##1st file # blast radius of cycle explosions SP_SIZE_FACTOR -3 SP_SPEED_FACTOR -2 SP_WALLS_LENGTH 100 # cycle trail length SP_WALLS_STAY_UP_DELAY 2 # cycle trail stay up this long after the cycle's destruction # minimum number of AIs SIZE_FACTOR -3 SPEED_FACTOR -2 EXPLOSION_RADIUS 0.5 # blast radius of cycle explosions WALLS_LENGTH 100 # cycle trail length WALLS_STAY_UP_DELAY 2 # cycle trail stay up this long after the cycle's destruction CYCLE_SPEED 40 # basic cycle speed (m/s) CYCLE_SPEED_MIN .50 # 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 60.0 # speed at startup CYCLE_ACCEL 47.0 # 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 CYCLE_BRAKE 0 # deceleration by braking (set to zero to disable brakes and to a negative value to turn brakes into a turbo) # turning CYCLE_DELAY 0.001 #0.02 # 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 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 0.98 # 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 11 #5 # niceness when hitting a wall CYCLE_PING_RUBBER 5 # niceness when hitting a wall: bonus for higher ping players CYCLE_RUBBER_TIMEBASED 1 # 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 0.00899997 # The minimal distance rubber code keeps cycles from walls CYCLE_RUBBER_MINDISTANCE_RATIO 9.99868e-05 # 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 .08 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance ). A value of zero may lead to cycles ending up on the wrong side of their own walls. CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present if this is 1 CYCLE_RUBBER_TIME 1 # 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 1 # by this factor ( meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled ) CYCLE_RUBBER_WALL_SHRINK 4 # With finite length trails, the used rubber is multiplied with this value and subtracted from the wall length. A value of 1 lets the trail receed at constant speed. All values are supported, but negative values may degrade performance and cause false positives from the topology police if that is enabled. CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 4 # braking CYCLE_BRAKE_REFILL 1 #0.2 # refill rate of brake reservoir CYCLE_BRAKE_DEPLETE 1 #0.8 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes ) # safe values for clients before 0.2.5.0: #CYCLE_BRAKE_REFILL 0.0 #CYCLE_BRAKE_DEPLETE 0.0 # wall length settings # if finite walls length is set and _SHRINK is nonzero, the length of the walls is # modified initially, as long as the driven distance is smaller than _SHRINK_OFFSET. # The modified length is given by _LENGTH - _SHRINK * ( distance - _SHRINK_OFFSET ), # where distance is the distance the cycle has traveled so far. CYCLE_DIST_WALL_SHRINK .0 # Distance multiplier in wall length calculation. All values are legal. CYCLE_DIST_WALL_SHRINK_OFFSET .0 # Distance offset in wall length calculation. # respawn relevant settings (no server supports respawning yet, but the client is prepared) CYCLE_BLINK_FREQUENCY 10 # Frequency in Hz an invulnerable cycle blinks with. CYCLE_INVULNERABLE_TIME 10.0 # Time in seconds a cycle is invulnerable after a respawn. CYCLE_WALL_TIME 2.0 # Time in seconds a cycle does not make a wall after a respawn. CYCLE_FIRST_SPAWN_PROTECTION 0 # Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round. ############################################################################################ # # Shooting / Self Destruct / Zombies # ############################################################################################ # 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 0.005 # Amount of brake reservoir that will make a shot, > 1.0 to disable shooting, 0.001 will enable shooting SHOT_DISCARD_TIME 1 # Time in seconds to hold off shooting between shots SHOT_START_DIST 0 # Starting distance of a shot from the cycle SHOT_VELOCITY_MULT 2 # Cycle velocity is multiplied by this to calculate shot velocity SHOT_RADIUS_MIN 0.5 # Minimum radius for a shot (As if minimum reservoir