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.
    • example_settings=default_value
      All, possible, valid, values

      Explanation.
    • teams=Red Team,Blue Team,Yellow Team,Green Team
      string1,string2,string3,string4

      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.
    • teamGroups=none,none,none,none
      key1,key2,key3,key4

      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).
    • damage_mod=1
      float

      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.
    • headshot_damage_mod=8
      float

      This allows you to have all BNWCS headshots have their damage multiplied by this number. It behaves the same way as damage_mod.
    • respawn_time=10
      integer

      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.
    • default_state=off
      on|off

      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.
    • disable_non_combative=no
      yes|no

      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.
    • rez_skull=yes
      yes|no

      If this is "yes," skulls will be rezzed when an avatar dies. If it is "no," they will not.
    • minimum_version=0.7.6
      integer.integer.integer

      If an avatar's BNWCS version is lower than this version number, they will be locked in the "non-combative" state.
    • fall_damage=on
      on|off

      If this is "on," falling from up high will cause damage. If it is "off," falling will not cause damage.
    • team_damage=off
      on|off

      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.
    • allow_fly=yes
      yes|no

      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.
    • floating_text=on
      on|off

      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.
    • allow_medic=yes
      yes|no

      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.
    • medic_rate=3
      integer

      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.
    • hit_cap=3
      integer

      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.
    • silent=no
      yes|no

      If this is "no," the BNWCS will not play its death sound when an avatar is killed.
    • allow_special_damage=yes
      yes|no

      If this is "no," the BNWCS will ignore the following types of damage:
      - BNWCS "Splash API" damage
      - LL-Damage Explosives
      - LL-Damage Melee weapons


Last updated Apr 6, 2010
meter_state
integer

Values:
0: Loading
1: Non-combative
2: Combative
3: Dead
Team
string

Values:
None, Red, Orange, Yellow, Green, Blue, Purple, Pink
Achievement_Type
string

Values:
headshot, multi_kill, killing_spree
This is a list of all the avatar's statistics and ranking information for the current sim, in stat=value format.

You would probably want to split this string at an ampersand (&) character, then split each of THOSE pieces at an equals sign (=).

The statistics are identified by shortened names in lower-case, as follows:

rtg: Rating
k: Kills
d: Deaths
a: Assists
kpd: Kills per Death
m: Longest Life
p: Total Playtime
r: Revived
hl: Healed
s: Sniped
hd: Headshots
mk: Multikills
ks: Killing Sprees
rnk: Rank
This is a list of all of the sim's settings, as provided by the "BNWCS Combat Zone Custom Settings Server" object.

You would probably want to split this string at an ampersand (&) character, then split each of THOSE pieces at an equals sign (=).

More information about all the different settings you will encounter in this string can be found at http://BNWCS.org/?zone_notes
Statistic_Name
string

Values:
Rating
Kills
Deaths
Assists
KPD (Kills per Death)
Maxlife (Longest Life)
Playtime (Total Playtime)
Revived
Healed
Sniped
Headshots
Multikills
Sprees (Killing Sprees)
Rank