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CFG Editor

Ice Editor Instructions by Revenant

[Message]
Reliable=Whether player text messages sent from client to server are reliably sent or not.

[Level]

LvlFile=The level file. (*.lvl)
VehFile=The vehicle definition file. (*.veh)
ItmFile=The inventory item definition file. (*.itm)
AmbientPercent=Ambient lighting level percentage. ( 1000 = 100% )
BriefingFile=Name of the wave file that contains the level briefing.
Gravity=Amount of gravity on the level by default. ( used for projectiles ) ( normal range is -10 to -40 )
RpgFile=The skill/attribute definition file. (*.rpg)
NwsFile=The zone news file. (*.nws)
LioFile=The level interactive objects file. (ie. doors, switches, flags, etc…) (*.lio)
ForceViewNews=Whether player is auto-taken to the news view screen when the zone or global news changes.
LightColorWhite=The RGB color of the light that is considered white.
LightColorRed=The RGB color of the light that is considered red.
LightColorGreen=The RGB color of the light that is considered green.
LightColorBlue=The RGB color of the light that is considered blue.
TipFile=The tip of the day file. (*.tip)
CeilingHeight=How high the artificial ceiling is. ( projectiles/vehicles will bounce off the top at this height. )
SmartDistance=How far away (in pixels) from an object you can be before it turns smart-translucent.
Isometric=Whether the view of the game is isometric or top down view.
RadarPrizeDistance=How far away prizes will appear on radar from your current location. 0 = never visible on radar. (overrideable on a per vehicle basis)

[Arena]

FrequencyMax=Maximum public frequency or team that a player can get on. ( Player may still be able to get on private teams that have higher frequency numbers though, based on ArenaAllowPrivateFrequencies parameter. )
MaxPerFrequency=Maximum players allowed on a frequency.
DesiredFrequencies=Number of players a frequency will be auto-assigned before auto-assigner moves onto a new frequency.
AllowPrivateFrequencies=Whether players are allowed to create their own teams or not.
TeamVisionDistance=How close (in pixels) a teammate has to be in order for you to share their vision.
SpectatorVehicleId=Vehicle item id of the spectator vehicle.(As defined in the .veh file. )
SuicidesAllowed=Whether a player can kill themselves or not.
ItemPickupDistance=How close you have to be (in pixels) in order to pickup an inventory item, or use a switch.
VehicleGetInDistance=How close you have to be (in pixels) in order to get into a vehicle.
SpectatorStore=Whether store is allowed while spectating.
SpectatorSkills=Whether a spectator can purchase skills or not.
StartInSpectator=Whether players entering the game should start in spectator mode or not.
ExitSpectatorLogic=Skill logic required to exit spectator mode. (250 characters max)
ExitSpectatorMessage=Message displayed if player does not have the skills required to enter the game. (250 characters max)
PrizeKill=Whether prize pickups that adjust health can kill you or not.
TurretCashSharePercent=Percent of turret kills shared by the turret owner. ( 1000 = 100% )
TurretExperienceSharePercent=Percent of turret kills shared by the turret owner. ( 1000 = 100% )
TurretPointsSharePercent=Percent of turret kills shared by the turret owner. ( 1000 = 100% )
LowEnergyAmount=Amount of energy left before player is shown low energy warnings next to their name.
SpectatorVisualFrequency=Which frequency the spectator considers friendly when not viewing a specific player. ( -1 = spec frequency )
ForceEvenTeams=Number of players-off teams can be and still allow changing ( 0 = no check, 1 = force even, 2 = force close to even, etc )( Only practical if private teams are not allowed as it only checks public teams. )
ForceSwitchEvenTeams=Number of players-off teams there can be before the server will forcibly switch an existing player to the other team. The switch is checked and will occur when somebody dies. ( 0 = no check )
NewPrizePickupDelay=How long after a prize first appears before players can pick it up (in ticks).
InactivityTimeout=How long a player can be in the game inactive before being kicked to spec. ( in seconds )( 0 = forever )
PrivateSpawnsKeepScore=Whether private spawns keep players profile while in there.
MinimumKeepScorePublic=The minimum number of players playing in a public arena for the game to keep track of scores.
MinimumKeepScorePrivate=The minimum number of players playing in a private arena for the game to keep track of scores.
AllowManualTeamSwitch=Whether to allow players to manually switch teams. ( This applies to spectators too. )
MaxPlayers=Maximum number of players allowed in arena. (including spectators)
PlayingMax=Maximum number of players allowed actually playing. (excluding spectators)
PlayingDesired=Desired number of players actually playing.
ScrambleTeams=Whether teams should scramble at end of a game. Note: this will scramble at the end of ALL game types (flag, soccer, koth, etc).
SpecsSeeEnergy=Whether spectators can see energy or not.
FriendlySeeEnergy=Whether teammates can see energy or not.
EnemySeeEnergy=Whether enemy can see energy or not.
ShowBounty=Whether a players bounty is displayed next to his name or not.
AllowInfo=Whether a player can do ?info on another player.
PointBlankDamageMultiplier=Percentage of damage to self that is reduced from damage to enemy (1000 = 100%)
SpectatorEnergyAmount=Amount of energy needed to get into spectator mode. ( -1 = full energy )
TeamKillsAllowed=Whether a players teammates can kill them or not.
DoubleWarpDelay=How long after warping before the player can initiate another warp event (like warping to a friend), getting out of a vehicle counts as a warp.
BannerRequestTime=How often (in ticks) player will make requests for banner downloads.
BannerLogic=Skill logic required to have a banner.
StartingSoonTime=How long before next game starts (in seconds) that it does the starting soon series of events. ( team-scramble, and starting soon event )

