############################################################################################ # # Pig Sty Ball settings, modified # # Include this in settings_custom.cfg # ############################################################################################ #MAP_FILE Your_mom/clever/soccersty-0.2.0.aamap.xml MAP_FILE ed/capture/soccersty-0.1.2.aamap.xml ARENA_AXES 12 MAX_CLIENTS 32 # maximum number of clients that can connect to this machine MAX_CLIENTS_SAME_IP_SOFT 1 # maximum number of clients from the same IP (soft limit, more users from the same IP will be kicked when the server is full and someone new connects) MAX_CLIENTS_SAME_IP_HARD 1 # maximum number of clients from the same IP (hard limit, more logins will be ignored) MAX_PLAYERS_SAME_IP 1 # maximum number of players from the same IP (note that each client can legally host up to four players) ALLOW_ENEMIES_SAME_IP 0 # if set to 1, this allows two players that apparently come from the same machine to fight for points with each other ALLOW_ENEMIES_SAME_CLIENT 0 # if set to 1, this allows two players that play on the same client to fight for points with each other ALLOW_CONTROL_DURING_CHAT 0 # if set to 1, this allows a player to issue cycle and camera control commands during chat (losing the chatbot and the yellow chat pyramid) ALLOW_IMPOSTERS 0 # allow two players to have the same name ALLOW_TEAM_NAME_COLOR 1 ALLOW_TEAM_NAME_PLAYER 0 TEAM_MAX_PLAYERS 4 SP_TEAM_MAX_PLAYERS 4 TEAM_MIN_PLAYERS 1 SP_TEAM_MIN_PLAYERS 1 TEAMS_MAX 2 SP_TEAMS_MAX 2 TEAMS_MIN 2 SP_TEAMS_MIN 0 SP_NUM_AIS 1 TEAM_MAX_IMBALANCE 32 SP_WALLS_LENGTH 10 SP_WALLS_STAY_UP_DELAY 0.01 SP_TEAM_BALANCE_WITH_AIS 0 WALLS_LENGTH 10 WALLS_STAY_UP_DELAY 0.01 TEAM_BALANCE_ON_QUIT 0 TEAM_BALANCE_WITH_AIS 0 WIN_ZONE_MIN_ROUND_TIME 600 WIN_ZONE_MIN_LAST_DEATH 600 FINISH_TYPE 0 SP_FINISH_TYPE 0 SIZE_FACTOR -1 SP_SIZE_FACTOR -1 ############################################################################################ # # cycle physics # ############################################################################################ # speed; it's a good idea to read the full documentation for the acceleration settings. CYCLE_SPEED 15.0 # basic cycle speed (m/s) CYCLE_SPEED_MIN .25 # minimal cycle speed as ratio to CYCLE_SPEED CYCLE_SPEED_DECAY_BELOW 5.0 # rate of cycle speed approaching the value of CYCLE_SPEED from below CYCLE_SPEED_DECAY_ABOVE .1 # rate of cycle speed approaching the value of CYCLE_SPEED from above CYCLE_START_SPEED 20.0 # speed at startup CYCLE_ACCEL 30.0 # wall acceleration multiplicator CYCLE_ACCEL_SELF 1.0 # multiplicator to CYCLE_ACCEL for your own wall CYCLE_ACCEL_TEAM 1.0 # multiplicator to CYCLE_ACCEL for your temmates' walls CYCLE_ACCEL_ENEMY 1.0 # multiplicator to CYCLE_ACCEL for your enemies' walls CYCLE_ACCEL_RIM 0.0 # multiplicator to CYCLE_ACCEL for the rim walls CYCLE_ACCEL_SLINGSHOT 1.0 # multiplicator to CYCLE_ACCEL if you're between your wall and another wall CYCLE_ACCEL_OFFSET 2.0 # acceleration offset. Must be positive or smaller than -CYCLE_WALL_NEAR, otherwise there is a risk of a division by zero. CYCLE_WALL_NEAR 6.0 # the distance from a wall below which wall-acceleration kicks in CYCLE_SOUND_SPEED 30.0 # sound speed divisor # turning CYCLE_DELAY .03 # minimum time between turns in seconds. Never enable the topology police if this is set lower than 0.001. Only values bigger than zero are supported. CYCLE_DELAY_TIMEBASED 1.0 # turn delays will be based on the time since the last turn if this is set to 1 (default) and the distance if this is set to 0. Intermediate values and values out of these bounds are supported as well. CYCLE_TURN_SPEED_FACTOR .95 # at every turn a cycle's speed is multiplied by this value # rubber settings; it's a good idea to read the full documentation CYCLE_RUBBER 100 # niceness