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Questions that are related to the new subgame2 are listed below, like how the new commands work or what a new ini setting does.
| What is *ufo and how does it effect my ship? | 5/7/1999 |
| *ufo gives your ship Cloak, sets your ship to a shark picture, removes your ships nametag. You will also get a special stealth that you can't turn off while you have cloaking (so using stealth while being in a UFO does nothing). Your cloak will not turn off if you fire. Also, your cloak can't be seen by normal X. Super-Stealth can't be seen with any X. What i mean by the UFO cloak is that another sysop with UFO on gets a special X (doesn't give them it, just if they have X, gives it this ability). This UFO X can see other cloaked UFOs on the screen, but not on radar. You will also gain a special shield that can't be turned off. (Well, all these 'can not be turned off can be turned off only by turning ufo off) This shield will make you unkillable. You will take NO damage at all.
NOTE: UFO does NOT change your energy cost. Your bombs/guns/x/etc will still cost you energy, but you will not take damage from enemy bombs/etc.
Unlike the super, ufo will turn off if you just type *ufo again. Also, if you uncloak with a UFO, they will see your shark (or turret pic if your turreting) with no name. You cannot specatate on a ufo, but you can turret on it. (Lots of fun, turret pics flying around. NOTE: The stealth will effect the WHOLE turret, so they can't be seen on radar, but the cloak won't.) With the turreting, if you have a UFO (or super) on you or your on it, you will take less damage, but you will still take a good bit. Think of it as a 25% sheild, helps but doesn't save you.
When you turn UFO off, you will change back to normal ship, lose cloak (even if you had it before you turned ufo on), shield, special x, and the ability to not have cloakers on you.
When you change ships with UFO, you will keep all specials. But it won't re-give cloaking, unless the ship you changed to started with cloaking or greened it. |
| What does *lowbandwidth do? | 5/7/1999 |
| When you /*lowbandwidth 1 someone, they will be set on lowbandwidth. What it does is will double send and double recieve every packet sent/recieved from that player. If it gets both, will ignore one, so doesn't really help them that way. This will help ploss only, not ping. Also, every so often, the server will auto-ignore a % of the player's bombs/guns as a backfire to the players lag. This percent is taken from the *lowbandwidth # and the players ploss.
/*lowbandwidth 0 will remove the lowbandwidth. |
| How do I use *thor? | 5/7/1999 |
| The /*thor # works like this. Everyone is set to thor level 0. To change a players thor level, the only way is to use /*thor. When you use /*thor, you need a number after it. Min is 0, don't know what max is. Got to 30000 or so. If too high (IE: 9999999999) will give neg number, which is taken as a 0.
Thor level 0 works like normal. Takes settings from Bomb damages, prox, etc.
Thor level 1 works without settings. One bomb within 75% of the blast range will kill. The higher the number (like 5000), the higher the thor prox and blast range is. So a level one thor can kill someone if they are within blast range. Level 5000 can take about half of a whole ASWZ base (counting teammates too, so watch out). |
| What are those new things in the MISC section? | 5/7/2001 |
| Starting with demo stuff down to 1.34.3 stuff:
DisableSharewareNames= can be set to 0 or 1. 0 means yes, demos save name. 1 mean no, use ~Demo.
DisableSharewareShips= can be set to 0 or 1. 0 means yes, demos can use any ship. 1 mean no, can be only Warbird, Jav, Spider, or Levi.
DisableSharewareScores= can be set to 0 or 1. 0 means yes, demos save score. 1 mean no, they quit zone, no score keep. If demo name isn't save, scores will not save.
NoAntiInSafe= can be set to 0 or 1. 0 means anti can be used in safty, normal way. 1 means no anti is allowed in safty.
LockFreqs= can be set to 0 or 1. 0 means *lock will not lock freqs, people can still change freqs. If 1, *lock is set, no one can change freqs other than mods/smod/sysop.