[PublicProfile]

DefaultVItemId=Id of default vehicle given to player, unless overridden by some skill that they own.

[Timing]

SendPositionDelay=How often most vehicles send position packets. ( Don’t change this generally. )
EnterDelay=How long after dieing before player is placed back into the game. (in ticks)
ParentSendPositionDelay=How often a parent vehicle sends position packets. ( Don’t change this generally. )
SoonToFireTickTolerance=How long it will further delay sending position packets in anticipation of a soon to be fired weapon.
VectorTolerance=How close your previous vector has to be to your next vector to be considered the same vector for packet-timing purposes.

[Soul]

CombatAwarenessTime=Amount of time a player can go without seeing enemy and still be able to ’see’ them. (in ticks)
EnergyDefaultMax=Maximum amount of energy a player has by default.
EnergyDefaultRate=Recharge rate a player has by default.
EnergyDefaultStart=What energy level a players vehicle starts at (-1 = same as max )
UtilitySlots=Number of utility slots a player has. ( max = 8 )
UtilitySlots1-99=Number of utility slots a player has for slotted category codes 1-99.
UtilitySlots100-199=Number of utility slots a player has for slotted category codes 100-199.
UtilitySlots200-299=Number of utility slots a player has for slotted category codes 200-299.
UtilitySlots300-399=Number of utility slots a player has for slotted category codes 300-399.
UtilitySlots400-499=Number of utility slots a player has for slotted category codes 400-499.
EnergyShieldMode=How energy effects shields. ( 0 = no shields, 1 = percent of max energy equals percent shielding, 2 = any energy equals full shields )
WeightNormalMax=Weight a player can carry by default without slowing down. ( Note: vehicles can override this. )
WeightStopMax=Weight a player can carry by default without stopping. ( Note: vehicles can override this. )
WeightPrunePercent=Target encumbrance percentage to achieve in a players inventory when they die. ( ie. they are pruned to this level, 1000 = 100% )

[PublicColors]

Count=Number of public teams that have valid color settings. Subsequent teams use modula of this to get color scheme.
UnownedUniform=Uniform colors used for unoccupied vehicles.

[LOS]

DefaultDistance=Distance a player can see by default (in tiles)
DefaultAngle=Field of view angle leftward and rightward player can see by default. (in degrees)
DefaultXray=Whether the player has xray vision by default. (0=no, 1=yes)

[Vehicle]

PhysicsDelay=How long a newly appearing vehicle blinks and ignores physics.
WarpDamageIgnoreTime=How long a vehicle ignores damage after warping. ( This does not include user portals or level portals which set their own time. ( 0 = no grace period )
HitTriggerDelay=How long after a vehicle triggers a proximity trigger before the projectile will explode if vehicle triggering it does not move closer.
WarpGetInDelay=How long after warping before you are allowed to get in a vehicle. (in ticks) Should be at least 2 seconds, 200 ticks.
ComputerProduceInParallel=Whether computer produced items are produced in parallel or series.
ComputerExplosionDamageComputer=Whether computer turret explosion damage other computer turrets in the area.

[View]

AdjustDistance=How far out (in pixels) sniper mode goes.
AdjustSpeed=How quickly sniper mode moves outward ( moving inward is automatically like triple this speed ).
AdjustRotateSpeed=How quickly the player can rotate while in sniper mode.

