https://wiki.obeygame.com/api.php?action=feedcontributions&user=Hexzyle&feedformat=atomOBEY wiki - User contributions [en]2024-03-29T00:13:25ZUser contributionsMediaWiki 1.24.1https://wiki.obeygame.com/index.php?title=Creating_Custom_Maps&diff=1042Creating Custom Maps2015-09-26T07:44:11Z<p>Hexzyle: workshop uploader download link</p>
<hr />
<div>You can create custom maps for OBEY by using the free and open source [http://mapeditor.org Tiled] map editor. Custom maps can be uploaded to the Steam Workshop by using the workshop uploader ([http://www.obeygame.com/EXTRACT_OBEY_workshopTool.exe Download Link])<br />
<br />
<br />
'''HOW TO EDIT:'''<br />
*1) To create a map, '''START by opening one of the existing official maps''' with [http://mapeditor.org Tiled]. It has a lot of necessary elements that you won't have to recreate.<br />
*2) Once opened save it as your own. It is recommended to save it as yourMapName01, so that with each iteration other players who are helping you test they won't have to delete the older version (a server will not allow a client to connect if the client has already has a map with the same name, but with different contents).<br />
*3) '''Tiled uses two different layers, one for the terrain and one for the objects (Feed Box, Robo)<br />
*4) '''Edit the terrain layer ONLY by using the terrain tool which looks like a little map icon at the top of the screen.''' [[File:terrainTool.png]] This is important because it will keep your map from having seams and tile integration bugs.<br />
*5) '''If you spawn in a Feed Box or Power Plant it won't be connected to the Robo.''' To fix that, right click on the Robo and press the "Object properties": <br />
<center><br />
[[File:Objects.png]] <br />
Search for the "name" and replace it with a name you will remember. <br />
<br />
[[File:Name.png]] <br />
Then, associate the Feed Box with the same name as the Robo as shown.<br />
</center><br />
<br />
'''NOTES:'''<br />
* Maps should not exceed 99 tiles in either axis (or it will cause lighting bugs)<br />
* Large maps and maps with lots of forest areas will cause slowdown for players with older machines<br />
* All maps need '''one, and only one''' Dropship location<br />
* Mines, Laser Walls, and Sensors cannot be placed near Sentries, so Sentries should be placed by Robosaru's entrance so that those items cannot be placed there. In maps with multiple Robos, sentries are linked to the nearest Robo.<br />
* Power Plants and Feed Boxes will not work unless the property on it called 'robo' has a value that matches a the name of a Robosaru in the map.<br />
* Power Plants must have an 'id' property. If you have more than 1 Power Plant, each Power Plant in the map should be set to have a unique integer.<br />
* Do not allow pits in the map which could trap players (this will require them to suicide which will penalize their points on some servers) until a terrain that kills bunnies is implemented<br />
* Make sure that the edges of the map are made out of terrain that cannot be climbed. Gaps in the edge will allow Bunnies to walk off the edge of the map and die . Do pay attention to where High Grass is placed, and ensure it doesn't allow access to these rim walls.<br />
* '''Please note that obey is still in development and map elements and components will change as development progresses!'''<br />
<br />
<br />
'''TROUBLESHOOTING:'''<br />
Sometimes your map won't load due to a technical reason.<br />
The first step in troubleshooting is to '''check the output log'''!<br />
<br />
* '''Q:''' ''Couldn't load map file. Something went wrong in reading the .xml loading: cornered''<br />
* '''A:''' Your serverSettings.txt is telling your server to load cornered.tmx, but cornered is missing.<br />
<br />
<br />
* '''Q:''' ''Could not place tiles because it's data has the wrong size! Should be: 14400 but found: 4077''<br />
* '''A:''' To work, your map properties must be set to save the map as base64(uncompressed)<br />
<br />
<br />
* '''Q:''' ''Aborting tile placement. The map is asking for tiles that the 'tileLoader' component doesn't have: tile gid 427''<br />
* '''A:''' The order of your tilesets is incorrect. They should be in order like this:<br />
[[File:tileSetOrder.png]]</div>Hexzylehttps://wiki.obeygame.com/index.php?title=ServerSettings.txt&diff=1041ServerSettings.txt2015-09-26T07:14:16Z<p>Hexzyle: Ah, I understand now</p>
<hr />
<div>serverSettings.txt is a file in the root directory of OBEY that determine variables for a server hosted on that computer.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable !! width="100" | Default Value !! Description<br />
|-<br />
| name || OBEY Server! || This is the name of the server that will show up in the server browser<br />
|-<br />
| motd || --- || This is the message of the day displayed by the server. Text can be colored by opening with the Hexadecimal code surrounded by square brackets, and closed with a minus sign surrounded by square brackets: i.e. [FF0000]This text is red[-]. New lines can be denoted with a tilde.<br />
|-<br />
| maxPlayers || 6 || The player limit for the server. Once this is reached, no more players may join.<br />
|-<br />
| minPlayers || 4 || The minimum number of players required in a server before a Dropship can be purchased<br />
|-<br />
| roundMinutes || 0 || The time for each round before the game is forcibly ended. Any value less than 2 removes the timer.<br />
|-<br />
| map || ozone,cornered,zoneOne,<br/>zoneFar,doublel,airstrip || The map(s) that the server will play. Comma delineated. The maps must exist in the '''Levels''' folder.<br />
|-<br />
| serverPort || 57347 ||<br />
|-<br />
| private || 0 || If disabled, the server will be registered on the master server list<br />
|-<br />
| maxSpectators || 5 || The maximum number of players that simultaneously be in spectator mode<br />
|-<br />
| clientPort || 57349||<br />
|-<br />
| dropShipOnStart || 1 || If enabled, a free Dropship will spawn the first time a player enters Robosaru. This setting takes into account the minPlayers setting, and thus the free Dropship will not spawn until a player enters Robosaru '''while minPlayers is met'''.<br />
|-<br />
| tickRate || 66 || How many game ticks to process per second. A higher number increases game "accuracy".<br />
|-<br />
| sendRate || 20 || How many times per second to send Clients server information. A higher number makes the game smoother, but consumes greater bandwidth.<br />
|-<br />
| twoSecondScore || 2 || How much ¢ an uncollared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreCollar|| 10 || How much ¢ a collared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreRobo || 20 || How much ¢ the Bunny in control of Robosaru earns every two seconds.<br />
|-<br />
| dropShipSeconds || 80 || How many seconds between each Drop Ship arrival.<br />
|-<br />
| enterRoboBonus || 300 || The ¢ earned by a Bunny upon entering Robosaru<br />
|-<br />
| twoSecondScoreDropShip || 1 || How much ¢ the Bunny inside the Dropship earns every two seconds.<br />
|-<br />
| moneyWinCondition || 0 || The money goal for each round, upon reaching which the game is forcibly ended. A value of 0 removes the money goal.<br />
|-<br />
| roboTwoSecondBonus || .075 || The rate that the [[Robosaru]] player accumulates a bonus.<br />
|-<br />
| extraRoundTime || 45 || How many seconds after a victory before the round is restarted.<br />
|-<br />
| playerDebtLimit || -1500 || The minimum amount of money a player can have after corpse money deduction<br />
|-<br />
| playerStartingFunds || 0 || The amount of money Bunnies start with upon joining the game<br />
|-<br />
| playerSuicidePenalty || 200 || The money deducted from a Bunny's account when they use the /kill command (or upon disconnecting). A negative number will disable the /kill command for Bunnies. Players are not penalized if minPlayers is not met.<br />
|-<br />
| roboSeeScore || 0 || If enabled, allows Robosaru to see all players' scores instead of just their own.<br />
|-<br />
| roboSuicidePenalty || 2000 || The money deducted from a player's account when they use the /kill command while inside Robosaru (or upon disconnecting). A negative value will disable the /kill command for Robosaru.<br />
|-<br />
| moderatorPassword || || The password required to log in with moderator privileges using the /mod command<br />
|-<br />
| password || || If set, it will 'lock' the server, prompting any player attempting to join to provide it. Only players who know the password will be able to join.<br />
|-<br />
| kickOnCycle || 0 || If disabled, sends players to a loading screen while the server changes maps. Then, after all players have rejoined it will run 'restart'. <br />
If enabled, it will instead kick all players at the end of every round.<br />
|-<br />
| spawnKillTime || 9 || How many seconds after spawning a bunny kill counts as a "spawn kill"<br />
|-<br />
| spawnKillMaxItems || 6 || The amount of times to attempt to spawn a scrap on a spawn kill. The earlier a bunny is spawnkilled, the closer to this number scrap will spawn.<br />
|-<br />
| spawnKillItemChance || 0.67 || For each scrap spawn attempt, this is the chance a scrap will be spawned<br />
|-<br />
| uraniumOnStart || 8 || How many uranium to spawn at the drop area when a round starts<br />
|-<br />
| subvertedPenalty || 0.15 || The fraction of Robosaru's money that is dropped in the Drop Zone when they are subverted.<br />
|-<br />
| subvertedPenaltyTime || 80 || Grace period (in seconds) that Robosaru's subversion penalty is at a reduced amount (scaled up as time progresses)<br />
|-<br />
| clearPowerPlantsOnSubversion || 0 || If enabled, any items blocking the exhaust will be forcibly destroyed upon a subversion.<br />
|-<br />
| showNamesToSpectators || 1 || If enabled, will display player names above bunnies when in Spectator mode.<br />
|-<br />
| roboChargeForAutoDropship || -1500 || How much to bill the Robosaru when the Dropship triggered by dropShipOnStart is spawned<br />
|-<br />
| minSubversionPenalty || 200 || The minimum amount of money dropped upon a subversion if at least one Power Plant is ON.<br />
|-<br />
| maxAI || 4 || The AI on a server will never exceed this amount<br />
|-<br />
| minAI || || There will always be at least this number of AI on the server<br />
|-<br />
| perPlayerAI || 1 || How many bots will join a match for every empty player slot. At the default of 1, the bots will fill the game so that the number of bots and human players combined equals the player cap.<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Console_Commands&diff=1039Console Commands2015-09-26T07:01:31Z<p>Hexzyle: spectator /w usage was inverted</p>
<hr />
<div><br />
Commands in <span style="color:red">'''red'''</span> are restricted to moderators. Use /mod to access them.<br />
{| class="wikitable"<br />
|-<br />
! width="150"|Command !! Function<br />
|-<br />
| <span style="color:red">/cycle</span> || Forces the server to cycle to the next map.<br />
|-<br />
| /dp # || Drop Packets debug tool: Drops # out of every 10 packets. # must be an integer in the range 0-9<br />
|-<br />
| <span style="color:red">/dropship</span> || Spawns a Dropship.<br />
|-<br />
| /fps || Toggle FPS counter<br />
|-<br />
| /help || Will list some of the common commands<br />
|-<br />
| <span style="color:red">/kick ''<id>''</span> || Kicks a player from the server. Player IDs are displayed on the score list.<br />
|-<br />
| /kill<br/>/suicide || Kills the player. May induce a monetary penalty depending on server settings.<br />
|-<br />
| <span style="color:red">/map ''<mapname>''<br/>/cycle ''<mapname>''</span> || Forces the map to change to the specified map<br />
|-<br />
| /mod ''<password>'' || Log into the server as a moderator. The password is set in [[serverSettings.txt]]<br />
|-<br />
| /mute <id> || Mutes/unmutes a player. Player IDs are displayed on the score list.<br />
|-<br />
| /ptt<br/>/pushtotalk || Toggles voice chat mode between Push to Talk and Push to Mute<br />
|-<br />
| <span style="color:red">/restart<br/>/reset</span> || Resets the dropship status, players, scores, and the time. Map status is not altered.<br />
|-<br />
| /rules<br/>/info<br/>/server<br/>/serverip<br/>/penalty || Returns the IP, penalties and other settings of the server<br />
|-<br />
| <span style="color:red">/setscore ''<id>'' ''<score>''<br/>/setpoints ''<id>'' ''<score>''</span>|| Sets a player's score to the specified amount. Player IDs are visible to the moderator in the score list. The score field can also be preceded by += or -= to relatively alter the score by the specified amount.<br />
|-<br />
| /spectate <span style="color:red"> ''<id>''</span><br/>/spectator <span style="color:red"> ''<id>''</span><br/>/spec <span style="color:red"> ''<id>''</span>|| Toggles [[Spectator]] mode for the player. Moderators may also specify a player ID to toggle that player's spectator status.<br />
|-<br />
| /serverip || Returns the IP of the server you are connected to<br />
|-<br />
| <span style="color:red">/troll ''<id>''</span> || Marks a player as a troll. Player IDs are displayed on the score list. Players marked as a troll are muted and visibly indicated for all other players in the world view with a large red arrow. Players may unmute marked trolls with /mute. Troll's usage of the primary cannon and the flamethrower while in Robosaru are not sent to the server, effectively disabling these weapons.<br />
|-<br />
| /w ''<message>'' || Whispers a private message to nearby bunnies. Robosaru can use the whisper command to speak to any bunny(s) directly in view, and spectators can use this command to send an alltalk message. Robo has [[Items#Sensor|ways of intercepting]] whispers.<br />
|}<br />
<br />
<gallery><br />
File:Icon_Troll_screenshot.jpg|A troll is indicated to everyone else<br />
</gallery><br />
<br />
==Deprecated Commands==<br />
These commands were removed as their function is instead performed by the GUI.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Command !! Function !! Removal<br />
|-<br />
| /invertRoboY || Toggles the inversion of Robosaru's Y axis || 26r0<br />
|-<br />
| /invertPlayerY || Toggles the inversion of the Bunny's Y axis || 26r0<br />
|-<br />
| /invertSpectatorY || Toggles the inversion of the Spectator's Y axis || 26r0<br />
|-<br />
| /sensitivityX # || Sets the horizontal mouse sensitivity to #. # must be a value in the range 0-1 || 26r0<br />
|-<br />
| /sensitivityY # || Sets the vertical mouse sensitivity to #. # must be a value in the range 0-1 || 26r0<br />
|-<br />
| /sensitivity # || Sets the mouse sensitivity to #. # must be a value in the range 0-1 || 26r0<br />
|-<br />
| /volume ''<#>''<br/>/vol ''<#>''<br/>/sound || Controls master volume. # must be a value in the range 0-1. If no argument is present, toggles mute. || 26r0<br />
|-<br />
| /voicevolume #<br/>/vvol # || Controls voice chat volume. # must be a value in the range 0-1. || 26r0<br />
|-<br />
| /mute<br/>/mic<br/>/voice || Mutes your microphone || 26r0<br />
|-<br />
| /mics || Returns an index of available microphones for voice chat. || 26r0<br />
|-<br />
| /setmic # || Sets the current microphone. # must be a valid value returned by /mics. || 26r0<br />
|- <br />
| /setcutoff #<br/>/cutoff # || Sets minimum volume that will trigger voice activated transmission. # must be a value in the range 0-1. Default is .003. || 31r4<br />
|-<br />
| /getvolume<br/>/getvol<br/>/getvoice<br/>/volstat<br/>/voicestate || Returns the current volume levels. || 31r4<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=ServerSettings.txt&diff=1030ServerSettings.txt2015-09-03T12:44:46Z<p>Hexzyle: added new serversettings for AI and increased extraRoundTime to 45</p>
<hr />
<div>serverSettings.txt is a file in the root directory of OBEY that determine variables for a server hosted on that computer.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable !! width="100" | Default Value !! Description<br />
|-<br />
| name || OBEY Server! || This is the name of the server that will show up in the server browser<br />
|-<br />
| motd || --- || This is the message of the day displayed by the server. Text can be colored by opening with the Hexadecimal code surrounded by square brackets, and closed with a minus sign surrounded by square brackets: i.e. [FF0000]This text is red[-]. New lines can be denoted with a tilde.<br />
|-<br />
| maxPlayers || 6 || The player limit for the server. Once this is reached, no more players may join.<br />
|-<br />
| minPlayers || 4 || The minimum number of players required in a server before a Dropship can be purchased<br />
|-<br />
| roundMinutes || 0 || The time for each round before the game is forcibly ended. Any value less than 2 removes the timer.<br />
|-<br />
| map || ozone,cornered,zoneOne,<br/>zoneFar,doublel,airstrip || The map(s) that the server will play. Comma delineated. The maps must exist in the '''Levels''' folder.<br />
|-<br />
| serverPort || 57347 ||<br />
|-<br />
| private || 0 || If disabled, the server will be registered on the master server list<br />
|-<br />
| maxSpectators || 5 || The maximum number of players that simultaneously be in spectator mode<br />
|-<br />
| clientPort || 57349||<br />
|-<br />
| dropShipOnStart || 1 || If enabled, a free Dropship will spawn the first time a player enters Robosaru. This setting takes into account the minPlayers setting, and thus the free Dropship will not spawn until a player enters Robosaru '''while minPlayers is met'''.<br />
|-<br />
| tickRate || 66 || How many game ticks to process per second. A higher number increases game "accuracy".<br />
|-<br />
| sendRate || 20 || How many times per second to send Clients server information. A higher number makes the game smoother, but consumes greater bandwidth.<br />
|-<br />
| twoSecondScore || 2 || How much ¢ an uncollared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreCollar|| 10 || How much ¢ a collared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreRobo || 20 || How much ¢ the Bunny in control of Robosaru earns every two seconds.<br />
|-<br />
| dropShipSeconds || 80 || How many seconds between each Drop Ship arrival.<br />
|-<br />
| enterRoboBonus || 300 || The ¢ earned by a Bunny upon entering Robosaru<br />
|-<br />
| twoSecondScoreDropShip || 1 || How much ¢ the Bunny inside the Dropship earns every two seconds.<br />
|-<br />
| moneyWinCondition || 0 || The money goal for each round, upon reaching which the game is forcibly ended. A value of 0 removes the money goal.<br />
|-<br />
| roboTwoSecondBonus || .075 || The rate that the [[Robosaru]] player accumulates a bonus.<br />
|-<br />
| extraRoundTime || 45 || How many seconds after a victory before the round is restarted.<br />
|-<br />
| playerDebtLimit || -1500 || The minimum amount of money a player can have after corpse money deduction<br />
|-<br />
| playerStartingFunds || 0 || The amount of money Bunnies start with upon joining the game<br />
|-<br />
| playerSuicidePenalty || 200 || The money deducted from a Bunny's account when they use the /kill command (or upon disconnecting). A negative number will disable the /kill command for Bunnies. Players are not penalized if minPlayers is not met.<br />
|-<br />
| roboSeeScore || 0 || If enabled, allows Robosaru to see all players' scores instead of just their own.<br />
|-<br />
| roboSuicidePenalty || 2000 || The money deducted from a player's account when they use the /kill command while inside Robosaru (or upon disconnecting). A negative value will disable the /kill command for Robosaru.<br />
|-<br />
| moderatorPassword || || The password required to log in with moderator privileges using the /mod command<br />
|-<br />
| password || || If set, it will 'lock' the server, prompting any player attempting to join to provide it. Only players who know the password will be able to join.<br />
|-<br />
| kickOnCycle || 0 || If disabled, sends players to a loading screen while the server changes maps. Then, after all players have rejoined it will run 'restart'. <br />
If enabled, it will instead kick all players at the end of every round.<br />
|-<br />
| spawnKillTime || 9 || How many seconds after spawning a bunny kill counts as a "spawn kill"<br />
|-<br />
| spawnKillMaxItems || 6 || The amount of times to attempt to spawn a scrap on a spawn kill. The earlier a bunny is spawnkilled, the closer to this number scrap will spawn.<br />
|-<br />
| spawnKillItemChance || 0.67 || For each scrap spawn attempt, this is the chance a scrap will be spawned<br />
|-<br />
| uraniumOnStart || 8 || How many uranium to spawn at the drop area when a round starts<br />
|-<br />
| subvertedPenalty || 0.15 || The fraction of Robosaru's money that is dropped in the Drop Zone when they are subverted.<br />
|-<br />
| subvertedPenaltyTime || 80 || Grace period (in seconds) that Robosaru's subversion penalty is at a reduced amount (scaled up as time progresses)<br />
|-<br />
| clearPowerPlantsOnSubversion || 0 || If enabled, any items blocking the exhaust will be forcibly destroyed upon a subversion.<br />
|-<br />
| showNamesToSpectators || 1 || If enabled, will display player names above bunnies when in Spectator mode.<br />
|-<br />
| roboChargeForAutoDropship || -1500 || How much to bill the Robosaru when the Dropship triggered by dropShipOnStart is spawned<br />
|-<br />
| minSubversionPenalty || 200 || The minimum amount of money dropped upon a subversion if at least one Power Plant is ON.<br />
|-<br />
| maxAI || 4 || The AI on a server cannot exceed this amount<br />
|-<br />
| minAI || || There will always be at least this number of AI on the server<br />
|-<br />
| perPlayerAI || 1 ||<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Communication&diff=1029Communication2015-09-03T12:41:36Z<p>Hexzyle: /* Text Chat */</p>
<hr />
<div>There are multiple ways to communicate in OBEY.<br />
<br />
==Text Chat==<br />
The chat window can be opened with the '''Message''' key, and then sent by pressing Enter.<br />
<br />
Whenever Robosaru uses the chat, their name is colored red, as well as being prefixed with "ROBOSARU".<br />
<br />
All Bunnies, Spectators, and Robosaru can read all text chat, unless it has been sent using the whisper command, or the sender has been muted by the receiver.<br />
<br />
===Whisper===<br />
[[Console Commands]] can be typed into the chat window. When committed with Enter, commands enact their particular function, but the line is not sent as a chat message. The exception to this is the whisper command. (Syntax: ''/w <text>'') The whisper command sends a private message.<br />
<br />
If Robosaru uses the whisper command, only bunnies underneath the reticle will receive the message. Since Robosaru cannot turn while typing a message, and bunnies tend to move about, it is highly recommended that any intended whispers be set up beforehand and sent using Robosaru's Quickchat system.<br />
<br />
If a Bunny uses the whisper command, only other bunnies within 12 units will receive the message. Robosaru will intercept the message if the whisper was sent while their reticle is within 5 units of the whispering bunny, or the bunny is standing within 4 units of a Cyan [[Sensor]]. This means that Robosaru can listen in on Dropship conversations if a Sensor is purchased.<br />
<br />
If a Spectator uses the whisper command, only other spectators will receive the message. Spectator messages cannot be intercepted.<br />
<br />
===Quickchat===<br />
:''Main article: [[TextMacros.txt]]<br />
Robosaru has access to a quick chat menu which can be opened by holding the '''Hop''' key, and using the listed key to send the quick chat or to open the submenu of quick chats. These messages and menus are completely customizable.<br />
<br />
==Voice Communication==<br />
Voice communication is an integral part of OBEY. OBEY has had an inbuilt voice communication system since [[Changelog#v21r0|v21r0]].<br />
Voice communication is set to "Push to Mute" by default, which functions like [[Wikipedia:Voice activity detection|Voice activity detection]]. Holding the '''voice''' key stops any speech from transmitting. This can be toggled to "Push to Talk", where audio input is only transmitted while the '''voice''' key is held.<br />
<br />
Bunnies and Robosaru can hear eachother's voice chat. There is currently no way to privately transmit voice to one another, and using private voice channels without the consent of all players in a server is strongly against the spirit of the game.<br />
<br />
Whenever a player is transmitting via voice communication, their name displays on the screen adjacent to a speaker icon. The player in control of Robosaru has their name colored red.<br />
<br />
Spectators hear all voice communication, but non-spectators cannot hear Spectator voice communication.<br />
<br />
==Directives Menu==<br />
[[File:robosaru_context_menu.jpg|right|200px]]<br />
The player in control of Robosaru can hold the '''[[Controls|Menu]]''' key to access the directives menu. Although the majority of the items in the directives menu have no meaning and are merely to be up for interpretation for the player controlling Robosaru, the ¢ icon will drop a ¢ directive on the map that can be picked up by Bunnies. The ¢ directive only transfers the money from Robosaru to Bunny upon being picked up, so ¢ directives that despawn from not being picked up do not deduce any money from Robosaru. Additionally, the ¢ directive is owned by the player who created it, not by Robosaru itself. If a player creates a ¢ directive and is subverted before it is picked up, it will still deduct money from them when it is.<br />
<br />
'''Common Interpretations:'''<br/><br />
[[File:context_icon_alert.png]] '''Alert:''' Used for giving warnings to players, or marking areas the player controlling Robosaru does not wish Bunnies to go.<br/><br />
[[File:context_icon_burn.png]] '''Burn Area:''' Used for alerting Bunnies of a burn location: somewhere the player controlling Robosaru wishes to fire upon. Also may be used as a last warning for disOBEYing Bunnies.<br/><br />
[[File:context_icon_c.png]] '''Money:''' Dropped as a reward for OBEYing bunnies, or as a way to coerce Bunnies to move to a certain location. Each ¢ directive gives 50¢ to the bunny that collects it.<br/><br />
[[File:context_icon_go.png]] '''Move:''' Usually used as a move command, but can be used as a general purpose tool to point out things of interest, and sometimes used instead of the "place" icon.<br/><br />
[[File:context_icon_get.png]] '''Get:''' Used to point out items Robosaru wishes the Bunnies to pick up.<br/><br />
[[File:context_icon_place.png]] '''Place:''' Used to indicate the location Robosaru wishes items dropped or built. May sometimes be used instead of the "Go" indicator for move commands.<br />
<br />
==Squeaking==<br />
Bunnies can squeak with the '''Hop''' key. Squeaks are only audible to nearby Bunnies, and not to Robosaru.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Robosaru&diff=1028Robosaru2015-09-03T12:41:13Z<p>Hexzyle: /* Communication */</p>
<hr />
<div><center>[[File:Icon_01.png]]<br/><br />
''"Your new overlord sends you a greeting, and also bestowed upon you a gift: Your own loyalty COLLAR"''</center><br />
<br />
Robosaru is the centrepiece of all maps in OBEY. [[Bunny|Bunnies]] in control of Robosaru earn 20¢ every 2 seconds that the [[Power Plant]] is ON. They also gain a bonus 300¢ every time [[Items#Uranium|Uranium]] is placed inside the [[Feed Box]], and 25-75¢ for each piece of [[Items#Scrap|Scrap]] that is delivered in the same way. Robosaru may purchase a [[Dropship]] at any time during their reign in Robosaru, for 1500¢.<br />
