of getting a negative prize. (1 = every prize, 32000 = extremely rare) Prize:DeathPrizeTime:::How long the prize exists that appears after killing somebody. Prize:EngineShutdownTime:::Time the player is affected by an 'Engine Shutdown' Prize (in hundredth of a second) Prize:TakePrizeReliable:0:1:Whether prize packets are sent reliably (C2S) Prize:S2CTakePrizeReliable:0:1:Whether prize packets are sent reliably (S2C) PrizeWeight:Recharge:::Likelyhood of 'Full Charge' prize appearing (NOTE! This is FULL CHARGE, not Recharge!! stupid vie) PrizeWeight:QuickCharge:::Likelyhood of 'Recharge' prize appearing PrizeWeight:Energy:::Likelyhood of 'Energy Upgrade' prize appearing PrizeWeight:Rotation:::Likelyhood of 'Rotation' prize appearing PrizeWeight:Stealth:::Likelyhood of 'Stealth' prize appearing PrizeWeight:Cloak:::Likelyhood of 'Cloak' prize appearing PrizeWeight:AntiWarp:::Likelyhood of 'AntiWarp' prize appearing PrizeWeight:XRadar:::Likelyhood of 'XRadar' prize appearing PrizeWeight:Warp:::Likelyhood of 'Warp' prize appearing PrizeWeight:Gun:::Likelyhood of 'Gun Upgrade' prize appearing PrizeWeight:Bomb:::Likelyhood of 'Bomb Upgrade' prize appearing PrizeWeight:BouncingBullets:::Likelyhood of 'Bouncing Bullets' prize appearing PrizeWeight:Thruster:::Likelyhood of 'Thruster' prize appearing PrizeWeight:TopSpeed:::Likelyhood of 'Speed' prize appearing PrizeWeight:MultiFire:::Likelyhood of 'MultiFire' prize appearing PrizeWeight:Proximity:::Likelyhood of 'Proximity Bomb' prize appearing PrizeWeight:Glue:::Likelyhood of 'Engine Shutdown' prize appearing PrizeWeight:AllWeapons:::Likelyhood of 'Super!' prize appearing PrizeWeight:Shields:::Likelyhood of 'Shields' prize appearing PrizeWeight:Shrapnel:::Likelyhood of 'Shrapnel Upgrade' prize appearing PrizeWeight:Repel:::Likelyhood of 'Repel' prize appearing PrizeWeight:Burst:::Likelyhood of 'Burst' prize appearing PrizeWeight:Decoy:::Likelyhood of 'Decoy' prize appearing PrizeWeight:Thor:::Likelyhood of 'Thor' prize appearing PrizeWeight:Portal:::Likelyhood of 'Portal' prize appearing PrizeWeight:Brick:::Likelyhood of 'Brick' prize appearing PrizeWeight:Rocket:::Likelyhood of 'Rocket' prize appearing PrizeWeight:MultiPrize:::Likelyhood of 'Multi-Prize' prize appearing Radar:RadarMode:0:4:Radar mode (0=normal, 1=half/half, 2=quarters, 3=half/half-see team mates, 4=quarters-see team mates) Radar:RadarNeutralSize:0:1024:Size of area between blinded radar zones (in pixels) Radar:MapZoomFactor:8:1000:A number representing how far you can see on radar. Repel:RepelSpeed:::Speed at which players are repelled Repel:RepelTime:::Time players are affected by the repel (in hundredths of a second) Repel:RepelDistance:::Number of pixels from the player that are affected by a repel. Rocket:RocketThrust:::Thrust value given while a rocket is active. Rocket:RocketSpeed:::Speed value given while a rocket is active. Routing:RadarFavor:1:7:Number of packets somebody on radar receives (1 = every packet, 3 = every fourth packet, 7 = every eighth packet) Routing:CloseEnoughBulletAdjust:0:512:Distance off edge of screen in pixels that bullet packets will always forward to player. Routing:CloseEnoughBombAdjust:0:4096:Distance off edge of radar in pixels that bomb packets will always forward to player. (in direction bomb is heading only) Routing:DeathDistance:1000:16384:Distance death messages are forwarded. Routing:DoubleSendPercent:500:900:Percentage packetloss at which server starts double sending weapon packets. Routing:WallResendCount:0:3:Number of times a create wall packet is sent unreliably (in additional to the reliable send) Routing:QueuePositions:::Set to 1 to use following 4 settings: Routing:PosSendRadar:::How long radar packets are queued, default 100 ms Routing:PosSendEdge:::How long packets on screen edge are queued, default 30 ms Routing:PosSendClose:::How long close packets are queue, default 20 ms Routing:ClosePosPixels:::How near are packets considered close, default 250 pixels Security:S2CKickOutPercentWeapons:::The percent kickout for not getting weapon packets. Security:SecurityKickOff:0:1:Whether players doing security violations get kicked off or not. Security:SuicideLimit:::Maximum number of suicides