notes for combat zone owners
Information that doesn't necessarily fit into other categories or is very specific, but that nonetheless may prove useful to combat zone owners as they set up their combat zone.
- Objects that need to be deeded to the group that owns the land will let you know when you rez them, if they need to be deeded. In almost all cases, after they are deeded, you need to touch them with the land group tag active on your avatar, before they will recognize that they are correctly deeded. If your health packs, respawn points, or other objects aren't working right, this could be why.
- A list of all the options you can configure using the "BNWCS Combat Zone Custom Settings Server" follows.
All, possible, valid, values
- teams=Red Team,Blue Team,Yellow Team,Green Team
This allows you to change the name that is displayed for teams. If you changed "Green Team" in the above line to "Green Cobras," then anyone joining the Green Team with "/8 team green" would have "Green Cobras" displayed over their head, instead of "Green Team."
If you include this setting, you must specify exactly four team names.
This allows you to restrict joining of a BNWCS team to a specific SL group. You need to put in the group's UUID Key, and you may use the phrase "NULL_KEY" or "none" to leave a team open to everyone.
If you include this setting, you must specify exactly four UUIDs ("none" counts, too).
This allows you to have all BNWCS damage multiplied by this number. If you put 2, all damage will be doubled. If you put .5, all damage will be halved. If you put 100, every hit will be a kill. If you put 0, it will be ignored.
This allows you to have all BNWCS headshots have their damage multiplied by this number. It behaves the same way as damage_mod.
If an avatar does not have a valid respawn point for their team (that means "there is no public respawn point," if they are not on a team), this is how long they will have to wait after death before respawning. If there is a respawn point, the respawn point's setting will be used instead.
If this is "off," BNWCS meters will go to the "non-combative" state when they are attached. If this is "on," they will go to the "combative" state when attached.
If this is "yes," avatars will not be able to enter the "non-combative" state. If this is "no," avatars will be able to enter the "non-combative" state.
If this is "yes," skulls will be rezzed when an avatar dies. If it is "no," they will not.
If an avatar's BNWCS version is lower than this version number, they will be locked in the "non-combative" state.
If this is "on," falling from up high will cause damage. If it is "off," falling will not cause damage.
If this is "off," projectiles will not damage avatars on the same team as the avatar that fired them. If it is "on," avatars will take damage from projectiles fired by their teammates. AoE/Splash damage will ALWAYS damage, no matter what this setting is.
If this is "no," the BNWCS will detect if an avatar tries to fly, and stop them. If an avatar is in the "non-combative" state, this setting is ignored.
If this is "off," the floating text with rank and health above avatrs' heads will be hidden. If it is "on," it will remain visible.
If this is "yes," players will be able to revive dead avatars where they stand, rather than at a respawn point, by crouching next to them while out of mouselook, for a period of time. You can control how long it takes with the "medic_rate" setting.
Reviving a dead avatar requires "50 HP." Crouching next to them while out of mouselook, if allow_medic is "yes," restores 10 HP. This is the number of seconds between HP restores.
A single collision event can have multiple objects colliding. This allows you to set the maximum number of simultaneous collisions that an avatar's BNWCS will count.
If this is "no," the BNWCS will not play its death sound when an avatar is killed.
If this is "no," the BNWCS will ignore the following types of damage:
- BNWCS "Splash API" damage
- LL-Damage Explosives
- LL-Damage Melee weapons