[WebMenu]

Link0=Web link on the web menu in the game.
Link1=Web link on the web menu in the game.
Link2=Web link on the web menu in the game.
Link3=Web link on the web menu in the game.
Link4=Web link on the web menu in the game.
Link5=Web link on the web menu in the game.
Link6=Web link on the web menu in the game.
Link7=Web link on the web menu in the game.
Link8=Web link on the web menu in the game.
Link9=Web link on the web menu in the game.
Link10=Web link on the web menu in the game.
Link11=Web link on the web menu in the game.
Link12=Web link on the web menu in the game.
Link13=Web link on the web menu in the game.
Link14=Web link on the web menu in the game.
Link15=Web link on the web menu in the game.
Link16=Web link on the web menu in the game.
Link17=Web link on the web menu in the game.
Link18=Web link on the web menu in the game.
Link19=Web link on the web menu in the game.
Link20=Web link on the web menu in the game.
Link21=Web link on the web menu in the game.
Link22=Web link on the web menu in the game.
Link23=Web link on the web menu in the game.
Link24=Web link on the web menu in the game.
Link25=Web link on the web menu in the game.
Link26=Web link on the web menu in the game.
Link27=Web link on the web menu in the game.
Link28=Web link on the web menu in the game.
Link29=Web link on the web menu in the game.

[Bounty]

Start=Starting bounty amount.
PercentToKillerBounty=Percentage of your kill points that increase your bounty.
PercentToAssistBounty=Percentage of your assist points that increase your bounty.

[HelpMenu]

Link0=Help link on the help menu in the game.
Link1=Help link on the help menu in the game.
Link2=Help link on the help menu in the game.
Link3=Help link on the help menu in the game.
Link4=Help link on the help menu in the game.
Link5=Help link on the help menu in the game.
Link6=Help link on the help menu in the game.
Link7=Help link on the help menu in the game.
Link8=Help link on the help menu in the game.
Link9=Help link on the help menu in the game.
Link10=Help link on the help menu in the game.
Link11=Help link on the help menu in the game.
Link12=Help link on the help menu in the game.
Link13=Help link on the help menu in the game.
Link14=Help link on the help menu in the game.
Link15=Help link on the help menu in the game.
Link16=Help link on the help menu in the game.
Link17=Help link on the help menu in the game.
Link18=Help link on the help menu in the game.
Link19=Help link on the help menu in the game.
Link20=Help link on the help menu in the game.
Link21=Help link on the help menu in the game.
Link22=Help link on the help menu in the game.
Link23=Help link on the help menu in the game.
Link24=Help link on the help menu in the game.
Link25=Help link on the help menu in the game.
Link26=Help link on the help menu in the game.
Link27=Help link on the help menu in the game.
Link28=Help link on the help menu in the game.
Link29=Help link on the help menu in the game.

[Cash]

ShareRadius=Radius in pixels (relative to target) that get assist cash.
SharePercent=Percentage of points given to killer that are shared as assist cash. ( 1000 = 100%)
PercentOfKiller= Percent of killers bounty that is given as a cash reward. ( 1000 = 100%)
PercentOfTarget= Percent of targets bounty that is given as a cash reward. ( 1000 = 100%)
KillReward=Fixed amount of extra cash just for getting the kill.

[Experience]

vShareRadius=Radius in pixels (relative to target) that get assist experience points.
SharePercent=Percentage of points given to killer that are shared as assist experience points. ( 1000 = 100%)
PercentOfKiller=Percent of killers bounty that is given as a experience points reward. ( 1000 = 100%)
PercentOfTarget=Percent of targets bounty that is given as a experience points reward. ( 1000 = 100%)
KillReward=Fixed amount of extra experience points just for getting the kill.

[Rpg]

SkillCostMethod=Method used to calculate cost of skills. ( 0 = fixed price per rpg file, 1 = progressive price per skill purchased )
AttributeCostMethod=Method used to calculate cost of attributes. ( 0 = fixed price per level, 1 = progressive price per level, 2 = progressive price per level across all attributes. )
SkillBaseCost=Variable in formula for progressive skill cost. ( ( SkillBaseCost + skillCount ** SkillCountPower ) * price )
SkillCountPower=Variable in formula for progressive skill cost. ( ( SkillBaseCost + skillCount ** SkillCountPower ) * price )
AttributeBaseCost=Variable in formula for progressive attribute cost. ( ( AttributeBaseCost + attributeLevelCount ** AttributeCountPower ) * price )
AttributeCountPower=Variable in formula for progressive attribute cost. ( ( AttributeBaseCost + attributeLevelCount ** AttributeCountPower ) * price )

[Door]

AttemptTime=How often it attempts to change the state of randomly toggling doors.
RandomControlDelay=Amount of time after a random toggling door is explicitly controlled by the server before it starts randomly toggling again.