before player is kicked (no longer used since there are no suicides???) Security:MaxShipTypeSwitchCount:::Number of times a player can change ship type without being removed from the arena Security:PacketModificationMax:::Maximum number of modified packets allowed before a security violation is triggered. Security:MaxDeathWithoutFiring:::Number of times a player can die without firing before being removed from the arena. Shrapnel:ShrapnelSpeed:::Speed that shrapnel travels Shrapnel:InactiveShrapDamage:::Amount of damage shrapnel causes in it's first 1/4 second of life. Shrapnel:ShrapnelDamagePercent:::Percentage of normal damage applied to shrapnel (relative to bullets of same level) 0=0% 1000=100% 2000=200% Shrapnel:Random:0:1:Whether shrapnel spreads in circular or random patterns 0=circular 1=random Spawn:Team0-X:::If set to a value, this is the center point where Freq 0 will start Spawn:Team0-Y:::If set to a value, this is the center point where Freq 0 will start Spawn:Team0-Radius:::How large of a circle from center point can they warp (in Tiles) Spawn:Team1-X:::If set to a value, this is the center point where Freq 1 will start Spawn:Team1-Y:::If set to a value, this is the center point where Freq 1 will start Spawn:Team1-Radius:::How large of a circle from center point can they warp (in Tiles) Spawn:Team2-X:::If set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1 Spawn:Team2-Y:::If set to a value, this is the center point where Freq 2 will start *NOTE: If not set, but 0 and 1 set, will loop between 0 and 1 Spawn:Team2-Radius:::How large of a circle from center point can they warp (in Tiles) Spawn:Team3-X:::If set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc Spawn:Team3-Y:::If set to a value, this is the center point where Freq 3 will start *NOTE: Repeats, Freq 4 will use Team0's, Freq 5 use Team1's, etc Spawn:Team3-Radius:::How large of a circle from center point can they warp (in Tiles) Soccer:BallBounce:0:1:Whether the ball bounces off walls (0=ball go through walls, 1=ball bounces off walls) Soccer:AllowBombs:0:1:Whether the ball carrier can fire his bombs (0=no 1=yes) Soccer:AllowGuns:0:1:Whether the ball carrier can fire his guns (0=no 1=yes) Soccer:PassDelay:0:10000:How long after the ball is fired before anybody can pick it up (in hundredths of a second) Soccer:Mode:0:6:Goal configuration (0=any goal, 1=left-half/right-half, 2=top-half/bottom-half, 3=quadrants-defend-one-goal, 4=quadrants-defend-three-goals, 5=sides-defend-one-goal, 6=sides-defend-three-goals) Soccer:BallCount:::Number of soccer balls in the arena (0=soccer game off) Soccer:SendTime:::How often the balls position is updated (note: set larger if you have more soccer balls to prevent too much modem traffic) Soccer:Reward:::Negative numbers equal absolute points given, positive numbers use FlagReward formula. Soccer:CapturePoints:::If positive, these points are distributed to each goal/team. When you make a goal, the points get transferred to your goal/team. In timed games, team with most points in their goal wins. If one team gets all the points, then they win as well. If negative, teams are given 1 point for each goal, first team to reach -CapturePoints points wins the game. Soccer:UseFlagger:0:1:If player with soccer ball should use the Flag:Flagger* ship adjustments or not (0=no, 1=yes) Soccer:BallLocation:0:1:Whether the balls location is displayed at all times or not (0=not, 1=yes) Soccer:BallBlankDelay:::Amount of time a player can receive no data from server and still pick up the soccer ball. Soccer:CatchMinimum:::Minimun goals needed to win Soccer:CatchPoints:::Max goals needed to win Soccer:WinBy:::Have to beat other team by this many goals Soccer:DisableWallPass:::Set to 1 to disable passing of ball through a wall Soccer:DisableBallKilling:::Set to 1 to disable people dieing in safety with the ball Team:MaxFrequency:::Maximum number of frequencies allowed in arena (5 would allow frequencies 0,1,2,3,4) Team:MaxPerTeam:::Maximum number of players on a non-private frequency Team:MaxPerPrivateTeam:::Maximum number of players on a private frequency (0=same as MaxPerTeam) Team:DesiredTeams:::Number of teams the server creates when adding new players before it starts adding new players to existing teams. Team:ForceEvenTeams:::Whether people are allowed to change teams if it would make the teams uneven. 