was used) SHOT_RADIUS_MAX 3 # 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 0.98 # Amount of brake reservoir that will make a megashot, > 1.0 to disable, 0.98 is normal to enable this MEGA_SHOT_MULT 1 # Radius and rotation calculated for a normal shot, then multipled by this for mega MEGA_SHOT_DIR 4 # 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 0 # (0,1) if set to 1, shot vanishes after killing someone DEATH_SHOT 0 # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die SHOT_COLLISION 0 # (0,1) if set to 1, shots collide with each other - WARNING, this is very buggy SELF_DESTRUCT 0 # (0,1) if set to 1, creates a blast zone when you die SELF_DESTRUCT_RADIUS 4 # Radius of the self destruct zone at the largest SELF_DESTRUCT_ROT 7 # Rotation of the self destruct zone SELF_DESTRUCT_RISE 0.5 # Rise speed of the self destruct zone - 0 to start at largest SELF_DESTRUCT_FALL 1 # 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 # The time in seconds that seeking shot directions are updated (zombies) ZOMBIE_ZONE 0 # (0,1) if set to 1, killed players create a zombie zone ZOMBIE_ZONE_RADIUS 10 # Final radius of the zombie zone ZOMBIE_ZONE_ROT 5 # Speed of rotation ZOMBIE_ZONE_RISE 2 # Rise speed of the zombie zone ZOMBIE_ZONE_FALL 0.2 # Fall speed of the zombie zone, 0 for zombies that don't diminish ZOMBIE_ZONE_VANISH 1 # (0,1) If 1, zombie will vanish after killing someone other than his killer ZOMBIE_ZONE_SPEED 10 # Speed of the zombie zone ZOMBIE_ZONE_SHOOT 1.0 # If > 0, shots will kill of zombies, 1 to decrease zombie size by shot size, > 1 to decrease zombie faster SCORE_SHOT 1 # points you gain for shooting someone SCORE_SHOT_SUICIDE 0 # points you gain for shooting yourself SCORE_DEATH_SHOT 1 # points you gain for shooting someone with your death shot SCORE_SELF_DESTRUCT 1 # points you gain for blasting someone with your self destruct blast SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for getting your killer with your zombie zone SCORE_ZOMBIE_ZONE 0 # points you gain for getting anyone but your killer with your zombie zone SHOT_WALL_BOUNCE 0 HELP_MESSAGE 0xff0000Brake a lot for Shoot.\n0xazefzaCaution Zombies and Blast Destruct ! ##2 file SERVER_IP ANY SERVER_PORT 4534 MAX_IN_RATE 8 # network bandwidth limitation, incoming ( useless right now ) MAX_OUT_RATE 8 # per client network bandwidth limitation DEDICATED_IDLE 0 # if you run a dedicated server and set this # value to something greater than zero, the server will quit afer # running that many hours in an idle moment (to avoid hitting a # cpulimit or server stability issues) DEDICATED_FPS 150 # maximum simulation steps per second the dedicated server will perform TALK_TO_MASTER 1 # set this to 1 if you want this server to be known # on the internet MESSAGE_OF_DAY 0xff8800-Welcome To -=}ID< Immortal Dynasty! # messages displayed between rounds on the console and in big letters, # same rules for multi-line messages as MESSAGE_OF_DAY: ROUND_CONSOLE_MESSAGE 0xffffff _ _________ _________ ______ ________ _______ ________ ___\n0x0099ff| / \ \_ _ \ \_ _ \ / __ \ \_ __ \ \___ __\ \_ __ \ \_ \ |\n0x0066ff|/ / / / / / / / / / / /_/ / / _ __/ / / / ___ / / /____|\n0x0000ff|\_/ \_/\_/\_/ \_/\_/\_/ \______/ \_/ \__\ \_/ \_/ \_/ \______/|\n0xffffff| ________ ___ _ ________ ________ _______ _______ ___ _ |\n0x0099ff| \_ __ \ / /_/ \ \_ __ \ \_ __ \ / ____/ \___ __\ / /_/ \ |\n0x0066ff| / /_/ / \____ / / / / / / ___ / \___ \ / / \____ / |\n0x0000ff| \______/ /____/ \_/ \_/ \_/ \_/ /______/ \_/ /____/ |\n----------------------------------------------------------------------------\n0xffff00 No Bots, No Camping, Limited Cursing, Limited Recruiting, Respect all -=}ID< Players! Any Questions about rules go to our forums!0x0066ff Any Problems Please contact 0x0066ff-=}ID< Eagle Eye, -=}ID< Sin, -=}ID< Creator,-=}ID< QUARG,-=}ID< RoMeO,-=}ID< Treeripe!0x33ff00 Violaters will be warned and banned!