# Complete settings of the Sumo test server # set map in a way compatible with old clients MAP_FILE_OVERRIDE 0 MAP_FILE Z-Man/fortress/sumo_4x4-0.1.1.aamap.xml # freestyle game: no round winner GAME_TYPE 0 SP_GAME_TYPE 0 # politics: no teams team_max_players 1 # no CPUs SP_MIN_PLAYERS 0 # zone settings (also for compatibility with old clients, they need to stay exactly like this) WIN_ZONE_INITIAL_SIZE 56.56 WIN_ZONE_EXPANSION -.5656 SP_SIZE_FACTOR 1 SIZE_FACTOR 1 # other sizes: for every increase of SIZE_FACTOR my one, multiply # the WIN_ZONE settings with sqrt(2). # spawn winzone in the center after a while WIN_ZONE_MIN_ROUND_TIME 40 WIN_ZONE_MIN_LAST_DEATH 20 WIN_ZONE_RANDOMNESS 0 # physics: use fortress physics include examples/cvs_test/fortress_physics.cfg # fortress settings: conquest rates # no conquest by enemies, but let the zones conquer # themselves automatically if the owner is not inside FORTRESS_CONQUEST_RATE 0 FORTRESS_DEFEND_RATE .6 FORTRESS_CONQUEST_DECAY_RATE -.3 # consequently, if a zone hasn't seen an enemy for about tree seconds, that means none # of the original enemies in the sub-arena can still be alive, and the zone can collapse safely. # Add some seconds to that for effect, a zone takes about two seconds to collapse. FORTRESS_CONQUEST_TIMEOUT 5 # what happens on conquest? # the owners should all get killed FORTRESS_CONQUERED_KILL_MIN 1 FORTRESS_CONQUERED_KILL_RATIO 1 # and the last one with a zone left "wins" the round # (and gets no points because it's a freestyle game) FORTRESS_CONQUERED_WIN 0 FORTRESS_SURVIVE_WIN 1 # scoring FORTRESS_CONQUERED_SCORE 60 # divisible by 2,3,4,5 and 6 players SCORE_WIN 0 SCORE_SUICIDE -30 SCORE_KILL 30 SCORE_DIE 0 SP_SCORE_WIN 0 LIMIT_SCORE 600 # allow trail color bug BUG_COLOR_OVERFLOW 1