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############################################################################################
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# Pig Sty Ball settings
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# Include this in settings_custom.cfg
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############################################################################################
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MAP_FILE Your_mom/clever/soccersty-0.2.0.aamap.xml(http://www.geocities.com/armagetron_maps/soccersty-0.2.0.aamap.xml)
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MAX_CLIENTS 8 # maximum number of clients that can connect to this machine
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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)
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MAX_CLIENTS_SAME_IP_HARD 1 # maximum number of clients from the same IP (hard limit, more logins will be ignored)
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MAX_PLAYERS_SAME_IP 1 # maximum number of players from the same IP (note that each client can legally host up to four players)
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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
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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
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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)
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ALLOW_IMPOSTERS 0 # allow two players to have the same name
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ALLOW_TEAM_NAME_COLOR 1
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ALLOW_TEAM_NAME_PLAYER 0
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SP_WALLS_STAY_UP_DELAY 2
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SP_TEAM_BALANCE_WITH_AIS 0
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TEAM_BALANCE_ON_QUIT 0
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TEAM_BALANCE_WITH_AIS 0
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WIN_ZONE_MIN_ROUND_TIME 600
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WIN_ZONE_MIN_LAST_DEATH 600
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############################################################################################
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############################################################################################
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# speed; it's a good idea to read the full documentation for the acceleration settings.
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CYCLE_SPEED 15.0 # basic cycle speed (m/s)
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CYCLE_SPEED_MIN .25 # minimal cycle speed as ratio to CYCLE_SPEED
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CYCLE_SPEED_DECAY_BELOW 5.0 # rate of cycle speed approaching the value of CYCLE_SPEED from below
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CYCLE_SPEED_DECAY_ABOVE .1 # rate of cycle speed approaching the value of CYCLE_SPEED from above
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CYCLE_START_SPEED 20.0 # speed at startup
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CYCLE_ACCEL 30.0 # wall acceleration multiplicator
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CYCLE_ACCEL_SELF 1.0 # multiplicator to CYCLE_ACCEL for your own wall
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CYCLE_ACCEL_TEAM 1.0 # multiplicator to CYCLE_ACCEL for your temmates' walls
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CYCLE_ACCEL_ENEMY 1.0 # multiplicator to CYCLE_ACCEL for your enemies' walls
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CYCLE_ACCEL_RIM 0.0 # multiplicator to CYCLE_ACCEL for the rim walls
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CYCLE_ACCEL_SLINGSHOT 1.0 # multiplicator to CYCLE_ACCEL if you're between your wall and another wall
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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.
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CYCLE_WALL_NEAR 6.0 # the distance from a wall below which wall-acceleration kicks in
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CYCLE_SOUND_SPEED 30.0 # sound speed divisor
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CYCLE_BRAKE 0.0 # deceleration by braking (set to zero to disable brakes and to a negative value to turn brakes into a turbo)
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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.
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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.
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CYCLE_TURN_SPEED_FACTOR .95 # at every turn a cycle's speed is multiplied by this value
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# rubber settings; it's a good idea to read the full documentation
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CYCLE_RUBBER 12.0 # niceness when hitting a wall
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CYCLE_PING_RUBBER 3.0 # niceness when hitting a wall: bonus for higher ping players
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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.
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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} )
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CYCLE_RUBBER_MINDISTANCE .001 # The minimal distance rubber code keeps cycles from walls
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CYCLE_RUBBER_MINDISTANCE_RATIO .0001 # Additional distance for every length unit of the wall you have in front of you
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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)
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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.
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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.
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#CYCLE_WIDTH 0.0 # the cycle's width. Attempts to enter tunnels that are narrower than this result in instant death. (not yet supported)
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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 )
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CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present if this is 1
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CYCLE_RUBBER_TIME 10.0 # Timescale rubber is restored on
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CYCLE_RUBBER_DELAY 0.0 # during this fraction of the cycle delay time, rubber efficiency will be multiplied...