\n----------------------------------------------------------------------------\n0xff0000Admin:0xffff7f Please Follow All Rules! No Exceptions. ROUND_CENTER_MESSAGE 0x990099Visit http://IDClanForum.tt.cx # URL associated with this server. Maximal length: 75 characters. URL http://IDClanForum.tt.cx SERVER_NAME 0x0000ff-=}0xffffffID0x0000ff< 0xffffff-=}0x0000ffImmortal Dynasty0xffffff< 0x0000ff-=}0xffffffDuel Nano0x0000ff<0x0000ff SERVER_OPTIONS Hosted in France by -=}ID< Xian # default language LANGUAGE_FIRST American English # fallback language LANGUAGE_SECOND American English SPAM_PROTECTION_REPEAT 2.0 # minimum time between identical chat messages. SPAM_PROTECTION 1.0 # minimum average time between chat messages in seconds so they are not considered spamming. Increase for more spam protection. SPAM_PROTECTION_VOTE 50.0 # Extra factor for SPAM_PROTECTION for votes. Increase for more spam protection. SPAM_PROTECTION_CHAT 1.0 # Extra factor for SPAM_PROTECTION for chat messages. Increase for more spam protection. SPAM_PENALTY 3.0 # spam penalty to add on spam detection SPAM_AUTOKICK 20.0 # spam protection value that causes someone to get instantly kicked SPAM_MAXLEN 100 # maximal length of chat message # voting ALLOW_VOTING 1 # allow voting? MAX_VOTES 4 # maximum number of concurrent votes MAX_VOTES_PER_VOTER 2 # maximum number of concurrent votes per voter ALLOW_VOTING_SPECTATOR 0 # allow voting for spectators VOTING_BIAS 0 # number of virtual voters opposing every change VOTING_PRIVACY -1 # level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public. VOTING_SPAM_ISSUE 1 # spam level for issuing a vote VOTING_SPAM_REJECT 5 # spam level for issuing a vote that gets rejected MIN_VOTERS 3 # number of voters that need to be online to enable voting VOTING_TIMEOUT 60 # base number of seconds before a vote times out VOTING_TIMEOUT_PER_VOTER 15 # additional number of seconds before a vote times out for every voter present VOTING_START_DECAY 60 # number of seconds after that the non-voters start to get ignored VOTING_DECAY 60 # one non-voter is ignored everytime this many secons pass # note: if DECAY < TIMEOUT or START_DECAY < TIMEOUT, votes that get ignored by everyone may be accepted. VOTING_SPAM_ISSUE 1.0 # The spam level of issuing a vote. VOTING_SPAM_REJECT 5.0 # The spam level of getting your vote rejected. VOTING_KICK_TIME 300 # Minimum time in seconds between kick votes against the same player. VOTE_USE_SERVER_CONTROLLED_KICK 0 # Set to 1 to use the enhanced server controlled vote items for kick votes. Does not work for clients prior to 0.2.8.0_rc1. CONSOLE_DECORATE_ID 1 # Decorates every line of console output with the client ID CONSOLE_DECORATE_IP 0 # Decorates every line of console output with the client IP #SINCLUDE server_info.cfg # ping flood response DOS protection: if pings from a single machine are requested more often than this, # they are not answered. Setting the last item to a negative value disables the system. PING_FLOOD_TIME_10 1.0 # Minimum time for 10 ping packets to arrive. PING_FLOOD_TIME_20 4.0 # Minimum time for 20 ping packets to arrive. PING_FLOOD_TIME_50 20.0 # Minimum time for 50 ping packets to arrive. PING_FLOOD_TIME_100 100.0 # Minimum time for 100 ping packets to arrive. PING_FLOOD_GLOBAL .1 # The same times, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection. ############################################################################################ # # Game settings # ############################################################################################ BUG_COLOR_OVERFLOW 1 # cycle physics CYCLE_RUBBER_MINDISTANCE_LEGACY 0 # extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected # single player settings, active while only one client is connected. # Either SP_MIN_PLAYERS or SP_MIN_TEAMS must be bigger than 1, otherwise there will # be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled, # too. SP_EXPLOSION_RADIUS 0.5 # blast radius of cycle explosions SP_WALLS_LENGTH 75 # cycle trail length SP_WALLS_STAY_UP_DELAY 0 # cycle trail stay up this long after the