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Help please. How do I get the flags to stay where I want?


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Guest Zhou Yu
Posted
Shankys server doesn't help on this one. I'm using SSME and used the flag tile. But when I go into my map the flags aren't where I put them and they appear randomly near the center. BTW my map is Tactical Warfare check it out it'll be done soon.
Posted
Open p the settings file and make it into a turf game. The default is flagging, and spawns flags randomly regardless of where and how many of them are made on the map. Also make sure to set the max flag count to as many flags are on the map.
Posted

flag:flagmode=2

flag:maxflags=(like splody said, at least however many flags you will be using)

flag:carryflags=0 (if you do not want people to be able to pick up your stationary flags)

Posted

I think what akai is trying to say is :

 

flag:flagmode=2

flag:maxflags=(like splody said, at least however many flags you will be using)

flag:carryflags=0 (if you do not want people to be able to pick up your stationary flags)

Posted

Woah, it does work.

Must be a newer thing... I'm sure I would have noticed this back when I was doing zoning, I think I tried just about everything. -*BAD WORD*-, this could be a really neat style of flagging.

Guest Zhou Yu
Posted

Thank you everyone! Now my zone will actually be playable!

 

One more question, though. How do you set which greens appear?

Posted

[prizeweight] section

 

if you set a prizeweight set to 0, that prize will not appear

 

the higher the prizeweight in relation to the other prizeweights, the more likely that prize will appear

 

ie - the more likely a prize will give THAT specific prize

Guest Zhou Yu
Posted
Got another question. How do you make it so the red bullets do less damage than the blue bullets, because in my map they end up doing the same damage, or the red bullets do more. I want the blue bullets to kill in one hit, which they do, and I want the red bullets to be used like the spider in Trench Wars. How do I do this?
Posted

Bullet:BulletDamageLevel:::Maximum amount of damage that a L1 bullet will cause. Formula; damage = squareroot(rand# * (max damage^2 + 1))

Bullet:BulletDamageUpgrade:::Amount of extra damage each bullet level will cause

Guest Zhou Yu
Posted

Wow. I never would've guessed that.

 

You've saved my zone! Thank you!

Guest
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