<br />
Robosaru grants the Bunny in control an incremental money bonus the longer it is held. Every 2 seconds, the income from controlling Robosaru is increased by 0.075¢. This bonus is reset upon subversion, and increases regardless of Power Plant status. This means, for example, that after 8 minutes and 54 seconds, an unbroken reign in Robosaru will have allowed the income to double to 40¢ every two seconds.<br />
<br />
The Bunny in control of Robosaru has far worse vision than the Bunnies who are roaming around the map. In addition to Robosaru's turret-mounted spotlight which always lights up the area he is aiming at, and the Dropship spotlight which always lights up the area directly below and infront of the Dropship, only areas illuminated by placed Lights, fires, and a miserable amount around map-born fungi are able to be seen by Robosaru. Thus, Robosaru will often be required to trust other players to OBEY when the spotlight is not on them, and to alert Robosaru if other Bunnies are attempting to subvert them.<br />
<br />
The player controlling Robosaru loses the ability to view other player's scores or positions on the scoreboard.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Robosaru has a variety of methods to communicate their orders. The player's name in chat is red and is preceded by "ROBOSARU". Whenever Robosaru uses voice communication, their name is colored red. When Robosaru whispers, only Bunnies near the reticle receive the message.<br />
<br />
The quick chat commands ('''Hop''' key) can be customized in [[TextMacros.txt]]. They provide Robosaru with a way to quickly send long (or colorful) chat messages with only a couple key presses.<br />
<br />
Robosaru can also use the Directives Menu ('''Menu''' key) to drop contextual icons onto the map that are visible to all players. The ¢ Directive is the only icon with an actual function: it transfers 50¢ from the bank of the player who dropped it to the bank of the Bunny who picks it up.<br />
<br />
==Weapons==<br />
[[File:robosaru.jpg|right|300px]]<br />
The Bunny in control of Robosaru has five direct methods of eliminating Bunnies they deem to be disOBEYing.<br />
<br />
===Primary Cannon===<br />
The primary cannon ('''Action''' key) has infinite ammo and fires extremely rapidly. However, it is also terribly inaccurate, kicks up a lot of billowing smoke, and occasionally starts small fires. This not only makes it very difficult for the Bunny in Robosaru to determine whether or not they landed a hit, it also can provide a means of hiding for Bunnies who were not involved in the original barrage.<br />
The cannon cannot directly deal damage to Bunnies behind solid terrain, (although the stray ricochets can) and due to a blind spot it is unable to hit bunnies who have made it inside of the Sentry ring. The cannon can and will destroy items, so care must be taken when firing it around stashes of expensive drops.<br />
<br />
===Flamethrower===<br />
The flamethrower ('''Flame''' key) consumes [[Items#Fuel|Fuel]] at a rate of 3 units per second, which must first be deposited into the Feed Box. It is useful for eliminating approaching bunnies as the resulting fire provides terrain that is dangerous, opposed to the safe, view-blocking clouds that the Primary Cannon causes. The flamethrower is positioned far lower than the Cannon, and thus can hit Bunnies who are very close to the door. However, the flames do not damage Bunnies who are hiding in water, and care must be taken using the flamethrower around the Feed Box as Bunnies killed with flames are turned into [[Items#Corpse|charred Corpses]].<br />
<br />
The flames '''can penetrate solid objects''', and does not damage items, making the Flamethrower the best tool for eliminating bunnies utilizing hard or semi-hard cover like terrain and items.<br />
<br />
The heat emanating from the flamethrower's spout can kill bunnies that are within a fair radius of it. This heat radius can be used to cook any bunnies who manage to climb onto Robosaru's base or who are camping the door.<br />
<br />
===Missile Racks===<br />
The Missile Racks ('''Drop''' key) consume [[Items#Missile|Missiles]], which must first be deposited into the Feed Box. Missiles travel very quickly and have a large radius of damage, so they are useful for top priority Bunny eliminations. Missiles rarely leave the intended target alive, and the blast radius can be used to hit Bunnies behind cover. Missiles do leave billowing clouds and traces of fire, so care must be taken not to use them excessively near the Feed Box or other high-trafficked areas, for risk of killing OBEYing bunnies or leaving charred corpses. Missiles also destroy almost all items within its radius of effect, so extreme care must be taken when firing it.<br />
<br />
===Sentries===<br />
[[File:Sentry_active_shock.jpg|thumb|right|A sentry electrocuting an unfortunate bunny]]<br />
Sentries ('''Next''' key) are small spires which are located in a circle around Robosaru. Activating them enables them for 15 seconds and consumes a single [[Items#Battery|battery]] charge, which must first be deposited into the Feed Box. While sentries are active, they will automatically fry any Bunny who moves too closely, or who happens to be already too close. Bunnies wearing a collar are immune to the Sentries' shocks. Sentries are usually placed close enough and have a large enough radius to prevent uncollared Bunnies travelling between them. Sentry lightning arcs require an unobstructed path to their target: they will not fire if blocked by terrain, constructs or dropped items.<br />
<br />
===Detonating Collars===<br />
The Bunny controlling Robosaru possesses the ability to manually detonate any Collar that is on the map with the '''Next''' key. If a Bunny is wearing or holding the Collar being detonated, they will be killed.<br />
<br />
==Subversion==<br />
[[File:robosaru_base_door.jpg|x200px]]<br />
<br />
Entering the door at the base of Robosaru subverts the player inside. This does multiple things:<br />
*The player being subverted is killed. They respawn on the map, or inside the Dropship if it exists.<br />
*If a Power Plant exists, and was ON, up to {{tt|15%|subvertedPenalty}} of the Robosaru's money is dropped as directives around the drop zone. Bunnies that pick up these ¢ directives take the money away from the player who was subverted. The amount dropped fractionally decreases based on the ratio of OFF Power Plants to ON Power Plants, and {{tt|how long|subvertedPenaltyTime}} the player had been ruling for..<br />
**If a Power Plant is OFF, the Power Plant will trigger ON, burning nearby bunnies.<br />
**Items obstructing the exhaust pipe of the Power Plant may be {{tt|forcibly destroyed|clearPowerPlantsOnSubversion (default: false)}}.<br />
**If the exhaust is clear of obstructions, the Power Plant will remain ON.<br />
*The subverting player is now placed in control of Robosaru<br />
*The subverting player is refunded the ¢ value of all the items they carried into Robosaru<br />
*The subverting player is immediately awarded {{tt|300¢|enterRoboBonus}}<br />
*All other bunnies are automatically equipped with [[Items#Collar|Collars]], (or have it dropped infront of them if they already have 3 items) and receive an automated message from the subverting player.<br />
**If a bunny is already holding or wearing a collar, is inside the Dropship, or is within range of a Sentry (but not necessarily in line of sight), then they are not given a Collar.<br />
*An electric field is projected around Robosaru for 4 seconds. This will kill any and all bunnies at or closer than Robosaru's Legs, regardless of whether they have a collar.<br />
*The Sentries at Robosaru's base are activated for 15 seconds. This automated activation does not require nor consume a charge.<br />
*If there are {{tt|4|minPlayers}} or more players on a server, and the server has not {{tt|auto-purchased a Dropship|dropShipOnStart}} this round, the server will do so now, in addition to spawning {{tt|8|uraniumOnStart}} uranium at the drop area. The Dropship purchase deducts {{tt|1500¢|roboChargeForAutoDropship}} from the new Robosaru's account.<br />
<br />
==HUD==<br />
[[File:robosaru_hud_indexed.jpg|left|x498px]]<br />
① Robosaru control streak bonus<br/><br />
② Sentry Charges<br/><br />
③ Zoom Level Indicator<br/><br />
④ Buy menu<br/><br />
⑤ Reticule<br/><br />
⑥ Missile Ammo<br/><br />
⑦ Flamethrower Ammo<br/><br />
⑧ Rotation Indicator<br/><br />
⑨ Door Gap<br/><br />
⑩ Door Burn Indicator<br/><br />
<br/><br />
As the Flamethrower is offset to Robosaru's left side, the red notch on the orientation ring indicates the area Robosaru needs to face when looking directly down in order for his Flamethrower to <br />
burn and kill Bunnies at the door.<br />
The timer in the centre of the Rotation Indicator displays how long before a Dropship drop occurs.<br />
<br />
<div style="clear:both"></div><br />
<br />
== History ==<br />
The original working title of OBEY was 'Robosaru'.<br />
Robosaru means 'robomonkey' in Japanese as the robot is a take on the Japanese giant robot/monster theme.<br />
In English, the name is intended to also be misread as 'Robosaur'<br />
<br />
[[File:title.png|thumb|right|The original title graphic, when the game was first programmed using Ogre3D]]<br />
<br />
In this older version of the game, Robosaru had a different model which took inspiration from Mechagodzilla.<br />
<br />
[[File:Robo_17.jpg]][[File:Robo_18.jpg]]<br />
<br />
Concept art for the most recent iteration of Robosaru<br />
<br />
[[File:Robo_01.jpg|400px]][[File:Robo_00.jpg|400px]]<br />
<br />
:''Main Article: [[Story]]''<br />
There are many contributing factors to Robosaru's design, from the model shape and colors, to the iconography, to the positioning of the weapons. The entire game is filled with subliminal messages, but Robosaru is the focal point and thus has the highest concentration of these.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Power_Plant&diff=1027Power Plant2015-09-03T12:39:23Z<p>Hexzyle: 35r0 mininum subversion penalty increase</p>
<hr />
<div>[[File:Power_plant_on.jpg|thumb|right|200px|A Power Plant currently in the 'On' state. This side of the Power Plant contains the green control panel.]]<br />
[[File:Power_plant_off.jpg|thumb|right|200px|A Power Plant currently in the 'Off' state.]]<br />
[[File:Power_plant_burst.jpg|thumb|right|200px|A Power Plant that has just been activated, the burst of energy killing any nearby bunnies]]<br />
The Power Plant, is a preset structure that is on a map. It is the structure responsible for generating the passive ¢ income of the incumbent [[Robosaru]]. The Power Plant has two states: the 'On' state and the 'Off' state.<br />
<br />
While in the '''"On"''' state, the Robosaru enjoys their passive {{tt|20¢|twoSecondScoreRobo}} per 2 second income, in addition to their current reign bonus. If Robosaru is subverted, they will automatically drop {{tt|15%|subvertedPenalty}} of their score (or {{tt|200¢|minSubversionPenalty}}, whichever is higher) as directives at the Drop Site.<br />
<br />
While in the '''"Off"''' state, the Robosaru does not collect any passive ¢ income at all, although Robosaru's reign bonus still builds in the background. If Robosaru is subverted while the Power Plant is OFF, they are pardoned from dropping any subversion penalty money.<br />
<br />
The Power Plant features a climbable slope with a jet flame protruding from the top and a control panel inside an aperture that is located on one side of a structure. The jet flame is only active when the Power Plant is in the 'On' state; it is deactivated in the 'Off' state, as are the glowing elements decorating the emplacement.<br />
<br />
==Robosaru Interaction==<br />
<br />
Robosaru may interact with the Power Plant by using the 'Next' key (Default: E) while the crosshair is on the Power Plant to toggle it between the 'On' and 'Off' state. <br />
<br />
When turned ON, the Power Plant will emit a burst of energy that will burn any bunnies on or next to it.<br />
<br />
Note that while a Power Plant can be switched to the 'On' setting, any items that protrude the exhaust port on top of the Power Plant (where the jet flame would be) will cause the Power Plant to switch back to the 'Off' setting after a server tick occurs. The items will need to be relocated or destroyed to prevent the Power Plant from automatically switching 'Off', and then the Power Plant must be manually reactivated afterwards, as it does not automatically switch back on.<br />
<br />
Upon subversion, any items blocking the exhaust {{tt|may be forcibly destroyed|clearPowerPlantsOnSubversion}}.<br />
<br />
==Bunny Interaction==<br />
<br />
[[Bunny|Bunnies]] may only ever switch a Power Plant from the 'On' setting to the 'Off' setting; there is currently no way for a Bunny to do the reverse. A Bunny can do this in one of two ways:<br />
<br />
1. Touch the green control panel located inside an aperture found on one side of a structure. If switched back 'On' by the Robosaru, a Bunny currently pressed up against the control panel will need to back up slightly and move into the panel again to switch the Power Plant back 'Off'.<br />
<br />
2. Place an item of any type (corpses included) onto the top of the power plant to block the exhaust port.<br />
<br />
==Alternate Map Arrangements==<br />
On maps without a Power Plant, Robosaru earns income and suffers subversion penalties as if the Power Plant were ON. There is no way to disable Robosaru's income, or protect against dropping money on subversion on a map without a Power Plant.<br />
<br />
In the case of multiple Robosarus, the Power Plant contributes the benefits and penalties to the Robosaru it is linked to. A Power Plant can only be linked to a single Robosaru, but there can be multiple Power Plant for a single Robosaru.<br />
<br />
If two or more Power Plants are linked to a single Robosaru, each Power Plant constitutes a fraction of Robosaru's regular income, and a fraction of the subversion penalty. For example, if there were two Power Plants on a map, and one was OFF, then Robosaru would only earn 10¢ every 2 seconds (instead of {{tt|20¢|twoSecondScoreRobo}}) plus half their reign bonus, and would lose 7.5% of their funds upon subversion (instead of {{tt|15%|subvertedPenalty}}).<br />
<br />
The {{tt|100¢|minSubversionPenalty}} minimum subversion penalty is not reduced by having Power Plants partially disabled. All Power Plants must be OFF in order to drop no money.<br />
<br />
==Strategies==<br />
<br />
The Robosaru's very high passive income is a very critical part of OBEY. It would be wise for all players to treat Power Plants as an important set piece to the playing field. The following are a few strategies that can be used for each the Robosaru and the Bunnies.<br />
<br />
As the Robosaru:<br />
<br />
*The Power Plant serves as an extra set piece with an important role. It is an added source of cognitive load that the Robosaru player will need to keep track of. Be mindful of the location of your Bunnies while scanning between points of interest (i.e. the Drop Zone, the Feed Box, and the Power Plant).<br />
*Keep an eye on your passive income from time to time. If you notice it not ticking up, then the Power Plant is switched off. On the plus side, you might be able to catch a disOBEYing bunny if you are quick enough (and if he's at the Power Plant, it might mean he's not actively trying to subvert you!).<br />
*If you suspect you are about to be subverted, it is in your best interest to immediately switch off the Power Plant. This prevents you from losing money to other OBEYing bunnies when the subversion occurs.<br />
*Nothing good can come from bunnies hanging around the Power Plant. Bunnies may try to switch it off to shut down your passive income. Smart bunnies can use the jet flame of the Power Plant to generate corpses and then try to use those corpses with the feed box and make you lose even more money! You should try to conscript bunnies to help protect the Power Plant by erecting laser fence walls, plant mines, sensors, lights, etc. At the very least, you should warn or shoot bunnies who try to get near it.<br />
*Certain maps have the Power Plant placed very far away from the normal zone of operation of OBEYing bunnies (that is, between the Drop Zone and the Feed Box). In these cases, you can typically shoot any bunnies who approach the Power Plant knowing that they were planning on disOBEYing anyways. However, there are some maps where the Power Plant is much closer to the Drop Zone or Feed Box which makes regulating bunny behavior more difficult.<br />
*You can use the Power Plant as a bargaining chip to help bring order to rioting Bunnies. By deliberately switching the Power Plant into the Off state, you are creating a state where Bunnies (wearing collars or not, or in the drop ship) generate more passive income than you do. Bunnies might be more willing to OBEY if you propose this.<br />
*Smart bunnies may try to hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of your passive income. If this is the only source of disOBEYing occurring and you can afford to focus on the Power Plant, you can actively keep toggling the Power Plant to the 'On' state at the right moment and collect your bit of passive income before the game server tick turns it back off. (That'll show you, you silly Bunny!). Alternatively, you can try to negotiate with the disOBEYing bunny to remove the items (though shooting first is probably the safer option).<br />
<br />
As the Bunny:<br />
*The Robosaru has to keep track of the Power Plant, on top of everything else. Use this to your advantage when planning your escape!<br />
*On some maps, the Power Plant may be located very close to the typical zone of operation of OBEYing bunnies (i.e. near the Drop Zone or Feed Box). You may be able to find opportunities to 'bump' into the control panel when the Robosaru is not looking.<br />
*On some maps, the Power Plant will be quite far away from where OBEYing bunnies are expected to go. Be very cautious when interacting with a Power Plant in this case. An attentive Robosaru player will be able to quickly determine someone is messing with the Power Plant and, therefore, know exactly where you are!<br />
*If you are planning to subvert a Robosaru player, you will want to keep track of the current state of the Power Plant. If the Robosaru player is in the lead, you will want the Power Plant to be on, so that the Robosaru player will lose money to other OBEYing bunnies. However, if the Robosaru player is not in the lead, but an OBEYing bunny is, then you will ideally want the Power Plant to be off instead (or be quick enough to shoot the OBEYing bunnies before they can collect the money from the subversion).<br />
*The Power Plant in the 'On' state is the only source of fire that is actively available to Bunnies (thanks to the jet flame located on the top of the Power Plant, where the exhaust port is). Bunnies may use this as a way to generate corpses, even prior to having a dropship available or using laser walls or flamethrower fuel or even Robosaru machine gun fires.<br />
*Use the Power Plant as a bargaining chip! If a Robosaru player is doing exceptionally well, you may be able to convince the Robosaru player to turn off the Power Plant to lower the likelihood of rioting Bunnies. Threatening to crash a dropship if the Power Plant isn't switched off could possibly be a correct avenue of play!<br />
*You can hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of the Robosaru's passive income. Be prepared to be killed if you get caught doing this though!</div>Hexzylehttps://wiki.obeygame.com/index.php?title=ServerSettings.txt&diff=1026ServerSettings.txt2015-09-03T12:39:13Z<p>Hexzyle: 35r0 mininum subversion penalty increase</p>
<hr />
<div>serverSettings.txt is a file in the root directory of OBEY that determine variables for a server hosted on that computer.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable !! width="100" | Default Value !! Description<br />
|-<br />
| name || OBEY Server! || This is the name of the server that will show up in the server browser<br />
|-<br />
| motd || --- || This is the message of the day displayed by the server. Text can be colored by opening with the Hexadecimal code surrounded by square brackets, and closed with a minus sign surrounded by square brackets: i.e. [FF0000]This text is red[-]. New lines can be denoted with a tilde.<br />
|-<br />
| maxPlayers || 6 || The player limit for the server. Once this is reached, no more players may join.<br />
|-<br />
| minPlayers || 4 || The minimum number of players required in a server before a Dropship can be purchased<br />
|-<br />
| roundMinutes || 0 || The time for each round before the game is forcibly ended. Any value less than 2 removes the timer.<br />
|-<br />
| map || ozone,cornered,zoneOne,<br/>zoneFar,doublel,airstrip || The map(s) that the server will play. Comma delineated. The maps must exist in the '''Levels''' folder.<br />
|-<br />
| serverPort || 57347 ||<br />
|-<br />
| private || 0 || If disabled, the server will be registered on the master server list<br />
|-<br />
| maxSpectators || 5 || The maximum number of players that simultaneously be in spectator mode<br />
|-<br />
| clientPort || 57349||<br />
|-<br />
| dropShipOnStart || 1 || If enabled, a free Dropship will spawn the first time a player enters Robosaru. This setting takes into account the minPlayers setting, and thus the free Dropship will not spawn until a player enters Robosaru '''while minPlayers is met'''.<br />
|-<br />
| tickRate || 66 || How many game ticks to process per second. A higher number increases game "accuracy".<br />
|-<br />
| sendRate || 20 || How many times per second to send Clients server information. A higher number makes the game smoother, but consumes greater bandwidth.<br />
|-<br />
| twoSecondScore || 2 || How much ¢ an uncollared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreCollar|| 10 || How much ¢ a collared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreRobo || 20 || How much ¢ the Bunny in control of Robosaru earns every two seconds.<br />
|-<br />
| dropShipSeconds || 80 || How many seconds between each Drop Ship arrival.<br />
|-<br />
| enterRoboBonus || 300 || The ¢ earned by a Bunny upon entering Robosaru<br />
|-<br />
| twoSecondScoreDropShip || 1 || How much ¢ the Bunny inside the Dropship earns every two seconds.<br />
|-<br />
| minAI || || (deprecated)<br />
|-<br />
| moneyWinCondition || 0 || The money goal for each round, upon reaching which the game is forcibly ended. A value of 0 removes the money goal.<br />
|-<br />
| roboTwoSecondBonus || .075 || The rate that the [[Robosaru]] player accumulates a bonus.<br />
|-<br />
| extraRoundTime || 30 || How many seconds after a victory before the round is restarted.<br />
|-<br />
| playerDebtLimit || -1500 || The minimum amount of money a player can have after corpse money deduction<br />
|-<br />
| playerStartingFunds || 0 || The amount of money Bunnies start with upon joining the game<br />
|-<br />
| playerSuicidePenalty || 200 || The money deducted from a Bunny's account when they use the /kill command (or upon disconnecting). A negative number will disable the /kill command for Bunnies. Players are not penalized if minPlayers is not met.<br />
|-<br />
| roboSeeScore || 0 || If enabled, allows Robosaru to see all players' scores instead of just their own.<br />
|-<br />
| roboSuicidePenalty || 2000 || The money deducted from a player's account when they use the /kill command while inside Robosaru (or upon disconnecting). A negative value will disable the /kill command for Robosaru.<br />
|-<br />
| moderatorPassword || || The password required to log in with moderator privileges using the /mod command<br />
|-<br />
| password || || If set, it will 'lock' the server, prompting any player attempting to join to provide it. Only players who know the password will be able to join.<br />
|-<br />
| kickOnCycle || 0 || If disabled, sends players to a loading screen while the server changes maps. Then, after all players have rejoined it will run 'restart'. <br />
If enabled, it will instead kick all players at the end of every round.<br />
|-<br />
| spawnKillTime || 9 || How many seconds after spawning a bunny kill counts as a "spawn kill"<br />
|-<br />
| spawnKillMaxItems || 6 || The amount of times to attempt to spawn a scrap on a spawn kill. The earlier a bunny is spawnkilled, the closer to this number scrap will spawn.<br />
|-<br />
| spawnKillItemChance || 0.67 || For each scrap spawn attempt, this is the chance a scrap will be spawned<br />
|-<br />
| uraniumOnStart || 8 || How many uranium to spawn at the drop area when a round starts<br />
|-<br />
| subvertedPenalty || 0.15 || The fraction of Robosaru's money that is dropped in the Drop Zone when they are subverted.<br />
|-<br />
| subvertedPenaltyTime || 80 || Grace period (in seconds) that Robosaru's subversion penalty is at a reduced amount (scaled up as time progresses)<br />
|-<br />
| clearPowerPlantsOnSubversion || 0 || If enabled, any items blocking the exhaust will be forcibly destroyed upon a subversion.<br />
|-<br />
| showNamesToSpectators || 1 || If enabled, will display player names above bunnies when in Spectator mode.<br />
|-<br />
| roboChargeForAutoDropship || -1500 || How much to bill the Robosaru when the Dropship triggered by dropShipOnStart is spawned<br />
|-<br />
| minSubversionPenalty || 200 || The minimum amount of money dropped upon a subversion if at least one Power Plant is ON.<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=ServerSettings.txt&diff=1025ServerSettings.txt2015-09-03T12:33:59Z<p>Hexzyle: 35r0 collar buff</p>
<hr />
<div>serverSettings.txt is a file in the root directory of OBEY that determine variables for a server hosted on that computer.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable !! width="100" | Default Value !! Description<br />
|-<br />
| name || OBEY Server! || This is the name of the server that will show up in the server browser<br />
|-<br />
| motd || --- || This is the message of the day displayed by the server. Text can be colored by opening with the Hexadecimal code surrounded by square brackets, and closed with a minus sign surrounded by square brackets: i.e. [FF0000]This text is red[-]. New lines can be denoted with a tilde.<br />
|-<br />
| maxPlayers || 6 || The player limit for the server. Once this is reached, no more players may join.<br />
|-<br />
| minPlayers || 4 || The minimum number of players required in a server before a Dropship can be purchased<br />
|-<br />
| roundMinutes || 0 || The time for each round before the game is forcibly ended. Any value less than 2 removes the timer.<br />
|-<br />
| map || ozone,cornered,zoneOne,<br/>zoneFar,doublel,airstrip || The map(s) that the server will play. Comma delineated. The maps must exist in the '''Levels''' folder.<br />
|-<br />
| serverPort || 57347 ||<br />
|-<br />
| private || 0 || If disabled, the server will be registered on the master server list<br />
|-<br />
| maxSpectators || 5 || The maximum number of players that simultaneously be in spectator mode<br />
|-<br />
| clientPort || 57349||<br />
|-<br />
| dropShipOnStart || 1 || If enabled, a free Dropship will spawn the first time a player enters Robosaru. This setting takes into account the minPlayers setting, and thus the free Dropship will not spawn until a player enters Robosaru '''while minPlayers is met'''.<br />
|-<br />