cycle's destruction SP_TEAM_BALANCE_ON_QUIT 1 # balance teams if a member quits? SP_TEAM_BALANCE_WITH_AIS 0 # balance teams with AI players? SP_TEAM_MAX_IMBALANCE 1 # maximum team imbalance SP_TEAM_MAX_PLAYERS 1 # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. ) SP_TEAM_MIN_PLAYERS 1 # minimum number of players per team SP_TEAMS_MAX 2 # maximum number of teams SP_TEAMS_MIN 2 # minimum number of teams SP_WIN_ZONE_MIN_ROUND_TIME 100 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated SP_WIN_ZONE_MIN_LAST_DEATH 0 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated SP_FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally SP_GAME_TYPE 0 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead ) SP_SIZE_FACTOR -9 # arena size factor; increase this by two to double the arena size SP_SPEED_FACTOR -8 # cycle speed factor increase this by two to double the speed SP_AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength SP_AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength SP_AI_IQ 100 # IQ of the AIs SP_MIN_PLAYERS 2 # minimum number of players; missing humans are filled up with AIs SP_NUM_AIS 0 # minimum number of AIs # the same settings, active when more than one client is connected EXPLOSION_RADIUS 0.5 # blast radius of cycle explosions WALLS_LENGTH 75 # cycle trail length WALLS_STAY_UP_DELAY 2 # cycle trail stay up this long after the cycle's destruction TEAM_BALANCE_ON_QUIT 1 # balance teams if a member quits? TEAM_BALANCE_WITH_AIS 0 # balance teams with AI players? ( set it to 0 to disable AIs completely ) TEAM_MAX_IMBALANCE 1 # maximum team imbalance TEAM_MAX_PLAYERS 1 # maximum number of players per team ( set it to 1 to disable teams ) TEAM_MIN_PLAYERS 0 # minimum number of players per team TEAMS_MAX 4 # maximum number of teams TEAMS_MIN 1 # minimum number of teams WIN_ZONE_MIN_ROUND_TIME 130 # minimum time ( seconds ) the round has to be going on before the instant win zone is activated WIN_ZONE_MIN_LAST_DEATH 20 # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated FINISH_TYPE 1 # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally GAME_TYPE 0 # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead ) SIZE_FACTOR -9 # arena size factor; increase this by two to double the arena size SPEED_FACTOR -9 # cycle speed factor increase this by two to double the speed AUTO_IQ 0 # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength AUTO_AIS 0 # flag indicating whether the number of AIs should be automatically adapted to the player strength AUTO_TEAM 1 # flag indicating whether players should be put into a team automatically AI_IQ 50 # IQ of the AIs MIN_PLAYERS 1 # minimum number of players; missing humans are filled up with AIs NUM_AIS 0 # minimum number of AIs # team name ALLOW_TEAM_NAME_COLOR 0 # allow teams to be named after a color ALLOW_TEAM_NAME_PLAYER 1 # allow teams to be named after the leading player TEAM_ALLOW_SHUFFLE_UP 1 # if set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank. TEAM_CENTER_IS_BOSS 1 # if set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest. MASTER_PORT 4533 # port the master server should listen on MASTER_IDLE 2.0 # after this many hours, the master server process quits and gets restarted by the script MASTER_SAVE_INTERVAL 300.0 # interval in seconds between saves of the server list MASTER_QUERY_INTERVAL 10.0 # time in seconds between query packets sent out RESOURCE_REPOSITORY_SERVER http://resource.armagetronad.net/resource/ # default resource repository, determined by the server #RESOURCE_REPOSITORY_SERVER http://kidanger.ath.cx/Arma/resource/ MAP_FILE Xian/sumo/gnorder-0.0.3.aamap.xml #MAP_FILE Anonymous/polygon/regular/diamond-1.0.2.aamap.xml ADMIN_PASS mantra BACKWARD_COMPATIBILITY 1000 # Maximum number of network protocol versions backward compatibility ( will be clamped to maximal supported value; set to zero to not accept logins from older clients ) NEW_FEATURE_DELAY 0 # Disable features that only came in during the last X protocol versions. MAX_CLIENTS 