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		<id>http://wiki.armagetronad.org/index.php?title=Sty&amp;diff=18814</id>
		<title>Sty</title>
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		<updated>2007-06-15T01:17:54Z</updated>

		<summary type="html">&lt;p&gt;65.188.246.25: /* Downloading and unpacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sty&#039;&#039;&#039; is a server mod that can allow to have Shooting, Capture the Flag, Hold the Flag, Styball using some hacks here and there. Sty is also known as « the pigsty » and « the stypatches ». Sty is totally configurable and has many features.&lt;br /&gt;
&lt;br /&gt;
=Installing=&lt;br /&gt;
&lt;br /&gt;
==Linux, UNIX, BSDs, OSX, cygwin and every UNIX-compatible operating system==&lt;br /&gt;
&lt;br /&gt;
===Downloading and unpacking===&lt;br /&gt;
&lt;br /&gt;
So, here do we start, we need lastet SVN(=the lastet development revision) and the pigsty patch in order to install sty.&lt;br /&gt;
&lt;br /&gt;
(Note: you will need to download subversion software from http://subversion.tigris.org/ and install it for your specific OS)&lt;br /&gt;
&lt;br /&gt;
(You&#039;ll enter these codes in your SSH connection to your dedicated server, or in your terminal at home if you use your computer to host the swerver. Note that you wont enter the $ at each line, this character is generally used to indicate it&#039;s in a shell.)&lt;br /&gt;
&lt;br /&gt;
We&#039;ill create a working directory and enter in it to let the patches and the source here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ mkdir armagetronad+sty&amp;lt;br /&amp;gt;&lt;br /&gt;
$ cd !^&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then we download the source of armagetronad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ svn co https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/branches/0.2.8.0/armagetronad src&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the pig sty patch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ wget -O stypatch.zip http://forums.armagetronad.net/download.php?id=5691&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the download is finished, we unpackthe zip file we downloaded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ unzip stypatch.zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Patching===&lt;br /&gt;
&lt;br /&gt;
Now that all the resources and the patch have been unzipped, we will patch our code.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ patch -p0 &amp;lt; pigsty-061021.patch&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Building and installing===&lt;br /&gt;
&lt;br /&gt;
Now that we have patched our code, we can begin the build process which will process the source and output the binaries which will be ready for use. &lt;br /&gt;
First, we will generate a configure script using bootstrap.sh. On FreeBSD, you may need to modify the bootstrap.sh http://wiki.armagetronad.net/index.php/Help:Editingscript to point to the location of the automake tools since they may not be in your path, but in /usr/local/libexec/automakeXX and /usr/local/libexec/autoconfXX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ ./bootstrap.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once we are notified that we have a working configure script, we can configure. The code given would install in the user&#039;s home directory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ ./configure --prefix=${HOME} --disable-glout --enable-automakedefaults --disable-sysinstall --disable-etc --disable-useradd --disable-initscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, the standard make and make install. You will obviously want to su to root if you are installing outside your home folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ make&amp;lt;br /&amp;gt;&lt;br /&gt;
$ make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On FreeBSD, you may need to run as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ gmake&amp;lt;br/&amp;gt;&lt;br /&gt;
$ gmake install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, copy the Your_mom directory from the SOURCE_DIR/resources to your new resource folder in $PREFIX/share/games/armagetronad-dedicated/resource. You can now modify the sample config files given in the SOURCE_DIR/config/examples. Now you should have a functional CTF server. All that&#039;s left is tweaking settings!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively you can download the source pre-patched from the following link: [http://flynns.servegame.org/armagetronad-0.2.8.0_svn03162007.pigsty.tar.gz]&lt;br /&gt;
&lt;br /&gt;
=Map Settings=&lt;br /&gt;
 ###############################################&lt;br /&gt;
 #Zone Types                                   #&lt;br /&gt;
 ###############################################&lt;br /&gt;
  flag      # The flag in CTF&lt;br /&gt;
  ball      # The ball in StyBall&lt;br /&gt;
  fortress  #The flag base or ball goal.&lt;br /&gt;
  death     # Death zones&lt;br /&gt;
  win       # Win zone &lt;br /&gt;
&lt;br /&gt;
=Gameplay Settings=&lt;br /&gt;
&lt;br /&gt;
############################################################################################&lt;br /&gt;
  #&lt;br /&gt;
  # Shooting / Self Destruct / Zombies&lt;br /&gt;
  #&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  &lt;br /&gt;
  # The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty)&lt;br /&gt;
  # All of the shot thresholds are calculated from the amount of reservoir used&lt;br /&gt;
  # To disable shooting, set SHOT_THRESH to 1.0&lt;br /&gt;
  &lt;br /&gt;
  SHOT_THRESH 2              # Amount of brake reservoir that will make a shot, &amp;gt; 1.0 to disable shooting, 0.001 will enable shooting&lt;br /&gt;
