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modoptions.lua
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--see engineoptions.lua for explanantion
local options={
{
key = "StartingResources",
name = "Starting Resources",
desc = "Sets storage and amount of resources that players will start with",
type = "section",
},
{
key="ba_modes",
name="Balanced Annihilation - Game Modes",
desc="Balanced Annihilation - Game Modes",
type="section",
},
{
key="ba_options",
name="Balanced Annihilation - Options",
desc="Balanced Annihilation - Options",
type="section",
},
{
key="deathmode",
name="Game End Mode",
desc="What it takes to eliminate a team",
type="list",
def="com",
section="ba_modes",
items={
{key="neverend", name="None", desc="Teams are never eliminated"},
{key="com", name="Kill all enemy Commanders", desc="When a team has no Commanders left, it loses"},
{key="killall", name="Kill everything", desc="Every last unit must be eliminated, no exceptions!"},
}
},
{
key = 'mo_armageddontime',
name = 'Armageddon time (minutes)',
desc = 'At armageddon every immobile unit is destroyed and you fight to the death with what\'s left! (0=off)',
type = 'number',
section= 'ba_modes',
def = 0,
min = 0,
max = 120,
step = 1,
},
{
key = "mo_ffa",
name = "FFA Mode",
desc = "Units with no player control are removed/destroyed \nUse FFA spawning mode",
type = "bool",
def = false,
section= "ba_modes",
},
{
key = 'mo_coop',
name = 'Cooperative mode',
desc = 'Adds extra commanders to id-sharing teams, 1 com per player',
type = 'bool',
def = false,
section= 'ba_modes',
},
{
key = "shareddynamicalliancevictory",
name = "Dynamic Ally Victory",
desc = "Ingame alliance should count for game over condition.",
type = "bool",
section= 'ba_modes',
def = false,
},
{
key = "mo_preventcombomb",
name = "1v1 Mode (Prevent Combombs)",
desc = "Commanders survive DGuns and other commanders explosions",
type = "bool",
def = false,
section= "ba_modes",
},
{
key="mo_transportenemy",
name="Enemy Transporting",
desc="Toggle which enemy units you can kidnap with an air transport",
type="list",
def="notcoms",
section="ba_options",
items={
{key="notcoms", name="All But Commanders", desc="Only commanders are immune to napping"},
{key="none", name="Disallow All", desc="No enemy units can be napped"},
}
},
{
key = "mo_enemycomcount",
name = "Enemy Com Counter",
desc = "Tells each team the total number of commanders alive in enemy teams",
type = "bool",
def = true,
section= "ba_others",
},
{
key = 'FixedAllies',
name = 'Fixed ingame alliances',
desc = 'Disables the possibility of players to dynamically change alliances ingame',
type = 'bool',
def = true,
section= "ba_others",
},
{
key = "mo_no_close_spawns",
name = "No close spawns",
desc = "Prevents players startpoints being placed close together (on large enough maps)",
type = "bool",
def = true,
section= "ba_options",
},
{
key = "mo_heatmap",
name = "HeatMap",
desc = "Attemps to prevents unit paths to cross",
type = "bool",
def = true,
section= "ba_options",
},
{
key = "mo_newbie_placer",
name = "Newbie Placer",
desc = "Chooses a startpoint and a random faction for all rank 1 accounts (online only)",
type = "bool",
def = false,
section= "ba_options",
},
{
key = "critters",
name = 'Enable cute animals?',
desc = "On some maps critters will they wiggle and wubble around\nkey: critters",
type = "bool",
def = true,
section= "ba_others",
},
{
key = 'critters_multiplier',
name = 'How many cute amimals?)',
desc = 'This multiplier will be applied on the amount of critters a map will end up with',
type = 'number',
section= 'ba_others',
def = 1,
min = 0.2,
max = 2,
step = 0.2,
},
{
key = "betterunitmovement",
name = "Advanced Unit Movement and Pathing",
desc = "Adds some presets to units that allow for better pathing and more agile movement",
type="list",
def="disabled",
section= "ba_options",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Adds some presets to units that allow for better pathing and more agile movement"},
}
},
{
key = "firethroughfriendly",
name = "Fire Through Friendly Units",
desc = "Causes weapons not to collide with nor avoid friendly units resulting in very TA style gameplay. *Note* Balanced Annihilation is one of very few games that cause friendly units to block fire.",
