Difference between revisions of "Day/Night Cycle"

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The Day/Night Cycle allows an additional level of tactics when playing KAG. During the night, players have low visibility which allows the enemy team to organise ambushes from the shadows. During the day, players can still use darkness to their advantage, however most cases this will be in caverns, underwater or in a tunnel.
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The [[Day/Night Cycle]] is an optional feature for KAG servers, whereby the environment alternates between day and night.  
  
When the day/night cycle was first implemented into the classic version of KAG, it's purpose was to provide a suitable time for the Zombies to attack. The devs also decided it would be a great addition to the other gamemodes so players could pull off ambushes, sneak attacks, etc.
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During the daytime, visibility is at maximum. Players can see clearly. Darkness only exists in confined spaces, such as in confined structures or underground caverns. However, as night approaches, everything slowly becomes darker, and the visibility reduces, giving excitement to the game.
  
At day visibility is at maximum. Players can see clearly. However as night approaches it becomes darker and darker, and the visibility reduces giving excitement to the game.
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Nighttime provides a cover of darkness for all players, permitting an additional level of tactics. During the night, players have low visibility, which allows teams to organize ambushes from the shadows. For [[CTF]] servers with the cycle enabled, night is the perfect time for players to sneakily grab enemy flags. To counter this, a team may wish to introduce some light sources to its base.
 
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Night is the perfect time for players to sneak attack enemy flags. Lanterns can be build at a workbench or builders workshop (in CTF) - see Light Sources for full details.
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==Light Sources==
 
==Light Sources==
There are several different light sources in the standard settings and more variations can be modded in and added to a servers configs.
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There are several different light sources in the standard settings and more variations can be modded in and added to a server's configs.
 
The standard light sources include:
 
The standard light sources include:
*Daylight (The whole map is visible but obviously only in the day) This excludes places that the light wont touch, for example deep underwater, in a deep cavern or in a long tunnel.
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*Daylight (The whole map is visible but obviously only in the day.) This excludes places that the light wont touch, for example deep underwater, in a deep cavern or in a long tunnel.
*[[Lantern|Lanterns]]: Lanterns can be created at a builders workshop (CTF) or a Workbench (TTH) and the standard price is 10 wood.
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*[[Lantern]]s: Lanterns can be created at a builders workshop (CTF) or a workbench (TTH) and the standard price is 10 wood.
*[[Quarters]]: Quarters are also a light source, although it is a secondary function. They provide a small radius of light around the workshop.
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*Lit [[keg]]s and [[bomb]]s: When lit, kegs and bombs also emit a small amount of light, so that enemies can spot them.
*lit [[keg|kegs]] and [[bomb|bombs]]: Lit kegs and bombs also create light although the amount of light they give is limited by their timers.
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*Player: The player gives off a faint radius of light, however this is purely on the client side and no other players can see your light radius, as they will have their own.
 
*Player: The player gives off a faint radius of light, however this is purely on the client side and no other players can see your light radius, as they will have their own.
 
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*Certain Workshops have lanterns mounted to them, and thus act as a light source, with similar light radius as a [[Lantern]]
A few examples of modded lanterns are:
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*Different colored lanterns.
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*Different sized lanterns.
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*Floating Lanterns.
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'''Note''' that these modded lanterns are only present in certain servers. There may also be other variants, these are just examples.
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==Day/Night Cycle in gamemodes other than Take the Halls==
 
==Day/Night Cycle in gamemodes other than Take the Halls==

Latest revision as of 06:22, 28 August 2014

This page might not be up-to-date (build 939).

The Day/Night Cycle is an optional feature for KAG servers, whereby the environment alternates between day and night.

During the daytime, visibility is at maximum. Players can see clearly. Darkness only exists in confined spaces, such as in confined structures or underground caverns. However, as night approaches, everything slowly becomes darker, and the visibility reduces, giving excitement to the game.

Nighttime provides a cover of darkness for all players, permitting an additional level of tactics. During the night, players have low visibility, which allows teams to organize ambushes from the shadows. For CTF servers with the cycle enabled, night is the perfect time for players to sneakily grab enemy flags. To counter this, a team may wish to introduce some light sources to its base.

Light Sources

There are several different light sources in the standard settings and more variations can be modded in and added to a server's configs. The standard light sources include:

  • Daylight (The whole map is visible but obviously only in the day.) This excludes places that the light wont touch, for example deep underwater, in a deep cavern or in a long tunnel.
  • Lanterns: Lanterns can be created at a builders workshop (CTF) or a workbench (TTH) and the standard price is 10 wood.
  • Lit kegs and bombs: When lit, kegs and bombs also emit a small amount of light, so that enemies can spot them.
  • Player: The player gives off a faint radius of light, however this is purely on the client side and no other players can see your light radius, as they will have their own.
  • Certain Workshops have lanterns mounted to them, and thus act as a light source, with similar light radius as a Lantern

Day/Night Cycle in gamemodes other than Take the Halls

To enable day and night, simply open up the gamemode.cfg file, located Kagserv/Base/Rules/%your_game_mode_choice%/ and change the variables:

daycycle_speed                     = 0                  # 1 day = X minutes; / 0 no cycle
daycycle_start                     = 0.5        # 0.0 midnight; 0.5 - midday; 1.0 midnight