| tickRate || 66 || How many game ticks to process per second. A higher number increases game "accuracy".<br />
|-<br />
| sendRate || 20 || How many times per second to send Clients server information. A higher number makes the game smoother, but consumes greater bandwidth.<br />
|-<br />
| twoSecondScore || 2 || How much ¢ an uncollared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreCollar|| 10 || How much ¢ a collared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreRobo || 20 || How much ¢ the Bunny in control of Robosaru earns every two seconds.<br />
|-<br />
| dropShipSeconds || 80 || How many seconds between each Drop Ship arrival.<br />
|-<br />
| enterRoboBonus || 300 || The ¢ earned by a Bunny upon entering Robosaru<br />
|-<br />
| twoSecondScoreDropShip || 1 || How much ¢ the Bunny inside the Dropship earns every two seconds.<br />
|-<br />
| minAI || || (deprecated)<br />
|-<br />
| moneyWinCondition || 0 || The money goal for each round, upon reaching which the game is forcibly ended. A value of 0 removes the money goal.<br />
|-<br />
| roboTwoSecondBonus || .075 || The rate that the [[Robosaru]] player accumulates a bonus.<br />
|-<br />
| extraRoundTime || 30 || How many seconds after a victory before the round is restarted.<br />
|-<br />
| playerDebtLimit || -1500 || The minimum amount of money a player can have after corpse money deduction<br />
|-<br />
| playerStartingFunds || 0 || The amount of money Bunnies start with upon joining the game<br />
|-<br />
| playerSuicidePenalty || 200 || The money deducted from a Bunny's account when they use the /kill command (or upon disconnecting). A negative number will disable the /kill command for Bunnies. Players are not penalized if minPlayers is not met.<br />
|-<br />
| roboSeeScore || 0 || If enabled, allows Robosaru to see all players' scores instead of just their own.<br />
|-<br />
| roboSuicidePenalty || 2000 || The money deducted from a player's account when they use the /kill command while inside Robosaru (or upon disconnecting). A negative value will disable the /kill command for Robosaru.<br />
|-<br />
| moderatorPassword || || The password required to log in with moderator privileges using the /mod command<br />
|-<br />
| password || || If set, it will 'lock' the server, prompting any player attempting to join to provide it. Only players who know the password will be able to join.<br />
|-<br />
| kickOnCycle || 0 || If disabled, sends players to a loading screen while the server changes maps. Then, after all players have rejoined it will run 'restart'. <br />
If enabled, it will instead kick all players at the end of every round.<br />
|-<br />
| spawnKillTime || 9 || How many seconds after spawning a bunny kill counts as a "spawn kill"<br />
|-<br />
| spawnKillMaxItems || 6 || The amount of times to attempt to spawn a scrap on a spawn kill. The earlier a bunny is spawnkilled, the closer to this number scrap will spawn.<br />
|-<br />
| spawnKillItemChance || 0.67 || For each scrap spawn attempt, this is the chance a scrap will be spawned<br />
|-<br />
| uraniumOnStart || 8 || How many uranium to spawn at the drop area when a round starts<br />
|-<br />
| subvertedPenalty || 0.15 || The fraction of Robosaru's money that is dropped in the Drop Zone when they are subverted.<br />
|-<br />
| subvertedPenaltyTime || 80 || Grace period (in seconds) that Robosaru's subversion penalty is at a reduced amount (scaled up as time progresses)<br />
|-<br />
| clearPowerPlantsOnSubversion || 0 || If enabled, any items blocking the exhaust will be forcibly destroyed upon a subversion.<br />
|-<br />
| showNamesToSpectators || 1 || If enabled, will display player names above bunnies when in Spectator mode.<br />
|-<br />
| roboChargeForAutoDropship || -1500 || How much to bill the Robosaru when the Dropship triggered by dropShipOnStart is spawned<br />
|-<br />
| minSubversionPenalty || 100 || The minimum amount of money dropped upon a subversion if at least one Power Plant is ON.<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Bunny&diff=1024Bunny2015-09-03T12:33:37Z<p>Hexzyle: /* Money */ 35r0 collar buff</p>
<hr />
<div>[[File:bunny_carrying_items1.jpg|thumb|center|A collared bunny carrying Uranium and placing a light]]<br />
Bunnies are the characters the player controls, although the term "Bunny" is generally used to refer to players who are not in control of [[Robosaru]]. Bunnies have very good sight in the darkness, and can generally see anything within their line of sight, even if it is not lit by [[Robosaru]]'s spotlight.<br />
<br />
<div style="clear:both"></div><br />
==Items==<br />
Only Bunnies who are not in Robosaru may carry items. Bunnies can only be in possession of three items at any time, although they have four item slots: mouth, back, and two sides. Items can be picked up with '''[[Controls|Action]]'''. Items that are in the mouth can be dropped with '''Drop''' or used/placed with '''Action'''. Pressing '''Next''' or '''Prev''' rotates the items that are in these slots. When a Collar is in any slot other than the mouth, it will display around a Bunny's neck.<br />
<br />
While carried by a Bunny, items are counted as equipped. They are non-solid in this state and cannot be picked up by another Bunny. If a Bunny dies while carrying items, they will drop them all at their place of death. The dropping of the items occurs ''after'' the Bunny's death, so carried items are "protected" in that they cannot be destroyed by the same event that killed the bunny.<br />
<br />
==Money==<br />
[[File:item_collar_worn.jpg|thumb|right|Bunnies wearing collars earn bonus money]]<br />
[[File:c_sign.jpg|thumb|right|Touching ¢ Signs gives the Bunny money]]<br />
All Bunnies passively earn money. The amount is dependent on where the Bunny is and whether or not they own a [[Items#Collar|collar]].<br />
<br />
*Bunnies without a collar earn {{tt|2¢|twoSecondScore}} every 2 seconds.<br />
*Bunnies with a collar earn {{tt|10¢|twoSecondScoreCollar}} every 2 seconds.<br />
*Bunnies inside the [[Dropship]] earn {{tt|1¢|twoSecondScoreDropShip}} every 2 seconds, regardless of whether they own a collar.<br />
*The Robosaru Bunny earns {{tt|20¢|twoSecondScoreRobo}} every 2 seconds the [[Power Plant]] is ON, plus a reign bonus that increases by 0.075¢ every 2 seconds.<br />
<br />
There are three ways that the Bunny can obtain money actively:<br />
*Entering Robosaru immediately awards the Bunny {{tt|300¢|enterRoboBonus}}, in addition to being refunded the value of any items they were carrying.<br />
*Picking up a ¢ Sign placed via the directive menu will transfer 50¢ from the player in Robosaru.*<br />
*Picking up a ¢ Sign dropped by the Autopay system will transfer an amount of money from the player in Robosaru equivalent to the current Autopay setting.*<br />
<nowiki>*</nowiki><small>In the case of a recent subversion, money comes from the account of the player who was in Robosaru when the ¢ Sign was created, not the player in Robosaru when the ¢ Sign is collected.</small><br />
<br />
==Movement and Terrain==<br />
Bunnies are 1 unit long, and travel at a rate of 3.5 units per second when moving forwards, 2 u/s when sidestepping and 1 u/s when walking backwards.<br />
Additionally, moving up slopes or through water inhibits the movement speed of the Bunny. As the Bunny is unable to jump, they cannot traverse completely vertical terrain.<br />
<br />
Plantation and water on the map does not block Bunny movement, but it also does not block Robosaru's weapons. While in water, a bunny is immune to fire.<br />
<br />
Bunnies can place items in a stack by dropping multiple items in the same location. As Bunnies will always relocate upwards if their hitbox is inside a solid object, placing items onto another Bunny will raise said Bunny ontop of the placed item. This can be repeated to allow a Bunny to get ontop of a ledge, over a Laser Wall, or even onto Robosaru's base.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Bunnies can squeak with the '''Hop''' key. Squeaks are only audible to nearby Bunnies, and not to Robosaru.<br />
<br />
Bunnies may also use the whisper command. (syntax: "/w ''<message>''") Whispered messages are sent to all bunnies within a 12 unit radius. (4 cement tiles) Robosaru can intercept whispered messages via an unplaced [[Sensor]] or by looking at a Bunny when they send a whisper.<br />
<br />
==Mortality==<br />
[[File:Concept_art_bunny01.jpg|thumb|right|The reference image used for modelling the bunny]]<br />
[[File:Placeholder_model_bunny01.jpg|thumb|right|The placeholder model for the bunny in early development]]<br />
<br />
The Bunny can be killed in many ways. Some types of deaths will leave a burning corpse, while others just cause the Bunny to be obliterated.<br />
===Corpseless Deaths===<br />
*Taking a direct hit from Robosaru's Primary Cannon.<br />
*Taking a direct hit from a Missile.<br />
*Being subverted<br />
*Typing /kill into chat.<br />
*Being snagged by the machinery inside Robosaru.<br />
*Being in the blast radius of an exploding:<br />
**Missile<br />
**Mine<br />
**Volatile item<br />
**Dropship.<br />
*Being hit by errant shrapnel from an explosion<br />
*Being hit by a ricochet from a bullet. Note that this is relatively unlikely.<br />
*Falling off the map<br />
*Shimmying/glitching into the Feed Box or into Robosaru's foundation<br />
<br />
===Corpse-causing Deaths===<br />
*Touching fire caused by:<br />
**Robosaru's Primary Cannon<br />
**Robosaru's Flamethrower<br />
**Robosaru's Missile Racks<br />
**Crashed Dropship explosions<br />
**Detonated Mine explosion<br />
**Volatile item explosion<br />
**Another burning corpse<br />
*Touching the pillar of fire protruding from the Power Plant's exhaust<br />
*Being near the Power Plant when it is activated<br />
*Wearing or holding a collar that has been manually detonated by Robosaru.<br />
*Being in range of an active Sentry while not wearing a collar.<br />
*Being close to Robosaru upon a subversion<br />
*Touching the beams of an active Laser Wall.<br />
*Being hit by Flamer Fuel globs</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Items&diff=1023Items2015-09-03T12:32:40Z<p>Hexzyle: /* Collar */ 35r0 collar buff</p>
<hr />
<div><i>"Load me up with points, boys! Load me up with rockets! Place these lights that make it harder to hide!"<br />
:~Dez</i><br />
<br />
Items are carryable objects. Most can be purchased at any time by [[Robosaru]], provided a [[Dropship]] exists, while [[Bunny|Bunnies]] may only purchase them while inside the Dropship proper.<br />
<br />
Shop-bought items are delivered to the game field via the Dropship. They can be picked up and used by Bunnies with '''[[Controls|Action]]''', and they can be dropped with '''Drop'''.<br />
<br />
Any item, when placed in the [[Feed Box]], will be removed from play. Robosaru's weapons also have the ability to destroy dropped and placed items alike.<br />
<br />
All items are solid: They obstruct the Bunny's movement, Robosaru's weapons, and Sentry shock arcs. <br />
<br />
==Placeable Items==<br />
[[File:item_laser_wall_hologram.jpg|thumb|right|Hologram showing where a Laser Wall will be placed|200px]]<br />
Placeable items are inert until a Bunny picks them up and places them. These items can be placed when in a Bunny's mouth by pressing the '''Action''' key. Placeable items display a hologram visible to the Bunny when held in the mouth displaying as to where they will be placed. After being set up, placeable items are immobile and can only be uprooted by Robosaru, by aiming at them and pressing '''Next'''.<br />
<div style="clear:both"></div><br />
<br />
===Laser Wall===<br />
Laser Walls are placeable items costing 70¢, and are purchased as single poles.<br />
Two poles placed in a row will generate a deadly beam that will turn any Bunnies who touch it into corpses. Placed poles will lock to a grid, and will generate a beam to any pole in a cardinal direction that is within 9 units. Beams between Laser Walls regenerate every time a new Laser Wall is placed somewhere in the map, or uprooted by Robosaru. If there is an obstruction at least 2 Uranium high between two Laser Walls when the beam is to be regenerated, the beam between those two Laser Walls will not generate. The beam will regenerate again the next time a regeneration occurs if the obstruction is removed.<br />
<br />
Carrying or setting up a Laser Wall near the Feed Box is often seen as a form of disOBEYing, since it can lead to corpses ending up near the Feed Box.<br />
<br />
Laser Walls cannot be placed too close to a Sentry.<br />
<br />
[[File:item_laser_wall_dropped.jpg|x200px]] [[File:item_laser_wall_placed.jpg|x200px]] [[File:item_laser_wall_active.jpg|x200px]]<br />
<br />
===Mine===<br />
Mines are placeable items costing 100¢. Mines are visible when inactive, but once placed, will be invisible to all players. The mine will display a trigger area to Robosaru and Spectators only. The mine will arm 9 seconds after being placed. If a Bunny wanders into the trigger zone, the mine will explode, taking with it the unfortunate bunny who stumbled onto it, as well as any items and bunnies standing close by.<br />
<br />
Mines cannot be placed too close to a Sentry.<br />
<br />
[[File:item_mine_dropped.jpg|x200px]] [[File:item_mine_trigger.jpg|x200px]]<br />
<br />
===Light===<br />
Lights are placeable items costing 70¢. They illuminate a small area with a purplish light when placed.<br />
<br />
Lights cannot be placed too close to a Sentry.<br />
<br />
[[File:item_light_dropped.jpg|x200px]] [[File:item_light_placed.jpg|x200px]]<br />
<br />
===Sensor===<br />
Sensors are placeable items costing 100¢. When placed, their decals change color from cyan to red, and their function changes. Sensors have two different functions: Listening while unplaced, and watching while placed.<br />
<br />
[[File:item_sensor_dropped.jpg|right|x200px]]<br />
:'''Unplaced - Cyan Mode'''<br />
:Unplaced, sensors can be picked up and carried about like any other item. Any [[Bunny#Communication|whispers]] sent within 5 units of an unplaced sensor will automatically be intercepted by Robosaru. Sensors continue to listen even while inside the Dropship or while being carried by a Bunny.<br />
<br />
<div style="clear:both"></div><br />
<div style="float: right;">[[File:item_sensor_placed.gif]] [[File:item_sensor_trigger.gif]] [[File:item_sensor_trigger_robo.jpg|x200px]]</div><br />
:'''Placed - Red Mode'''<br />
:If a bunny walks within 5 units of a placed sensor, the sensor will audibly beep for nearby bunnies and display a flashing exclamation mark above itself. The player in Robosaru will always hear the beeping sensor, and will be alerted to its location by a large, red, rotating reticule. Sensors will also be set off by the presence of a large corpse.<br />
<br />
:After being placed, a sensor will be inactive for 6 seconds. A good indication of when activation occurs is when the red lights on the sensor flash on for the third time.<br />
<br />
:Sensors cannot be placed too close to a Sentry.<br />
<br />
==Robosaru Resources==<br />
The primary purpose of Robosaru Resources is to be placed into the Feed Box. Doing so will automatically drop money equivalant to the current autopay next to the Bunny that delivered the item. However, these items are also considerably heavy, and as consumables, tend to be purchased frequently. This makes them ideal items for sabotaging the Dropship.<br />
<br />
===Missile===<br />
Missiles are an inert item costing 50¢. When placed in the Feed Box, 6 shots will be loaded into Robosaru which can be fired with the '''Drop''' key. Loading Missiles into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
Missiles are volatile and will explode if caught within another explosion's radius.<br />
<br />
[[File:item_missile_dropped.jpg|x200px]]<br />
<br />
===Battery===<br />
Batteries are an inert item costing 150¢. When placed in the Feed Box, they will be loaded into Robosaru. Each Battery provides a single charge for Robosaru's Sentries. Loading Batteries into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
[[File:item_battery_dropped.jpg|x200px]]<br />
<br />
===Fuel===<br />
Fuel is an inert item costing 150¢. When placed in the Feed Box, 4 flamethrower ammo will be loaded into Robosaru, which can then be used with the '''Flame''' key. 4 flamethrower ammo provides just over a second of uninterrupted flamethrower usage. Loading Fuel into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
Fuel is volatile and will explode if caught within another explosion's radius.<br />
<br />
[[File:item_fuel_dropped.jpg|x200px]]<br />
<br />
===Uranium===<br />
Uranium is an inert item costing 100¢. When placed in the Feed Box, it generates 300¢ for the player currently controlling Robosaru. Loading Uranium into the Feed Box will drop money for the depositing Bunny if Autopay has been set. If no autopay is set, the player controlling Robosaru will earn a 200¢ net profit if they were the one to purchase the Uranium. If autopay is set to maximum (100¢), they will earn 100¢ net profit. As the heaviest item, and the item with the highest Weight:Cost ratio, Uranium is frequently purchased by Bunnies for the purpose of sabotaging the Dropship.<br />
<br />
Maps will create {{tt|8 Uranium|uraniumOnStart}} at the drop zone area when the first Robosaru player takes control. This initial infusion of Uranium is there to give OBEYing bunnies something to do, as well as help the first Robosaru player get to the money required to purchase the first dropship. (or to recuperate the bill from the auto-dropship purchase)<br />
<br />
[[File:item_uranium_dropped.jpg|x200px]]<br />
<br />
===Scrap===<br />
Scrap is an inert item that cannot be purchased from the buy menu. Scrap spawns inside the Dropship whenever a bunny is spawn killed, and also spawns at the crash site of a Dropship. Scrap supplies Robosaru with a small money bonus when delivered to the Feed Box, in addition to dropping autopay for the bunny who does so.<br />
<br />
Scrap comes in three different sizes: Small, Medium, and Large. Small scrap is worth 25¢ when placed in the Feed Box, Medium scrap is worth 50¢ and Large scrap 75¢. Do note that if Autopay is higher than the value of the Scrap being deposited, Robosaru can be bled for cash.<br />
<br />
Scrap is considerably heavy, Large Scrap being the second heaviest item in the game with a mass three quarters that of Uranium. Another noteworthy feature is that Large Scrap parts are also the largest items in the game, very easily concealing a bunny on their own.<br />
<br />
<gallery mode="packed" caption="Small Scrap"><br />
File:item_scrap_small_01.jpg|DYN4M0 135° 55mm S-vent Radiator<br />
File:item_scrap_small_02.jpg|TYBREX™ W-Pivot [152] Series<br />
File:item_scrap_small_03.jpg|DYN4M0 Dual S-Vent Semi-Tri Parting Carrier w/ Yaw<br />
File:item_scrap_small_04.jpg|TYBREX™ Q-Pivot [833-G]<br />
File:item_scrap_small_05.jpg|ENDLINE™ Poly-tylemol Plasmoid Capacitor N3<br />
File:item_scrap_small_06.jpg|(Unlisted Manufacturer) Sendjoint Connector<br />
</gallery><br />
<br />
<gallery mode="packed" caption="Medium Scrap"><br />
File:item_scrap_medium_01.jpg|(Unlisted Manufacturer) Military-Grade Poly-tylemol Amplifier<br />
File:item_scrap_medium_02.jpg|ENDLINE™ Twin-Polarity Plasma Injector<br />
File:item_scrap_medium_03.jpg|(Unlisted Manufacturer) Two Stage Plasma Distributor<br />
File:item_scrap_medium_04.jpg|CLEAN COMBUSTION™ Centralized Hadron Extender 3800MJ<br />
</gallery><br />
<br />
<gallery mode="packed" caption="Large Scrap"><br />
File:item_scrap_large_01.jpg|CLEAN COMBUSTION™ Tertiary Carbon Expulsion Unit L3 GREEN-COMPLIANCE<br />
File:item_scrap_large_02.jpg|CLEAN COMBUSTION™ 15-2 Ulti-Adjusted Turbine Stabilizer<br />
File:item_scrap_large_03.jpg|ENDLINE™ 52K Plasma Turbine TWINTAKE multiplex release<br />
File:item_scrap_large_04.jpg|CLEAN COMBUSTION™ Live 8-Fuel Enrichment Unit Model Y<br />
File:item_scrap_large_05.jpg|ATRONET™ 33L Zirconium Combustion Chamber<br />
</gallery><br />
<br />
==Miscellaneous Items==<br />
<br />
===Pointer===<br />
Pointers are a Bunny usable item costing 40¢. When activated by a bunny using the '''Action''' key, they display a marker at the targeted location that is visible to all players and Robosaru, much akin to Directives. Pointers are infinite use, but do require a short period of time after each use to recharge. This recharge period is localized to each pointer, so a Bunny can indicate multiple locations within a short period of time by using multiple pointers.<br />
<br />
Since bunnies have better vision than Robosaru, they are often used as a spotting device to alert Robosaru of disOBEYing bunnies.<br />
<br />
[[File:item_pointer_dropped.jpg|x200px]] [[File:item_pointer_held.jpg|x200px]] [[File:item_pointer_marker.jpg|x200px]]<br />
<br />
===Collar===<br />
Collars are a passive item costing 40¢. They show an orange arrow above them to only Robosaru at all times, to allow tracking of their location. Robosaru can detonate any collar by targeting it and by pressing '''Prev'''. If the Collar is being worn or held by a bunny at the time, the bunny will die.<br />
Collars increase the income to {{tt|10¢|twoSecondScoreCollar}} per two seconds for the Bunny who is holding or wearing one. This bonus does not apply inside the Dropship, and it does not stack.<br />
The Collar also provides the Bunny immunity from [[Robosaru#Sentries|Sentry]] shocks, but not from the electric field generated upon a subversion.<br />
<br />
Collars are automatically given to all Bunnies whenever Robosaru is subverted. Bunnies who are already collared, inside the Dropship, or are too close to Sentries are not given a collar. A lack of a collar is generally regarded as the most definite sign that a bunny is disOBEYing.<br />
<br />
[[File:item_collar_dropped.jpg|x200px]] [[File:item_collar_marker.jpg|x200px]] [[File:item_collar_worn.jpg|x200px]]<br />
<br />
===Corpse===<br />
Charred Corpses are inert objects that cannot be purchased from the buy menu. They occur whenever a bunny is killed by lasers, electricity or fire. Because of this, the initial spawning of a corpse will always be accompanied by a small fire. When placed in the Feed Box, a crippling amount of money is deducted from the bank of the player controlling Robosaru. Corpses come in two sizes, small and large. The small corpses are just the body or the head, and deduct 1000¢. The large is the corpse of the whole bunny, which deducts 1500¢.<br />
<br />
Whenever a corpse is generated, there is a 25% chance for just the head dropping, 25% for the body, 25% for the full carcass, and 25% for both the head and the body spawning separately.<br />
<br />
Carrying corpses, especially near the Feed Box, is generally regarded as a sign of disOBEYing.<br />
<br />
[[File:item_corpse_head_dropped.jpg]]<br />
''Full - Head - Body''<br />
<br />
==History==<br />
[[File:item_sign_dropped.jpg|left|x200px]] <!--[[File:item_sign_placed.jpg|x200px]]--><br />
===! Sign===<br />
! Signs, or just "Signs", were a placeable item costing 15¢. They displayed a large, holographic exclamation mark above them that was easily visible to ALL players, not just Robosaru. The tutorial described these for usage to warn bunnies about a mine-ridden area, or to be used as bluffs.<br />
<br />
Signs were replaced by [[Items#Sensor|Sensors]] in version [[Changelog#v28r0|28r0]].</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Main_Page&diff=1022Main Page2015-09-03T12:27:16Z<p>Hexzyle: Added changelog link to current version number</p>
<hr />
<div><center>[[File:title04.jpg|link=OBEY]]<br />
<strong>WELCOME! TO THE -OBEY- WIKI! :D</strong><br/><br />
The latest version of OBEY is '''[[Changelog|{{Current Version}}]]'''<br/><br />
If you would like to contribute to the wiki, register in the [http://forum.lfagames.com lfagames.com forum], and use the same login here.<br/><br />
<br/><br />
<gallery mode="nolines" caption="OBEY TOPICS"><br />
File:Page_icon_robosaru.jpg|link=Robosaru|[[Robosaru]]<br />
File:Page_icon_dropship.jpg|link=Dropship|[[Dropship]]<br />
File:Page_icon_items.jpg|link=Items|[[Items]]<br />
File:Page_icon_feed_box.jpg|link=Feed Box|[[Feed Box]]<br />
File:Page_icon_power_plant.jpg|link=Power Plant|[[Power Plant]]<br />
File:Page_icon_bunny.jpg|link=Bunny|[[Bunny]]<br />
File:Page_icon_maps.jpg|link=Maps|[[Maps]]<br />
File:Page_icon_strategies.jpg|link=Strategies|[[Strategies]]<br />
</gallery><br />
<br/><br />
<br/><br />
{| border="0" width="800" style="border-collapse:collapse; text-align:center" cellpadding="0"<br />
|- border="1"<br />
| '''OTHER PAGES''' || '''TECHNICAL STUFF''' || '''PORTAL'''<br />
|- valign="top"<br />
| width="33%" | <br />
[[Story]]<br/><br />
[[Tips]]<br/><br />
[[Spectator|Spectate Mode]]<br/><br />
[[Creating Custom Maps]]<br/><br />
[[Community Maps]]<br/><br />
[[Glossary|Glossary of Game Terms]]<br/><br />
| width="33%" |<br />
[[Customization]]<br/><br />
[[Console Commands]]<br/><br />
[[Run your own server]]<br/><br />
[[Run your own virtual server]]<br/><br />
[[Run multiple servers from 1 computer]]<br/><br />
[[Changelog]]<br/><br />
| width="33%" |<br />
[http://obeygame.com/ Official Website]<br/><br />
[http://forum.lfagames.com/ Lo-Fi Apocalypse Forums]<br/><br />
[http://store.steampowered.com/app/346970/ Steam Page]<br/><br />
[[List of OBEY gameplay footage on YouTube|Videos & Game Footage]]<br/><br />
[http://www.obeygame.com/play OBEY Store] (gives dez best %)<br/><br />
[https://trello.com/b/episHwap/obey Dev Task List]<br/><br />
|}<br />
</center></div>Hexzylehttps://wiki.obeygame.com/index.php?title=Maps&diff=995Maps2015-07-21T13:33:24Z<p>Hexzyle: </p>
<hr />
<div>:[[File:icon_alert.png]] ''This page is about OBEY's official maps. For maps created by the community, see [[Community Maps]]''<br />
<br />
OBEY currently has 7 official maps for its one gamemode.<br />
<br />
Due to placement of safe terrain, the Robo, Drop zone, and other points of interest, some maps may be more or less difficult to subvert on. For this reason the "Tyranny Index" has been developed, a scale which gives a general idea of the overall properties of a map.<br />
<br />
A '''low Tyranny Index''' represents a map that has a layout that makes it easy for Bunnies to slip away into cover and approach the Robo. These maps work best for:<br />
*Skilled players<br />
*Small matches<br />
A '''high Tyranny Index''' represents a map that has a rather coverless layout that makes it easy for Robosaru to enforce dominion over a large number of bunnies. These maps work best for:<br />
*Newer players<br />
*Larger matches<br />
<br />
The Tyranny index is a very new scale so the values may not be accurate.<br />
<br />
==zoneOne==<br />
{{Map<br />
| name = zoneOne<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneOne was the first map ever created. It features a Drop Zone that is fairly close to the Feed Box, but has plenty of water nearby to hide in and is close to the right wall which has offsets that provide cover. There is a very densely-covered area down mid-west and north-western sections of the map, allowing bunnies a relatively safe approach down this route if the Robo is not paying particular attention. The path between the Drop Zone and the Feed Box is not only almost completely free of any sort of dense or hard cover, but is also concrete tiled. All Bunny spawns are along the top wall.<br />
<br />
The Power Plant is just north of the Drop Zone, but as there is very sparse cover, it may be quite difficult for Bunnies to reach it unspotted.<br />
}}<br />
<br />
==zoneFar==<br />
{{Map<br />