0 = no restrictions, 1-10 = allowed variance Team:SpectatorFrequency:::Frequency reserved for spectators (does not have to be within MaxFrequency limit) Territory:RewardDelay:::Time interval between each territory reward (0=no territory reward) Territory:RewardBaseFlags:::Minimum number of flags required to receive the territory reward Territory:RewardMinimumPlayers:::Minimum number of players required in game to receive the territory reward Territory:RewardPoints:::Amount of points given out to the players at end of each time interval (formula is complicated) Toggle:AntiWarpPixels:::Distance Anti-Warp affects other players (in pixels) (note: enemy must also be on radar) Wormhole:GravityBombs:0:1:Whether a wormhole affects bombs (0=no 1=yes) Wormhole:SwitchTime:::How often the wormhole switches its destination. All:InitialRotation:::Initial rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) All:InitialThrust:::Initial thrust of ship (0 = none) All:InitialSpeed:::Initial speed of ship (0 = can't move) All:InitialRecharge:::Initial recharge rate, or how quickly this ship recharges its energy. All:InitialEnergy:::Initial amount of energy that the ship can have. All:MaximumRotation:::Maximum rotation rate of the ship (0 = can't rotate, 400 = full rotation in 1 second) All:MaximumThrust:::Maximum thrust of ship (0 = none) All:MaximumSpeed:::Maximum speed of ship (0 = can't move) All:MaximumRecharge:::Maximum recharge rate, or how quickly this ship recharges its energy. All:MaximumEnergy:::Maximum amount of energy that the ship can have. All:UpgradeRotation:::Amount added per 'Rotation' Prize All:UpgradeThrust:::Amount added per 'Thruster' Prize All:UpgradeSpeed:::Amount added per 'Speed' Prize All:UpgradeRecharge:::Amount added per 'Recharge Rate' Prize All:UpgradeEnergy:::Amount added per 'Energy Upgrade' Prize All:CloakStatus:0:2:Whether ships are allowed to receive 'Cloak' 0=no 1=yes 2=yes/start-with All:StealthStatus:0:2:Whether ships are allowed to receive 'Stealth' 0=no 1=yes 2=yes/start-with All:XRadarStatus:0:2:Whether ships are allowed to receive 'X-Radar' 0=no 1=yes 2=yes/start-with All:AntiWarpStatus:0:2:Whether ships are allowed to receive 'Anti-Warp' 0=no 1=yes 2=yes/start-with All:CloakEnergy:0:32000:Amount of energy required to have 'Cloak' activated (thousanths per hundredth of a second) All:StealthEnergy:0:32000:Amount of energy required to have 'Stealth' activated (thousanths per hundredth of a second) All:XRadarEnergy:0:32000:Amount of energy required to have 'X-Radar' activated (thousanths per hundredth of a second) All:AntiWarpEnergy:0:32000:Amount of energy required to have 'Anti-Warp' activated (thousanths per hundredth of a second) All:InitialRepel:::Initial number of Repels given to ships when they start All:InitialBurst:::Initial number of Bursts given to ships when they start All:InitialBrick:::Initial number of Bricks given to ships when they start All:InitialRocket:::Initial number of Rockets given to ships when they start All:InitialThor:::Initial number of Thor's Hammers given to ships when they start All:InitialDecoy:::Initial number of Decoys given to ships when they start All:InitialPortal:::Initial number of Portals given to ships when they start All:InitialGuns:0:3:Initial level a ship's guns fire 0=no guns All:InitialBombs:0:3:Initial level a ship's bombs fire 0=no bombs All:RepelMax:::Maximum number of Repels allowed in ships All:BurstMax:::Maximum number of Bursts allowed in ships All:DecoyMax:::Maximum number of Decoys allowed in ships All:RocketMax:::Maximum number of Rockets allowed in ships All:ThorMax:::Maximum number of Thor's Hammers allowed in ships All:BrickMax:::Maximum number of Bricks allowed in ships All:PortalMax:::Maximum number of Portals allowed in ships All:MaxGuns:0:3:Maximum level a ship's guns can fire 0=no guns All:MaxBombs:0:3:Maximum level a ship's bombs can fire 0=no bombs All:BulletFireEnergy:::Amount of energy it takes a ship to fire a single L1 bullet All:BulletSpeed:::How fast bullets travel All:BulletFireDelay:::delay that