when hitting a wall CYCLE_PING_RUBBER 3.0 # niceness when hitting a wall: bonus for higher ping players CYCLE_RUBBER_TIMEBASED 0.0 # rubber usage is based on distance travelled if this is set to 0 (default) and the time passed if this is set to 1. Intermediate values and values out of these bounds are supported as well. CYCLE_RUBBER_SPEED 40.0 # logarithmic speed of wall approximation when rubber is in effect ( every second, you get closer to the wall by a factor of ~0.4^{this value} ) CYCLE_RUBBER_MINDISTANCE .001 # The minimal distance rubber code keeps cycles from walls CYCLE_RUBBER_MINDISTANCE_RATIO .0001 # Additional distance for every length unit of the wall you have in front of you CYCLE_RUBBER_MINDISTANCE_RESERVOIR .005 # Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber) CYCLE_RUBBER_MINDISTANCE_UNPREPARED .005 # Additional distance for unprepared grinds; it gets applied when the cycle's last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION. CYCLE_RUBBER_MINDISTANCE_PREPARATION .2 # Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED. #CYCLE_WIDTH 0.0 # the cycle's width. Attempts to enter tunnels that are narrower than this result in instant death. (not yet supported) CYCLE_RUBBER_MINADJUST .01 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance ) CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present if this is 1 CYCLE_RUBBER_TIME 10.0 # Timescale rubber is restored on CYCLE_RUBBER_DELAY 0.0 # during this fraction of the cycle delay time, rubber efficiency will be multiplied... CYCLE_RUBBER_DELAY_BONUS .5 # by this factor ( meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled ) # braking CYCLE_BRAKE -35 # deceleration by braking (set to zero to disable brakes and to a negative value to turn brakes into a turbo) CYCLE_BRAKE_REFILL .6 # refill rate of brake reservoir CYCLE_BRAKE_DEPLETE .25 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes ) ############################################################################################ # # game rules settings # ############################################################################################ SCORE_WIN 0 # points you gain for beeing last one alive SCORE_SUICIDE 0 # points you gain for every stupid death (race into the rim/your own wall) SCORE_KILL 0 # points you gain for everyone racing into your wall SCORE_DIE 0 # points you gain for every time you race into # someones wall SCORE_SHOT 0 # points you gain for shooting someone SCORE_SHOT_SUICIDE 0 # points you gain for shooting yourself SCORE_DEATH_SHOT 0 # points you gain for shooting someone with your death shot SCORE_SELF_DESTRUCT 0 # points you gain for blasting someone with your self destruct blast SCORE_ZOMBIE_ZONE_REVENGE 0 # points you gain for shooting your killer with your zombie zone SCORE_ZOMBIE_ZONE 0 # points you gain for shooting anyone but your killer with your zombie zone LIMIT_SCORE 100 # score limit (all limits for one match) LIMIT_ROUNDS 100 # max number of rounds to play LIMIT_TIME 12 # max time (in minutes) # These settings determine who gets the score for a kill. Generally, the player that # has the most recent influence on the victim gets the credit (or the blame if it's a teammate). # An influence currently is a close encounter with a wall, the time of the influence is # the time the wall was built. # The effective time entering the comparison is modified by these settings: ENEMY_TEAMMATE_PENALTY 2500.0 # Penalty on the effective time in seconds if the influence is from a teammate # ENEMY_SELF_PENALTY 3000.0 # Penalty on the effective time in seconds if the influence is from the victim itself (removed, does not make sense) ENEMY_DEAD_PENALTY 0.0 # Penalty on the effective time in seconds if the influence comes from a dead player ENEMY_CHATBOT_PENALTY 30.0 # Penalty in