| name = zoneFar<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneFar is a considerable modification of zoneOne. It retains the northernmost, western and southernmost features, but has its entire center and western areas reworked.<br />
Unlike its sister variant, Cornered, zoneFar has two large ponds that serve as hiding places: one to the west of the Drop Zone, and one almost directly along the path to the Feed Box. Surrounding the Feed Box though, is a complete absence of cover. The heavily forested plateau overlooking the patches of water a distance east of the Drop Zone holds the Power Plant, although there are only two ramps up onto the cliff, and both are in good view of Robosaru.<br />
}}<br />
<br />
==cornered==<br />
{{Map<br />
| name = cornered<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Cornered is a minor modification of zoneFar. The shortest travel path from the Drop Zone to the Feed Box, however, now runs behind the hill at the center of the map, giving Bunnies an opportunity to drop their collar and hide, or to conceal corpses here. Directly east of the Feed Box is also a large amount of terrain, and the Drop Zone is closer to the hilly region surrounding its west, making this map debatably easier for Bunnies to escape compared to zoneFar. The Power Plant is a short dash west of the Drop Zone, and although this is the opposite direction to where obedient bunnies should be moving, the path is semi-concealed by a hill.<br />
}}<br />
<br />
==doublel==<br />
{{Map<br />
| name = doublel<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Doublel is the only official map with two [[Feed Box]]es: one is dangerously close to the Robosaru's entrance, and the other is far from Robosaru. The player in Robosaru must decide whether they allow Bunnies to place items in the closest Box, risking Bunnies making a quick and easy subversion should the Robosaru player look away, or let Bunnies travel to the far Box, making it easy for them to successfully deter from the path into cover. The Power Plant is on the far side of the Drop Zone, which although is close, is in the opposite direction to both the Feed Boxes.<br />
<br />
All the Bunny spawns are in a cluster on the far corner of the map.<br />
}}<br />
<br />
==airstrip==<br />
{{Map<br />
| name = airstrip<br />
| author = HexZyle<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Airstrip is a map with very little hard cover and elevation. However, much of the map's surface is covered in water. The bunnies spawn near a very heavily watered area in the north and make their way southwest towards Robosaru, which only has a frontal approach. The direct approach is along a river, which forms a choke point due to the scarce plantation around it. The longer approach around the east and south side of the map has substantially more cover, but is considerably more time consuming to traverse. The Drop Zone and Feed Box are quite a distance from Robosaru, and although this allows easy management of Bunnies who are on the concrete, Bunnies are still able to jam items onto the top of the inaccessible cliff just south of the Drop Zone, and the shadow caused by the Dropship's wing allows an easy premeditated escape over the eastern hill during drops. The path leading to Robosaru has the Power Plant installed, bordered by two bodies of water.<br />
}}<br />
<br />
==ozone==<br />
{{Map<br />
| name = ozone<br />
| author = kevinken<br />
| index = &#9733;&#9734;&#9734;<br />
| description = ozone has a massive, impassable cliff running down the centre of the map, forcing subverting bunnies to either take the frontal, direct path in the South, or to take the back route at the North side of the map, accessible via a large area of water near the Feed Box. Just east of the Feed Box is a back route bordered by impassable cliffs that, although does not take the Bunnies to Robosaru, provides a relatively large safezone from Robosaru and can be used to stash items for later use.<br />
<br />
The cliff that runs along the Drop Zone and near the Feed Box cannot be climbed onto, and thus can very easily be used to permanently stash items the Bunnies do not wish to deliver.<br />
<br />
The Power Plant is installed out in plain view, on the southern, frontal approach to Robosaru. It is in the completely opposite direction from the Drop Zone than the Feed Box.<br />
<br />
''ozone was originally created under the name "zoneZero"''<br />
}}<br />
<br />
==tributary==<br />
{{Map<br />
| name = tributary<br />
| author = Jeremy Strain (JimmyStern), Sean Flint (spf0227)<br />
| index<br />
| description =<br />
<br />
''tributary was originally created under the name "zoneFive"''<br />
}}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Maps&diff=994Maps2015-07-21T13:01:29Z<p>Hexzyle: /* zoneOne */</p>
<hr />
<div>:[[File:icon_alert.png]] ''This page is about OBEY's official maps. For maps created by the community, see [[Community Maps]]''<br />
<br />
OBEY currently has 6 official maps for its one gamemode.<br />
<br />
Due to placement of safe terrain, the Robo, Drop zone, and other points of interest, some maps may be more or less difficult to subvert on. For this reason the "Tyranny Index" has been developed, a scale which gives a general idea of the overall properties of a map.<br />
<br />
A '''low Tyranny Index''' represents a map that has a layout that makes it easy for Bunnies to slip away into cover and approach the Robo. These maps work best for:<br />
*Skilled players<br />
*Small matches<br />
A '''high Tyranny Index''' represents a map that has a rather coverless layout that makes it easy for Robosaru to enforce dominion over a large number of bunnies. These maps work best for:<br />
*Newer players<br />
*Larger matches<br />
<br />
The Tyranny index is a very new scale so the values may not be accurate.<br />
<br />
==zoneOne==<br />
{{Map<br />
| name = zoneOne<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneOne was the first map ever created. It features a Drop Zone that is fairly close to the Feed Box, but has plenty of water nearby to hide in and is close to the right wall which has offsets that provide cover. There is a very densely-covered area down mid-west and north-western sections of the map, allowing bunnies a relatively safe approach down this route if the Robo is not paying particular attention. The path between the Drop Zone and the Feed Box is not only almost completely free of any sort of dense or hard cover, but is also concrete tiled. All Bunny spawns are along the top wall.<br />
<br />
The Power Plant is just north of the Drop Zone, but as there is very sparse cover, it may be quite difficult for Bunnies to reach it unspotted.<br />
}}<br />
<br />
==zoneFar==<br />
{{Map<br />
| name = zoneFar<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneFar is a considerable modification of zoneOne. It retains the northernmost, western and southernmost features, but has its entire center and western areas reworked.<br />
Unlike its sister variant, Cornered, zoneFar has two large ponds that serve as hiding places: one to the west of the Drop Zone, and one almost directly along the path to the Feed Box. Surrounding the Feed Box though, is a complete absence of cover. The heavily forested plateau overlooking the patches of water a distance east of the Drop Zone holds the Power Plant, although there are only two ramps up onto the cliff, and both are in good view of Robosaru.<br />
}}<br />
<br />
==cornered==<br />
{{Map<br />
| name = cornered<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Cornered is a minor modification of zoneFar. The shortest travel path from the Drop Zone to the Feed Box, however, now runs behind the hill at the center of the map, giving Bunnies an opportunity to drop their collar and hide, or to conceal corpses here. Directly east of the Feed Box is also a large amount of terrain, and the Drop Zone is closer to the hilly region surrounding its west, making this map debatably easier for Bunnies to escape compared to zoneFar. The Power Plant is a short dash west of the Drop Zone, and although this is the opposite direction to where obedient bunnies should be moving, the path is semi-concealed by a hill.<br />
}}<br />
<br />
==doublel==<br />
{{Map<br />
| name = doublel<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Doublel is the only official map with two [[Feed Box]]es: one is dangerously close to the Robosaru's entrance, and the other is far from Robosaru. The player in Robosaru must decide whether they allow Bunnies to place items in the closest Box, risking Bunnies making a quick and easy subversion should the Robosaru player look away, or let Bunnies travel to the far Box, making it easy for them to successfully deter from the path into cover. The Power Plant is on the far side of the Drop Zone, which although is close, is in the opposite direction to both the Feed Boxes.<br />
<br />
All the Bunny spawns are in a cluster on the far corner of the map.<br />
}}<br />
<br />
==airstrip==<br />
{{Map<br />
| name = airstrip<br />
| author = HexZyle<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Airstrip is a map with very little hard cover and elevation. However, much of the map's surface is covered in water. The bunnies spawn near a very heavily watered area in the north and make their way southwest towards Robosaru, which only has a frontal approach. The direct approach is along a river, which forms a choke point due to the scarce plantation around it. The longer approach around the east and south side of the map has substantially more cover, but is considerably more time consuming to traverse. The Drop Zone and Feed Box are quite a distance from Robosaru, and although this allows easy management of Bunnies who are on the concrete, Bunnies are still able to jam items onto the top of the inaccessible cliff just south of the Drop Zone, and the shadow caused by the Dropship's wing allows an easy premeditated escape over the eastern hill during drops. The path leading to Robosaru has the Power Plant installed, bordered by two bodies of water.<br />
}}<br />
<br />
==ozone==<br />
{{Map<br />
| name = ozone<br />
| author = kevinken<br />
| index = &#9733;&#9734;&#9734;<br />
| description = ozone has a massive, impassable cliff running down the centre of the map, forcing subverting bunnies to either take the frontal, direct path in the South, or to take the back route at the North side of the map, accessible via a large area of water near the Feed Box. Just east of the Feed Box is a back route bordered by impassable cliffs that, although does not take the Bunnies to Robosaru, provides a relatively large safezone from Robosaru and can be used to stash items for later use.<br />
<br />
The cliff that runs along the Drop Zone and near the Feed Box cannot be climbed onto, and thus can very easily be used to permanently stash items the Bunnies do not wish to deliver.<br />
<br />
The Power Plant is installed out in plain view, on the southern, frontal approach to Robosaru. It is in the completely opposite direction from the Drop Zone than the Feed Box.<br />
<br />
''ozone was originally created under the name "zoneZero"''<br />
}}<br />
<br />
==tributary==<br />
{{Map<br />
| name = tributary<br />
| author = Jeremy Strain (JimmyStern), Sean Flint (spf0227)<br />
| index<br />
| description =<br />
<br />
''tributary was originally created under the name "zoneFive"''<br />
}}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Maps&diff=993Maps2015-07-21T12:59:54Z<p>Hexzyle: /* zoneFar */</p>
<hr />
<div>:[[File:icon_alert.png]] ''This page is about OBEY's official maps. For maps created by the community, see [[Community Maps]]''<br />
<br />
OBEY currently has 6 official maps for its one gamemode.<br />
<br />
Due to placement of safe terrain, the Robo, Drop zone, and other points of interest, some maps may be more or less difficult to subvert on. For this reason the "Tyranny Index" has been developed, a scale which gives a general idea of the overall properties of a map.<br />
<br />
A '''low Tyranny Index''' represents a map that has a layout that makes it easy for Bunnies to slip away into cover and approach the Robo. These maps work best for:<br />
*Skilled players<br />
*Small matches<br />
A '''high Tyranny Index''' represents a map that has a rather coverless layout that makes it easy for Robosaru to enforce dominion over a large number of bunnies. These maps work best for:<br />
*Newer players<br />
*Larger matches<br />
<br />
The Tyranny index is a very new scale so the values may not be accurate.<br />
<br />
==zoneOne==<br />
{{Map<br />
| name = zoneOne<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneOne was the first map ever created. It features a Drop Zone that is fairly close to the Feed Box, but has plenty of water nearby to hide in and is close to the right wall which has offsets that provide cover. There is a very densely-covered area down mid-west and north-western sections of the map, allowing bunnies a relatively safe approach down this route if the Robo is not paying particular attention. The path between the Drop Zone and the Feed Box is not only almost completely free of any sort of dense or hard cover, but is also concrete tiled.<br />
All Bunny spawns are along the top wall.<br />
<br />
zoneOne is the only official map to not sport a Power Plant: Robosaru's income (and subversion penalty) is permanently enabled.<br />
}}<br />
<br />
==zoneFar==<br />
{{Map<br />
| name = zoneFar<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneFar is a considerable modification of zoneOne. It retains the northernmost, western and southernmost features, but has its entire center and western areas reworked.<br />
Unlike its sister variant, Cornered, zoneFar has two large ponds that serve as hiding places: one to the west of the Drop Zone, and one almost directly along the path to the Feed Box. Surrounding the Feed Box though, is a complete absence of cover. The heavily forested plateau overlooking the patches of water a distance east of the Drop Zone holds the Power Plant, although there are only two ramps up onto the cliff, and both are in good view of Robosaru.<br />
}}<br />
<br />
==cornered==<br />
{{Map<br />
| name = cornered<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Cornered is a minor modification of zoneFar. The shortest travel path from the Drop Zone to the Feed Box, however, now runs behind the hill at the center of the map, giving Bunnies an opportunity to drop their collar and hide, or to conceal corpses here. Directly east of the Feed Box is also a large amount of terrain, and the Drop Zone is closer to the hilly region surrounding its west, making this map debatably easier for Bunnies to escape compared to zoneFar. The Power Plant is a short dash west of the Drop Zone, and although this is the opposite direction to where obedient bunnies should be moving, the path is semi-concealed by a hill.<br />
}}<br />
<br />
==doublel==<br />
{{Map<br />
| name = doublel<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Doublel is the only official map with two [[Feed Box]]es: one is dangerously close to the Robosaru's entrance, and the other is far from Robosaru. The player in Robosaru must decide whether they allow Bunnies to place items in the closest Box, risking Bunnies making a quick and easy subversion should the Robosaru player look away, or let Bunnies travel to the far Box, making it easy for them to successfully deter from the path into cover. The Power Plant is on the far side of the Drop Zone, which although is close, is in the opposite direction to both the Feed Boxes.<br />
<br />
All the Bunny spawns are in a cluster on the far corner of the map.<br />
}}<br />
<br />
==airstrip==<br />
{{Map<br />
| name = airstrip<br />
| author = HexZyle<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Airstrip is a map with very little hard cover and elevation. However, much of the map's surface is covered in water. The bunnies spawn near a very heavily watered area in the north and make their way southwest towards Robosaru, which only has a frontal approach. The direct approach is along a river, which forms a choke point due to the scarce plantation around it. The longer approach around the east and south side of the map has substantially more cover, but is considerably more time consuming to traverse. The Drop Zone and Feed Box are quite a distance from Robosaru, and although this allows easy management of Bunnies who are on the concrete, Bunnies are still able to jam items onto the top of the inaccessible cliff just south of the Drop Zone, and the shadow caused by the Dropship's wing allows an easy premeditated escape over the eastern hill during drops. The path leading to Robosaru has the Power Plant installed, bordered by two bodies of water.<br />
}}<br />
<br />
==ozone==<br />
{{Map<br />
| name = ozone<br />
| author = kevinken<br />
| index = &#9733;&#9734;&#9734;<br />
| description = ozone has a massive, impassable cliff running down the centre of the map, forcing subverting bunnies to either take the frontal, direct path in the South, or to take the back route at the North side of the map, accessible via a large area of water near the Feed Box. Just east of the Feed Box is a back route bordered by impassable cliffs that, although does not take the Bunnies to Robosaru, provides a relatively large safezone from Robosaru and can be used to stash items for later use.<br />
<br />
The cliff that runs along the Drop Zone and near the Feed Box cannot be climbed onto, and thus can very easily be used to permanently stash items the Bunnies do not wish to deliver.<br />
<br />
The Power Plant is installed out in plain view, on the southern, frontal approach to Robosaru. It is in the completely opposite direction from the Drop Zone than the Feed Box.<br />
<br />
''ozone was originally created under the name "zoneZero"''<br />
}}<br />
<br />
==tributary==<br />
{{Map<br />
| name = tributary<br />
| author = Jeremy Strain (JimmyStern), Sean Flint (spf0227)<br />
| index<br />
| description =<br />
<br />
''tributary was originally created under the name "zoneFive"''<br />
}}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Maps&diff=992Maps2015-07-21T12:55:30Z<p>Hexzyle: /* cornered */</p>
<hr />
<div>:[[File:icon_alert.png]] ''This page is about OBEY's official maps. For maps created by the community, see [[Community Maps]]''<br />
<br />
OBEY currently has 6 official maps for its one gamemode.<br />
<br />
Due to placement of safe terrain, the Robo, Drop zone, and other points of interest, some maps may be more or less difficult to subvert on. For this reason the "Tyranny Index" has been developed, a scale which gives a general idea of the overall properties of a map.<br />
<br />
A '''low Tyranny Index''' represents a map that has a layout that makes it easy for Bunnies to slip away into cover and approach the Robo. These maps work best for:<br />
*Skilled players<br />
*Small matches<br />
A '''high Tyranny Index''' represents a map that has a rather coverless layout that makes it easy for Robosaru to enforce dominion over a large number of bunnies. These maps work best for:<br />
*Newer players<br />
*Larger matches<br />
<br />
The Tyranny index is a very new scale so the values may not be accurate.<br />
<br />
==zoneOne==<br />
{{Map<br />
| name = zoneOne<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneOne was the first map ever created. It features a Drop Zone that is fairly close to the Feed Box, but has plenty of water nearby to hide in and is close to the right wall which has offsets that provide cover. There is a very densely-covered area down mid-west and north-western sections of the map, allowing bunnies a relatively safe approach down this route if the Robo is not paying particular attention. The path between the Drop Zone and the Feed Box is not only almost completely free of any sort of dense or hard cover, but is also concrete tiled.<br />
All Bunny spawns are along the top wall.<br />
<br />
zoneOne is the only official map to not sport a Power Plant: Robosaru's income (and subversion penalty) is permanently enabled.<br />
}}<br />
<br />
==zoneFar==<br />
{{Map<br />
| name = zoneFar<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneFar is a considerable modification of zoneOne. It retains the northernmost, western and southernmost features, but has its entire center and western areas reworked.<br />
Unlike its sister variant, Cornered, zoneFar has two large ponds that serve as hiding places: one to the west of the Drop Zone, and one almost directly along the path to the Feed Box. Surrounding the Feed Box though, is a complete absence of cover. The Power Plant is very far from Robosaru, in the farthermost reaches of the North East corner.<br />
}}<br />
<br />
==cornered==<br />
{{Map<br />
| name = cornered<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Cornered is a minor modification of zoneFar. The shortest travel path from the Drop Zone to the Feed Box, however, now runs behind the hill at the center of the map, giving Bunnies an opportunity to drop their collar and hide, or to conceal corpses here. Directly east of the Feed Box is also a large amount of terrain, and the Drop Zone is closer to the hilly region surrounding its west, making this map debatably easier for Bunnies to escape compared to zoneFar. The Power Plant is a short dash west of the Drop Zone, and although this is the opposite direction to where obedient bunnies should be moving, the path is semi-concealed by a hill.<br />
}}<br />
<br />
==doublel==<br />
{{Map<br />
| name = doublel<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Doublel is the only official map with two [[Feed Box]]es: one is dangerously close to the Robosaru's entrance, and the other is far from Robosaru. The player in Robosaru must decide whether they allow Bunnies to place items in the closest Box, risking Bunnies making a quick and easy subversion should the Robosaru player look away, or let Bunnies travel to the far Box, making it easy for them to successfully deter from the path into cover. The Power Plant is on the far side of the Drop Zone, which although is close, is in the opposite direction to both the Feed Boxes.<br />
<br />
All the Bunny spawns are in a cluster on the far corner of the map.<br />
}}<br />
<br />
==airstrip==<br />
{{Map<br />
| name = airstrip<br />
| author = HexZyle<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Airstrip is a map with very little hard cover and elevation. However, much of the map's surface is covered in water. The bunnies spawn near a very heavily watered area in the north and make their way southwest towards Robosaru, which only has a frontal approach. The direct approach is along a river, which forms a choke point due to the scarce plantation around it. The longer approach around the east and south side of the map has substantially more cover, but is considerably more time consuming to traverse. The Drop Zone and Feed Box are quite a distance from Robosaru, and although this allows easy management of Bunnies who are on the concrete, Bunnies are still able to jam items onto the top of the inaccessible cliff just south of the Drop Zone, and the shadow caused by the Dropship's wing allows an easy premeditated escape over the eastern hill during drops. The path leading to Robosaru has the Power Plant installed, bordered by two bodies of water.<br />
}}<br />
<br />
==ozone==<br />
{{Map<br />
| name = ozone<br />
| author = kevinken<br />
| index = &#9733;&#9734;&#9734;<br />
| description = ozone has a massive, impassable cliff running down the centre of the map, forcing subverting bunnies to either take the frontal, direct path in the South, or to take the back route at the North side of the map, accessible via a large area of water near the Feed Box. Just east of the Feed Box is a back route bordered by impassable cliffs that, although does not take the Bunnies to Robosaru, provides a relatively large safezone from Robosaru and can be used to stash items for later use.<br />
<br />
The cliff that runs along the Drop Zone and near the Feed Box cannot be climbed onto, and thus can very easily be used to permanently stash items the Bunnies do not wish to deliver.<br />
<br />
The Power Plant is installed out in plain view, on the southern, frontal approach to Robosaru. It is in the completely opposite direction from the Drop Zone than the Feed Box.<br />
<br />
''ozone was originally created under the name "zoneZero"''<br />
}}<br />
<br />
==tributary==<br />
{{Map<br />
| name = tributary<br />
| author = Jeremy Strain (JimmyStern), Sean Flint (spf0227)<br />
| index<br />
| description =<br />
<br />
''tributary was originally created under the name "zoneFive"''<br />
}}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Map_zoneFar_Tiled.png&diff=991File:Map zoneFar Tiled.png2015-07-21T12:52:29Z<p>Hexzyle: Hexzyle uploaded a new version of File:Map zoneFar Tiled.png</p>
<hr />
<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Map_cornered_Tiled.png&diff=990File:Map cornered Tiled.png2015-07-21T12:50:21Z<p>Hexzyle: Hexzyle uploaded a new version of File:Map cornered Tiled.png</p>
<hr />
<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=Changelog&diff=989Changelog2015-07-21T12:46:09Z<p>Hexzyle: </p>
<hr />
<div>{| class="wikitable"<br />
|-<br />
! Version !! Changes<br />
|-<br />
| .34 r1 || <div id="v34r1"></div><br />
* fixed bug where pressing spacebar while typing would cause spectator to switch between dropship and robo<br />
* if all players leave a session, all 'ghost' stats will be reset and rejoining will result in a fresh 0 score.<br />
* if a player leaves (or is dropped or kicked) their score will reflect a suicide penalty (as player or robo respectively).<br />
* /setscore mod command can now also be used like "/setscore 1 +=200" or "/setscore 1 -=200" to add or subtract score<br />
* if there are no players in-game, a message is displayed guiding players to use the BUNNY MEET.<br />
* increased robo's "electric field" kill tick from .5 to .89 seconds (to allow slight chance of tail biting success)<br />
* changed minSubversionPenalty to not occur if power plants are off or if there are no power plants in the map.<br />
* added HUD to robo that shows how many bunnies they are supposed to be in control of.<br />
* fixed bug where spectators could see a red line while in the dropship<br />
* fixed bug where servers would not report all the players inside to server list<br />
* fixed bug where sometimes the dropship would crash directly into a void<br />
* better aligned dropship sounds with the animations<br />
* translation fixes and improvements<br />
<br />
|-<br />
| .34 r0 || <div id="v34r0"></div><br />
* added electric field to robo that kills all nearby bunnies on subversions (also acts as a subversion notification).<br />
* power plants now release bursts of energy when activated that burn any bunnies on or next to it.<br />
* subversion penalty now does not occur if robo does not have a power plant<br />
* subversion penalty is now a percentage of the player's funds, not a hard payment (default: .15)<br />
* included Unity's fix for Linux input <br />
* changed autoDropship to default to 'true' again.<br />
* added "roboChargeForAutoDropship" server setting. It bills the robo player when a "dropShipOnStart" is granted. (default: -1500)<br />
* added "minSubversionPenalty" server setting. Since subversion penalty is now a %, a min payout can now be set. (default: 100)<br />
* added sounds to power plants<br />
* added a power plant to the tutorial <br />
* fixed broken flamethrower in tutorial<br />