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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 )
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CYCLE_BRAKE_REFILL .1 # refill rate of brake reservoir
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CYCLE_BRAKE_DEPLETE 1.0 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )
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# safe values for clients before 0.2.5.0:
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#CYCLE_BRAKE_REFILL 0.0
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#CYCLE_BRAKE_DEPLETE 0.0
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############################################################################################
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# game rules settings
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############################################################################################
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SCORE_WIN 0 # points you gain for beeing last one alive
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SCORE_SUICIDE 0 # points you gain for every stupid death (race
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# into the rim/your own wall)
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SCORE_KILL 1 # points you gain for everyone racing into your wall
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SCORE_DIE 0 # points you gain for every time you race into
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SCORE_SHOT 1 # points you gain for shooting someone
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SCORE_SHOT_SUICIDE 0 # points you gain for shooting yourself
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SCORE_DEATH_SHOT 1 # points you gain for shooting someone with your death shot
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SCORE_SELF_DESTRUCT 1 # points you gain for blasting someone with your self destruct blast
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SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for shooting your killer with your zombie zone
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SCORE_ZOMBIE_ZONE 0 # points you gain for shooting anyone but your killer with your zombie zone
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LIMIT_SCORE 100 # score limit (all limits for one match)
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LIMIT_ROUNDS 10 # max number of rounds to play
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LIMIT_TIME 30 # max time (in minutes)
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# These settings determine who gets the score for a kill. Generally, the player that
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# has the most recent influence on the victim gets the credit (or the blame if it's a teammate).
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# An influence currently is a close encounter with a wall, the time of the influence is
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# the time the wall was built.
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# The effective time entering the comparison is modified by these settings:
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ENEMY_TEAMMATE_PENALTY 2500.0 # Penalty on the effective time in seconds if the influence is from a teammate
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# 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)
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ENEMY_DEAD_PENALTY 0.0 # Penalty on the effective time in seconds if the influence comes from a dead player
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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
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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.
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ENEMY_SUICIDE_TIMEOUT 10000.0 # If no enemy influence can be found for the last this many seconds, the death counts as a suicide.
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# for single player highscore hunt on this server:
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SP_SCORE_WIN 10 # points you gain for beeing last one alive
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SP_LIMIT_SCORE 100000 # score limit (all limits for one match)
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SP_LIMIT_ROUNDS 10 # max number of rounds to play
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SP_LIMIT_TIME 30 # max time (in minutes)
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COLOR_STRINGS 1 # Generate strings that will be rendered with color effects.
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FILTER_COLOR_STRINGS 0 # Filter color codes from all strings coming in over the network.
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FILTER_COLOR_NAMES 0 # Filter color codes from player names.
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FILTER_COLOR_SERVER_NAMES 0 # Filter color codes from server names in the server browser.
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SILENCE_ALL 0 # silence all chat messages?
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LADDER_PERCENT_BET 10 # percentage of your score to be put in the pot
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LADDER_MIN_BET 1 # minimum credits to be put in the pot
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LADDER_TAX 1 # percentage the IRS takes from the pot
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LADDER_LOSE_PERCENT_ON_LOAD .2 # you lose this percentage of your
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# the server is restarted
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LADDER_LOSE_MIN_ON_LOAD .2 # but minimum this value
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LADDER_GAIN_EXTRA 1 # the winner gets his ping+ping charity
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# (in seconds) times this value extra
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GAME_TIMEOUT 10.0 # base for game syncronisation timeouts.
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# The value is approximately the maximal time between the end
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# of one round and the start of the next.
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LAST_CHAT_BREAK_TIME -1.0 # Last round time a player in chat mode is able to pause the timer
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EXTRA_ROUND_TIME 0.0 # Lenght of an extra pause at the beginning of the round
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PLAYER_CHAT_WAIT_MAX 0.0 # Maximum time in seconds to wait for a single player to stop chatting.
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PLAYER_CHAT_WAIT_FRACTION 0.0 # Maximum fraction of time to wait for a single player to stop chatting.
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PLAYER_CHAT_WAIT_SINGLE 0 # Set to 1 if only one player should get his chat wait time reduced at any given time.
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PLAYER_CHAT_WAIT_TEAMLEADER 1 # Set to 0 if all players, not just team leaders, should be allowed to pause the timer.
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CHATTER_REMOVE_TIME 180 # Time in seconds after which a permanent chatter is removed from the game
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IDLE_REMOVE_TIME 0 # Time in seconds after which an inactive player is removed from the game
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IDLE_KICK_TIME 0 # Time in seconds after which an inactive player is kicked
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DOUBLEBIND_TIME -10.0 # Time in seconds during which no two different keyboard events can
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# trigger the same action, negative or zero values disable the detection.
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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.
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WIN_ZONE_EXPANSION 1 # expansion speed of the winzone in m/s
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WIN_ZONE_INITIAL_SIZE 5 # radius in m the win zone starts with
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WIN_ZONE_DEATHS 0 # set to 1 to turn the winzone into a deathzone
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# 0.2.8 fortress settings (preliminary): a fortress zone has a "conquered" property; it
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# starts at 0, if it reaches 1, the fortress is conquered. It gets modified according
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# to the following rules every second:
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FORTRESS_CONQUEST_RATE .5 # 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.
