End-user Setup

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Revision as of 09:45, 8 September 2008 by Adn1646 (Talk | contribs) (Maritime Defender)

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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. Each line ending with a semicolon (;) indicates a command for the game to follow. Lines beginning with two forward slashes (//) are considered comments, and will not be processed. A block comment is a section beginning with (/*) and ending at (*/).

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.ParallelEnabled = [true/false];
  • Set whether the logger is parallel enabled, for example, Util.Settings.ParallelEnabled = 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.DotsPerRadian = [Number];
MaritimeDefender.Settings.DotsPerDegree = [Number];
  • Specify the dot density as the number of dots within 1 radian or degree of visual angle as it appears to the user.
MaritimeDefender.Settings.NumberDots = [Number];
  • Override the above settings, specifying exactly the Number of dots that should be drawn on the screen. This setting is optional.
MaritimeDefender.Settings.DotDiameter = .01;
  • Diameter of the dots as a fraction of the width of the display's width in pixels -- for example, for a 1024-pixel display, a width of 0.01 gives a dot diameter of 10 pixels. The particle engine multiplies this raw width by sqrt(1/d) where d is the distance from a virtual camera in arbitrary camera units. d is always almost exactly 5 units, and therefore sqrt(1/d) is always almost exactly 0.4472, making the final width in this example 5 pixels (rounded up from 4.5795). NOTE: ESPECIALLY WITH THIS WEIRD 0.4472 FACTOR WHICH EXPERIMENTERS WILL ALWAYS HAVE TO INVERT WHEN CALCULATING THEIR DESIRED PARAMETERS, IT SEEMS A LOT EASIER TO BE ABLE TO SPECIFY DOT DIAMETERS IN RADIANS. CAN WE JUST DO THAT?
MaritimeDefender.Settings.DotSpeed = System.Math.PI / 16;
  • Affects how fast the dots appear to move across the screen in terms of radians per second.
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. This is in addition to a random jitter of, by default, between 0 and 150ms; this jitter is controlled by the DotRefreshDelayJitter.
MaritimeDefender.Settings.DotRefreshDelayJitter = 0.15;
  • A random amount of jitter between 0 and [value] seconds will added to the DotRefreshDelay so that the time between two successive coherence trials is not constant. The default is 0.15 of a second, or 150 milliseconds.
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. Currently, the Game must start with an IdentityTest phase. The Shooter value is how many wormholes must be opened and ships identified in order to move on to the next Phase. The DotTest value is how many dot trials will take place during that phase, where a trial may be a motion of dots, or an absence of motion.

Stellar Prospector

StellarProspector.Settings.ParallelEnabled = true;
  • Whether or not the logger is parallel enabled.
StellarProspector.Settings.StimulusWaitMax = 1500f;
  • The maximum amount of time in milliseconds before a stimulus must appear after the offset of the previous stimulus.
StellarProspector.Settings.StimulusWaitMin = 500f;
  • The minimum amount of time in milliseconds before a stimulus can appear after the offset of the previous stimulus.
StellarProspector.Settings.DistractorWaitMax = 10000f;
  • The maximum amount of time in milliseconds before a distractor must appear after the offset of the previous distractor.
StellarProspector.Settings.DistractorWaitMin = 2000f;
  • The minimum amount of time in milliseconds before a distractor can appear after the offset of the previous distractor.
StellarProspector.Settings.DistractorLifeMax = 10000f;
  • The maximum amount of time in milliseconds that a distractor can live for after it has been created.
StellarProspector.Settings.DistractorLifeMin = 2000f;
  • The minimum amount of time in milliseconds that a distactor must live for after it has been created.
StellarProspector.Settings.StimulusLifeMax = 6000f;
  • The overall life time in milliseconds of stimuli that it will live for.
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. This is in arbitrary units.
StellarProspector.Settings.PeripheralProgress = 5;
  • The maximum amount of progress the player can receive from correctly responding to peripheral stimuli. In the same arbitrary units as max progress.

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.

Logging

The current default storage is in the Application Data folder. The exact location will vary depending on the operating system installed.

Vista: C:\Users\[WindowsLoginName]\AppData\Roaming\Autism Collaborative\

XP: C:\Documents and Settings\[WindowsLoginName]\Application Data\Autism Collaborative\