End-user Setup
From TACWiki
Each Minigame has a variety of settings that can be configured individually.
Config
The Config.script file holds general settings. It can be opened with any general text editor, such as notepad.
Global
Util.Settings.SetResolution([horizontal],[vertical]);
- Set the screen resolution this game will be played at, for example, Util.Settings.SetResolution(1024,768);
Util.Settings.FullScreen = [true/false];
- Set whether the game window will be fullscreen, for example, Util.Settings.FullScreen = true;
Util.Settings.SetScreenDimensions([Width], [Height], [Distance]);
- Width is the width of the display, in centimeters. Height is as height of the display, in centimeters. Distance is the distance between the display and the viewer's eyes, in centimeters. For the dot coherence phase of Maritime Defender, the dots are based on the size of the visual display as it appears to the player. For example, Util.Settings.SetScreenDimensions(8.5, 6.25, 24.0);
Maritime Defender
MaritimeDefender.Settings.DotsPerSquareRadian = [Number]; MaritimeDefender.Settings.DotsPerSquareDegree = [Number];
- For the dot coherence phase, the dots are based on the size of the visual display as it appears to the player. This sets the density of the dots as they appear on the screen. Either may be used. For example, MaritimeDefender.Settings.DotsPerSquareRadian = 10000.0;
MaritimeDefender.Settings.NumberDots = [Number];
- Override the above two settings, specifying exactly the Number of dots that should be drawn on the screen. This setting is optional.
MaritimeDefender.Settings.DotDiameter = .01;
- Affects the size of the dots to be equal to the percentage of the resolution given. In this case 1/100 of 800x600. This is later multiplied by sqrt(1/d) where d is the distance from the camera in arbitrary camera units, averaged around 5 units, to get the actual size for display.
MaritimeDefender.Settings.DotSpeed = 1.0;
- Affects how fast the dots appear to move across the screen in terms of arbitrary camera units. It takes n units to go halfway across the screen where n is the distance from the camera. In this case, n is 5.
MaritimeDefender.Settings.DotLifeSpan = 4 / 60.0;
- How long each dot exists on the screen. 4 / 60.0 reflects 4 frames on a 60 hertz display.
MaritimeDefender.Settings.DotRefreshDelay = 1;
- Additional Delay in seconds between each dot test, for the EEG readings.
MaritimeDefender.Settings.SetPhaseQueue(2, "IdentityTest, 1, Shooter, 3, DotTest, 140, Shooter, 3, DotTest, 140, Shooter, 3, DotTest, 140, Shooter, 1, Boss, 0");
- The game phases for Maritime Defender. A list of pairs, a name and a value. The shooter value is how many wormholes must be opened to move on to the next Phase.
Stellar Prospector
Util.Settings.SetResolution(800, 600);
- Sets the resolution of the game space to the given amount of pixels for width and height.
StellarProspector.Settings.ParallelEnabled = true;
- Whether or not the logger is parallel enabled.
StellarProspector.Settings.DistanceFromScreen = 50;
- The distance the player is from the screen in centimeters
StellarProspector.Settings.StimulusWaitMax = 1500f;
- The maximum amount of time in milliseconds before a stimulus must appear.
StellarProspector.Settings.StimulusWaitMin = 500f;
- The minimum amount of time in milliseconds before a stimulus can appear.
StellarProspector.Settings.DistractorWaitMax = 10000f;
- The maximum amount of time in milliseconds before a distractor must appear.
StellarProspector.Settings.DistractorWaitMin = 2000f;
- The minimum amount of time in milliseconds before a distractor can appear.
StellarProspector.Settings.DistractorLifeMax = 10000f;
- The maximum amount of time in milliseconds that a distractor can live for.
StellarProspector.Settings.DistractorLifeMin = 2000f;
- The minimum amount of time in milliseconds that a distactor must live for.
StellarProspector.Settings.StimulusLifeMax = 6000f;
- The overall life time in milliseconds of stimuli.
StellarProspector.Settings.StimuliPerCueMin = 1;
- The minimum number of stimuli that must appear before the cued sector can change.
StellarProspector.Settings.StimuliPerCueMax = 1;
- The maximum number of stimuli that can appear before the cued sector must change.
StellarProspector.Settings.MaxProgress = 100;
- The amount of progress needed to completely finish the game.
StellarProspector.Settings.PeripheralProgress = 5;
- The maximum amount of progress the player can receive from correctly responding to peripheral stimuli.
Keyboard Configuration
Keyboard bindings are stored in a separate file, also specific to each minigame. It is stored as a list of in-game events, each followed by the action that triggers it.
Quit Escape
- Trigger the Quit event when Escape is pressed.
PlaceBuilding Left mouse
- Trigger the PlaceBuilding event when the Left Mouse Button is pressed.
ZoomInStop OemPlus released
- Trigger the ZoomInStop event when the Plus Key is released.