[Attribute]

Health=Id of the attribute associated with player health.
HealthRatio=Amount to increase health with each attribute unit. ( 1000 = 1 )
Energy=Id of the attribute associated with player energy.
EnergyRatio=1 = 1 unit more energy per attribute unit
Weight=Id of the attribute associated with player weight.
WeightRatio=1000 = 1kg more weight per attribute unit.
Thrust=Id of the attribute associated with player thrust.
ThrustRatio=High precision percentage increase in thrust. ( 100 = 1% increase per attribute unit )
TopSpeed=Id of the attribute associated with player top speed.
TopSpeedRatio=High precision percentage increase in top speed. ( 100 = 1% increase per attrib unit )

[Point]

ShareRadius=Radius in pixels (relative to target) that get assist points.
SharePercent=Percentage of points given to killer that are shared as assist points. ( 1000 = 100%)
PercentOfKiller=Percent of killers bounty that is given as a reward. ( 1000 = 100%)
PercentOfTarget=Percent of targets bounty that is given as a reward. ( 1000 = 100%)
KillReward=Fixed amount of extra points just for getting the kill.

[Bong]

PublicLow=The lowest bong number that players can send in public messages.
PublicHigh=The highest bong number that players can send in public messages.
PrivateLow=The lowest bong number that players can send in private messages.
PrivateHigh=The highest bong number that players can send in private messages.
TeamLow=The lowest bong number that players can send in team messages.
TeamHigh=The highest bong number that players can send in team messages.
ChatLow=The lowest bong number that players can send in chat-channel messages.
ChatHigh=The highest bong number that players can send in chat-channel messages.
SquadLow=The lowest bong number that players can send in squad messages.
SquadHigh=The highest bong number that players can send in squad messages.
Bong1=Select a blob file name then choose a sound file from that blob.
Bong2=Select a blob file name then choose a sound file from that blob.
Bong3=Select a blob file name then choose a sound file from that blob.
Bong4=Select a blob file name then choose a sound file from that blob.
Bong5=Select a blob file name then choose a sound file from that blob.
Bong6=Select a blob file name then choose a sound file from that blob.
Bong7=Select a blob file name then choose a sound file from that blob.
Bong8=Select a blob file name then choose a sound file from that blob.
Bong9=Select a blob file name then choose a sound file from that blob.
Bong10=Select a blob file name then choose a sound file from that blob.
Bong11=Select a blob file name then choose a sound file from that blob.
Bong12=Select a blob file name then choose a sound file from that blob.
Bong13=Select a blob file name then choose a sound file from that blob.
Bong14=Select a blob file name then choose a sound file from that blob.
Bong15=Select a blob file name then choose a sound file from that blob.
Bong16=Select a blob file name then choose a sound file from that blob.
Bong17=Select a blob file name then choose a sound file from that blob.
Bong18=Select a blob file name then choose a sound file from that blob.
Bong19=Select a blob file name then choose a sound file from that blob.
Bong20=Select a blob file name then choose a sound file from that blob.
Bong21=Select a blob file name then choose a sound file from that blob.
Bong22= Select a blob file name then choose a sound file from that blob.
Bong23=Select a blob file name then choose a sound file from that blob.
Bong24=Select a blob file name then choose a sound file from that blob.
Bong25=Select a blob file name then choose a sound file from that blob.
Bong26=Select a blob file name then choose a sound file from that blob.
Bong27=Select a blob file name then choose a sound file from that blob.
Bong28=Select a blob file name then choose a sound file from that blob.
Bong29=Select a blob file name then choose a sound file from that blob.
Bong30=Select a blob file name then choose a sound file from that blob.

[Death]

ResetPoints=Whether death resets your points.
ResetInventory=Whether death resets your inventory.
ResetCharacter=Whether death resets your character.

[Flag]