PositionDataAccess= can be set to 0, 1, or 2. If Misc:ExtraPositionData is set to 0, this will work. If Misc:ExtraPositionData is set to 1, will ignore this. 0 means sysops can see the stats box about players while specing on them. 1 means smods and sysops can. 2 means mods/smods/sysops can.
AlertCommand= can be set to anything. If = nothing (IE: AlertCommand=), will not use anything. If it equals something, whenever a player types ?whatever, it will message all online mods, smods, and sysops what you said, including your name and arena. Works best when it =cheater, since everyone knows about ?cheater by now. |
| How do I use the validation? | 5/7/2001 |
| This is all the info you need for these:
CheckMod= can be set to 0 or 1. If set to 0, will not check to see if a player who logs into mod is in the moderate.txt or smod.txt or sysop.txt file. If 1, if that player isn't in those files, all there * commands will not work, and will log every * command they use.
CheckSMod= can be set to 0 or 1. If set to 0, will not check to see if a player who logs into smod is in the smod.txt or sysop.txt file. If 1, if that player isn't in those files, all there * commands will not work, and will log every * command they use.
CheckSysop= can be set to 0 or 1. If set to 0, will not check to see if a player who logs into sysop is in the sysop.txt file. If 1, if that player isn't in the sysop file, all there * commands will not work, and will log every * command they use.
LogPubCommands= can be set to anything. Needs to have a * in front, or a /. If anyone types in a message with that infront of it, it will log it in the *log. If it has a / in front, the command will need to have a /. If *kill, will log *kill, /*kill, *killeveryone! DIE!, /*kill 5. * will log ALL commands that have a *. Will log ONLY in (Public) arenas.
LogPvtCommands= can be set to anything. Same as above, just for all non (Public) arenas.
DisablePubCommands= can be set to anything. If anyone types this in, server will ignore it. For Public arenas only.
DisablePvtCommands= can be set to anything. If anyone types this in, server will ignore it. For non-Public arenas.
All / commands that are logs will tell who was ticked. All commands logged will tell who typed it.
For Disables, an extra things can be added to disable ONLY for mods/smods/sysops. If the command doesn't have a number in front, will disable public and priv for all levels [IE: *scorereset]. If has a number, will disable for that level (0 means all, 1 means smods/mods only, 2 means mods only) [IE: 1*recycle]. If you want only public format (*prize) not priv, put a # in front [IE: #*prize or 1#*scorereset]. If you want priv only, put a / in front [IE: /*shipreset or 2/*scorereset].
NOTE: The log/disables will only effect * commands, nothing else. Sorry, can't stop ?setlevel or log everyone who goes to ?go prac. |
| What does the new /*super /*ufo do? And how do I make those red sysop commands go away and stop getting that player kicked? | 5/7/2001 |
| The new subgame 1.34.4 command /*super and /*ufo will give that player the same thing as *super and *ufo did, just alot easier. If you do a /*ufo on a player already in UFO, it will turn it off for them. If you do a /*super on a player with SUPER ship, will just reset there items to max.
With these new commands comes new headaches. If you give a player that doesn't have SMOD/SYSOP an ufo or super, the zone will think they are cheating. Bet way around this is to give them temp smod or temp sysop. But that can be bad if they know this, so only do these if you have the smod/sysop check on so they can't abuse commands.
NOTE: If you have check on for smod/sysop, and you temp smod/sysop someone to make sure the zone doesn't kick them out, they can't do any * commands, even if they had mod before. Because it will ignore all * commands since they are not in the sysop.txt or smod.txt. |
| What is this new ?scorereset command and how do I turn it on/off? | 5/10/2001 |
| The ?scorereset command is giving a command that needs access to use to everyone, like ?getnews did with *getnews. But since a scorereset can be bad in some cases (and because I bugged them so often to make all these new things options to be turned on/off), they allow you to use this in zones only if the sysop wants you to use these.
In the server.ini, there is a new line to be added if you havn't added it yet under the [Misc] section.
AllowPubScorereset= 1 means it will allow ?scorereset in Public zones. 0 means no.