seconds if the victim is in chatbot state and the influence is just the chatbot evading a wall ENEMY_CURRENTTIME_INFLUENCE 0.0 # If set to 1, not the build time of the encountered wall, but the current time enters the comparison. Arbitrary blending values are allowed. ENEMY_SUICIDE_TIMEOUT 10000.0 # If no enemy influence can be found for the last this many seconds, the death counts as a suicide. # for single player highscore hunt on this server: SP_SCORE_WIN 0 # points you gain for beeing last one alive SP_LIMIT_SCORE 100000 # score limit (all limits for one match) SP_LIMIT_ROUNDS 100 # max number of rounds to play SP_LIMIT_TIME 12 # max time (in minutes) COLOR_STRINGS 1 # Generate strings that will be rendered with color effects. FILTER_COLOR_STRINGS 0 # Filter color codes from all strings coming in over the network. FILTER_COLOR_NAMES 0 # Filter color codes from player names. FILTER_COLOR_SERVER_NAMES 0 # Filter color codes from server names in the server browser. #SILENCE_ALL 0 # silence all chat messages? # ladder constants LADDER_PERCENT_BET 10 # percentage of your score to be put in the pot LADDER_MIN_BET 1 # minimum credits to be put in the pot LADDER_TAX 1 # percentage the IRS takes from the pot LADDER_LOSE_PERCENT_ON_LOAD .2 # you lose this percentage of your # score every time # the server is restarted LADDER_LOSE_MIN_ON_LOAD .2 # but minimum this value LADDER_GAIN_EXTRA 1 # the winner gets his ping+ping charity # (in seconds) times this value extra GAME_TIMEOUT 10.0 # base for game syncronisation timeouts. # The value is approximately the maximal time between the end # of one round and the start of the next. LAST_CHAT_BREAK_TIME -1.0 # Last round time a player in chat mode is able to pause the timer EXTRA_ROUND_TIME 0.0 # Lenght of an extra pause at the beginning of the round PLAYER_CHAT_WAIT_MAX 0.0 # Maximum time in seconds to wait for a single player to stop chatting. PLAYER_CHAT_WAIT_FRACTION 0.0 # Maximum fraction of time to wait for a single player to stop chatting. PLAYER_CHAT_WAIT_SINGLE 0 # Set to 1 if only one player should get his chat wait time reduced at any given time. PLAYER_CHAT_WAIT_TEAMLEADER 1 # Set to 0 if all players, not just team leaders, should be allowed to pause the timer. CHATTER_REMOVE_TIME 180 # Time in seconds after which a permanent chatter is removed from the game IDLE_REMOVE_TIME 0 # Time in seconds after which an inactive player is removed from the game IDLE_KICK_TIME 0 # Time in seconds after which an inactive player is kicked DOUBLEBIND_TIME -10.0 # Time in seconds during which no two different keyboard events can # trigger the same action, negative or zero values disable the detection. # win zone settings WIN_ZONE_RANDOMNESS .8 # randomness factor of the initial position. Set it to 0 to fix the winzone in the center of the area, 1 to spread it all over the arena. WIN_ZONE_EXPANSION 1 # expansion speed of the winzone in m/s WIN_ZONE_INITIAL_SIZE 5 # radius in m the win zone starts with WIN_ZONE_DEATHS 0 # set to 1 to turn the winzone into a deathzone # 0.2.8 fortress settings (preliminary): a fortress zone has a "conquered" property; it # starts at 0, if it reaches 1, the fortress is conquered. It gets modified according # to the following rules every second: FORTRESS_CONQUEST_RATE 0 # the number of enemies inside the fortress zone is counted, multiplied with this value and added to the "conquered" variable. Increase this to make conquering easier. FORTRESS_DEFEND_RATE 0 # the number of owners inside the fortress zone is counted, multiplied with this value and subtracted from the "conquered" variable. Increase to make defending easier. FORTRESS_CONQUEST_DECAY_RATE 0 # this value is subtracted. Increase to make defending easier. # what happens when a zone gets conquered FORTRESS_CONQUERED_SCORE 0 # the conquering