TrickleKill=Whether the trickle damage special effect of flags will kill you are just take you down to nothing.
PointMultiplier=Number of times more points flag carriers get for kills. ( 1000 = 1.000 )
ExperienceMultiplier=Number of times more experience points flag carriers get for kills. ( 1000 = 1.000 )
CashMultiplier=Number of times more cash flag carriers get for kills. ( 1000 = 1.000 )
CarryCount=Number of flags allowed to carry. ( 0 = no carry allowed )
EnterGameDelay=Amount of time after player enters game before they are allowed to pickup flags. ( security feature )
ResetDelay=Amount of time before the flag game is reset if nobody has won. ( in seconds )( 0 = never, positive = game reset, negative = most flags declared winner )
PeriodicRewardDelay=Amount of time between periodic rewards for owned flags. ( in seconds )( 0 = never )
PointReward= Number of points given for a flag victory. ( playersInGame ** 2 * this / 1000 )
ExperienceReward=Number of experience points given for a flag victory. ( playersInGame ** 2 * this / 1000 )
CashReward=Amount of cash given for a flag victory. ( playersInGame ** 2 * this / 1000 )
VictoryBong=Bong played along with flag victory message.
ResetBong=Bong played along with game reset message.
PeriodicBong=Bong played along with periodic reward message.
CarrierOnRadar= Whether the flag carrier appears special color on radar or not.
CarrierLineOfSight=Whether the flag carrier obeys normal line of sight rules or not. ( No = always appear, Yes = los based )
DropPointRadius=Distance from players actual location that flags are spread around.
VictoryWarningBong=Bong played along when a team has met victory criteria and is waiting for holding period. ( played with warning messages )
VictoryHoldTime=How long a team must hold all flags before victory is declared. ( in ticks, 0 = instant win )
PrizeDistance=The closest a prize is allowed to get to a flag. ( in pixels ) ( 0 = close as it wants )
VictoryAbortedBong=Bong played when a victory is aborted. ( played with warning message )
AllowSafety=Whether flag carriers are safe when in safe zones.
StartDelay=How often it checks to see if the flag game should be started. ( in seconds )
ShowTimer=Whether the flag start/end-game timer is displayed onscreen or not.
VictoryWhenOneTeam=Whether the flag victory is declared when only one team is left in the game. ( useful in conjuction with death expiration stuff )
WarpPickupDelay=How long after warping before you are allowed to pickup a flag, in ticks. Should be at least 2 seconds, 200 ticks, to prevent picking up flag while in warp.
StartBubble=Which bubble to use to display start message. ( -1 = none )

[Sound]

AttemptTime=How often it attempts to play level interactive sounds.

[Soccer]

BallCount=How many soccer balls are active.
MinimumPlayers=Minimum number of players for soccer game to start.
SendTime=How often the soccer ball position is updated.
VictoryPointReward=Percent of points given for a soccer game victory. ( 1000 = 100% )
VictoryExperienceReward=Percent of experience points given for a soccer game victory. ( 1000 = 100% )
VictoryCashReward=Percent of cash given for a soccer game victory. ( 1000 = 100% )
VictoryGoals=Number of goal points needed for victory. ( Negative means number of goals you need to win by for victory. )
PassDelay=How long after the ball is passed before somebody else can claim it.
ShowRadar=Whether soccer ball shows up on radar/map or not.
DefaultThrowTime=Default ball carry time (in ticks) for vehicles.
DefaultProximity=Default ball pickup proximity for vehicles. (in pixels)
DefaultFriction=Default amount of friction on the ball. ( 0 = none, 10000 = near infinite )
DefaultBallSpeed= Default how fast the ball is thrown.
GravityAcceleration=Amount of gravity effecting ball. ( 0 = none )
BounceHorzSpeedPercent=Percent of speed kept on wall-bounces. ( 1000 = 100% )
BallGraphic=Select the soccer ball graphic and adjust its permutation, palette offset or HSV settings.
TrailGraphic=Select the soccer trail graphic and adjust its permutation, palette offset or HSV settings.
ShadowGraphic=Select the soccer shadow graphic and adjust its permutation, palette offset or HSV settings.
CatchSound=Select the soccer catch sound.
ThrowSound=Select the soccer throw sound.
BounceSound=Select the soccer bounce sound.
RequestSound=Select the soccer request catch sound.
GoalBong=Number of bong played when goals are scored.
VictoryBong=Number of bong to play at game victory.
StartDelay=How long of a break between games. (in seconds)
PlayersPerBall=Number of players required for each ball to be added. ( at start of game )( 0 = always do full ball count )
IgnoreWalls=Whether soccer ball ignores walls or not.
KillerCatchBall=Whether killer of the ball carrier auto-catches ball. ( No = ball dropped, Yes = killer gets ball )
DeadBallTimer=How long a ball will go without being touched before it will randomize. ( in seconds ) ( 0 = forever )
InvisibleTime=How long the ball goes invisible (trail only) after a player sees somebody else try and pick it up. ( in ticks )
PickupTime=How long after the ball is thrown before it can be picked up again by the thrower. ( -1 = when it stops ) ( in ticks ) Note: to avoid the thrower picking it up again instantly, you should keep this number over 100 ( 1 second ).
LoserPointReward=Percent of points given for a soccer game loss. ( 1000 = 100% )
LoserExperienceReward=Percent of experience points given for a soccer game loss. ( 1000 = 100% )
LoserCashReward=Percent of cash given for a soccer game loss. ( 1000 = 100% )
ShowTimer=Whether timer/scoreboard is displayed or not.
DefaultInheritSpeedPercent=Default percent of vehicles speed the ball inherits. ( 1000 = 100%, negative = inherit only in direction fired )
DefaultInheritZSpeedPercent=Default percent of vehicles z-speed the ball inherits.
FloorBounceVertSpeedPercent=Percent of vertical speed kept on floor bounces.
FloorBounceHorzSpeedPercent=Percent of horizontal speed kept on floor bounces.
WarpCatchDelay=How long after you warp before you can pickup the ball. ( Needs to be set to at least 2 seconds to reduce risk of requesting warp then requesting ball pickup near simultaneously. )
BallAddedBong=Bong played everytime a new ball is added to the game.
CatchCountDelay=How long after you throw the ball before you can get point credit for catching the ball again. Used to prevent rapid passing to run up score.
ZProximityAdjust=Amount of adjustment to the z-catch proximity versus the x/y plane proximity. 1000 = same, 2000 = half proximity in z (larger numbers mean shorter proximity in z)
BounceForGoal=Whether soccer ball has to bounce on terrain type in order to be a goal.
Timer= How long a game lasts. ( in seconds, 0 = no game timer )
TimerOvertime=How long overtime lasts. ( in seconds, 0 = first to score wins )
BallWarpGroup=Warp group the soccer ball uses in determining where it appears.
ScoreBubble= Which bubble number to use to display score. (-1=none)
MvpBubble=Which bubble number to use to display mvp. (-1=none)