  SHOT_DISCARD_TIME 0.3      # Time in seconds to hold off shooting between shots&lt;br /&gt;
  SHOT_START_DIST 1.0        # Starting distance of a shot from the cycle&lt;br /&gt;
  SHOT_VELOCITY_MULT 1.8     # Cycle velocity is multiplied by this to calculate shot velocity&lt;br /&gt;
  SHOT_RADIUS_MIN 0.7        # Minimum radius for a shot (As if minimum reservoir was used)&lt;br /&gt;
  SHOT_RADIUS_MAX 5.0        # Maximum radius for a shot (Full reservoir used)&lt;br /&gt;
  SHOT_ROT_MIN 2.0           # Minimum rotation for a shot (As if minimum reservoir was used)&lt;br /&gt;
  SHOT_ROT_MAX 10.0          # Maximum rotation for a shot (Full reservoir used)&lt;br /&gt;
  SHOT_EXPLOSION 0           # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot&lt;br /&gt;
  &lt;br /&gt;
  MEGA_SHOT_THRESH 2         # Amount of brake reservoir that will make a megashot, &amp;gt; 1.0 to disable, 0.98 is normal to enable this&lt;br /&gt;
  MEGA_SHOT_MULT 0.3         # Radius and rotation calculated for a normal shot, then multipled by this for mega&lt;br /&gt;
  MEGA_SHOT_DIR 3            # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works)&lt;br /&gt;
  MEGA_SHOT_EXPLOSION 1      # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both&lt;br /&gt;
  &lt;br /&gt;
  SHOT_KILL_SELF 0           # (0,1) if set to 1, your own shot kills you or your team&lt;br /&gt;
  SHOT_KILL_VANISH 1         # (0,1) if set to 1, shot vanishes after killing someone&lt;br /&gt;
  DEATH_SHOT 1               # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die&lt;br /&gt;
  SHOT_COLLISION 0           # (0,1) if set to 1, shots collide with each other - WARNING, this is very buggy&lt;br /&gt;
  &lt;br /&gt;
  SELF_DESTRUCT 0            # (0,1) if set to 1, creates a blast zone when you die&lt;br /&gt;
  SELF_DESTRUCT_RADIUS 18    # Radius of the self destruct zone at the largest&lt;br /&gt;
  SELF_DESTRUCT_ROT 7        # Rotation of the self destruct zone&lt;br /&gt;
  SELF_DESTRUCT_RISE 5       # Rise speed of the self destruct zone - 0 to start at largest&lt;br /&gt;
  SELF_DESTRUCT_FALL 2       # Fall speed of the self destruct zone - 0 to leave there&lt;br /&gt;
  SELF_DESTRUCT_VANISH 1     # (0,1) if set to 1, self destruct zone vanishes quickly after a kill&lt;br /&gt;
  &lt;br /&gt;
  SHOT_SEEK_UPDATE_TIME 0.5  # The time in seconds that seeking shot directions are updated (zombies)&lt;br /&gt;
  &lt;br /&gt;
  ZOMBIE_ZONE 0              # (0,1) if set to 1, killed players create a zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_RADIUS 6       # Final radius of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_ROT 2          # Speed of rotation&lt;br /&gt;
  ZOMBIE_ZONE_RISE 0.4       # Rise speed of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_FALL 0         # Fall speed of the zombie zone, 0 for zombies that don&#039;t diminish&lt;br /&gt;
  ZOMBIE_ZONE_VANISH 0       # (0,1) If 1, zombie will vanish after killing someone other than his killer&lt;br /&gt;
  ZOMBIE_ZONE_SPEED 12       # Speed of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_SHOOT 1.0      # If &amp;gt; 0, shots will kill of zombies, 1 to decrease zombie size by shot size, &amp;gt; 1 to decrease zombie faster&lt;br /&gt;
  &lt;br /&gt;
  SCORE_SHOT 1               # points you gain for shooting someone&lt;br /&gt;
  SCORE_SHOT_SUICIDE 0       # points you gain for shooting yourself&lt;br /&gt;
  SCORE_DEATH_SHOT 1         # points you gain for shooting someone with your death shot&lt;br /&gt;
  SCORE_SELF_DESTRUCT 1      # points you gain for blasting someone with your self destruct blast&lt;br /&gt;
  SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for getting your killer with your zombie zone&lt;br /&gt;
  SCORE_ZOMBIE_ZONE 0        # points you gain for getting anyone but your killer with your zombie zone&lt;br /&gt;
  &lt;br /&gt;
   ############################################################################################&lt;br /&gt;
  #&lt;br /&gt;
  # Capture the Flag / Ball / Goal&lt;br /&gt;
  #&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  &lt;br /&gt;
  BASE_RESPAWN 0             # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if a team player enters it&lt;br /&gt;
  BASE_ENEMY_RESPAWN 0       # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if an enemy player enters it&lt;br /&gt;
  &lt;br /&gt;
  BASE_ENEMY_KILL 0          # (0,1) if set to 1, any fortress / goal / flag base will kill the enemy if they enter it, usually set to 1 for ball games&lt;br /&gt;
  &lt;br /&gt;
  SCORE_FLAG 3               # points you gain for capturing a flag and returning it to your base&lt;br /&gt;
  SCORE_GOAL 1               # points you gain for shooting a goal&lt;br /&gt;
  &lt;br /&gt;
  FLAG_CHAT_BLINK_TIME -1    # time in seconds that the chat triangle above a player with a flag will blink, -1 to disable&lt;br /&gt;
  &lt;br /&gt;
  FLAG_BLINK_TIME 2          # time in seconds between flag blinking over player with the flag, -1 to disable&lt;br /&gt;
  FLAG_BLINK_START 0.2       # percentage of the flag radius to start the flag blink at&lt;br /&gt;
  FLAG_BLINK_END 1.0         # percentage of the flag radius to end the flag blink at&lt;br /&gt;
  FLAG_BLINK_SPEED 8         # speed at which the flag blink radius increases&lt;br /&gt;
  FLAG_BLINK_START 0.1       # percentage of the flag radius to start the flag blink at&lt;br /&gt;
  FLAG_BLINK_ESTIMATE_POSITION 0.6 # 0 to start the flag blink at the current player position, 1 to start the flag blink where the player would be at the end of the blink at current speed and direction&lt;/div&gt;</summary>
		<author><name>65.188.246.25</name></author>
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