* added "/reset" mod command as alternative to "/restart"<br />
* added "/map mapName" mod command to switch to a specific map. "/cycle mapName" can also work this way now.<br />
* fixed bug where version mismatch would sometimes occur due to culture settings set to floats with commas <br />
* added -config launch option to allow server admins to specify a custom server settings file for a given server<br />
* lobby chat now displays channel topic<br />
* default bunny suicide penalty (playerSuicidePenalty) increased to 200<br />
* playerSuicidePenalty is no longer enforced if minPlayers is not yet met (to allow free /kill in low player count hide and seek mode)<br />
* in maps with multiple robots, it is no longer possible for a robot to toggle a different robot's power plant<br />
* added "serverID" server setting. A randomly generated string to id servers from each other on a leaderboard (default: "")<br />
* added "leaderboardPostURL" server setting. If set, the server will post scorable events to the leaderboard at the URL. (default: "")<br />
* added "leaderboardPostPassword" server setting. The password that the web stats db will verify to know this is a server allowed to post to it.<br />
* added "leaderboardStatsURL" server setting. Can point to special URL that can be used to show stats in the server browser. (not fully implemented yet)<br />
* added "/cancelrecord" "/cancelstats" mod command that will turn off stats recording for the current round<br />
* added "/resetstats" "/clearstats" "/removestats" command. It resets personal stats on a leaderboard. Also used as "/clearStats #" by a mod<br />
* spectators can now teleport to and from the dropship with 'hop' key<br />
* spectators can no longer /kill<br />
* spectators will by default now chat only to other spectators. If they wish to speak to non-spectators they use /w<br />
* fixed bug where dropship would crash if only spectators were in the game<br />
* fixed bug where marked trolls could tell they were trolled by using /w <br />
* added "profileID" playerPref: a randomly generated id that is used to track player score and events for server stats.<br />
* if a player leaves or drops, and returns to a server their score will be recovered if the same round is still in session.<br />
* servers now track player stats (this is still very alpha)<br />
* added at the end of the match (before the map cycles), the server will tell you how many times you were corpsed and by who.<br />
* uraniumOnStart now occurs independently of dropshipOnStart<br />
* various translation fixes and improvements<br />
* fixed bugs where connecting to a wrong version server, or full server would not yield proper feedback as to why the connection failed<br />
* the server list will no longer supply the IP address for servers of differing versions, preventing incompatible connection attempts(to be reverted later)<br />
* better aligned dropship sounds with the animations<br />
* updates to maps (including adding power plant to zoneOne)<br />
* added tributary map to build<br />
<br />
|- <br />
| .33 r1 || <div id="v33r1"></div><br />
* fixed annoying mouse bug where the mouse cursor would show<br />
* fixed bug with item blocking power plant vent detection.<br />
* changed default subvertedPenalty (money dropped to other players on subversion) from 300 to 800<br />
* increased cents directive life time from 15 to 17 seconds<br />
* lights can no longer be placed in range of a sentry<br />
* visual changes to power plant<br />
* made bunny names bigger to spectators<br />
<br />
|-<br />
| .33 r0 || <div id="v33r0"></div><br />
* fixed bug where dropship crash calculation was incorrect if spectators present<br />
* fixed bug where a player kicked out of robo sometimes did not get a collar when respawning<br />
* fixed bug where dialog box could be blocked by incorrectly layered background in main menu<br />
* fixed bug where a laser wall could be made to fly above a placed mine<br />
* laser wall connection distance increased from 6 to 9 units<br />
* added power plants. Power plants can be used by bunnies to stop robo's money supply or by robo to prevent money loss on subversion<br />
* added "clearPowerPlantsOnSubversion" pref, to make it easier for robos when they take over (default false)<br />
* added spectators can now see names on the players in the game<br />
* added "showNamesToSpectators" server setting that can disable spectators to be able to see player names (default: true)<br />
* added 'no' sign to inside of dropship to make more obvious how to crash it to new players<br />
* gave texture pass to the dropship exterior<br />
* fixed minor bugs where dropship interior did not match when being dropped<br />
* increased hover time of dropship over drop area by about 1/2 second<br />
* added interior to robo's head, the top of the head no longer looks unfinished to spectators<br />
* changed default subvertedPenalty (money dropped to other players on subversion) from 700 to 300<br />
* changed the uranium on start to occur on the first subversion, instead of at the start of the map<br />
* you can now press esc to get out of the loading screen and go to the main menu<br />
* the bunny and halo on robo now show only when there is a player at robo's helm<br />
* minor translation fixes and improvements<br />
* minor improvements to Join Game menu and main menu<br />
* fixed bug where RTT lighting could affect the bunny on robo's head making it gold<br />
* fixed bug in bunnyMeet where lines could be lost permanently<br />
* added more feedback/logging on bug for robo not moving on client. IF YOU SEE THIS PLEASE SAVE AND SEND ME YOUR LOG.<br />
<br />
|-<br />
| .32 r4 || <div id="v32r4"></div><br />
* fixed bug where if a robo gave pay and disconnected, the collected pay would collect indefinitely<br />
* fixed bug where robo player's name would not always be red when speaking<br />
* fixed bug where server would give players the suicide death message on round restarts<br />
* fixed bug where if items were stacked on an emplacement, and emplacement was deactivated sometimes the items would stay in the air<br />
* fixed bug where player list could not be viewed from a server<br />
* changed non-pingable servers to display as n/a instead of 9999ms (which is generally inaccurate.)<br />
* added Spanish and German translations of the 'story'<br />
* added mouse scrolling to 'story' menu<br />
* added 'uraniumOnStart' server option: how many uranium to spawn at the drop area on the round start (default 8)<br />
* added 'subvertedPenalty' server option: how much money does a player drop into the drop area when subverted<br />
* added 'subvertedPenaltyTime' server option: how much time in the robot is needed to reach the subvertedPenalty ()<br />
* tweaks to Join Game menu and main menu<br />
* increased maximum concurrent directives from 10 to 20 (to allow for large money drops from robo on subversions)<br />
* added '/spec' alternative to '/spectate' and '/spectator'<br />
* added ability for a mod to switch other players to and from spectator with /spectate #<br />
<br />
|-<br />
| .32 r3 || <div id="v32r3"></div><br />
* added 'bunny meet' in the main menu. Post messages in it if you want others to know you are looking for a game.<br />
* added useNameInBunnyMeet pref and gui to allow anonymous login to OBEY<br />
* added spectators can now whisper to other spectators<br />
* added robo can now whisper privately to bunnies in the center of their aim<br />
* news in the main menu is now controlled by moderators<br />
* flame ammo given for each fuel load lowered from 12 to 4<br />
* lowered dropship volume from .8 to .65<br />
* players can now buy items using the num pad as well as regular numbers<br />
* server list now highlights non-0 server player counts green<br />
* increased default robo suicide penalty to 2000<br />
* servers now display who is inside in the server details<br />
<br />
|-<br />
| .32 r2 || <div id="v32r2"></div><br />
* fixed bug where sometimes a player joining could force spectate a player that is subverting or dying if server is full<br />
* fixed bug where a player could switch to player from spectate without the needed space<br />
* fixed bug in menu where escaping out of options sub menu would disappear all menus<br />
* fixed bug where marked trolls were not muted for incoming players<br />
* removed deprecated collarsOnlyWithDropship from the code<br />
* added ability to have a translated 'story'<br />
* added middle mouse scroll to server list<br />
* translation fixes and improvements (mainly German and French)<br />
* lowered dropship volume from .8 to .65<br />
<br />
|-<br />
| .32 r1a || <div id="v32r1a"></div><br />
* fixed nasty bug in german translation that cut off dropship item in the buy menu<br />
<br />
|-<br />
| .32 r1 || <div id="v32r1"></div><br />
* fixed main menu audio bug where first music could be very loud before prefs kicked in<br />
* fixed nasty bug in the tut where the flames and the cannon were inoperable<br />
* added gui option for changing language after the first run<br />
* added gui option for changing player nickname and takeover message after first run<br />
* added gui option to auto-join the chat after first run<br />
<br />
|-<br />
| .32 r0 || <div id="v32r0"></div><br />
* fixed bug where money sometimes would float in the air near feed box<br />
* fixed bug where sometimes entries in the server list would be shown twice if it is refreshed twice<br />
* fixed bug where items placed on emplacements would not reset if the emplacement gets disabled<br />
* fixed way too high doppler on dropship sounds<br />
* fixed bug where 'falling' effect was not seen while inside dropship<br />
* fixed bug where any player could summon a dropship by commandline. Now only mods.<br />
* fixed minor bug where 'tip' was not translated in game tips<br />
* fixed bug where cancelling an exit from the main menu would leave you in an empty main menu<br />
* fixed bug where '=' could not be a value in a data file (ie posting a link with a = as a motd value would fail)<br />
* fixed badly rendered cents symbol on some fonts<br />
* /info and /serverip commands now do the same thing, printing out info about the game, client, and server<br />
* robo players can no longer see other player scores.<br />
* added "roboSeeScore" server setting. Default: false. Can be used to allow robo players to see scores<br />
* added ozone to official maps<br />
* added Brazilian Portuguese<br />
* added /troll command for mods<br />
* added music to main menu<br />
* reduced maximum concurrent sounds from 48 to 40 to reduce audio hiccups and slowdowns<br />
* tweaks to robo gun volume and dropship volume<br />
* updates to airstrip map<br />
* default max players is now 6, default minScore is now -1500, default roboSuicidePenalty is now 600 <br />
<br />
|-<br />
| .31 r4 || <div id="v31r4"></div><br />
* added usingMultipleServerInstances server setting. (default = false) It disables LAN discovery, allows multiple servers to run from the same folder<br />
* added '-port #' commandline argument for servers that overrides the port specified in serverSettings.txt<br />
* added '-name xyz' commandline argument for servers that overrides server name specified in serverSettings.txt<br />
* fixed bug where multiple servers could not be run from a single folder of the game<br />
* fixed bug where laser walls ambient sounds were not in sfx group<br />
* removed command '/getvol', '/getvolume', '/getvoice', '/volstat', '/voicestate'<br />
* removed command '/setcutoff', '/cutoff'<br />
* added whisper /w command for bunnies to chat to nearby bunnies. Note that whispers can be intercepted by robo's aimpoint or dormant sensors.<br />
* increased continuousOutputLimit to 20 seconds since it was sometimes getting accidentally set off<br />
* fixed the sound channels for missiles flying, robo gun casings, fire ambience, and active sentries<br />
<br />
|-<br />
| .31 r3 || <div id="v31r3"></div><br />
* added French(Français) translation (Thank you Syggin :D)<br />
* added Portuguese(Português) translation (Thank you Faj10 :D)<br />
* fixed bug where a muted player would still be muted even if he left / is replaced<br />
* sensors can no longer be placed near sentries<br />
<br />
|-<br />
| .31 r2 || <div id="v31r2"></div><br />
* Removed playerPrefs.txt from the build. It is now dynamically generated.<br />
* added 'is this your first time playing?' popup to encourage tutorial<br />
* added firstTimePlaying player pref that will cause the popup to occur only once<br />
* "Last Played" now works in main menu<br />
* past commands can now be cycled with up and down<br />
* player numbers are now visible to all players in the player list<br />
* added /mute # command that can mute/unmute other players<br />
* constant mic output of 17 seconds or longer will force 'push to talk'<br />
* fixed bug where sound menu did not properly transition<br />
* added Ukranian (Українська) translation (Thank you Greev! :D)<br />
* added Romanian (Română) translation (Thank you AltairDragon! :D)<br />
* added German (Deutsch) translation (Thank you TaD :D)<br />
<br />
|-<br />
| .31 r1 || <div id="v31r1"></div><br />
* removed language.txt, it is now stored in playerPrefs.txt<br />
* name validation is now: a-z A-Z 0-9 _ and - and space<br />
* translation improvements<br />
* added 'is this your first time playing?' popup to encourage tutorial<br />
* added firstTimePlaying player pref that will cause the popup to occur only once<br />
* controller 'look' stick was reversed with 'move' stick<br />
<br />
|-<br />
| .31 r0 || <div id="v31r0"></div><br />
* fixed voice looping bug<br />
* fixed bug where microphone pref would get erased on options if none was set<br />
* fixed bugs with dropship particle effects sometimes not showing<br />
* added lighting component to dropship effects<br />
* reduced sensor range from 8 to 5<br />
* full-body corpses can now be used to trigger sensors<br />
* increased missile weight from 2 to 20<br />
* changed pointer cost from 10 to 40 points<br />
* changed scrap to be worth 25-75 points (was 50-100)<br />
* added /suicide command as an alternative to /kill<br />
* added /dropship mod command to allow a mod to summon a dropship in any circumstance<br />
* reduced feed box sound attenuation<br />
* adjusted drop ship sound attenuations<br />
* extended robo's inner light sound attenuation<br />
<br />
|-<br />
| .30 r0 || <div id="v30r0"></div><br />
* fixed bug where players could not hear other player voices if they were in the drop ship<br />
* fixed bug where collar selection triggers would interfere with object falling rays<br />
* fixed bug where if robo was reset or suicided while shooting, he would keep on shooting<br />
* fixed bug where dropship imbalance monitor would not update the current imbalance.<br />
* fixed bug where dropship would attempt to access the message log too early<br />
* fixed bug where voice data would sometimes loop<br />
* fixed bug where robo had no fuel ammo in the tutorial<br />
* fixed misalignment in sign carry/placement modes<br />
* added particle effects to the dropship engines<br />
* added shaking effect when the dropship gets near<br />
* optimized voice audioSources to stop playing when the associated player is not speaking<br />
* tweaked voice ducking to come in quicker<br />
<br />
|-<br />
| .29 r0 || <div id="v29r0"></div><br />
* intermediate, unpublished build<br />
<br />
|-<br />
| .28 r0 || <div id="v28r0"></div><br />
* fixed bug where collars could not be destroyed by robo<br />
* fixed bug where chat and context menus were incorrectly causing sfx ducking<br />
* fixed height setup of uranium and laser wall items<br />
* fixed bug where collar icon raycast trigger angle did not match in client and server<br />
* fixed bug where an inventory swap sound would play even if swapping an empty inventory<br />
* fixed bug where sentry flares were not being occluded<br />
* fixed bug where crashed dropship still counts down on robo's timer<br />
* fixed bug where dropship timer occured if minplayers was not met and did not grant ship<br />
* fixed dropship flashing when first spawning bug<br />
* ROBO Q & E functions have been reversed!!<br />
* changed sign to a 'sensor' that alerts robo of nearby players<br />
* sensor price set to 100 (was 15 for the sign)<br />
* mines, lights, sensors, and laser walls can now be 'undone' by robo by pressing 'E'<br />
* added 'selection indicator' to show active objects robo can affect<br />
* added drop object into water sound<br />
* added reverb to dropship interior<br />
* added granular volume control to shared sound pools<br />
* added sound to bury mine<br />
* added options menus to the tutorial so you can tweak settings outside of a game<br />
* fixed numerous bugs and missing sound in the tutorial<br />
* updated tutorial to take into account the gameplay changes<br />
* laser price increased from 50 to 70 (they are now recoverable)<br />
* light price increased from 50 to 70 (they are now recoverable)<br />
* mine price increased from 70 to 100 (they are now recoverable)<br />
* mine 'safety timer' increased from 6 to 9 to reduce trolling viability<br />
<br />
|-<br />
| .27 r0 || <div id="v27r0"></div><br />
* upgraded project to Unity 5<br />
* added sound options GUI<br />
* added mouse options GUI<br />
* added sound ducking to sound effects when players speak<br />
* added sound ducking when options menu is used. When menu is up volumes go down.<br />
* added intermediate options GUI<br />
* added new scrap metal items<br />
* added scrap metal items now spawn where dropship crashes<br />
* added scrap metal items chance to spawn into the dropship if a player is spawn killed<br />
* added spawnKillTime server setting that defines the time considered to be a "spawn kill"<br />
* added spawnKillMaxItems server setting that defines the max possible scrap to spawn on a spawn kill<br />
* added spawnKillItemChance server setting that defines the probability of each scrap to spawn<br />
* added exterior idle loop sound to dropship<br />
* added Turkish(Türkçe) translation (Thank you emreovus33! :D)<br />
* added missing characters for Turkish and Bosnian<br />
* added DOF effects to bunny camera on high setting<br />
* added movement to dropship interior when it is crashing<br />
* added exterior dropship idle sound<br />
* added dropship timer to robo<br />
* added sounds to feedbox when payments change up and down<br />
* added bunny pick up object sounds<br />
* added bunny swap inventory sounds<br />
* added sounds to pointer and pointer directive<br />
* added scroll bar to lobby chat<br />
* shader tweaks<br />
* fixed broken scrolling clip view for very long server list<br />
* restored per-player weight requirement from 280 to 300 to crash dropship<br />
* restored drop ship price back to 1000<br />
* changed activated sentry time from 20 seconds to 15 seconds<br />
* reduced GC Allocations to almost nothing<br />
* removed various VFX on server for faster, more responsive servers<br />
* objects that fall outside of the map are now destroyed.<br />
* players that fall outside of the map are now killed.<br />
* added kill volume to center of robo to preclude taking over by shimmying through the wall collision<br />
* added kill volume to center of feed box to prevent bunnies from shimmying through collision<br />
* fixed bug where some placeable items could not be placed in the tutorial<br />
* fixed bugs where sometimes an object could float in the air if something below it was removed.<br />
* fixed gray outline of some menus to black<br />
* fixed bug where speech icon would show if a player disconnected mid-speech<br />
* improved coloring and consistency on menu buttons<br />
* removed console commands: /invertRoboY, /invertPlayerY, /invertSpectatorY<br />
* removed console commands: /sensitivity, /sensitivityX, /sensitivityY<br />
* removed console commands: /vol, /volume, /sound, /vvol, /voicevolume<br />
* removed console commands: /voice, /mic, /mute<br />
* removed console commands: /mics, /setmic<br />
* set directive sounds to proper sound channels<br />
* fixed bug where sometimes the directives would float in the air<br />
* map time limit now also resets whenever /reset is called<br />
|-<br />
| .26 r0 || <div id="v26r0"></div><br />
* intermediate, unpublished build.<br />
|-<br />
| .25 r0 || <div id="v25r0"></div><br />
*added password locked servers. Use the 'password=' server setting to lock a server<br />
*added kickOnCycle server setting. Choose whether to keep or kick players at the end of a round.<br />
*added auto restart round when all players have rejoined if kickOnCycle is false.<br />
*fixed linux server crash bug<br />
*fixed bug 'items can't be used in dropship' message for items that can't ever be used<br />
*fixed beam on top of spectator model<br />
*changed 'about' to 'story'<br />
<br />
|-<br />
| .24 r3 || <div id="v24r3"></div><br />
*optimized sound pool playback<br />
*fixed various bugs with non-roman character input and display<br />
*modified directive sounds<br />
*slightly lowered drop ship sounds<br />
<br />
|-<br />
| .24 r2 || <div id="v24r2"></div><br />
*fixed bug where suicide penalty notice was broadcast to everyone<br />
*added Russian(Русский) translation (Thank you Soap and Brearious! :D)<br />
<br />
|-<br />
| .24 r1 || <div id="v24r1"></div><br />
*fixed bug where /mic off would not save properly<br />
*fixed place fence sound<br />
*added some sounds to the dropship<br />
*added /setscore or /setpoints mod tool, that can set the score of a player<br />
<br />
|-<br />
| .24 r0 || <div id="v24r0"></div><br />
*fixed broken win condition / time display<br />
*fixed bad sound where extremely delayed sounds were sent to dropship<br />
*added sounds to directives<br />
*added feed box deposit sound<br />
*added item hit ground sound<br />
*added place light sound<br />
*added place fence sound<br />
*added place sign sound<br />
*added collect money sound<br />
*added collar explode sound<br />
*added bunny fries on fence sound<br />
<br />
|-<br />
| .23 r0 || <div id="v23r0"></div><br />
*fixed 3rd or 4th player joining can't be heard by others<br />
<br />
|-<br />
| .22 r0 || <div id="v22r0"></div><br />
*fixed bunny buy #s to match the new menu order<br />
*added speech indicator gui to show which players are speaking<br />
*added /info, /rules, /server, /penalty command that will give server penalty settings <br />
*added /getvoice command variant to /getvolume<br />
*applied heavy optimization to ambient sounds<br />
*fixed bug with /volume only toggling sound off but not on<br />
*changed /volume command to not save as a pref. (Only /volume # saves)<br />
*volume adjustments<br />
<br />
|-<br />
| .21 r2 || <div id="v21r2"></div><br />
*fixed server bug where > 2 players would cause voice malfunctions (id's were always -1)<br />
*slightly lowered volume of robo interior ambiance<br />
<br />
|-<br />
| .21 r1 || <div id="v21r1"></div><br />
*changed the order of the buy menu to make more sense<br />
*adjusted dropship price from 1000 to 1500<br />
*adjusted per-player weight requirement from 300 to 280 to crash dropship<br />
*reduced audio compression for better quality<br />
*added sentry shocking sounds<br />
*added /getvol or /getvolume or /volstat or /voicestate tool that lists volume settings<br />
*added volume pref.<br />
*added voiceVolumeMod pref.<br />
*added voiceCutoffMod pref. Use this to cut out static from your mic.<br />
*added microphone pref. Preference of what microphone to use is stored here<br />
*added micEnabled pref. use this to disable your mic output completely.<br />
*added pushToTalk pref. Defaults to off so voice chat automatically transmits when speaking.<br />
*added microphone icon to indicate outgoing speech<br />
*added invertSpectatorY pref<br />
*added /invertSpectatorY command <br />
*audio setting changes now save to playerPrefs.txt (and load from playerPrefs.txt)<br />
*increased log lines from 6 to 8<br />
<br />
|-<br />
| .21 r0 || <div id="v21r0"></div><br />
*fixed bug where players with < 0 score would not show in top 3 list.<br />
*dropship purchase is not allowed until there are minPlayers in the game<br />
*changed dropship on start to give a dropship to first player in the robot after minPlayers is met<br />
*minPlayers now is used to work with dropShipOnStart<br />
*fixed MISSING KEY with flame projector radius<br />
*fixed MISSING KEY err_couldNotLoadMap being translated<br />
*fixed bug where spectator could be killed by explosions or flamethrower radius<br />
*fixed bug where autopay would not be reset if a player suicides out of robo<br />
*mitigated doublel stuck area<br />
*maps now use separate .tsx files to define tiles so that custom maps will be more future proof<br />
*added IN-GAME VOICE CHAT<br />
*added robo canon sounds<br />
*added impact sounds for bullets<br />
*added ambient robo sound<br />
*added ambient menu sound<br />
*added robo light sounds<br />
*added ambient 'crickets' sound nodes for maps<br />
*added missile sounds<br />
*added explosion sounds<br />
*added flame thrower sounds<br />
*added fire sounds<br />
*added waterfall sounds<br />
*added meeping/squeaking to bunnies (hop button)<br />
*added Swedish(Svenska) translation (Thank you FelixG! :D)<br />
*added Bosnian(Bosanski) translation (Thank you Emre! :D)<br />
*added server setting for player starting funds<br />
*added server setting to allow/disallow/penalize robo suicide<br />
*added server setting to allow/disallow/penalize bunny suicide<br />
*added player setting option to limit framerate<br />
*added quit message to tutorial<br />
*added headless linux server build<br />
*added spectator model. Spectators can now see each other flying around the map.<br />
*added up/down to spectator (via action and flame buttons for technical reasons)<br />
*added server moderators.<br />
*added /mod pw command to log in moderators. The password is set in serverSettings.txt<br />
*added /kick # mod command, mods can see player id's in the score list which can be used to run commands on a player<br />
*added /restart mod command, it resets the dropship, players, scores, and the time, but not objects or emplacements<br />
*added /cycle mod command, forces the server to cycle to the next map<br />
*added /mics tool, gives an index of available microphones for voice chat<br />
*added /setmic # command, sets the current microphone<br />
*added /setcutoff # or /cutoff # command, sets the amplitude cutoff to send microphone recordings 0-1 default is .003<br />
*added /volume # or /vol # commandline controls volume 0-1<br />
*added /volume or /vol or /sound toggles sound completely on or off<br />
*added /voicevolume # or /vvol # command, sets the volume of the other player voices 0-1<br />
*added /voice or /mic or /ptt or /pushtotalk command that toggles your own voice input on/off (between push to talk/push to mute)<br />
*added /fps command to toggle fps calculation<br />
*added /spectator alternative to /spectate command<br />
*added new map: Airstrip (Thank you HexZyle!)<br />
*removed audio from servers<br />
<br />
|-<br />
| .20 r1 || <div id="v20r1"></div><br />
*fixed bug where server setting floats were being read improperly due to a previous fix<br />
*removed the unused minAI server setting<br />
*added playerDebtLimit server setting<br />
<br />
|-<br />
| .20 r0 || <div id="v20r0"></div><br />
*made adjustments to doublel to make the far box less appealing to robo<br />
*all maps adjusted and files included to make it easier for map modders to use<br />