[StartGame]

PrizeReset=Whether prizes on level should be cleared on start of game.
VehicleReset=Whether dynamic vehicles on level should be cleared at start of game.
InitialHides= Whether initial prize and vehicles should be created at start of game. ( sorry, no way to do one without the other right now )
ResetInventory=Whether a players inventory is reset on start of game.
ResetCharacter=Whether a players skills are reset on start of game.
ClearProjectiles=Whether live projectiles of all types are cleared at start of game.
ResetTeamInventory=Whether the teams inventory is reset on start of game.

[King]

DeathCount=Number of deaths they are allowed before they lose their crown.
CrownRecoverKills= Number of crown kills a player needs in order to earn their crown back.
ExpireTime=Amount of time player can keep crown without getting a kill. (in seconds)
MinimumPlayers= Minimum number of players for king game to start.
PointReward=Number of points given for a king game victory. ( playersInGame ** 2 * this / 1000 )
ExperienceReward= Number of experience points given for a king game victory. ( playersInGame ** 2 * this / 1000 )
CashReward=Amount of cash given for a king game victory. ( playersInGame ** 2 * this / 1000 )
VictoryBong=Number of bong played when somebody wins.
StartDelay=How long of a break between games. (in seconds)
CrownGraphic=Select the graphic to display next to players name when they have the crown. Also you can adjust its light permutation, palette offset and HSV settings.
GiveSpecsCrowns=Whether to give spectators crowns at start of game.
TeamRewards=Whether the entire team get’s the reward at the end of the game.
LoseCrownExpire=Whether to force a player to expire when they lose their crown. ( to expire means to get put into spec mode )
ShowTimer=Whether the king start/end-game timer is displayed onscreen or not.
StartBubble=Which bubble to use to display start of game stuff. ( -1 = none )

[Owner]

Kill=Whether private arena owners have this privilege or not.
Lock=Whether private arena owners have this privilege or not.
Spec=Whether private arena owners have this privilege or not.
Info=Whether private arena owners have this privilege or not.
Arena=Whether private arena owners have this privilege or not.
Warp=Whether private arena owners have this privilege or not.
Summon=Whether private arena owners have this privilege or not.
Prize=Whether private arena owners have this privilege or not.
Cash=Whether private arena owners have this privilege or not.
Experience=Whether private arena owners have this privilege or not.
Grant=Whether private arena owners have this privilege or not.
Shutup=Whether private arena owners have this privilege or not.
Timer=Whether private arena owners have this privilege or not.
Team=Whether private arena owners have this privilege or not.
Restart=Whether private arena owners have this privilege or not.
Scramble=Whether private arena owners have this privilege or not.
Wipe=Whether private arena owners have this privilege or not.
Profile=Whether private arena owners have this privilege or not.
Enable=Whether private arena owners have this privilege or not.
GetBall=Whether private arena owners have this privilege or not.
Energy=Whether private arena owners have this privilege or not.
AddBall=Whether private arena owners have this privilege or not.
Flags=Whether private arena owners have this privilege or not.