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FORTRESS_DEFEND_RATE .25 # 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.
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FORTRESS_CONQUEST_DECAY_RATE .1 # this value is subtracted. Increase to make defending easier.
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# what happens when a zone gets conquered
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FORTRESS_CONQUERED_SCORE 0 # the conquering party gets this many points (divided among the conquerors)
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FORTRESS_CONQUERED_WIN 0 # if set to 1, the conquering party wins the round
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FORTRESS_CONQUERED_KILL_MIN 0 # the closest X players of the owning team get killed at least
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FORTRESS_CONQUERED_KILL_RATIO 0.0 # this fraction of the players of the owning team get killed
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FORTRESS_SURVIVE_WIN 1 # if set to 1, the last team with an unconquered zone wins the round
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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.
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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.
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############################################################################################
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# shooting range settings
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############################################################################################
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# The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty)
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# All of the shot thresholds are calculated from the amount of reservoir used
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# To disable shooting, set SHOT_THRESH to 1.0
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# SHOT_THRESH commented out as it is very annoying for 2.7.1 or older clients...
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# Uncomment this to enable shooting
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SHOT_THRESH 2 # Amount of brake reservoir that will make a shot, 1.0 to disable shooting
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SHOT_DISCARD_TIME 0.3 # Time in seconds to hold off shooting between shots
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SHOT_START_DIST 1.0 # Starting distance of a shot from the cycle
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SHOT_VELOCITY_MULT 1.8 # Cycle velocity is multiplied by this to calculate shot velocity
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SHOT_RADIUS_MIN 5 # Minimum radius for a shot (As if minimum reservoir was used)
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SHOT_RADIUS_MAX 50 # Maximum radius for a shot (Full reservoir used)
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SHOT_ROT_MIN 2.0 # Minimum rotation for a shot (As if minimum reservoir was used)
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SHOT_ROT_MAX 10.0 # Maximum rotation for a shot (Full reservoir used)
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SHOT_EXPLOSION 0 # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot
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MEGA_SHOT_THRESH 2 # Amount of brake reservoir that will make a megashot, shooting has to be enabled
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MEGA_SHOT_MULT 0.3 # Radius and rotation calculated for a normal shot, then multipled by this for mega
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MEGA_SHOT_DIR 3 # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works)
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MEGA_SHOT_EXPLOSION 1 # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both
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SHOT_KILL_SELF 0 # (0,1) if set to 1, your own shot kills you or your team
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SHOT_KILL_VANISH 1 # (0,1) if set to 1, shot vanishes after killing someone
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DEATH_SHOT 1 # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die
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SELF_DESTRUCT 0 # (0,1) if set to 1, creates a blast zone when you die
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SELF_DESTRUCT_RADIUS 18 # Radius of the self destruct zone at the largest
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SELF_DESTRUCT_ROT 7 # Rotation of the self destruct zone
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SELF_DESTRUCT_RISE 5 # Rise speed of the self destruct zone - 0 to start at largest
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SELF_DESTRUCT_FALL 2 # Fall speed of the self destruct zone - 0 to leave there
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SELF_DESTRUCT_VANISH 1 # (0,1) if set to 1, self destruct zone vanishes quickly after a kill
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SHOT_SEEK_UPDATE_TIME 0.5
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SP_WALLS_LENGTH 0.00001
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CYCLE_BRAKE_DEPLETE 0.6
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CYCLE_BRAKE_REFILL 0.1
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FORTRESS_MAX_PER_TEAM 1
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FORTRESS_CONQUEST_RATE 0
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FORTRESS_DEFEND_RATE 0
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FORTRESS_CONQUEST_DECAY_RATE 0
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SCORE_WIN 0 # points you gain for beeing last one alive
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SCORE_SUICIDE 0 # points you gain for every stupid death (race
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# into the rim/your own wall)
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SCORE_KILL 0 # points you gain for everyone racing into your wall
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SCORE_DIE 0 # points you gain for every time you race into
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SCORE_SHOT 0 # points you gain for shooting someone
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SCORE_SHOT_SUICIDE 0 # points you gain for shooting yourself
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SCORE_DEATH_SHOT 0 # points you gain for shooting someone with your death shot
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SCORE_SELF_DESTRUCT 0 # points you gain for blasting someone with your self destruct blast
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SCORE_ZOMBIE_ZONE_REVENGE 0 # points you gain for shooting your killer with your zombie zone
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SCORE_ZOMBIE_ZONE 0 # points you gain for shooting anyone but your killer with your zombie zone