*tabbing out or losing focus now brings up the option menu<br />
*added ping display to player list (tab)<br />
*added quit confirmation to tutorial<br />
*tabbing out of the tutorial now brings up confirmation box<br />
*increased default collar score from 4 to 6 every two seconds<br />
*collar score can now be set in serverSettings.txt<br />
*serverSettings MOTD can now signal a new line with ~<br />
*dropship timer is now accurate and drops bunnies off at exactly 0<br />
*fixed bug where some foreign players would have misplaced world objects<br />
*fixed bug where robo kill radius would only kill players if occupied<br />
*fixed bug where dropship could be crashed with less than 30 seconds<br />
*fixed too many spectators causing loss of syncronization with server<br />
*fixed MISSING KEY: death by flamethrower bugs<br />
*fixed MISSING KEY: high packet loss<br />
*fixed unresponsive confirmation menu bug<br />
*fixed chat lobby bug where quit players would sometimes not get removed<br />
*fixed display of dropShipOnStart to be correct in join server settings<br />
*fixed tutorial bunny being able to bring up robo macroText menu<br />
*fixed tutorial macroText menu affecting auto-pay setting<br />
*fixed bug where chat button was hardcoded<br />
*fixed bug where the chat would pop up as soon as you set the key<br />
*fixed bug where spectator could be 'killed' by touching robo<br />
<br />
|- <br />
| .19 || <div id="v19"></div><br />
*added robo text macros<br />
*added multilanguage capability<br />
*added secondary explosions if rockets or fuel are exploded<br />
*fixed items not getting destroyed by explosions bug<br />
*fixed various bugs in the chat lobby<br />
*added flash effects to robo's gun<br />
*added Mac server launch scripts<br />
*changed $ to cents<br />
*added button to join chat if autojoin is off<br />
*server now can cycle maps (but kicks everyone off)<br />
<br />
|-<br />
| .18 || <div id="v18"></div><br />
*added tutorial<br />
*added Linux server launch scripts<br />
*added chat lobby to join game menu<br />
*fixed broken custom key slot assignments<br />
*added lan server discovery<br />
*item price adjustments<br />
*fixed bug with saving last server connected setting<br />
<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Map_ozone_Tiled.png&diff=988File:Map ozone Tiled.png2015-07-21T12:46:02Z<p>Hexzyle: Hexzyle uploaded a new version of File:Map ozone Tiled.png</p>
<hr />
<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Map_zoneOne_Tiled.png&diff=987File:Map zoneOne Tiled.png2015-07-21T12:38:17Z<p>Hexzyle: Hexzyle uploaded a new version of File:Map zoneOne Tiled.png</p>
<hr />
<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=Power_Plant&diff=986Power Plant2015-07-21T12:22:09Z<p>Hexzyle: /* Robosaru Interaction */</p>
<hr />
<div>[[File:Power_plant_on.jpg|thumb|right|200px|A Power Plant currently in the 'On' state. This side of the Power Plant contains the green control panel.]]<br />
[[File:Power_plant_off.jpg|thumb|right|200px|A Power Plant currently in the 'Off' state.]]<br />
[[File:Power_plant_burst.jpg|thumb|right|200px|A Power Plant that has just been activated, the burst of energy killing any nearby bunnies]]<br />
The Power Plant, is a preset structure that is on a map. It is the structure responsible for generating the passive ¢ income of the incumbent [[Robosaru]]. The Power Plant has two states: the 'On' state and the 'Off' state.<br />
<br />
While in the '''"On"''' state, the Robosaru enjoys their passive {{tt|20¢|twoSecondScoreRobo}} per 2 second income, in addition to their current reign bonus. If Robosaru is subverted, they will automatically drop {{tt|15%|subvertedPenalty}} of their score (or {{tt|100¢|minSubversionPenalty}}, whichever is higher) as directives at the Drop Site.<br />
<br />
While in the '''"Off"''' state, the Robosaru does not collect any passive ¢ income at all, although Robosaru's reign bonus still builds in the background. If Robosaru is subverted while the Power Plant is OFF, they are pardoned from dropping any subversion penalty money.<br />
<br />
The Power Plant features a climbable slope with a jet flame protruding from the top and a control panel inside an aperture that is located on one side of a structure. The jet flame is only active when the Power Plant is in the 'On' state; it is deactivated in the 'Off' state, as are the glowing elements decorating the emplacement.<br />
<br />
==Robosaru Interaction==<br />
<br />
Robosaru may interact with the Power Plant by using the 'Next' key (Default: E) while the crosshair is on the Power Plant to toggle it between the 'On' and 'Off' state. <br />
<br />
When turned ON, the Power Plant will emit a burst of energy that will burn any bunnies on or next to it.<br />
<br />
Note that while a Power Plant can be switched to the 'On' setting, any items that protrude the exhaust port on top of the Power Plant (where the jet flame would be) will cause the Power Plant to switch back to the 'Off' setting after a server tick occurs. The items will need to be relocated or destroyed to prevent the Power Plant from automatically switching 'Off', and then the Power Plant must be manually reactivated afterwards, as it does not automatically switch back on.<br />
<br />
Upon subversion, any items blocking the exhaust {{tt|may be forcibly destroyed|clearPowerPlantsOnSubversion}}.<br />
<br />
==Bunny Interaction==<br />
<br />
[[Bunny|Bunnies]] may only ever switch a Power Plant from the 'On' setting to the 'Off' setting; there is currently no way for a Bunny to do the reverse. A Bunny can do this in one of two ways:<br />
<br />
1. Touch the green control panel located inside an aperture found on one side of a structure. If switched back 'On' by the Robosaru, a Bunny currently pressed up against the control panel will need to back up slightly and move into the panel again to switch the Power Plant back 'Off'.<br />
<br />
2. Place an item of any type (corpses included) onto the top of the power plant to block the exhaust port.<br />
<br />
==Alternate Map Arrangements==<br />
On maps without a Power Plant, Robosaru earns income and suffers subversion penalties as if the Power Plant were ON. There is no way to disable Robosaru's income, or protect against dropping money on subversion on a map without a Power Plant.<br />
<br />
In the case of multiple Robosarus, the Power Plant contributes the benefits and penalties to the Robosaru it is linked to. A Power Plant can only be linked to a single Robosaru, but there can be multiple Power Plant for a single Robosaru.<br />
<br />
If two or more Power Plants are linked to a single Robosaru, each Power Plant constitutes a fraction of Robosaru's regular income, and a fraction of the subversion penalty. For example, if there were two Power Plants on a map, and one was OFF, then Robosaru would only earn 10¢ every 2 seconds (instead of {{tt|20¢|twoSecondScoreRobo}}) plus half their reign bonus, and would lose 7.5% of their funds upon subversion (instead of {{tt|15%|subvertedPenalty}}).<br />
<br />
The {{tt|100¢|minSubversionPenalty}} minimum subversion penalty is not reduced by having Power Plants partially disabled. All Power Plants must be OFF in order to drop no money.<br />
<br />
==Strategies==<br />
<br />
The Robosaru's very high passive income is a very critical part of OBEY. It would be wise for all players to treat Power Plants as an important set piece to the playing field. The following are a few strategies that can be used for each the Robosaru and the Bunnies.<br />
<br />
As the Robosaru:<br />
<br />
*The Power Plant serves as an extra set piece with an important role. It is an added source of cognitive load that the Robosaru player will need to keep track of. Be mindful of the location of your Bunnies while scanning between points of interest (i.e. the Drop Zone, the Feed Box, and the Power Plant).<br />
*Keep an eye on your passive income from time to time. If you notice it not ticking up, then the Power Plant is switched off. On the plus side, you might be able to catch a disOBEYing bunny if you are quick enough (and if he's at the Power Plant, it might mean he's not actively trying to subvert you!).<br />
*If you suspect you are about to be subverted, it is in your best interest to immediately switch off the Power Plant. This prevents you from losing money to other OBEYing bunnies when the subversion occurs.<br />
*Nothing good can come from bunnies hanging around the Power Plant. Bunnies may try to switch it off to shut down your passive income. Smart bunnies can use the jet flame of the Power Plant to generate corpses and then try to use those corpses with the feed box and make you lose even more money! You should try to conscript bunnies to help protect the Power Plant by erecting laser fence walls, plant mines, sensors, lights, etc. At the very least, you should warn or shoot bunnies who try to get near it.<br />
*Certain maps have the Power Plant placed very far away from the normal zone of operation of OBEYing bunnies (that is, between the Drop Zone and the Feed Box). In these cases, you can typically shoot any bunnies who approach the Power Plant knowing that they were planning on disOBEYing anyways. However, there are some maps where the Power Plant is much closer to the Drop Zone or Feed Box which makes regulating bunny behavior more difficult.<br />
*You can use the Power Plant as a bargaining chip to help bring order to rioting Bunnies. By deliberately switching the Power Plant into the Off state, you are creating a state where Bunnies (wearing collars or not, or in the drop ship) generate more passive income than you do. Bunnies might be more willing to OBEY if you propose this.<br />
*Smart bunnies may try to hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of your passive income. If this is the only source of disOBEYing occurring and you can afford to focus on the Power Plant, you can actively keep toggling the Power Plant to the 'On' state at the right moment and collect your bit of passive income before the game server tick turns it back off. (That'll show you, you silly Bunny!). Alternatively, you can try to negotiate with the disOBEYing bunny to remove the items (though shooting first is probably the safer option).<br />
<br />
As the Bunny:<br />
*The Robosaru has to keep track of the Power Plant, on top of everything else. Use this to your advantage when planning your escape!<br />
*On some maps, the Power Plant may be located very close to the typical zone of operation of OBEYing bunnies (i.e. near the Drop Zone or Feed Box). You may be able to find opportunities to 'bump' into the control panel when the Robosaru is not looking.<br />
*On some maps, the Power Plant will be quite far away from where OBEYing bunnies are expected to go. Be very cautious when interacting with a Power Plant in this case. An attentive Robosaru player will be able to quickly determine someone is messing with the Power Plant and, therefore, know exactly where you are!<br />
*If you are planning to subvert a Robosaru player, you will want to keep track of the current state of the Power Plant. If the Robosaru player is in the lead, you will want the Power Plant to be on, so that the Robosaru player will lose money to other OBEYing bunnies. However, if the Robosaru player is not in the lead, but an OBEYing bunny is, then you will ideally want the Power Plant to be off instead (or be quick enough to shoot the OBEYing bunnies before they can collect the money from the subversion).<br />
*The Power Plant in the 'On' state is the only source of fire that is actively available to Bunnies (thanks to the jet flame located on the top of the Power Plant, where the exhaust port is). Bunnies may use this as a way to generate corpses, even prior to having a dropship available or using laser walls or flamethrower fuel or even Robosaru machine gun fires.<br />
*Use the Power Plant as a bargaining chip! If a Robosaru player is doing exceptionally well, you may be able to convince the Robosaru player to turn off the Power Plant to lower the likelihood of rioting Bunnies. Threatening to crash a dropship if the Power Plant isn't switched off could possibly be a correct avenue of play!<br />
*You can hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of the Robosaru's passive income. Be prepared to be killed if you get caught doing this though!</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Power_Plant&diff=985Power Plant2015-07-21T12:21:25Z<p>Hexzyle: </p>
<hr />
<div>[[File:Power_plant_on.jpg|thumb|right|200px|A Power Plant currently in the 'On' state. This side of the Power Plant contains the green control panel.]]<br />
[[File:Power_plant_off.jpg|thumb|right|200px|A Power Plant currently in the 'Off' state.]]<br />
[[File:Power_plant_burst.jpg|thumb|right|200px|A Power Plant that has just been activated, the burst of energy killing any nearby bunnies]]<br />
The Power Plant, is a preset structure that is on a map. It is the structure responsible for generating the passive ¢ income of the incumbent [[Robosaru]]. The Power Plant has two states: the 'On' state and the 'Off' state.<br />
<br />
While in the '''"On"''' state, the Robosaru enjoys their passive {{tt|20¢|twoSecondScoreRobo}} per 2 second income, in addition to their current reign bonus. If Robosaru is subverted, they will automatically drop {{tt|15%|subvertedPenalty}} of their score (or {{tt|100¢|minSubversionPenalty}}, whichever is higher) as directives at the Drop Site.<br />
<br />
While in the '''"Off"''' state, the Robosaru does not collect any passive ¢ income at all, although Robosaru's reign bonus still builds in the background. If Robosaru is subverted while the Power Plant is OFF, they are pardoned from dropping any subversion penalty money.<br />
<br />
The Power Plant features a climbable slope with a jet flame protruding from the top and a control panel inside an aperture that is located on one side of a structure. The jet flame is only active when the Power Plant is in the 'On' state; it is deactivated in the 'Off' state, as are the glowing elements decorating the emplacement.<br />
<br />
==Robosaru Interaction==<br />
<br />
Robosaru may interact with the Power Plant by using the 'Next' key (Default: E) while the crosshair is on the Power Plant to toggle it between the 'On' and 'Off' state. <br />
<br />
When turned ON, the Power Plant will emit a burst of energy that will burn any bunnies on or next to it.<br />
<br />
Note that while a Power Plant can be switched to the 'On' setting, any items that protrude the exhaust port on top of the Power Plant (where the jet flame would be) will cause the Power Plant to switch back to the 'Off' setting after a server tick occurs. The items will need to be relocated or destroyed to prevent the Power Plant from automatically switching 'Off', and then the Power Plant must be manually reactivated afterwards, as it does not automatically switch back on.<br />
<br />
Upon subversion, if ''clearPowerPlantsOnSubversion'' is enabled, any items blocking the exhaust will be forcibly destroyed.<br />
<br />
==Bunny Interaction==<br />
<br />
[[Bunny|Bunnies]] may only ever switch a Power Plant from the 'On' setting to the 'Off' setting; there is currently no way for a Bunny to do the reverse. A Bunny can do this in one of two ways:<br />
<br />
1. Touch the green control panel located inside an aperture found on one side of a structure. If switched back 'On' by the Robosaru, a Bunny currently pressed up against the control panel will need to back up slightly and move into the panel again to switch the Power Plant back 'Off'.<br />
<br />
2. Place an item of any type (corpses included) onto the top of the power plant to block the exhaust port.<br />
<br />
==Alternate Map Arrangements==<br />
On maps without a Power Plant, Robosaru earns income and suffers subversion penalties as if the Power Plant were ON. There is no way to disable Robosaru's income, or protect against dropping money on subversion on a map without a Power Plant.<br />
<br />
In the case of multiple Robosarus, the Power Plant contributes the benefits and penalties to the Robosaru it is linked to. A Power Plant can only be linked to a single Robosaru, but there can be multiple Power Plant for a single Robosaru.<br />
<br />
If two or more Power Plants are linked to a single Robosaru, each Power Plant constitutes a fraction of Robosaru's regular income, and a fraction of the subversion penalty. For example, if there were two Power Plants on a map, and one was OFF, then Robosaru would only earn 10¢ every 2 seconds (instead of {{tt|20¢|twoSecondScoreRobo}}) plus half their reign bonus, and would lose 7.5% of their funds upon subversion (instead of {{tt|15%|subvertedPenalty}}).<br />
<br />
The {{tt|100¢|minSubversionPenalty}} minimum subversion penalty is not reduced by having Power Plants partially disabled. All Power Plants must be OFF in order to drop no money.<br />
<br />
==Strategies==<br />
<br />
The Robosaru's very high passive income is a very critical part of OBEY. It would be wise for all players to treat Power Plants as an important set piece to the playing field. The following are a few strategies that can be used for each the Robosaru and the Bunnies.<br />
<br />
As the Robosaru:<br />
<br />
*The Power Plant serves as an extra set piece with an important role. It is an added source of cognitive load that the Robosaru player will need to keep track of. Be mindful of the location of your Bunnies while scanning between points of interest (i.e. the Drop Zone, the Feed Box, and the Power Plant).<br />
*Keep an eye on your passive income from time to time. If you notice it not ticking up, then the Power Plant is switched off. On the plus side, you might be able to catch a disOBEYing bunny if you are quick enough (and if he's at the Power Plant, it might mean he's not actively trying to subvert you!).<br />
*If you suspect you are about to be subverted, it is in your best interest to immediately switch off the Power Plant. This prevents you from losing money to other OBEYing bunnies when the subversion occurs.<br />
*Nothing good can come from bunnies hanging around the Power Plant. Bunnies may try to switch it off to shut down your passive income. Smart bunnies can use the jet flame of the Power Plant to generate corpses and then try to use those corpses with the feed box and make you lose even more money! You should try to conscript bunnies to help protect the Power Plant by erecting laser fence walls, plant mines, sensors, lights, etc. At the very least, you should warn or shoot bunnies who try to get near it.<br />
*Certain maps have the Power Plant placed very far away from the normal zone of operation of OBEYing bunnies (that is, between the Drop Zone and the Feed Box). In these cases, you can typically shoot any bunnies who approach the Power Plant knowing that they were planning on disOBEYing anyways. However, there are some maps where the Power Plant is much closer to the Drop Zone or Feed Box which makes regulating bunny behavior more difficult.<br />
*You can use the Power Plant as a bargaining chip to help bring order to rioting Bunnies. By deliberately switching the Power Plant into the Off state, you are creating a state where Bunnies (wearing collars or not, or in the drop ship) generate more passive income than you do. Bunnies might be more willing to OBEY if you propose this.<br />
*Smart bunnies may try to hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of your passive income. If this is the only source of disOBEYing occurring and you can afford to focus on the Power Plant, you can actively keep toggling the Power Plant to the 'On' state at the right moment and collect your bit of passive income before the game server tick turns it back off. (That'll show you, you silly Bunny!). Alternatively, you can try to negotiate with the disOBEYing bunny to remove the items (though shooting first is probably the safer option).<br />
<br />
As the Bunny:<br />
*The Robosaru has to keep track of the Power Plant, on top of everything else. Use this to your advantage when planning your escape!<br />
*On some maps, the Power Plant may be located very close to the typical zone of operation of OBEYing bunnies (i.e. near the Drop Zone or Feed Box). You may be able to find opportunities to 'bump' into the control panel when the Robosaru is not looking.<br />
*On some maps, the Power Plant will be quite far away from where OBEYing bunnies are expected to go. Be very cautious when interacting with a Power Plant in this case. An attentive Robosaru player will be able to quickly determine someone is messing with the Power Plant and, therefore, know exactly where you are!<br />
*If you are planning to subvert a Robosaru player, you will want to keep track of the current state of the Power Plant. If the Robosaru player is in the lead, you will want the Power Plant to be on, so that the Robosaru player will lose money to other OBEYing bunnies. However, if the Robosaru player is not in the lead, but an OBEYing bunny is, then you will ideally want the Power Plant to be off instead (or be quick enough to shoot the OBEYing bunnies before they can collect the money from the subversion).<br />
*The Power Plant in the 'On' state is the only source of fire that is actively available to Bunnies (thanks to the jet flame located on the top of the Power Plant, where the exhaust port is). Bunnies may use this as a way to generate corpses, even prior to having a dropship available or using laser walls or flamethrower fuel or even Robosaru machine gun fires.<br />
*Use the Power Plant as a bargaining chip! If a Robosaru player is doing exceptionally well, you may be able to convince the Robosaru player to turn off the Power Plant to lower the likelihood of rioting Bunnies. Threatening to crash a dropship if the Power Plant isn't switched off could possibly be a correct avenue of play!<br />
*You can hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of the Robosaru's passive income. Be prepared to be killed if you get caught doing this though!</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Power_Plant&diff=984Power Plant2015-07-21T12:14:41Z<p>Hexzyle: /* Alternate Map Arrangements */</p>
<hr />
<div>[[File:Power_plant_on.jpg|thumb|right|200px|A Power Plant currently in the 'On' state. This side of the Power Plant contains the green control panel.]]<br />
[[File:Power_plant_off.jpg|thumb|right|200px|A Power Plant currently in the 'Off' state.]]<br />
[[File:Power_plant_burst.jpg|thumb|right|200px|A Power Plant that has just been activated, the burst of energy killing any nearby bunnies]]<br />
The Power Plant, is a preset structure that is on a map. It is the structure responsible for generating the passive ¢ income of the incumbent [[Robosaru]]. The Power Plant has two states: the 'On' state and the 'Off' state.<br />
<br />
While in the '''"On"''' state, the Robosaru enjoys their passive 20¢ per 2 second income, in addition to their current reign bonus. If Robosaru is subverted, they will automatically drop ¢ directives making up their subversion penalty at the Drop Site.<br />
<br />
While in the '''"Off"''' state, the Robosaru does not collect any passive ¢ income at all, although Robosaru's reign bonus still builds in the background. If Robosaru is subverted, they are excluded from dropping any subversion penalty money.<br />
<br />
The Power Plant features a climbable slope with a jet flame protruding from the top and a control panel inside an aperture that is located on one side of a structure. The jet flame is only active when the Power Plant is in the 'On' state; it is deactivated in the 'Off' state, as are the glowing elements decorating the emplacement.<br />
<br />
==Robosaru Interaction==<br />
<br />
Robosaru may interact with the Power Plant by using the 'Next' key (Default: E) while the crosshair is on the Power Plant to toggle it between the 'On' and 'Off' state. <br />
<br />
When turned ON, the Power Plant will emit a burst of energy that will burn any bunnies on or next to it.<br />
<br />
Note that while a Power Plant can be switched to the 'On' setting, any items that protrude the exhaust port on top of the Power Plant (where the jet flame would be) will cause the Power Plant to switch back to the 'Off' setting after a server tick occurs. The items will need to be relocated or destroyed to prevent the Power Plant from automatically switching 'Off', and then the Power Plant must be manually reactivated afterwards, as it does not automatically switch back on.<br />
<br />
Upon subversion, if ''clearPowerPlantsOnSubversion'' is enabled, any items blocking the exhaust will be forcibly destroyed.<br />
<br />
==Bunny Interaction==<br />
<br />
[[Bunny|Bunnies]] may only ever switch a Power Plant from the 'On' setting to the 'Off' setting; there is currently no way for a Bunny to do the reverse. A Bunny can do this in one of two ways:<br />
<br />
1. Touch the green control panel located inside an aperture found on one side of a structure. If switched back 'On' by the Robosaru, a Bunny currently pressed up against the control panel will need to back up slightly and move into the panel again to switch the Power Plant back 'Off'.<br />
<br />
2. Place an item of any type (corpses included) onto the top of the power plant to block the exhaust port.<br />
<br />
==Alternate Map Arrangements==<br />
On maps without a Power Plant, Robosaru earns income and suffers subversion penalties as if the Power Plant were ON. There is no way to disable Robosaru's income, or protect against dropping money on subversion on a map without a Power Plant.<br />
<br />
In the case of multiple Robosarus, the Power Plant contributes the benefits and penalties to the Robosaru it is linked to. A Power Plant can only be linked to a single Robosaru, but there can be multiple Power Plant for a single Robosaru.<br />
<br />
If two or more Power Plants are linked to a single Robosaru, each Power Plant constitutes a fraction of Robosaru's regular income, and a fraction of the subversion penalty. For example, if there were two Power Plants on a map, and one was OFF, then Robosaru would only earn 10¢ every 2 seconds (instead of {{tt|20¢|twoSecondScoreRobo}}), and would lose 7.5% of their funds upon subversion (instead of {{tt|15%|subvertedPenalty}})<br />
<br />
==Strategies==<br />
<br />
The Robosaru's very high passive income is a very critical part of OBEY. It would be wise for all players to treat Power Plants as an important set piece to the playing field. The following are a few strategies that can be used for each the Robosaru and the Bunnies.<br />
<br />
As the Robosaru:<br />
<br />
*The Power Plant serves as an extra set piece with an important role. It is an added source of cognitive load that the Robosaru player will need to keep track of. Be mindful of the location of your Bunnies while scanning between points of interest (i.e. the Drop Zone, the Feed Box, and the Power Plant).<br />
*Keep an eye on your passive income from time to time. If you notice it not ticking up, then the Power Plant is switched off. On the plus side, you might be able to catch a disOBEYing bunny if you are quick enough (and if he's at the Power Plant, it might mean he's not actively trying to subvert you!).<br />
*If you suspect you are about to be subverted, it is in your best interest to immediately switch off the Power Plant. This prevents you from losing money to other OBEYing bunnies when the subversion occurs.<br />
