









|
Need to know what a certain command does? Find your answer here in the Commands section of the FAQ.
| What does *super do and why does it sometimes lock my ships energy at 0 and always kick me with ?status? | 5/7/1999 |
| Well, *super upgrades your ships thrust, speed, and recharge. Not exactly sure how much, but will always put it higher than your max settings. Also, it will give your ship set to max energy. Your bomb/bullet fire delay will be set to 10. Bomb thrust will be set to 0. Bomb/gun energy will be set to 0. X Radar, Anti Warp, Stealth, and Cloaking energy cost will be set to 0. Also your max carring amount for Burst, Repel, Decoy, Thor, Brick, Rocket, and Portal will be set to 255. And you will gain a special ability to ignore about 99% of all damage. This does me you CAN die if you take about a million damage at once (say from another super if timed right). These upgrades will stay with you even if you ship change.
Whenever you type *super, even if you already typed it before, will give you all of the above things plus a few more. Will set your gun/bomb level to 3. Gives you 31 sharpnel, prox, bouncies, multifire, X Radar, stealth, cloak, and AntiWarp. You will also get 255 of Repel, Burst, Wall, Decoy, Rocket, Portal, and Thor.
To remove your super ship, you will need to leave the arena. You can do this by re-entering the same arena (via ?go or ?arena) or quiting from the zone and re-entering.
If you re-entered arena from a safty, and the settings allow saved ships, you will still keep the speed, thrust, and recharge upgrades. So this is a neat trick to do sometimes. :) |
| What does *mirror do and what is this 'mirror trick' I'm hearing about? | 5/7/1999 |
| *mirror will create a player named (Mirror) and will be a spider. It will act as a whole new person that shoots bombs/guns when you do, and moves when you do. Will have same bomb/gun properties (Bouncy, sharp, etc) as you, but level 1. Mirror can not die, but it can kill you.
No one else can see your mirror. But if two sysops have mirror on, and you attach to your mirror, the other sysop will see you on there mirror, but shooting from where you see yourself.
If you attach to your mirror, you will fly in a straight line since you have no new movement controls to make the mirror move. Since no one else can see your mirror, they will see your turret pic, and you will be jumping with like a 5 second delay. On your screen, you will be lagged through many things like bombs, guns, ships, text, etc. You will see about 10% of all things happening around you, and about 2% of all bombs/guns. So this is the mirror trick, which is very powerful. Same thing happens when attached to a RoboRef that is *setshiped, but no ship appears. Just that you keep your inerta (your bombs/guns may fly one way more than another) but will be staying still from where you attached. Very powerful bugs these are, funny too. Just don't get repeled in a 'bot turret, because your weapson will fly on one side. |
| How do I use *getfile / *putfile / *delfile? | 11/5/2001 |
| To use *getfile, you need to add a filename after it, IE: *getfile server.cfg. This file will be downloaded to your subspace folder. If the file does not exist on server, will create an empty file locally. *putfile [filename] works the same way, just it uploads insteads of downloads. *delfile will delete the file off server only, will not effect local files.
NOTE: Cannot use *get/*put/*del for files with the extensions of .exe, .dll, .bat, .com, .cmd. get/put can also be used with ?getfile or ?putfile instead of the *. |
| What does ?getnews do? | 5/7/1999 |
| This is a command anyone can do. Will download news.txt to your subspace folder. Can only do this in spec mode.
NOTE: There is no ?putnews. |
| How does *setship and *setfreq work? | 5/7/1999 |
| | They both work by doing a /*set then a #. For setship, the # has to be from 1 to 8. For setfreq, has to be from 0 to 9999. This will set that player into that ship or that freq. Can't set a player who has higher level than you (mod can't *setship a smod). |
| How do I use *warpto ? | 5/7/1999 |
| To warp someone to any location of the map, you message them privately /*warpto X Y, where X and Y are numbers from 0 to 1024, not including those numbers. If at that location, the ship would appear on tiles, they will be instantly warped back to the middle like a /*prize #7 would do.
Big note for this: *warpto works with TILE coords, not SUBSPACE coords (ie: J12). To convert subspace coords, change the number (the X part) to a digit from 1 (A) to 20 (T), and then * 1024 / 20. Do the same for the number part (the Y coord). |
| Why doesn't my *objset always work? | 3/18/2002 |
| The object setting command (*objset) is very strict in its parsing. So if you vary off this path in anyway (forget a + or -, ignore a , or delete a space), your command will screw around a bit.
After the objset command (either public or private), you will need a space. Then you will place a + or - symbol. Next comes the object's id number. At last, a comma at the end. You repeat this step for every object set you are toggling from the +/- to the end comma.
Example to turn on 5, off 80 and 90:
*objset +5,-80,-90,
In the future, the end comma may not be require, but as of subgame 1.34.12a, it is required. |
Please send any questions or comments to mgb@minegoboom.com.
Need info about the staff? Staff Info Page.
Copyright © 1998 Crash, Inc.
|