AllowPvtScorereset= Same as above, just for non-public arenas. If your subarenas do not keep scores, it is a good idea to make this allowed. This will allow duels to be done much easier since they can see there record. But if your subarenas keep scores, and your main arena doesn't allow scoreresets, it isn't that good of an idea to leave this.
?scorereset will just scorereset your own name, there is no /?scorereset. Also, if you want to know if a zone allows this command, best idea is to create a dummy name and then die to someone and test it out. |
| Some zones neutral flags (from a player changing ships with flags) appears in the middle of the zone like after a flagreset, while mine appears in the base. How do i make mine like that? | 5/10/2001 |
| A setting for the server.ini in subgame2 version 1.34.4 will allow neutral flags to be placed in the middle like after a reset instead of in a base. To do this, you will need to find the section in your Server.cfg under [Flags] for FlagTerritoryRadius. Whatever that number is, remember it and set in your server.ini in the [Misc] section TimerDropFlagTerritoryRadius=#, where # is the number from the .cfg. Once you do that, change the .cfg to 0.
The ingame command for adding this new line is: *s*Misc:TimerDropFlagTerritoryRadius:#
So, if you set Flag:FlagTerritoryRadius to 0 and Misc:TimerDropFlagTerritoryRadius to 8 flags will be respawned on freq/ship change. This is because anytime the flag timer goes down to 0, instead of subgame looking at the .cfg to find where to put it, it will look at the .ini setting. But if the timer does not go to 0 (ie: shipchange), it will drop like a normal reseted flag. |
| How can I view all the mods/smods/sysops logged into my zone? | 5/10/2001 |
| | If you have subgame2, *listmod will display all mods/smods/sysops logged into the zone at that time. You need to have smod or sysop to do this command. |
| How do I use the new *ban items with *kill? | 5/10/2001 |
| | Whenever a player is *kill, you can now view it in *listban. This is a mod level command. If this is no one banned still by *kill, nothing will show. If you do see something, it will be in this format: (ID#) (Time elasped since ban) (Max time for ban). Those numbers are in seconds. Once the zone has the time elasped to time ban equal, the ban will be removed, like before, but now you can see it. To remove one of these bans, type: *removeban id#, where the id number is the same as shown in *listban. |
| How do I use ?lag ? | 5/10/2001 |
| When ?lag is used, it will show ping and packetloss at once. Ping first, the current, average, low, and high, than it compresses packetloss into S2C (server to client) and C2S (client to server). Hopefully in the future, you maybe able to also soon see your slow packets and weapons ploss found so far only by *info.
This ?lag command can be used by anyone. It will act like ?packetloss, where if you lag out, it won't reply. |
| What the heck is *einfo? | 5/10/2001 |
| | *einfo is a sysop command to view a player's billing id# (their ?userid) and screen res. The userid is good if you want to give them ownership in the .cfg, since now you don't have to ask. The screen res doesn't do much, but now you can see those duels with 640 to the 1024'ers :P |
| Why is *packetloss in their since *info shows it already? | 5/10/2001 |
| Well, *packetloss is made for mods, since they can't do *info. They don't show the player's ping, since they can see it next to their name. So this is for all those people who complain about those laggers, wanting to know their ploss and no smod/sysops around, now mods can to.