Render]

Static=Whether floorsPatterns/static-objects should be rendered or not.
BackgroundColor=Color to render background when RenderStatic is no.
FlattenLights=Whether lighting effects should be blit assuming the background color is constant as specified in BackgroundColor. (much faster if you can get away with it)
TrailsFirst=Whether bomb trails should be rendered before dynamic sorted stuff. (this is primarily useful for top-down views)
VehTrailsFirst=Whether vehicle trails should be rendered before dynamic sorted stuff. (this is primarily useful for top-down views)
StarfieldGapNear=How far apart the near stars are on average. (respectively)
StarfieldGapFar=How far apart the far stars are on average. (respectively)

[ZoneStat]

Name0=Name of column for zone specific stat information.
Name1=Name of column for zone specific stat information.
Name2=Name of column for zone specific stat information.
Name3=Name of column for zone specific stat information.
Name4=Name of column for zone specific stat information.
Name5=Name of column for zone specific stat information.
Name6=Name of column for zone specific stat information.
Name7=Name of column for zone specific stat information.
Name8=Name of column for zone specific stat information.
Name9=Name of column for zone specific stat information.
Name10=Name of column for zone specific stat information.
Name11=Name of column for zone specific stat information.

[WarpGroup]

InitialEntry=Warp group to use for initial entry into arena.
LostVehicle=Warp group to use when the vehicle a player is using is removed from the game by the server. ( Should not be an issue in most cases. )
BallEntry=Warp group to use when a goal is made and ball is replaced in the arena. ( -1 = don’t warp on goal )
BallEntryRadius=How close you have to be to the ball in order to be warped. ( 0 = everybody, otherwise radius in pixels )

[Expire]

DeathCount=Number of deaths they are allowed before they are forced into spec mode. ( 0 = deaths don’t cause expiration ( Note: some game types like king-of-hill can force an expiration. ) )
AllowLateJoins=Whether a player in spec-mode or entering arena for first time is allowed to enter a game in progress.

[Radar]

ColorSoccerBall=The RGB color of the soccer ball on radar.
ColorSelf=Color of self on radar.
ColorFriendly=Color of teammates on radar.
ColorEnemy=Color of enemies on radar.
ColorFlag=Color of flags on radar.
FontColorSelf=Font color of player name tag. (Gray,Red,Green,Blue,Yellow,Purple,Cyan,Dark Gray,Dark Red,Dark Green,Dark Blue,Dark Yellow,Dark Purple,Dark Cyan)
FontColorFriendly=Font color of teammate name tag. (Gray,Red,Green,Blue,Yellow,Purple,Cyan,Dark Gray,Dark Red,Dark Green,Dark Blue,Dark Yellow,Dark Purple,Dark Cyan)
FontColorEnemy=Font color of enemy name tag. (Gray,Red,Green,Blue,Yellow,Purple,Cyan,Dark Gray,Dark Red,Dark Green,Dark Blue,Dark Yellow,Dark Purple,Dark Cyan)

[Rts]

Game=Whether the RTS style of game is active or not. ( NOTE: Do not use multiple game types in conjunction with each other. )
StartDelay=How long of a delay there is between games. ( in seconds )
MinimumPlayers=Minimum number of players required in game before the game will start.
StartBubble=Which bubble to use to display start message. (-1=none)

[Event]

Hold1=Event string referenced only by other event strings.
Hold2=Event string referenced only by other event strings.
Hold3=Event string referenced only by other event strings.
Hold4=Event string referenced only by other event strings.
StartGame=Event string to execute on every player when game starts.
SysopWipe=Event string to execute on player when sysop issues a *wipe command.
SelfWipe=Event string to execute when a player wipes themselves with ?wipecharacter.
KilledTeam=Event executed on you when you kill a teammate.
KilledEnemy=Event executed on you when you kill an enemy.
KilledByTeam=Event executed on you (just before re-entry into game) when you are killed by a teammate.
KilledByEnemy=Event executed on you (just before re-entry into game) when you are killed by an enemy.
EnterSpawnNoScore=Event executed on you when you enter a private spawn that is not keeping track of scores.
JoinTeam=Event executed on you when you join a different team for any reason, except for when you join spectator frequency.
ChangeDefaultVehicle=Event executed on you when you change default vehicles.
ExitSpectatorMode=Event executed when you exit spectator mode. Executed just after the player joins the team and is put into his default vehicle.
FirstTimeInvSetup=Event executed if the player enters an arena and they have no existing inventory items. Perhaps first time in, or inventory is not saved persistently.
FirstTimeSkillSetup=Event executed if the player enters an arena and they have no existing skills. Perhaps first time in, or skills are not saved persistently.
EndGame=Event string to execute on every player when game ends.
SoonGame=Event string to execute on every player when game is about to start. (based on Arena:StartingSoonTime)