3 # maximum number of clients that can connect to this machine MAX_CLIENTS_SAME_IP_SOFT 4 # 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 8 # maximum number of clients from the same IP (hard limit, more logins will be ignored) MAX_PLAYERS_SAME_IP 2 # maximum number of players from the same IP (note that each client can legally host up to four players) # banning users NETWORK_MIN_BAN 120 # when a banned client tries to connect, update the remaining ban-time to be at least this many seconds # autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes # when they get kicked; kph is the average number of kicks per hour that the player # got in the past. It's useful to read the full docs on these. NETWORK_AUTOBAN_FACTOR 10 NETWORK_AUTOBAN_OFFSET 5 NETWORK_AUTOBAN_MAX_KPH 30 # maximal value the kicks per hour can actually have (influences the measurement process ) # automatic kicking of spectators NETWORK_SPECTATOR_TIME 0 # if > 0, this is the maximal time in seconds a client without players is tolerated # protection against milking cheats (where friends pretend they are enemies # and kill each other for points) ALLOW_ENEMIES_SAME_IP 1 # 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). This feature was buggy and has been disabled for 0.2.8.0. ALLOW_IMPOSTERS 0 # allow two players to have the same name ############################################################################################ # # cycle physics # ############################################################################################ CYCLE_TURN_MEMORY 3 # number of pending turn commands a cycle memorizes before opposing turns cancel each other # speed; it's a good idea to read the full documentation for the acceleration settings. CYCLE_SPEED 90 # basic cycle speed (m/s) CYCLE_SPEED_MIN .50 # 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 1.0 # speed at startup CYCLE_ACCEL 50.0 # 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 2 # 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 CYCLE_BRAKE 322 # deceleration by braking (set to zero to disable brakes and to a negative value to turn brakes into a turbo) # turning CYCLE_DELAY 0.003 #0.02 # 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 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 0.98 # 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 5 #5 # niceness when hitting a wall CYCLE_PING_RUBBER 2 # niceness when hitting a wall: bonus for higher ping players CYCLE_RUBBER_TIMEBASED 0.1 # 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 0.00899997 # The minimal distance rubber code keeps cycles from walls CYCLE_RUBBER_MINDISTANCE_RATIO 9.99868e-05 # 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 .08 # when adjusting to or 180ing into a wall, allow going closer by at least this amount ( relative to the last distance ). A value of zero may lead to cycles ending up on the wrong side of their own walls. CYCLE_RUBBER_LEGACY 0 # fallback to old, frame-dependant rubber code when old clients are present if this is 1 CYCLE_RUBBER_TIME 9.25 # 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 1 # by this factor ( meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled ) CYCLE_RUBBER_WALL_SHRINK 0 # With finite length trails, the used rubber is multiplied with this value and subtracted from the wall length. A value of 1 lets the trail receed at constant speed. All values are supported, but negative values may degrade performance and cause false positives from the topology police if that is enabled. CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 0 # braking CYCLE_BRAKE_REFILL 0.2 #0.2 # refill rate of brake reservoir CYCLE_BRAKE_DEPLETE .8 #0.8 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes ) # safe values for clients before 0.2.5.0: #CYCLE_BRAKE_REFILL 0.0 #CYCLE_BRAKE_DEPLETE 0.0 # wall length settings # if finite walls length is set and _SHRINK is nonzero, the length of the walls is # modified initially, as long as the driven distance is smaller than _SHRINK_OFFSET. # The modified length is given by _LENGTH - _SHRINK * ( distance - _SHRINK_OFFSET ), # where distance is the distance the cycle has traveled so far. CYCLE_DIST_WALL_SHRINK .0 # Distance multiplier in wall length calculation. All values are legal. CYCLE_DIST_WALL_SHRINK_OFFSET .0 # Distance offset in wall length calculation. # respawn relevant settings (no server supports respawning yet, but the client is prepared) CYCLE_BLINK_FREQUENCY 10 # Frequency in Hz an invulnerable cycle blinks with. CYCLE_INVULNERABLE_TIME 5.0 # Time in seconds a cycle is invulnerable after a respawn. CYCLE_WALL_TIME 2.0 # Time in seconds a cycle does not make a wall after a respawn. CYCLE_FIRST_SPAWN_PROTECTION 0 # Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round. ############################################################################################ # example sniplets ############################################################################################ # This will make turns behave like you learn in driving scool: your turn # radius goes up with the square of your speed #CYCLE_DELAY_TIMEBASED 2 # This will make turns behave like crazy: faster cycles can make tighter turns: #CYCLE_DELAY_TIMEBASED -1 # This is nasty: Basically, you'll only be allowed to turn below a certain # speed. You have to brake before every turn! #CYCLE_DELAY .01 #CYCLE_DELAY_TIMEBASED 10 # This setting will be a nasty surprise for exploiters of 180s and # adjusting: it lowers the rubber protection for a short period of time # after each turn (after all, driving directly beside a wall and turning # toward it is a stupidity that demands punishment) #CYCLE_RUBBER_DELAY .5 # These settings goes one step further and disables rubber directly after turns: #CYCLE_RUBBER_DELAY .5 #CYCLE_RUBBER_DELAY_BONUS 0 # Traditionally, rubber usage is based on the distance your cycle would have # travelled while you are stopped by rubber. This makes rubber less effective # when going fast. We can change that so that only the time spent sitting in # front of a wall matters: #CYCLE_RUBBER_TIMEBASED 1 # Or even make rubber more effective at high speeds: #CYCLE_RUBBER_TIMEBASED 2 ############################################################################################ # # 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_DEATHZONE 0 SCORE_KILL 1 # points you gain for everyone racing into your wall SCORE_DIE 0 # points you gain for every time you race into # someones wall LIMIT_SCORE 15 # score limit (all limits for one match) LIMIT_ROUNDS 3 # max number of rounds to play LIMIT_TIME 60 # max time (in minutes) # How wingmen are placed in formation. At SPEED_FACTOR 0, the unit # is meters, and the values are scaled up with speed. # Don't ask where these default values come from, z-man thinks # they were chosen that oddly to avoid head-on collisions with # other teams starting from spawnpoints with sensible side offset. SPAWN_WINGMEN_BACK 2.202896 # determines how much each wingman is placed backwards SPAWN_WINGMEN_SIDE 2.75362 # determines how much each wingman is placed sidewards # 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 10 # score limit (all limits for one match) SP_LIMIT_ROUNDS 10 # max number of rounds to play SP_LIMIT_TIME 30 # 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_NAME_ENDS 1 # Filter whitespace from beginning and end of 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 # Last round time a player in chat mode is able to pause the timer EXTRA_ROUND_TIME 1 # Lenght of an extra pause at the beginning of the round PLAYER_CHAT_WAIT_MAX 4.0 # Maximum time in seconds to wait for a single player to stop chatting. PLAYER_CHAT_WAIT_FRACTION 1.0 # 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 0 # 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 .3 # 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 01 # expansion speed of the winzone in m/s WIN_ZONE_INITIAL_SIZE 1 # radius in m the win zone starts with WIN_ZONE_DEATHS 1 # 