party gets this many points (divided among the conquerors) FORTRESS_CONQUERED_WIN 0 # if set to 1, the conquering party wins the round FORTRESS_CONQUERED_KILL_MIN 0 # the closest X players of the owning team get killed at least FORTRESS_CONQUERED_KILL_RATIO 0.0 # this fraction of the players of the owning team get killed FORTRESS_SURVIVE_WIN 0 # if set to 1, the last team with an unconquered zone wins the round FORTRESS_MAX_PER_TEAM 0 # if > 0, this is the maximal number of fortress zones ownable by a team. Closer zones are prefered. Use this to prune noninhabited zones in multi-team maps. SPAWN_POINT_GROUP_SIZE 0 # if > 2, this is interpreted as the number of spawn points in a spawn point group. AA then tries not to spawn one player alone in one spawn point group by redistributing them slightly. ############################################################################################ # # shooting range settings # ############################################################################################ # The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty) # All of the shot thresholds are calculated from the amount of reservoir used # To disable shooting, set SHOT_THRESH to 1.0 # SHOT_THRESH commented out as it is very annoying for 2.7.1 or older clients... # Uncomment this to enable shooting SHOT_THRESH 2 # Amount of brake reservoir that will make a shot, 1.0 to disable shooting SHOT_DISCARD_TIME 0.3 # Time in seconds to hold off shooting between shots SHOT_START_DIST 1.0 # Starting distance of a shot from the cycle SHOT_VELOCITY_MULT 1.8 # Cycle velocity is multiplied by this to calculate shot velocity SHOT_RADIUS_MIN 5 # Minimum radius for a shot (As if minimum reservoir was used) SHOT_RADIUS_MAX 50 # Maximum radius for a shot (Full reservoir used) SHOT_ROT_MIN 2.0 # Minimum rotation for a shot (As if minimum reservoir was used) SHOT_ROT_MAX 10.0 # Maximum rotation for a shot (Full reservoir used) SHOT_EXPLOSION 0 # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot MEGA_SHOT_THRESH 2 # Amount of brake reservoir that will make a megashot, shooting has to be enabled MEGA_SHOT_MULT 0.3 # Radius and rotation calculated for a normal shot, then multipled by this for mega MEGA_SHOT_DIR 3 # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works) MEGA_SHOT_EXPLOSION 1 # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both SHOT_KILL_SELF 0 # (0,1) if set to 1, your own shot kills you or your team SHOT_KILL_VANISH 1 # (0,1) if set to 1, shot vanishes after killing someone DEATH_SHOT 1 # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die SHOT_COLLISION 0 SELF_DESTRUCT 0 # (0,1) if set to 1, creates a blast zone when you die SELF_DESTRUCT_RADIUS 18 # Radius of the self destruct zone at the largest SELF_DESTRUCT_ROT 7 # Rotation of the self destruct zone SELF_DESTRUCT_RISE 5 # Rise speed of the self destruct zone - 0 to start at largest SELF_DESTRUCT_FALL 2 # Fall speed of the self destruct zone - 0 to leave there SELF_DESTRUCT_VANISH 1 # (0,1) if set to 1, self destruct zone vanishes quickly after a kill SHOT_SEEK_UPDATE_TIME 0.5 ZOMBIE_ZONE 0 ZOMBIE_ZONE_RADIUS 6 ZOMBIE_ZONE_ROT 2 ZOMBIE_ZONE_RISE 0.4 ZOMBIE_ZONE_FALL 0 ZOMBIE_ZONE_VANISH 0 ZOMBIE_ZONE_SPEED 12 ZOMBIE_ZONE_SHOOT 1 BALL_WALL_MOD 1 BALL_SPEED_DECAY 0 #BALL_SPEED_DECAY 0.02 SOCCER_BALL_SLOWDOWN 0 SOCCER_BALL_SLOWDOWN_SPEED 0.002 SOCCER_BALL_FIRST_WIN 1 SOCCER_BALL_SHOTS_WIN 1 LADDERLOG_WRITE_SOCCER_BALL_PLAYER_ENTERED 0 LADDERLOG_WRITE_SOCCER_GOAL_PLAYER_ENTERED 0 BALLS_BOUNCE_ON_CYCLE_WALLS 0 FORTRESS_MAX_PER_TEAM 1 FORTRESS_CONQUEST_RATE 0 FORTRESS_DEFEND_RATE 0 FORTRESS_CONQUEST_DECAY_RATE 0 BASE_RESPAWN 1 BASE_ENEMY_RESPAWN 1 BASE_ENEMY_KILL 1 SOCCER_GOAL_KILL_ENEMIES 1 SOCCER_GOAL_RESPAWN_ALLIES 1 SOCCER_GOAL_RESPAWN_ENEMIES 1 SCORE_GOAL 1 SOCCER_GOAL_SCORE 1