160 || `TemplateFilter` || `0` || _unknown meaning_ || |
160 || `TemplateFilter` || `0` || _unknown meaning_ || |
161 || `TemplateNumber` || `0` || _unknown meaning_ || |
161 || `TemplateNumber` || `0` || _unknown meaning_ || |
162 || `MapFeatureSize` || `50` || Used by random maps to determine its “curvyness” or complexity. This value can be set by the user with the slider under the random map preview in the game setup screen. The user-set value ranges from 1 (leftmost position) to 25 (rightmost position). A good starting value is `12`. || |
162 || `MapFeatureSize` || `50` || Used by random maps to determine its “curvyness” or complexity. This value can be set by the user with the slider under the random map preview in the game setup screen. The user-set value ranges from 1 (leftmost position) to 25 (rightmost position). A good starting value is `12`. || |
163 || `GameFlags` || `0` || All `GameFlags` combined as a bitmask. Setting `GameFlags` directly is discouraged, use the [LuaAPI#GameFlags_functions] instead || |
163 || `GameFlags` || `0` || All `GameFlags` combined as a bitmask. Setting `GameFlags` directly is discouraged, use the [LuaAPI#GameFlags_functions] instead || |
164 || `Ready` || `5000` || Ready timer at the start of the turn (in milliseconds) || |
164 || `Ready` || `5000` || Ready timer at the start of the turn (in milliseconds) || |
165 || `Delay` || `100` || Delay between each turn in milliseconds || |
165 || `Delay` || `100` || Time in milliseconds to update gear stuff (i.e. hog death) in infinite attack mode. This is quite an obscure variable, only change it if you know what you're doing || |
166 || `TurnTime` || `45000` || Turn time in milliseconds || |
166 || `TurnTime` || `45000` || Turn time in milliseconds || |
167 || `GetAwayTime` || `100` || Retreat time in percent || |
167 || `GetAwayTime` || `100` || Retreat time in percent || |
168 || `CaseFreq` || `5` || Probability that a crate drops in a turn. 0: never, >0: probability = `1/CaseFreq` || |
168 || `CaseFreq` || `5` || Probability that a crate drops in a turn. 0: never, >0: probability = `1/CaseFreq` || |
169 || `MaxCaseDrops` || `5` || Maximum number of crates that can be in the game before the random crate drops stop || |
169 || `MaxCaseDrops` || `5` || Maximum number of crates that can be in the game before the random crate drops stop || |
170 || `HealthCaseProb` || `35` || Chance that a crate drop is a health crate, in percent (other crates are ammo or utility crates) || |
170 || `HealthCaseProb` || `35` || Chance that a crate drop is a health crate, in percent (other crates are ammo or utility crates) || |