*Nothing good can come from bunnies hanging around the Power Plant. Bunnies may try to switch it off to shut down your passive income. Smart bunnies can use the jet flame of the Power Plant to generate corpses and then try to use those corpses with the feed box and make you lose even more money! You should try to conscript bunnies to help protect the Power Plant by erecting laser fence walls, plant mines, sensors, lights, etc. At the very least, you should warn or shoot bunnies who try to get near it.<br />
*Certain maps have the Power Plant placed very far away from the normal zone of operation of OBEYing bunnies (that is, between the Drop Zone and the Feed Box). In these cases, you can typically shoot any bunnies who approach the Power Plant knowing that they were planning on disOBEYing anyways. However, there are some maps where the Power Plant is much closer to the Drop Zone or Feed Box which makes regulating bunny behavior more difficult.<br />
*You can use the Power Plant as a bargaining chip to help bring order to rioting Bunnies. By deliberately switching the Power Plant into the Off state, you are creating a state where Bunnies (wearing collars or not, or in the drop ship) generate more passive income than you do. Bunnies might be more willing to OBEY if you propose this.<br />
*Smart bunnies may try to hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of your passive income. If this is the only source of disOBEYing occurring and you can afford to focus on the Power Plant, you can actively keep toggling the Power Plant to the 'On' state at the right moment and collect your bit of passive income before the game server tick turns it back off. (That'll show you, you silly Bunny!). Alternatively, you can try to negotiate with the disOBEYing bunny to remove the items (though shooting first is probably the safer option).<br />
<br />
As the Bunny:<br />
*The Robosaru has to keep track of the Power Plant, on top of everything else. Use this to your advantage when planning your escape!<br />
*On some maps, the Power Plant may be located very close to the typical zone of operation of OBEYing bunnies (i.e. near the Drop Zone or Feed Box). You may be able to find opportunities to 'bump' into the control panel when the Robosaru is not looking.<br />
*On some maps, the Power Plant will be quite far away from where OBEYing bunnies are expected to go. Be very cautious when interacting with a Power Plant in this case. An attentive Robosaru player will be able to quickly determine someone is messing with the Power Plant and, therefore, know exactly where you are!<br />
*If you are planning to subvert a Robosaru player, you will want to keep track of the current state of the Power Plant. If the Robosaru player is in the lead, you will want the Power Plant to be on, so that the Robosaru player will lose money to other OBEYing bunnies. However, if the Robosaru player is not in the lead, but an OBEYing bunny is, then you will ideally want the Power Plant to be off instead (or be quick enough to shoot the OBEYing bunnies before they can collect the money from the subversion).<br />
*The Power Plant in the 'On' state is the only source of fire that is actively available to Bunnies (thanks to the jet flame located on the top of the Power Plant, where the exhaust port is). Bunnies may use this as a way to generate corpses, even prior to having a dropship available or using laser walls or flamethrower fuel or even Robosaru machine gun fires.<br />
*Use the Power Plant as a bargaining chip! If a Robosaru player is doing exceptionally well, you may be able to convince the Robosaru player to turn off the Power Plant to lower the likelihood of rioting Bunnies. Threatening to crash a dropship if the Power Plant isn't switched off could possibly be a correct avenue of play!<br />
*You can hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of the Robosaru's passive income. Be prepared to be killed if you get caught doing this though!</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Items&diff=983Items2015-07-21T12:06:26Z<p>Hexzyle: /* Collar */</p>
<hr />
<div><i>"Load me up with points, boys! Load me up with rockets! Place these lights that make it harder to hide!"<br />
:~Dez</i><br />
<br />
Items are carryable objects. Most can be purchased at any time by [[Robosaru]], provided a [[Dropship]] exists, while [[Bunny|Bunnies]] may only purchase them while inside the Dropship proper.<br />
<br />
Shop-bought items are delivered to the game field via the Dropship. They can be picked up and used by Bunnies with '''[[Controls|Action]]''', and they can be dropped with '''Drop'''.<br />
<br />
Any item, when placed in the [[Feed Box]], will be removed from play. Robosaru's weapons also have the ability to destroy dropped and placed items alike.<br />
<br />
All items are solid: They obstruct the Bunny's movement, Robosaru's weapons, and Sentry shock arcs. <br />
<br />
==Placeable Items==<br />
[[File:item_laser_wall_hologram.jpg|thumb|right|Hologram showing where a Laser Wall will be placed|200px]]<br />
Placeable items are inert until a Bunny picks them up and places them. These items can be placed when in a Bunny's mouth by pressing the '''Action''' key. Placeable items display a hologram visible to the Bunny when held in the mouth displaying as to where they will be placed. After being set up, placeable items are immobile and can only be uprooted by Robosaru, by aiming at them and pressing '''Next'''.<br />
<div style="clear:both"></div><br />
<br />
===Laser Wall===<br />
Laser Walls are placeable items costing 70¢, and are purchased as single poles.<br />
Two poles placed in a row will generate a deadly beam that will turn any Bunnies who touch it into corpses. Placed poles will lock to a grid, and will generate a beam to any pole in a cardinal direction that is within 9 units. Beams between Laser Walls regenerate every time a new Laser Wall is placed somewhere in the map, or uprooted by Robosaru. If there is an obstruction at least 2 Uranium high between two Laser Walls when the beam is to be regenerated, the beam between those two Laser Walls will not generate. The beam will regenerate again the next time a regeneration occurs if the obstruction is removed.<br />
<br />
Carrying or setting up a Laser Wall near the Feed Box is often seen as a form of disOBEYing, since it can lead to corpses ending up near the Feed Box.<br />
<br />
Laser Walls cannot be placed too close to a Sentry.<br />
<br />
[[File:item_laser_wall_dropped.jpg|x200px]] [[File:item_laser_wall_placed.jpg|x200px]] [[File:item_laser_wall_active.jpg|x200px]]<br />
<br />
===Mine===<br />
Mines are placeable items costing 100¢. Mines are visible when inactive, but once placed, will be invisible to all players. The mine will display a trigger area to Robosaru and Spectators only. The mine will arm 9 seconds after being placed. If a Bunny wanders into the trigger zone, the mine will explode, taking with it the unfortunate bunny who stumbled onto it, as well as any items and bunnies standing close by.<br />
<br />
Mines cannot be placed too close to a Sentry.<br />
<br />
[[File:item_mine_dropped.jpg|x200px]] [[File:item_mine_trigger.jpg|x200px]]<br />
<br />
===Light===<br />
Lights are placeable items costing 70¢. They illuminate a small area with a purplish light when placed.<br />
<br />
Lights cannot be placed too close to a Sentry.<br />
<br />
[[File:item_light_dropped.jpg|x200px]] [[File:item_light_placed.jpg|x200px]]<br />
<br />
===Sensor===<br />
Sensors are placeable items costing 100¢. When placed, their decals change color from cyan to red, and their function changes. Sensors have two different functions: Listening while unplaced, and watching while placed.<br />
<br />
[[File:item_sensor_dropped.jpg|right|x200px]]<br />
:'''Unplaced - Cyan Mode'''<br />
:Unplaced, sensors can be picked up and carried about like any other item. Any [[Bunny#Communication|whispers]] sent within 5 units of an unplaced sensor will automatically be intercepted by Robosaru. Sensors continue to listen even while inside the Dropship or while being carried by a Bunny.<br />
<br />
<div style="clear:both"></div><br />
<div style="float: right;">[[File:item_sensor_placed.gif]] [[File:item_sensor_trigger.gif]] [[File:item_sensor_trigger_robo.jpg|x200px]]</div><br />
:'''Placed - Red Mode'''<br />
:If a bunny walks within 5 units of a placed sensor, the sensor will audibly beep for nearby bunnies and display a flashing exclamation mark above itself. The player in Robosaru will always hear the beeping sensor, and will be alerted to its location by a large, red, rotating reticule. Sensors will also be set off by the presence of a large corpse.<br />
<br />
:After being placed, a sensor will be inactive for 6 seconds. A good indication of when activation occurs is when the red lights on the sensor flash on for the third time.<br />
<br />
:Sensors cannot be placed too close to a Sentry.<br />
<br />
==Robosaru Resources==<br />
The primary purpose of Robosaru Resources is to be placed into the Feed Box. Doing so will automatically drop money equivalant to the current autopay next to the Bunny that delivered the item. However, these items are also considerably heavy, and as consumables, tend to be purchased frequently. This makes them ideal items for sabotaging the Dropship.<br />
<br />
===Missile===<br />
Missiles are an inert item costing 50¢. When placed in the Feed Box, 6 shots will be loaded into Robosaru which can be fired with the '''Drop''' key. Loading Missiles into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
Missiles are volatile and will explode if caught within another explosion's radius.<br />
<br />
[[File:item_missile_dropped.jpg|x200px]]<br />
<br />
===Battery===<br />
Batteries are an inert item costing 150¢. When placed in the Feed Box, they will be loaded into Robosaru. Each Battery provides a single charge for Robosaru's Sentries. Loading Batteries into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
[[File:item_battery_dropped.jpg|x200px]]<br />
<br />
===Fuel===<br />
Fuel is an inert item costing 150¢. When placed in the Feed Box, 4 flamethrower ammo will be loaded into Robosaru, which can then be used with the '''Flame''' key. 4 flamethrower ammo provides just over a second of uninterrupted flamethrower usage. Loading Fuel into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
Fuel is volatile and will explode if caught within another explosion's radius.<br />
<br />
[[File:item_fuel_dropped.jpg|x200px]]<br />
<br />
===Uranium===<br />
Uranium is an inert item costing 100¢. When placed in the Feed Box, it generates 300¢ for the player currently controlling Robosaru. Loading Uranium into the Feed Box will drop money for the depositing Bunny if Autopay has been set. If no autopay is set, the player controlling Robosaru will earn a 200¢ net profit if they were the one to purchase the Uranium. If autopay is set to maximum (100¢), they will earn 100¢ net profit. As the heaviest item, and the item with the highest Weight:Cost ratio, Uranium is frequently purchased by Bunnies for the purpose of sabotaging the Dropship.<br />
<br />
Maps will create {{tt|8 Uranium|uraniumOnStart}} at the drop zone area when the first Robosaru player takes control. This initial infusion of Uranium is there to give OBEYing bunnies something to do, as well as help the first Robosaru player get to the money required to purchase the first dropship. (or to recuperate the bill from the auto-dropship purchase)<br />
<br />
[[File:item_uranium_dropped.jpg|x200px]]<br />
<br />
===Scrap===<br />
Scrap is an inert item that cannot be purchased from the buy menu. Scrap spawns inside the Dropship whenever a bunny is spawn killed, and also spawns at the crash site of a Dropship. Scrap supplies Robosaru with a small money bonus when delivered to the Feed Box, in addition to dropping autopay for the bunny who does so.<br />
<br />
Scrap comes in three different sizes: Small, Medium, and Large. Small scrap is worth 25¢ when placed in the Feed Box, Medium scrap is worth 50¢ and Large scrap 75¢. Do note that if Autopay is higher than the value of the Scrap being deposited, Robosaru can be bled for cash.<br />
<br />
Scrap is considerably heavy, Large Scrap being the second heaviest item in the game with a mass three quarters that of Uranium. Another noteworthy feature is that Large Scrap parts are also the largest items in the game, very easily concealing a bunny on their own.<br />
<br />
<gallery mode="packed" caption="Small Scrap"><br />
File:item_scrap_small_01.jpg|DYN4M0 135° 55mm S-vent Radiator<br />
File:item_scrap_small_02.jpg|TYBREX™ W-Pivot [152] Series<br />
File:item_scrap_small_03.jpg|DYN4M0 Dual S-Vent Semi-Tri Parting Carrier w/ Yaw<br />
File:item_scrap_small_04.jpg|TYBREX™ Q-Pivot [833-G]<br />
File:item_scrap_small_05.jpg|ENDLINE™ Poly-tylemol Plasmoid Capacitor N3<br />
File:item_scrap_small_06.jpg|(Unlisted Manufacturer) Sendjoint Connector<br />
</gallery><br />
<br />
<gallery mode="packed" caption="Medium Scrap"><br />
File:item_scrap_medium_01.jpg|(Unlisted Manufacturer) Military-Grade Poly-tylemol Amplifier<br />
File:item_scrap_medium_02.jpg|ENDLINE™ Twin-Polarity Plasma Injector<br />
File:item_scrap_medium_03.jpg|(Unlisted Manufacturer) Two Stage Plasma Distributor<br />
File:item_scrap_medium_04.jpg|CLEAN COMBUSTION™ Centralized Hadron Extender 3800MJ<br />
</gallery><br />
<br />
<gallery mode="packed" caption="Large Scrap"><br />
File:item_scrap_large_01.jpg|CLEAN COMBUSTION™ Tertiary Carbon Expulsion Unit L3 GREEN-COMPLIANCE<br />
File:item_scrap_large_02.jpg|CLEAN COMBUSTION™ 15-2 Ulti-Adjusted Turbine Stabilizer<br />
File:item_scrap_large_03.jpg|ENDLINE™ 52K Plasma Turbine TWINTAKE multiplex release<br />
File:item_scrap_large_04.jpg|CLEAN COMBUSTION™ Live 8-Fuel Enrichment Unit Model Y<br />
File:item_scrap_large_05.jpg|ATRONET™ 33L Zirconium Combustion Chamber<br />
</gallery><br />
<br />
==Miscellaneous Items==<br />
<br />
===Pointer===<br />
Pointers are a Bunny usable item costing 40¢. When activated by a bunny using the '''Action''' key, they display a marker at the targeted location that is visible to all players and Robosaru, much akin to Directives. Pointers are infinite use, but do require a short period of time after each use to recharge. This recharge period is localized to each pointer, so a Bunny can indicate multiple locations within a short period of time by using multiple pointers.<br />
<br />
Since bunnies have better vision than Robosaru, they are often used as a spotting device to alert Robosaru of disOBEYing bunnies.<br />
<br />
[[File:item_pointer_dropped.jpg|x200px]] [[File:item_pointer_held.jpg|x200px]] [[File:item_pointer_marker.jpg|x200px]]<br />
<br />
===Collar===<br />
Collars are a passive item costing 40¢. They show an orange arrow above them to only Robosaru at all times, to allow tracking of their location. Robosaru can detonate any collar by targeting it and by pressing '''Prev'''. If the Collar is being worn or held by a bunny at the time, the bunny will die.<br />
Collars increase the income to {{tt|6¢|twoSecondScoreCollar}} per two seconds for the Bunny who is holding or wearing one. This bonus does not apply inside the Dropship, and it does not stack.<br />
The Collar also provides the Bunny immunity from [[Robosaru#Sentries|Sentry]] shocks, but not from the electric field generated upon a subversion.<br />
<br />
Collars are automatically given to all Bunnies whenever Robosaru is subverted. Bunnies who are already collared, inside the Dropship, or are too close to Sentries are not given a collar. A lack of a collar is generally regarded as the most definite sign that a bunny is disOBEYing.<br />
<br />
[[File:item_collar_dropped.jpg|x200px]] [[File:item_collar_marker.jpg|x200px]] [[File:item_collar_worn.jpg|x200px]]<br />
<br />
===Corpse===<br />
Charred Corpses are inert objects that cannot be purchased from the buy menu. They occur whenever a bunny is killed by lasers, electricity or fire. Because of this, the initial spawning of a corpse will always be accompanied by a small fire. When placed in the Feed Box, a crippling amount of money is deducted from the bank of the player controlling Robosaru. Corpses come in two sizes, small and large. The small corpses are just the body or the head, and deduct 1000¢. The large is the corpse of the whole bunny, which deducts 1500¢.<br />
<br />
Whenever a corpse is generated, there is a 25% chance for just the head dropping, 25% for the body, 25% for the full carcass, and 25% for both the head and the body spawning separately.<br />
<br />
Carrying corpses, especially near the Feed Box, is generally regarded as a sign of disOBEYing.<br />
<br />
[[File:item_corpse_head_dropped.jpg]]<br />
''Full - Head - Body''<br />
<br />
==History==<br />
[[File:item_sign_dropped.jpg|left|x200px]] <!--[[File:item_sign_placed.jpg|x200px]]--><br />
===! Sign===<br />
! Signs, or just "Signs", were a placeable item costing 15¢. They displayed a large, holographic exclamation mark above them that was easily visible to ALL players, not just Robosaru. The tutorial described these for usage to warn bunnies about a mine-ridden area, or to be used as bluffs.<br />
<br />
Signs were replaced by [[Items#Sensor|Sensors]] in version [[Changelog#v28r0|28r0]].</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Items&diff=982Items2015-07-21T11:58:13Z<p>Hexzyle: /* Uranium */</p>
<hr />
<div><i>"Load me up with points, boys! Load me up with rockets! Place these lights that make it harder to hide!"<br />
:~Dez</i><br />
<br />
Items are carryable objects. Most can be purchased at any time by [[Robosaru]], provided a [[Dropship]] exists, while [[Bunny|Bunnies]] may only purchase them while inside the Dropship proper.<br />
<br />
Shop-bought items are delivered to the game field via the Dropship. They can be picked up and used by Bunnies with '''[[Controls|Action]]''', and they can be dropped with '''Drop'''.<br />
<br />
Any item, when placed in the [[Feed Box]], will be removed from play. Robosaru's weapons also have the ability to destroy dropped and placed items alike.<br />
<br />
All items are solid: They obstruct the Bunny's movement, Robosaru's weapons, and Sentry shock arcs. <br />
<br />
==Placeable Items==<br />
[[File:item_laser_wall_hologram.jpg|thumb|right|Hologram showing where a Laser Wall will be placed|200px]]<br />
Placeable items are inert until a Bunny picks them up and places them. These items can be placed when in a Bunny's mouth by pressing the '''Action''' key. Placeable items display a hologram visible to the Bunny when held in the mouth displaying as to where they will be placed. After being set up, placeable items are immobile and can only be uprooted by Robosaru, by aiming at them and pressing '''Next'''.<br />
<div style="clear:both"></div><br />
<br />
===Laser Wall===<br />
Laser Walls are placeable items costing 70¢, and are purchased as single poles.<br />
Two poles placed in a row will generate a deadly beam that will turn any Bunnies who touch it into corpses. Placed poles will lock to a grid, and will generate a beam to any pole in a cardinal direction that is within 9 units. Beams between Laser Walls regenerate every time a new Laser Wall is placed somewhere in the map, or uprooted by Robosaru. If there is an obstruction at least 2 Uranium high between two Laser Walls when the beam is to be regenerated, the beam between those two Laser Walls will not generate. The beam will regenerate again the next time a regeneration occurs if the obstruction is removed.<br />
<br />
Carrying or setting up a Laser Wall near the Feed Box is often seen as a form of disOBEYing, since it can lead to corpses ending up near the Feed Box.<br />
<br />
Laser Walls cannot be placed too close to a Sentry.<br />
<br />
[[File:item_laser_wall_dropped.jpg|x200px]] [[File:item_laser_wall_placed.jpg|x200px]] [[File:item_laser_wall_active.jpg|x200px]]<br />
<br />
===Mine===<br />
Mines are placeable items costing 100¢. Mines are visible when inactive, but once placed, will be invisible to all players. The mine will display a trigger area to Robosaru and Spectators only. The mine will arm 9 seconds after being placed. If a Bunny wanders into the trigger zone, the mine will explode, taking with it the unfortunate bunny who stumbled onto it, as well as any items and bunnies standing close by.<br />
<br />
Mines cannot be placed too close to a Sentry.<br />
<br />
[[File:item_mine_dropped.jpg|x200px]] [[File:item_mine_trigger.jpg|x200px]]<br />
<br />
===Light===<br />
Lights are placeable items costing 70¢. They illuminate a small area with a purplish light when placed.<br />
<br />
Lights cannot be placed too close to a Sentry.<br />
<br />
[[File:item_light_dropped.jpg|x200px]] [[File:item_light_placed.jpg|x200px]]<br />
<br />
===Sensor===<br />
Sensors are placeable items costing 100¢. When placed, their decals change color from cyan to red, and their function changes. Sensors have two different functions: Listening while unplaced, and watching while placed.<br />
<br />
[[File:item_sensor_dropped.jpg|right|x200px]]<br />
:'''Unplaced - Cyan Mode'''<br />
:Unplaced, sensors can be picked up and carried about like any other item. Any [[Bunny#Communication|whispers]] sent within 5 units of an unplaced sensor will automatically be intercepted by Robosaru. Sensors continue to listen even while inside the Dropship or while being carried by a Bunny.<br />
<br />
<div style="clear:both"></div><br />
<div style="float: right;">[[File:item_sensor_placed.gif]] [[File:item_sensor_trigger.gif]] [[File:item_sensor_trigger_robo.jpg|x200px]]</div><br />
:'''Placed - Red Mode'''<br />
:If a bunny walks within 5 units of a placed sensor, the sensor will audibly beep for nearby bunnies and display a flashing exclamation mark above itself. The player in Robosaru will always hear the beeping sensor, and will be alerted to its location by a large, red, rotating reticule. Sensors will also be set off by the presence of a large corpse.<br />
<br />
:After being placed, a sensor will be inactive for 6 seconds. A good indication of when activation occurs is when the red lights on the sensor flash on for the third time.<br />
<br />
:Sensors cannot be placed too close to a Sentry.<br />
<br />
==Robosaru Resources==<br />
The primary purpose of Robosaru Resources is to be placed into the Feed Box. Doing so will automatically drop money equivalant to the current autopay next to the Bunny that delivered the item. However, these items are also considerably heavy, and as consumables, tend to be purchased frequently. This makes them ideal items for sabotaging the Dropship.<br />
<br />
===Missile===<br />
Missiles are an inert item costing 50¢. When placed in the Feed Box, 6 shots will be loaded into Robosaru which can be fired with the '''Drop''' key. Loading Missiles into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
Missiles are volatile and will explode if caught within another explosion's radius.<br />
<br />
[[File:item_missile_dropped.jpg|x200px]]<br />
<br />
===Battery===<br />
Batteries are an inert item costing 150¢. When placed in the Feed Box, they will be loaded into Robosaru. Each Battery provides a single charge for Robosaru's Sentries. Loading Batteries into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
[[File:item_battery_dropped.jpg|x200px]]<br />
<br />
===Fuel===<br />
Fuel is an inert item costing 150¢. When placed in the Feed Box, 4 flamethrower ammo will be loaded into Robosaru, which can then be used with the '''Flame''' key. 4 flamethrower ammo provides just over a second of uninterrupted flamethrower usage. Loading Fuel into the Feed Box will drop money for the depositing Bunny if Autopay has been set.<br />
<br />
Fuel is volatile and will explode if caught within another explosion's radius.<br />
<br />
[[File:item_fuel_dropped.jpg|x200px]]<br />
<br />
===Uranium===<br />
Uranium is an inert item costing 100¢. When placed in the Feed Box, it generates 300¢ for the player currently controlling Robosaru. Loading Uranium into the Feed Box will drop money for the depositing Bunny if Autopay has been set. If no autopay is set, the player controlling Robosaru will earn a 200¢ net profit if they were the one to purchase the Uranium. If autopay is set to maximum (100¢), they will earn 100¢ net profit. As the heaviest item, and the item with the highest Weight:Cost ratio, Uranium is frequently purchased by Bunnies for the purpose of sabotaging the Dropship.<br />
<br />
Maps will create {{tt|8 Uranium|uraniumOnStart}} at the drop zone area when the first Robosaru player takes control. This initial infusion of Uranium is there to give OBEYing bunnies something to do, as well as help the first Robosaru player get to the money required to purchase the first dropship. (or to recuperate the bill from the auto-dropship purchase)<br />
<br />
[[File:item_uranium_dropped.jpg|x200px]]<br />
<br />
===Scrap===<br />
Scrap is an inert item that cannot be purchased from the buy menu. Scrap spawns inside the Dropship whenever a bunny is spawn killed, and also spawns at the crash site of a Dropship. Scrap supplies Robosaru with a small money bonus when delivered to the Feed Box, in addition to dropping autopay for the bunny who does so.<br />
<br />
Scrap comes in three different sizes: Small, Medium, and Large. Small scrap is worth 25¢ when placed in the Feed Box, Medium scrap is worth 50¢ and Large scrap 75¢. Do note that if Autopay is higher than the value of the Scrap being deposited, Robosaru can be bled for cash.<br />
<br />
Scrap is considerably heavy, Large Scrap being the second heaviest item in the game with a mass three quarters that of Uranium. Another noteworthy feature is that Large Scrap parts are also the largest items in the game, very easily concealing a bunny on their own.<br />
<br />
<gallery mode="packed" caption="Small Scrap"><br />
File:item_scrap_small_01.jpg|DYN4M0 135° 55mm S-vent Radiator<br />
File:item_scrap_small_02.jpg|TYBREX™ W-Pivot [152] Series<br />
File:item_scrap_small_03.jpg|DYN4M0 Dual S-Vent Semi-Tri Parting Carrier w/ Yaw<br />
File:item_scrap_small_04.jpg|TYBREX™ Q-Pivot [833-G]<br />
File:item_scrap_small_05.jpg|ENDLINE™ Poly-tylemol Plasmoid Capacitor N3<br />
File:item_scrap_small_06.jpg|(Unlisted Manufacturer) Sendjoint Connector<br />
</gallery><br />
<br />
<gallery mode="packed" caption="Medium Scrap"><br />
File:item_scrap_medium_01.jpg|(Unlisted Manufacturer) Military-Grade Poly-tylemol Amplifier<br />
File:item_scrap_medium_02.jpg|ENDLINE™ Twin-Polarity Plasma Injector<br />
File:item_scrap_medium_03.jpg|(Unlisted Manufacturer) Two Stage Plasma Distributor<br />
File:item_scrap_medium_04.jpg|CLEAN COMBUSTION™ Centralized Hadron Extender 3800MJ<br />
</gallery><br />
<br />
<gallery mode="packed" caption="Large Scrap"><br />
File:item_scrap_large_01.jpg|CLEAN COMBUSTION™ Tertiary Carbon Expulsion Unit L3 GREEN-COMPLIANCE<br />
File:item_scrap_large_02.jpg|CLEAN COMBUSTION™ 15-2 Ulti-Adjusted Turbine Stabilizer<br />
File:item_scrap_large_03.jpg|ENDLINE™ 52K Plasma Turbine TWINTAKE multiplex release<br />
File:item_scrap_large_04.jpg|CLEAN COMBUSTION™ Live 8-Fuel Enrichment Unit Model Y<br />
File:item_scrap_large_05.jpg|ATRONET™ 33L Zirconium Combustion Chamber<br />
</gallery><br />
<br />
==Miscellaneous Items==<br />
<br />
===Pointer===<br />
Pointers are a Bunny usable item costing 40¢. When activated by a bunny using the '''Action''' key, they display a marker at the targeted location that is visible to all players and Robosaru, much akin to Directives. Pointers are infinite use, but do require a short period of time after each use to recharge. This recharge period is localized to each pointer, so a Bunny can indicate multiple locations within a short period of time by using multiple pointers.<br />
<br />