ship waits after a bullet is fired until another weapon may be fired (in hundredths of a second) All:MultiFireEnergy:::Amount of energy it takes a ship to fire multifire L1 bullets All:MultiFireDelay:::delay that ship waits after a multifire bullet is fired until another weapon may be fired (in hundredths of a second) All:MultiFireAngle:::Angle spread between multi-fire bullets and standard forward firing bullets. (111 = 1 degree, 1000 = 1 ship-rotation-point) All:DoubleBarrel:0:1:Whether ships fire with double barrel bullets 0=no 1=yes All:BombFireEnergy:::Amount of energy it takes a ship to fire a single bomb All:BombFireEnergyUpgrade:::Extra amount of energy it takes a ship to fire an upgraded bomb. ie. L2 = BombFireEnergy+BombFireEnergyUpgrade All:BombThrust:::Amount of back-thrust you receive when firing a bomb. All:BombBounceCount:::Number of times a ship's bombs bounce before they explode on impact All:BombSpeed:::How fast bombs travel All:BombFireDelay:::delay that ship waits after a bomb is fired until another weapon may be fired (in hundredths of a second) All:EmpBomb:0:1:Whether ships fire EMP bombs 0=no 1=yes All:SeeBombLevel:0:4:If ship can see bombs on radar (0=Disabled, 1=All, 2=L2 and up, 3=L3 and up, 4=L4 bombs only) All:MaxMines:::Maximum number of mines allowed in ships All:SeeMines:0:1:Whether ships see mines on radar 0=no 1=yes All:LandmineFireEnergy:::Amount of energy it takes a ship to place a single L1 mine All:LandmineFireEnergyUpgrade:::Extra amount of energy it takes to place an upgraded landmine. ie. L2 = LandmineFireEnergy+LandmineFireEnergyUpgrade All:LandmineFireDelay:::delay that ship waits after a mine is fired until another weapon may be fired (in hundredths of a second) All:ShrapnelMax:0:31:Maximum amount of shrapnel released from a ship's bomb All:ShrapnelRate:0:31:Amount of additional shrapnel gained by a 'Shrapnel Upgrade' prize. All:BurstSpeed:::How fast the burst shrapnel is for this ship. All:BurstShrapnel:::Number of bullets released when a 'Burst' is activated All:TurretThrustPenalty:::Amount the ship's thrust is decreased with a turret riding All:TurretSpeedPenalty:::Amount the ship's speed is decreased with a turret riding All:TurretLimit:::Number of turrets allowed on a ship. All:RocketTime:::How long a Rocket lasts (in hundredths of a second) All:InitialBounty:::Number of 'Greens' given to ships when they start All:AttachBounty:::Bounty required by ships to attach as a turret All:AfterburnerEnergy:::Amount of energy required to have 'Afterburners' activated. All:DisableFastShooting:0:1:If firing bullets, bombs, or thors is disabled after using afterburners (1=enabled) All:Radius:::The ship's radius from center to outside, in pixels. Standard value is 14 pixels. All:DamageFactor:::How likely a the ship is to take damamage (ie. lose a prize) (0=special-case-never, 1=extremely likely, 5000=almost never) All:PrizeShareLimit:::Maximum bounty that ships receive Team Prizes All:SuperTime:1::How long Super lasts on the ship (in hundredths of a second) All:ShieldsTime:1::How long Shields lasts on the ship (in hundredths of a second) All:Gravity:::Uses this formula, where R = raduis (tiles) and g = this setting; R = 1.325 * (g ^ 0.507) IE: If set to 500, then your ship will start to get pulled in by the wormhole once you come within 31 tiles of it All:GravityTopSpeed:::Ship are allowed to move faster than their maximum speed while effected by a wormhole. This determines how much faster they can go (0 = no extra speed) All:SoccerBallFriction:::Amount the friction on the soccer ball (how quickly it slows down -- higher numbers mean faster slowdown) All:SoccerBallProximity:::How close the player must be in order to pick up ball (in pixels) All:SoccerBallSpeed:::Initial speed given to the ball when fired by the carrier. All:SoccerThrowTime:::Time player has to carry soccer ball (in hundredths of a second) Spectator:HideFlags:0:1:If flags are to be shown to specs when they are dropped (1=can't see them) Spectator:NoXRadar:0:1:If specs are allowed to have X (0=yes, 1=no) +Maker:Maker:::Editing was done by Mine GO BOOM with the help of the letter K. Version 1.34.14 For more help, visit http://www.shanky.com/server/