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 .6 # 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 1 # 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 1 # the closest X players of the owning team get killed at least FORTRESS_CONQUERED_KILL_RATIO 1 # this fraction of the players of the owning team get killed FORTRESS_SURVIVE_WIN 1 # if set to 1, the last team with an unconquered zone wins the round FORTRESS_MAX_PER_TEAM 1 # 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 4 # 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. ################################################FORTRESS_SURVIVE_WIN############################################ # # backward network compatibility # ############################################################################################ # # Armagetron Advanced is fully compatible with old clients down to 0.2.0 # with the default settings. This changes if you alter some settings from # the default: the most glaring example would be changing the map to # play on. The following settings determine what happens when an old # client connects and some settingsFORTRESS_SURVIVE_WIN the client does not yet understand # are not on their defaults. Set the configuration items to 2 to simply # block the client, set it to 1 to allow the client in and revert the # relevant settings to their default (this may be confusing to users # of a newer client, they'll experience the change and have to adapt), # or 0 to just leave the settings as they are, but allow the client in # anyway. Choose 0 or 2 to be nice to new clients, 1 to be nice to old # clients. # SETTING_LEGACY_BEHAVIOR_BREAKING 2 # For settings that absolutely break the client and make play impossilbe. Example of an affected setting: MAP_FILE SETTING_LEGACY_BEHAVIOR_BUMPY 2 # For settings that allow play on old clients in principle, but with severe limitations (cycles bouncing around, player commands not executed on time). Example: CYCLE_DELAY_TIMEBASED SETTING_LEGACY_BEHAVIOR_ANNOYING 0 # For settings that only cause minor annoyances on old clients, like enemy cycles stopping for .1 seconds after each turn. Example: CYCLE_RUBBER_MINDISTANCE 0.00899997 SETTING_LEGACY_BEHAVIOR_CHEATING 2 # For settings where the default behavior could be considered cheating if nondefault was set. Example: DOUBLEBIND_TIME SETTING_LEGACY_BEHAVIOR_VISUAL 0 # For settings that only affect status displays and visuals, not game physics. Example: CYCLE_RUBBER_* (the client displays the rubber meter, but it's not used for anything) # # Instead of selecting the behavior per group, you can override the # behavior of the affected configuraton one by one: to change it # for a variable named FOO, set FOO_OVERRIDE to 1 to revert FOO to # its default when an old client connects, or 0 to let the old client # in and leave FOO as it was. The default is always 3, which means # to use the setting of the class corresponding to FOO. For map # settings, this means concretely: # # uncomment the following line if you want to revert to the default map as soon as a client that # does not yet support maps connects. #MAP_FILE_OVERRIDE 1 # uncomment this line if you want to use a nondefault map even if old clients are online # (useful for example if your map only differs from the default map in the spawnpoints) #MAP_FILE_OVERRIDE 0 # default override setting: let the setting class decide. In the case of maps, the class # is BREAKS (old clients can't cope at all with nondefault settings), so old clients # are not allowed to connect if MAP_FILE differs from the default. MAP_FILE_OVERRIDE 3 BASE_RESPAWN 1 # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if a team player enters it BASE_ENEMY_RESPAWN 1 # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if an enemy player enters it BASE_ENEMY_KILL 0 # (0,1) if set to 1, any fortress / goal / flag base will kill the enemy if they enter it, usually set to 1 for ball games HELP_MESSAGE SHOT_THRESH 2 SELF_DESTRUCT 0 ZOMBIE_ZONE 0 SINCLUDE duel.cfg