NOTE: *lag now takes over *packetloss's spot, so *packetloss isn't a command anymore. |
| Man, *watchgreen is annoying, what the heck should I do with it? | 5/10/2001 |
| | Yes, if you watchgreen everyone in a zone with good amount of greens, all you'll see is green messages. The watchgreen is made because of twister, not for much else. As most people know, twister allows players to get any green they want next green. So, if you think someone is doing this, and your a mod+, turn the watchgreen on, and everytime they pick up a green, you'll get a green message saying their name, and what green they get. Now, if the zone has one of those green blocks, you'll get flooded badly, and if you do it to 5+ people, only ?log will help you then. So, unless you don't want to read another line of text, or a green message from priv player, I suggest you only do it to one person at a time, unless you'll be reading it from a log. |
| How do I get a welcoming message to players? | 5/10/2001 |
| Unless you have fixed template.sss (downloadable through update to 1.34.5 or server.zip, or just download it), add this line to your server.cfg under [Misc]: GreetMessage=(text here)
This message, if set to anything, will be sent to the player who just enter arena/zone like a *arena. Say you have rules for the game, but think people will ignore your news.txt, use this to explain it in a couple of words. Remember, everytime someone enters an arena with welcoming, they get message (only them, not everyone), so don't annoy the heck out of them. |
| How do I get those delayed messages? | 5/10/2001 |
| Unless you have fixed template.sss, add the following lines to your server.cfg under [Misc]:
PeriodicMessage0=
PeriodicMessage1=
PeriodicMessage2=
PeriodicMessage3=
PeriodicMessage4=
The format, if any text is in the message, is: =(Time between sending, in mins) (Time from first one sending once player enters arena, in mins) (text)
If you have a * infront of text (ie: =10 2 *Hey), it will send it as a *zone message to everyone. Without it, will be a *arena. Don't use *zone unless it is with subarenas with different settings and only one subarena with it, because then all those subarenas with the same message with *zone will be playing too often to everyone. Suggest almost never using * infront of text. |
| How do I use ShipTypeSwitchResetPeriod? | 5/10/2001 |
| First, add the following line into server.ini under [Misc]:
ShipTypeSwitchResetPeriod=0
Now, if you want this to be used, the number should be something > 0. Say you don't want someone to shipchange 10 times in one minute, set this to 6000, and in the server.cfg for Shipchangelimit, set it to 10. |
| How do I give someone mod/smod/sysop in only certain arenas? | 5/10/2001 |
| In your moderate.txt, smod.txt, and/or sysop.txt, put that player's name in there as:
With any name that has a + in front will only be allowed to use * commands in the arena that is listed after the :
If you have it as +NAME:@, it will give that player mod/smod/sysop in main arena. If you leave after the : blank, it will only have mod/smod/sysop in private arenas.
If you want one person, say Shanky, to get smod in two subarenas (a & b), do it like this:
Shanky
+Shanky:a
+Shanky:b
Names without + in front will work as normal. Those with it will be restricted to certain areas. You need to add them normally also, so that they are enabled as a mod/etc, THEN the restrictions to make it enabled on in certain parts.
NOTE: If you give sysop to someone in a subarena, unless you have *s* and *put disabled, they could work there way to getting sysop in all of the zone. |
| How do I use the FastBombing? | 5/10/2001 |
| In your server.ini, have [Misc] CheckFastBombing= to the sum of what features you want to be done when someone fastbombs:
+1 = Sends a sysop warning (red msg) saying they were fast bombing, and how fast they fast bombed
+2 = No one (except fast bomber) see the 'fast bomb'. So if they shoot twice, and second bomb was a 'fast bomb', you only see the first one
+4 = Kick player out
So if you have =3, you get both warning and filter. If =7, get all. If just =1, just warning. Hope you understand it :)
Since sometimes lag plays into effect on how fastbombs are calculated, [Misc] FastBombingThreshold= was created. It works like this:
Time zone got first bomb - Time zone got second bomb = delay between bombs
if [Ship] BombFireDelay(.cfg) - [Misc]
FastBombingThreshold(.ini) < delay, counts as fastbomb
A good number would be 30, so it will not play bad with the flag. This feature is not 100%, since if a packet is lagged, it may act as if they fastbombed when they didn't. |
| Whats new with the Alert setting? | 5/10/2001 |
| In your server.ini, the [Misc] AlertCommand= now allows more than 1 command. So if you have it =cheater,help then anytime someone does a ?cheater message, it will send to online mods saying which alert command was used (cheater), name, arena, and message. This is good so can have a player warning command for 'illegal' ships in a starwars zone, teamkillers, etc. Allows mods to see a topic for a message.
