openclonk/docs/sdk/scenario/Teams.xml

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE doc
SYSTEM '../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../clonk.xsl"?>
<doc>
<title>Teams.txt</title>
<h>Teams.txt</h>
<text>Via the Teams.txt component you can specify in which way groups of players play with or against together in multiplayer melees.</text>
<text>
<table>
<caption id="SektionTeams">Section [Teams]</caption>
<rowh>
<col>Value</col>
<col>Data type</col>
<col>Description</col>
<col>Default value</col>
</rowh>
<row>
<col>Active</col>
<col>Integer</col>
<col>0 or 1. If 0, no teams exist and it is assumed that no teams can be formed at runtime. This also means that no hostility options will be available in the player menu.</col>
<col>1</col>
</row>
<row>
<col>AllowHostilityChange</col>
<col>Integer</col>
<col>0 or 1. If 1, players can declare hostility or alliance at runtime.</col>
<col>0 if Teams.txt is present. 1 if Teams.txt is not present but the melee rule is active.</col>
</row>
<row>
<col>AllowTeamSwitch</col>
<col>Integer</col>
<col>0 or 1. If 1, players can choose a different team at runtime.</col>
<col>0</col>
</row>
<row>
<col>AutoGenerateTeams</col>
<col>Integer</col>
<col>0 or 1. If 1, players can declare hostility or alliance at runtime.</col>
<col>0 is there are team sections present. 1 if there are none.</col>
</row>
<row>
<col>TeamDistribution</col>
<col>Identifier</col>
<col>Player distribution to the teams. Possible values are: Free (free choice), Host (the host chooses during lobby), Random (random distribution) or RandomInv (random distribution, but not displayed during lobby).</col>
<col>Free</col>
</row>
<row>
<col>TeamColors</col>
<col>Integer</col>
<col>0 or 1. If 1, all players of a team are assigned the same color.</col>
<col>0</col>
</row>
<row>
<col>MaxScriptPlayers</col>
<col>Integer</col>
<col>Maximum number of script players which the host can activate in the lobby of network games. This includes script players that have already joined.</col>
<col>0</col>
</row>
<row>
<col>ScriptPlayerNames</col>
<col>String</col>
<col>A list of names separated by "|" which are assigned to script players joinging in the lobby. If no list of names is provided, all script players are called "Computer".</col>
<col>Computer</col>
</row>
</table>
</text>
<text>
<table>
<caption id="SektionTeam">Any number of sections [Team]</caption>
<rowh>
<col>Value</col>
<col>Data type</col>
<col>Description</col>
<col>Default value</col>
</rowh>
<row>
<col>id</col>
<col>Integer</col>
<col>Identifier: a unique number greater than 0 which can be used to identify a team in scenario scripts. Usually you can simply use ascending numerical values as team identifiers.</col>
<col>Must be specified!</col>
</row>
<row>
<col>Name</col>
<col>String (max. 30 chars)</col>
<col>Team name. You can also specify localized strings such as $TeamRight$. See <emlink href="lang.html#Teamstxt">Localization</emlink>.</col>
<col></col>
</row>
<row>
<col>PlrStartIndex</col>
<col>Integer</col>
<col>If not 0, all members of this team use the corresponding [PlayerX] section in <emlink href="scenario/scenario.html#SektionenPlayer1Player2Player3Player4">Scenario.txt</emlink> for starting conditions. If 0, starting conditions are assigned automatically and independent of team membership.</col>
<col>0</col>
</row>
<row>
<col>Color</col>
<col>Integer</col>
<col>32 bit RGB value of the team color. The team color is used instead of the player color if TeamColors is set.</col>
<col>0</col>
</row>
<row>
<col>IconSpec</col>
<col>String</col>
<col>Specifies a team icon for runtime joins or non-network games.</col>
<col></col>
</row>
<row>
<col>MaxPlayer</col>
<col>Integer</col>
<col>Maximum number of players who may join this team. 0 for infinite.</col>
<col>0</col>
</row>
</table>
</text>
<author>Sven2</author><date>2006-06</date>
</doc>