type="list",
def="disabled",
section= "ba_options",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Causes weapons not to collide with nor avoid friendly units resulting in very TA style gameplay."},
}
},
{
key = "smallfeaturenoblock",
name = "Set small features to non-blocking status",
desc = "Small rocks/trees/unit wrecks will no longer block unit pathing",
type="list",
def="disabled",
section= "ba_options",
items={
{key="disabled", name="Disabled", desc=""},
{key="enabled", name="Enabled", desc="Small rocks/trees/unit wrecks will no longer block unit pathing"},
}
},
-- Control Victory Options
{
key = 'controlvictoryoptions',
name = 'Control Victory Options',
desc = 'Allows you to control at a granular level the individual options for Control Point Victory',
type = 'section',
},
{
key="scoremode",
name="Scoring Mode (Control Victory Points)",
desc="Defines how the game is played",
type="list",
def="disabled",
section="controlvictoryoptions",
items={
{key="disabled", name="Disabled", desc="Disable Control Points as a victory condition."},
{key="countdown", name="Countdown", desc="A Control Point decreases all opponents' scores, zero means defeat."},
{key="tugofwar", name="Tug of War", desc="A Control Point steals enemy score, zero means defeat."},
{key="domination", name="Domination", desc="Holding all Control Points will grant 1000 score, first to reach the score limit wins."},
}
},
{
key = 'limitscore',
name = 'Total Score',
desc = 'Total score amount available.',
type = 'number',
section= 'controlvictoryoptions',
def = 2500,
min = 500,
max = 5000,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'captureradius',
name = 'Capture Radius',
desc = 'Radius around a point in which to capture it.',
type = 'number',
section= 'controlvictoryoptions',
def = 500,
min = 100,
max = 1000,
step = 25, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'capturetime',
name = 'Capture Time',
desc = 'Time to capture a point.',
type = 'number',
section= 'controlvictoryoptions',
def = 30,
min = 1,
max = 60,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'capturebonus',
name = 'Capture Bonus',
desc = 'How much faster capture takes place by adding more units.',
type = 'number',
section= 'controlvictoryoptions',
def = 0.5,
min = 0,
max = 10,
step = 0.1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'decapspeed',
name = 'De-Cap Speed',
desc = 'Speed multiplier for neutralizing an enemy point.',
type = 'number',
section= 'controlvictoryoptions',
def = 3,
min = 0.1,
max = 10,
step = 0.1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'starttime',
name = 'Start Time',
desc = 'The time when capturing can start.',
type = 'number',
section= 'controlvictoryoptions',
def = 0,
min = 0,
max = 300,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'metalperpoint',
name = 'Metal given to each player per captured point',
desc = 'Each player on an allyteam that has captured a point will receive this amount of resources per point captured per second',
type = 'number',
section= 'controlvictoryoptions',
def = 5,
min = 0,
max = 20,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'energyperpoint',
name = 'Energy given to each player per captured point',
desc = 'Each player on an allyteam that has captured a point will receive this amount of resources per point captured per second',
type = 'number',
section= 'controlvictoryoptions',
def = 0,
min = 0,
max = 20,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'dominationscoretime',
name = 'Domination Score Time',
desc = 'Time needed holding all points to score in multi domination.',
type = 'number',
section= 'controlvictoryoptions',
def = 30,
min = 1,
max = 60,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
{
key = 'tugofwarmodifier',
name = 'Tug of War Modifier',
desc = 'The amount of score transfered between opponents when points are captured is multiplied by this amount.',
type = 'number',
section= 'controlvictoryoptions',
def = 2,
min = 0,
max = 6,
step = 1, -- quantization is aligned to the def value
-- (step <= 0) means that there is no quantization
},
-- End Control Victory Options
}
return options