[DeathMatch]

StartDelay=How long between games, in seconds.
Timer=The amount of time before the game is declared over, in seconds. 0 = no game timer, other criteria determine end of game.
TeamKills=The number of team kills a team needs in order for the game to be declared over. 0 = team kills don’t determine game end.
PersonalKills=The number of personal kills somebody needs in order for the game to be declared over. 0 = personal kills don’t determine game end.
MinimumPlayers=Minimum number of players in game for game to be active.
TeamVictory=Whether at the end of the game a team victory is declared and rewarded for the top team. Controls whether team-stat-bubble appears too.
PersonalVictory=Whether at the end of the game a personal victory is declared and rewarded for the top dog. Controls whether personal-stat-bubble appears too.
Victorybong=Bong played when game is over.
PersonalPointReward=Relative point reward given to personal winner based on game value formula. (gameValue * this / 1000)
PersonalExperienceReward=Relative experience reward given to personal winner based on game value formula. (gameValue * this / 1000)
PersonalCashReward=Relative cash reward given to personal winner based on game value formula. (gameValue * this / 1000)
TeamPointReward=Relative point reward given to team winners based on game value formula. (gameValue * this / 1000)
TeamExperienceReward=Relative experience reward given to team winners based on game value formula. (gameValue * this / 1000)
TeamCashReward=Relative cash reward given to team winners based on game value formula. (gameValue * this / 1000)
TitleUpdateDelay=How often the bubbles on the players screen are updated, in seconds. Causes traffic, so be conservative.
TimerBubble=Which bubble to display game timer on. ( -1 = none, 0,1,2,3 )

[Stat]

DisplayTeamBreakdown=Whether to display a team based breakdown of kills/deaths after a game is over. (regardless of game type)
DisplayIndividualBreakdown=Whether to display an individual based breakdown of kills/deaths after a game is over. (regardless of game type)
DisplayTeamBubble=Whether to display the team-stat bubble (kills/deaths) and in which position ( -1 = off, otherwise 0,1,2,3 ) Note: need to avoid conflicts with other game types using bubble positions.
DisplayIndividualBubble=Whether to display the individual stat bubble (kills/deaths) and in which position. ( -1 = off, otherwise 0,1,2,3 ) Note: need to avoid conflicts with other game types using bubble positions.
BubbleUpdateDelay=How often the bubble is updated. Do not update very frequently as it creates traffic. (in seconds)
DisplayGameTimeAtEnd=Whether the total game time is displayed at the end of the game.

[SoccerMvp]

Goals=How many points you get toward MVP score for these events.
Assists=How many points you get toward MVP score for these events.
Kills=How many points you get toward MVP score for these events.
Steals=How many points you get toward MVP score for these events.
Passes=How many points you get toward MVP score for these events.
Deaths=How many points you get toward MVP score for these events.
Fumbles=How many points you get toward MVP score for these events.
Catches=How many points you get toward MVP score for these events.
CarryTimeFactor=How many points you get for each carry time second. ( in thousandths, so 1000 = 1 point per second )

QuickSkill]

BackGraphic=Graphic for the background.
ListRectLeft=Left side of region for list within skill box.
ListRectRight=Right side of region for list within skill box.
ListRectTop=Top side of region for list within skill box.
ListRectBottom=Bottom side of region for list within skill box.
ListFont=Font to use. (Tiny,Small,Medium,Large,Huge)
ListColor=Color to use. (Gray,Red,Green,Blue,Yellow,Purple,Cyan,Dark Gray,Dark Red,Dark Green,Dark Blue,Dark Yellow,Dark Purple,Dark Cyan)
FinishRectLeft=Left side of region for finish button within skill box.
FinishRectRight=Right side of region for finish button within skill box.
FinishRectTop=Top side of region for finish button within skill box.
FinishRectBottom=Bottom side of region for finish button within skill box.
TextRectLeft=Left side of region for text within skill box.
TextRectRight=Right side of region for text within skill box.
TextRectTop=Top side of region for text within skill box.
TextRectBottom=Bottom side of region for text within skill box.
TextFont=font to use (Tiny,Small,Medium,Large,Huge)
TextColor=Color to use. (Gray,Red,Green,Blue,Yellow,Purple,Cyan,Dark Gray,Dark Red,Dark Green,Dark Blue,Dark Yellow,Dark Purple,Dark Cyan)
ThumbX=Center X point for thumb display.
ThumbY=Center Y point for thumb display.

[Jackpot]

Start=Amount jackpot starts out as.
Bubble=Which bubble number the jackpot displays in. ( -1 = none )
BubbleDelay=How often the bubble is updated. (in seconds)

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