Also, alert commands are now logged to *log |
| What is this LocalChat? | 5/10/2001 |
| | In your server.ini, [Misc] LocalChat= is allowed so a chat channel can be set so can only work IN that zone. If you have =sysop, anyone in ?chat=sysop in that zone only sees people and messages from others in that zone. Another person in another zone with ?chat=sysop won't see their messages or their names. Not the most useful setting, and it is there if needed. |
| How do I force everyone to not see obscene messages? | 5/10/2001 |
| | [Misc] ForceObsceneCheck= allows sysops the choice if a zone forces everyone not to see bad messages. If set to =0, its up to the players. If set to =1, it forces them to start with obscene checking on. ?obscene allows players to toggle if they see bad messages or not. The obscene.txt is used on server side to say what words are bad or not. |
| Everyone in my zone is complaining about that person with a 1600x1200 res. How can I limit them? | 5/10/2001 |
| | In your server.cfg, you can choose limits on player's res. [Misc] MaxXRes= and MaxYRes= are your choices for limiters. If set to 0, there is no limit. If you set the X to 1600, and Y to 0, will block out anyone with X res > or = 1600, and won't check Y. |
| It tells me I can't connect to server. Why? | 7/31/2001 |
| Possibly due to a firewall that is not allowing packets for Subspace/Continuum to be sent to and from your computer/server.
Also make sure you have the correct IP & Port in your favorites.lst/zones.dat (127.0.0.1 when the Zone runs on your Computer) |
| How can I allow only Continuum Users in my one arena/zone? | 9/5/2001 |
| | With subgame 1.34.11f, there is a CFG setting to allow you to disable VIE clients in that arena/zone. This settings is located in the [Misc] section, as ContinuumOnly. If this setting is set to 0 (which it is, by default), any client can play in this arena. If it is set to 1, only Continuum clients can play in ship. This means that the VIE clients can still watch in this arena, but they cannot enter ships and play. |
| How do I use these new lag settings? | 9/6/2001 |
| The new lags settings allow you to bypass the pain-in-the-ass C2S lag settings of subgame. The simple method for how to use this:
[Latency]
C2SNoDataAction = If set to 0, will use the normal VIE lag detections for C2S ping. Else, set it to one of these values for certain actions when the lag delay its detected:
| 1 | Displays just a sysop warning and is also logged in the sysop's *log command | | 2 | Will kick the player into spec, and displays the standard green message to player that his C2S ping kicked him into spec mode | | 3 | Kicks player into spec, and also does a sysop warning | | 4 | Kicks player out of zone | | 5 | Kicks player out of zone and does a sysop warning | | 6 | Will force player into spec and then kick him instantly afterwards. (NOTE: Better to choice just one) | | 7 | Will do a sysop warning, spec player, and then kick him (NOTE: Better to choice sysop warning with one or the other of these) |
C2SNoDataTime = Time in 1/100 of a second that a the zone didn't receive data from player for before the above action takes place (100 = 1 second, 6000 = 1 minute). Example: Player lags for say 5 seconds (500 for setting, or 5000 ms in ?ping), and this value is set to 450 (4.5 seconds), then the above event takes place. |
| What does ArenaMode=5 do now? | 9/6/2001 |
| Subgame 1.34.11g now sets arenamode 5 to a new feature. When arenamode is set to 5, a few things happen when a player enters a non-public arena.
If a .cfg is set for that arena name, will use that.
If no .cfg is found, a .cfg will NOT be created, and the settings will be loaded from spawn.cfg instead.
This new setting for #5 allows you to have new subarenas setup by sysop's doing *putfile's for .cfgs without worrying about having to delete 500 bad .cfg's.
This new settings allows you now to create a dual-style zone. Example:
Pro league has their server.cfg and server.lvl set to running style zone, so their scores stats are saved on the billing server, so all public arenas act as one real zone now. They then have their spawn.cfg and spawn.lvl set to the standard pro settings, so ALL subarenas are now usable to practicing with the league settings, and won't take up 500 .cfg's. |
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