Since bunnies have better vision than Robosaru, they are often used as a spotting device to alert Robosaru of disOBEYing bunnies.<br />
<br />
[[File:item_pointer_dropped.jpg|x200px]] [[File:item_pointer_held.jpg|x200px]] [[File:item_pointer_marker.jpg|x200px]]<br />
<br />
===Collar===<br />
Collars are a passive item costing 40¢. They show an orange arrow above them to only Robosaru at all times, to allow tracking of their location. Robosaru can detonate any collar by targeting it and by pressing '''Prev'''. If the Collar is being worn or held by a bunny at the time, the bunny will die.<br />
Collars generate an additional 4¢ every two seconds for the Bunny who is holding or wearing one. This bonus does not apply inside the Dropship, and it does not stack.<br />
The Collar also provides the Bunny immunity from [[Robosaru#Sentries|Sentry]] shocks.<br />
<br />
Collars are automatically given to all Bunnies whenever Robosaru is subverted. Bunnies who are already collared, inside the Dropship, or are too close to Sentries are not given a collar. A lack of a collar is generally regarded as the most definite sign that a bunny is disOBEYing.<br />
<br />
[[File:item_collar_dropped.jpg|x200px]] [[File:item_collar_marker.jpg|x200px]] [[File:item_collar_worn.jpg|x200px]]<br />
<br />
===Corpse===<br />
Charred Corpses are inert objects that cannot be purchased from the buy menu. They occur whenever a bunny is killed by lasers, electricity or fire. Because of this, the initial spawning of a corpse will always be accompanied by a small fire. When placed in the Feed Box, a crippling amount of money is deducted from the bank of the player controlling Robosaru. Corpses come in two sizes, small and large. The small corpses are just the body or the head, and deduct 1000¢. The large is the corpse of the whole bunny, which deducts 1500¢.<br />
<br />
Whenever a corpse is generated, there is a 25% chance for just the head dropping, 25% for the body, 25% for the full carcass, and 25% for both the head and the body spawning separately.<br />
<br />
Carrying corpses, especially near the Feed Box, is generally regarded as a sign of disOBEYing.<br />
<br />
[[File:item_corpse_head_dropped.jpg]]<br />
''Full - Head - Body''<br />
<br />
==History==<br />
[[File:item_sign_dropped.jpg|left|x200px]] <!--[[File:item_sign_placed.jpg|x200px]]--><br />
===! Sign===<br />
! Signs, or just "Signs", were a placeable item costing 15¢. They displayed a large, holographic exclamation mark above them that was easily visible to ALL players, not just Robosaru. The tutorial described these for usage to warn bunnies about a mine-ridden area, or to be used as bluffs.<br />
<br />
Signs were replaced by [[Items#Sensor|Sensors]] in version [[Changelog#v28r0|28r0]].</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Dropship&diff=981Dropship2015-07-21T11:42:11Z<p>Hexzyle: /* Bunnies */</p>
<hr />
<div><center>[[File:dropship_opendoors.jpg|x200px]]<br/><br />
''"A balanced dropship is a happy dropship."''</center><br />
<br />
The Dropship is a craft purchasable by the Bunny in control of [[Robosaru]] for 1500¢. The Dropship arrives every {{tt|80 seconds|dropShipSeconds}}, and drops its contents at the map's drop zone.<br />
<br />
The Dropship casts a large shadow on the ground indicating where it is blocking Robosaru's view. The Dropship however does not obstruct Robosaru's line of fire: bullets will pass right through the Dropship.<br />
<br />
If the [[serverSettings.txt|dropShipOnStart]] server setting is enabled, a Dropship will spawn the first time a player subverts while the minimum player quota is satisfied. In either case, a Dropship cannot be purchased if there are less than the minimum players in a server.<br />
<br />
==Purchasing Items==<br />
[[File:dropship_buymenu.jpg|thumb|right|x300px|The Dropship buy menu]]<br />
:''Main article: [[Items]]''<br />
No items can be purchased until a Dropship exists. Robosaru can purchase items at any time, which are then placed in a random location inside the Dropship. Items purchased by Robosaru will never spawn close to any of the Dropship's walls. This is to prevent accidental Dropship imbalance. [[Bunny|Bunnies]] can only purchase items while they are inside the Dropship, which will be equipped to the Bunny if they have any spare slots, or dropped to the ground in front of them if they don't. <br />
<br />
The Pointer cannot be used in the Dropship, and placeable items cannot be erected. Inside the Dropship, the [[Sensor]] functions as normal as it were in Cyan Mode.<br />
<br />
Any items purchased by the Bunnies will have their cost deducted from that Bunny's bank, instead of Robosaru's.<br />
<br />
==Bunnies==<br />
:''Main article: [[Bunny]]''<br />
While a Dropship exists, Bunnies no longer spawn in a random location on the map, and instead spawn inside the Dropship.<br />
<br />
While inside the Dropship, Bunnies only receive {{tt|1¢|twoSecondScoreDropShip}} every two seconds (as opposed to the regular {{tt|2¢|twoSecondScore}}) and do not gain the ¢ bonus from collars.<br />
<br />
==Dropship Sabotage==<br />
[[File:dropship_light_on.jpg|thumb|right|300px|The light is on]]<br />
[[File:dropship_light_off.jpg|thumb|right|300px|The Dropship cannot be imbalanced once the light is off]]<br />
[[File:dropship_dottedline.jpg|400px|The imbalance line]]<br />
<br />
Inside the Dropship is a dotted line. If items and Bunnies are behind the line, they will imbalance the Dropship. The Dropship can only be imbalanced while the ETA is longer than 30 seconds. Once the ETA reaches 30 seconds, the Dropship will appear in the map and its internal light will dim, in addition to playing a short beep for its occupants. The Flight Imbalance percentage at that point in time is used to determine the chance the Dropship will crash.<br />
<br />
Different objects have different weights. The heavier an object, the more it contributes to the Flight Imbalance.<br><br />
*Collar: 1 Unit <!--0.025u/¢ --><br />
*Sensor: 1 Unit <!--0.001u/¢ --><br />
*Corpse: 1 Unit*<br />
*Pointer: 2 Units <!--0.05u/¢ --><br />
*Mine: 2 Units <!--0.02u/¢ --><br />
*Bunny: 2 Units<br />
*Laser Wall: 3 Units <!--0.042u/¢ --><br />
*Light: 3 Units <!--0.042u/¢ --><br />
*Missile: 20 Units <!--0.4u/¢ --><br />
*Small Scrap: 40 Units<br />
*Fuel: 60 Units <!--0.6u/¢ --><br />
*Medium Scrap: 80 Units<br />
*Battery: 90 Units <!--0.6u/¢ --><br />
*Large Scrap: 100 Units<br />
*Uranium: 130 Units <!--1.3u/¢ --><br />
<br />
<nowiki>*</nowiki><sub>Corpses cannot occur in the Dropship under normal gameplay circumstances</sub><br />
<br />
100% Flight Imbalance is achieved by placing 300 units in the imbalance zone. This number increases linearly per player on the server, so on a server with 5 players, 100% imbalance requires 1500 Units of weight. The Flight Imbalance can exceed 100%, and at 120%, the Dropship will crash immediately provided the ETA is greater than 30 seconds.<br />
<br />
If the Dropship is crashing, it will not beep at 30 seconds, and instead its contents will experience zero Gs before the Dropship explodes at a random location on the map. When the Dropship crashes, its contents are scattered around the crash site along with flames and smoke clouds. 50% of the uncarried items inside the Dropship are destroyed. A new Dropship will not arrive until it is repurchased. Bunnies in the dropship always survive the crash. Often, however, they are killed by a secondary factor such as landing directly on the robot or walking into a flame produced by the crash that was very close to them.<br />
<br />
A crashing Dropship makes a very distinctive high-pitched sound for all players who are already on the map. If the Dropship lands close enough, or on top of a Bunny, that bunny will be killed.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Dropship&diff=980Dropship2015-07-21T11:41:13Z<p>Hexzyle: </p>
<hr />
<div><center>[[File:dropship_opendoors.jpg|x200px]]<br/><br />
''"A balanced dropship is a happy dropship."''</center><br />
<br />
The Dropship is a craft purchasable by the Bunny in control of [[Robosaru]] for 1500¢. The Dropship arrives every {{tt|80 seconds|dropShipSeconds}}, and drops its contents at the map's drop zone.<br />
<br />
The Dropship casts a large shadow on the ground indicating where it is blocking Robosaru's view. The Dropship however does not obstruct Robosaru's line of fire: bullets will pass right through the Dropship.<br />
<br />
If the [[serverSettings.txt|dropShipOnStart]] server setting is enabled, a Dropship will spawn the first time a player subverts while the minimum player quota is satisfied. In either case, a Dropship cannot be purchased if there are less than the minimum players in a server.<br />
<br />
==Purchasing Items==<br />
[[File:dropship_buymenu.jpg|thumb|right|x300px|The Dropship buy menu]]<br />
:''Main article: [[Items]]''<br />
No items can be purchased until a Dropship exists. Robosaru can purchase items at any time, which are then placed in a random location inside the Dropship. Items purchased by Robosaru will never spawn close to any of the Dropship's walls. This is to prevent accidental Dropship imbalance. [[Bunny|Bunnies]] can only purchase items while they are inside the Dropship, which will be equipped to the Bunny if they have any spare slots, or dropped to the ground in front of them if they don't. <br />
<br />
The Pointer cannot be used in the Dropship, and placeable items cannot be erected. Inside the Dropship, the [[Sensor]] functions as normal as it were in Cyan Mode.<br />
<br />
Any items purchased by the Bunnies will have their cost deducted from that Bunny's bank, instead of Robosaru's.<br />
<br />
==Bunnies==<br />
:''Main article: [[Bunny]]''<br />
While a Dropship exists, Bunnies no longer spawn in a random location on the map, and instead spawn inside the Dropship.<br />
<br />
While inside the Dropship, Bunnies only receive 1¢ every two seconds (as opposed to the regular 2¢) and do not gain the ¢ bonus from collars.<br />
<br />
==Dropship Sabotage==<br />
[[File:dropship_light_on.jpg|thumb|right|300px|The light is on]]<br />
[[File:dropship_light_off.jpg|thumb|right|300px|The Dropship cannot be imbalanced once the light is off]]<br />
[[File:dropship_dottedline.jpg|400px|The imbalance line]]<br />
<br />
Inside the Dropship is a dotted line. If items and Bunnies are behind the line, they will imbalance the Dropship. The Dropship can only be imbalanced while the ETA is longer than 30 seconds. Once the ETA reaches 30 seconds, the Dropship will appear in the map and its internal light will dim, in addition to playing a short beep for its occupants. The Flight Imbalance percentage at that point in time is used to determine the chance the Dropship will crash.<br />
<br />
Different objects have different weights. The heavier an object, the more it contributes to the Flight Imbalance.<br><br />
*Collar: 1 Unit <!--0.025u/¢ --><br />
*Sensor: 1 Unit <!--0.001u/¢ --><br />
*Corpse: 1 Unit*<br />
*Pointer: 2 Units <!--0.05u/¢ --><br />
*Mine: 2 Units <!--0.02u/¢ --><br />
*Bunny: 2 Units<br />
*Laser Wall: 3 Units <!--0.042u/¢ --><br />
*Light: 3 Units <!--0.042u/¢ --><br />
*Missile: 20 Units <!--0.4u/¢ --><br />
*Small Scrap: 40 Units<br />
*Fuel: 60 Units <!--0.6u/¢ --><br />
*Medium Scrap: 80 Units<br />
*Battery: 90 Units <!--0.6u/¢ --><br />
*Large Scrap: 100 Units<br />
*Uranium: 130 Units <!--1.3u/¢ --><br />
<br />
<nowiki>*</nowiki><sub>Corpses cannot occur in the Dropship under normal gameplay circumstances</sub><br />
<br />
100% Flight Imbalance is achieved by placing 300 units in the imbalance zone. This number increases linearly per player on the server, so on a server with 5 players, 100% imbalance requires 1500 Units of weight. The Flight Imbalance can exceed 100%, and at 120%, the Dropship will crash immediately provided the ETA is greater than 30 seconds.<br />
<br />
If the Dropship is crashing, it will not beep at 30 seconds, and instead its contents will experience zero Gs before the Dropship explodes at a random location on the map. When the Dropship crashes, its contents are scattered around the crash site along with flames and smoke clouds. 50% of the uncarried items inside the Dropship are destroyed. A new Dropship will not arrive until it is repurchased. Bunnies in the dropship always survive the crash. Often, however, they are killed by a secondary factor such as landing directly on the robot or walking into a flame produced by the crash that was very close to them.<br />
<br />
A crashing Dropship makes a very distinctive high-pitched sound for all players who are already on the map. If the Dropship lands close enough, or on top of a Bunny, that bunny will be killed.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Bunny&diff=979Bunny2015-07-21T11:38:18Z<p>Hexzyle: /* Money */ tooltips for serverSettings</p>
<hr />
<div>[[File:bunny_carrying_items1.jpg|thumb|center|A collared bunny carrying Uranium and placing a light]]<br />
Bunnies are the characters the player controls, although the term "Bunny" is generally used to refer to players who are not in control of [[Robosaru]]. Bunnies have very good sight in the darkness, and can generally see anything within their line of sight, even if it is not lit by [[Robosaru]]'s spotlight.<br />
<br />
<div style="clear:both"></div><br />
==Items==<br />
Only Bunnies who are not in Robosaru may carry items. Bunnies can only be in possession of three items at any time, although they have four item slots: mouth, back, and two sides. Items can be picked up with '''[[Controls|Action]]'''. Items that are in the mouth can be dropped with '''Drop''' or used/placed with '''Action'''. Pressing '''Next''' or '''Prev''' rotates the items that are in these slots. When a Collar is in any slot other than the mouth, it will display around a Bunny's neck.<br />
<br />
While carried by a Bunny, items are counted as equipped. They are non-solid in this state and cannot be picked up by another Bunny. If a Bunny dies while carrying items, they will drop them all at their place of death. The dropping of the items occurs ''after'' the Bunny's death, so carried items are "protected" in that they cannot be destroyed by the same event that killed the bunny.<br />
<br />
==Money==<br />
[[File:item_collar_worn.jpg|thumb|right|Bunnies wearing collars earn bonus money]]<br />
[[File:c_sign.jpg|thumb|right|Touching ¢ Signs gives the Bunny money]]<br />
All Bunnies passively earn money. The amount is dependent on where the Bunny is and whether or not they own a [[Items#Collar|collar]].<br />
<br />
*Bunnies without a collar earn {{tt|2¢|twoSecondScore}} every 2 seconds.<br />
*Bunnies with a collar earn {{tt|6¢|twoSecondScoreCollar}} every 2 seconds.<br />
*Bunnies inside the [[Dropship]] earn {{tt|1¢|twoSecondScoreDropShip}} every 2 seconds, regardless of whether they own a collar.<br />
*The Robosaru Bunny earns {{tt|20¢|twoSecondScoreRobo}} every 2 seconds the [[Power Plant]] is ON, plus a reign bonus that increases by 0.075¢ every 2 seconds.<br />
<br />
There are three ways that the Bunny can obtain money actively:<br />
*Entering Robosaru immediately awards the Bunny {{tt|300¢|enterRoboBonus}}, in addition to being refunded the value of any items they were carrying.<br />
*Picking up a ¢ Sign placed via the directive menu will transfer 50¢ from the player in Robosaru.*<br />
*Picking up a ¢ Sign dropped by the Autopay system will transfer an amount of money from the player in Robosaru equivalent to the current Autopay setting.*<br />
<nowiki>*</nowiki><small>In the case of a recent subversion, money comes from the account of the player who was in Robosaru when the ¢ Sign was created, not the player in Robosaru when the ¢ Sign is collected.</small><br />
<br />
==Movement and Terrain==<br />
Bunnies are 1 unit long, and travel at a rate of 3.5 units per second when moving forwards, 2 u/s when sidestepping and 1 u/s when walking backwards.<br />
Additionally, moving up slopes or through water inhibits the movement speed of the Bunny. As the Bunny is unable to jump, they cannot traverse completely vertical terrain.<br />
<br />
Plantation and water on the map does not block Bunny movement, but it also does not block Robosaru's weapons. While in water, a bunny is immune to fire.<br />
<br />
Bunnies can place items in a stack by dropping multiple items in the same location. As Bunnies will always relocate upwards if their hitbox is inside a solid object, placing items onto another Bunny will raise said Bunny ontop of the placed item. This can be repeated to allow a Bunny to get ontop of a ledge, over a Laser Wall, or even onto Robosaru's base.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Bunnies can squeak with the '''Hop''' key. Squeaks are only audible to nearby Bunnies, and not to Robosaru.<br />
<br />
Bunnies may also use the whisper command. (syntax: "/w ''<message>''") Whispered messages are sent to all bunnies within a 12 unit radius. (4 cement tiles) Robosaru can intercept whispered messages via an unplaced [[Sensor]] or by looking at a Bunny when they send a whisper.<br />
<br />
==Mortality==<br />
[[File:Concept_art_bunny01.jpg|thumb|right|The reference image used for modelling the bunny]]<br />
[[File:Placeholder_model_bunny01.jpg|thumb|right|The placeholder model for the bunny in early development]]<br />
<br />
The Bunny can be killed in many ways. Some types of deaths will leave a burning corpse, while others just cause the Bunny to be obliterated.<br />
===Corpseless Deaths===<br />
*Taking a direct hit from Robosaru's Primary Cannon.<br />
*Taking a direct hit from a Missile.<br />
*Being subverted<br />
*Typing /kill into chat.<br />
*Being snagged by the machinery inside Robosaru.<br />
*Being in the blast radius of an exploding:<br />
**Missile<br />
**Mine<br />
**Volatile item<br />
**Dropship.<br />
*Being hit by errant shrapnel from an explosion<br />
*Being hit by a ricochet from a bullet. Note that this is relatively unlikely.<br />
*Falling off the map<br />
*Shimmying/glitching into the Feed Box or into Robosaru's foundation<br />
<br />
===Corpse-causing Deaths===<br />
*Touching fire caused by:<br />
**Robosaru's Primary Cannon<br />
**Robosaru's Flamethrower<br />
**Robosaru's Missile Racks<br />
**Crashed Dropship explosions<br />
**Detonated Mine explosion<br />
**Volatile item explosion<br />
**Another burning corpse<br />
*Touching the pillar of fire protruding from the Power Plant's exhaust<br />
*Being near the Power Plant when it is activated<br />
*Wearing or holding a collar that has been manually detonated by Robosaru.<br />
*Being in range of an active Sentry while not wearing a collar.<br />
*Being close to Robosaru upon a subversion<br />
*Touching the beams of an active Laser Wall.<br />
*Being hit by Flamer Fuel globs</div>Hexzylehttps://wiki.obeygame.com/index.php?title=User:Hexzyle&diff=978User:Hexzyle2015-07-21T07:31:43Z<p>Hexzyle: /* To Do List */</p>
<hr />
<div>{| style="color: black; background-color: #E3E589; float:right; margin-left: 10px;" width="310" cellpadding="1"<br />
|[[File:Robo_face_icon_square.png|60px]]|| <span style="font-size:80%">This user is an administrator on the OBEY wiki</span><br />
|}<br />
<br />
===To Do List===<br />
*Do a check up on the subversion penalty to make sure there aren't any things that need to be noted<br />
*Get screenshot of subversion penalty<br />
*Play with higher values of subversion penalty<br />
*Calculate subversion penalty's impact on Robosaru timewise<br />
*Test to make sure all /spec commands can be used interchangeably<br />
*Write up new info on uranium on start, screenshots if needed. Calculate mathematically its effect.<br />
*Update spectator page to reflect changes<br />
*Add "go up" key for Spectators<br />
*Give advanced explanation of explosive mechanics<br />
*Commandline page '''(!)'''<br />
*Update Dropship interior images<br />
*Take screenshots to indicate laser fence maximum range<br />
*Take screenshot of a spectator view of the map<br />
*Calculate deactivated income victory requirements for Robo<br />
*Once ParserFunctions is added, create templates for Structures and Items<br />
*Once ParserFunctions is added, possibly synchronize game values into a database?<br />
**Definitely make a template for controls, at least<br />
*Add a page for "community rules"<br />
*Add tooltips to all customizable values<br />
*Document leaderboards<br />
*Document stat-keeping</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Power_Plant&diff=977Power Plant2015-07-21T07:30:23Z<p>Hexzyle: image resize</p>
<hr />
<div>[[File:Power_plant_on.jpg|thumb|right|200px|A Power Plant currently in the 'On' state. This side of the Power Plant contains the green control panel.]]<br />
[[File:Power_plant_off.jpg|thumb|right|200px|A Power Plant currently in the 'Off' state.]]<br />
[[File:Power_plant_burst.jpg|thumb|right|200px|A Power Plant that has just been activated, the burst of energy killing any nearby bunnies]]<br />
The Power Plant, is a preset structure that is on a map. It is the structure responsible for generating the passive ¢ income of the incumbent [[Robosaru]]. The Power Plant has two states: the 'On' state and the 'Off' state.<br />
<br />
While in the '''"On"''' state, the Robosaru enjoys their passive 20¢ per 2 second income, in addition to their current reign bonus. If Robosaru is subverted, they will automatically drop ¢ directives making up their subversion penalty at the Drop Site.<br />
<br />
While in the '''"Off"''' state, the Robosaru does not collect any passive ¢ income at all, although Robosaru's reign bonus still builds in the background. If Robosaru is subverted, they are excluded from dropping any subversion penalty money.<br />
<br />
The Power Plant features a climbable slope with a jet flame protruding from the top and a control panel inside an aperture that is located on one side of a structure. The jet flame is only active when the Power Plant is in the 'On' state; it is deactivated in the 'Off' state, as are the glowing elements decorating the emplacement.<br />
<br />
==Robosaru Interaction==<br />
<br />
Robosaru may interact with the Power Plant by using the 'Next' key (Default: E) while the crosshair is on the Power Plant to toggle it between the 'On' and 'Off' state. <br />
<br />
When turned ON, the Power Plant will emit a burst of energy that will burn any bunnies on or next to it.<br />
<br />
Note that while a Power Plant can be switched to the 'On' setting, any items that protrude the exhaust port on top of the Power Plant (where the jet flame would be) will cause the Power Plant to switch back to the 'Off' setting after a server tick occurs. The items will need to be relocated or destroyed to prevent the Power Plant from automatically switching 'Off', and then the Power Plant must be manually reactivated afterwards, as it does not automatically switch back on.<br />
<br />
Upon subversion, if ''clearPowerPlantsOnSubversion'' is enabled, any items blocking the exhaust will be forcibly destroyed.<br />
<br />
==Bunny Interaction==<br />
<br />
[[Bunny|Bunnies]] may only ever switch a Power Plant from the 'On' setting to the 'Off' setting; there is currently no way for a Bunny to do the reverse. A Bunny can do this in one of two ways:<br />
<br />
1. Touch the green control panel located inside an aperture found on one side of a structure. If switched back 'On' by the Robosaru, a Bunny currently pressed up against the control panel will need to back up slightly and move into the panel again to switch the Power Plant back 'Off'.<br />
<br />
2. Place an item of any type (corpses included) onto the top of the power plant to block the exhaust port.<br />
<br />
==Alternate Map Arrangements==<br />
On maps without a Power Plant, Robosaru earns income and suffers subversion penalties as if the Power Plant were ON. There is no way to disable Robosaru's income, or protect against dropping money on subversion on a map without a Power Plant.<br />
<br />
In the case of multiple Robosarus, the Power Plant contributes the benefits and penalties to the Robosaru it is linked to. A Power Plant can only be linked to a single Robosaru, but there can be multiple Power Plant for a single Robosaru.<br />
<br />
If two or more Power Plants are linked to a single Robosaru, each Power Plant constitutes a fraction of Robosaru's regular income, and a fraction of the subversion penalty. For example, if there were two Power Plants on a map, and one was OFF, then Robosaru would only earn 10¢ every 2 seconds (instead of 20¢), and would lose 400¢ upon subversion (instead of 800¢)<br />
<br />
==Strategies==<br />
<br />
The Robosaru's very high passive income is a very critical part of OBEY. It would be wise for all players to treat Power Plants as an important set piece to the playing field. The following are a few strategies that can be used for each the Robosaru and the Bunnies.<br />
<br />
As the Robosaru:<br />
<br />
*The Power Plant serves as an extra set piece with an important role. It is an added source of cognitive load that the Robosaru player will need to keep track of. Be mindful of the location of your Bunnies while scanning between points of interest (i.e. the Drop Zone, the Feed Box, and the Power Plant).<br />
*Keep an eye on your passive income from time to time. If you notice it not ticking up, then the Power Plant is switched off. On the plus side, you might be able to catch a disOBEYing bunny if you are quick enough (and if he's at the Power Plant, it might mean he's not actively trying to subvert you!).<br />
*If you suspect you are about to be subverted, it is in your best interest to immediately switch off the Power Plant. This prevents you from losing money to other OBEYing bunnies when the subversion occurs.<br />
*Nothing good can come from bunnies hanging around the Power Plant. Bunnies may try to switch it off to shut down your passive income. Smart bunnies can use the jet flame of the Power Plant to generate corpses and then try to use those corpses with the feed box and make you lose even more money! You should try to conscript bunnies to help protect the Power Plant by erecting laser fence walls, plant mines, sensors, lights, etc. At the very least, you should warn or shoot bunnies who try to get near it.<br />
*Certain maps have the Power Plant placed very far away from the normal zone of operation of OBEYing bunnies (that is, between the Drop Zone and the Feed Box). In these cases, you can typically shoot any bunnies who approach the Power Plant knowing that they were planning on disOBEYing anyways. However, there are some maps where the Power Plant is much closer to the Drop Zone or Feed Box which makes regulating bunny behavior more difficult.<br />
*You can use the Power Plant as a bargaining chip to help bring order to rioting Bunnies. By deliberately switching the Power Plant into the Off state, you are creating a state where Bunnies (wearing collars or not, or in the drop ship) generate more passive income than you do. Bunnies might be more willing to OBEY if you propose this.<br />
*Smart bunnies may try to hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of your passive income. If this is the only source of disOBEYing occurring and you can afford to focus on the Power Plant, you can actively keep toggling the Power Plant to the 'On' state at the right moment and collect your bit of passive income before the game server tick turns it back off. (That'll show you, you silly Bunny!). Alternatively, you can try to negotiate with the disOBEYing bunny to remove the items (though shooting first is probably the safer option).<br />
<br />
As the Bunny:<br />
*The Robosaru has to keep track of the Power Plant, on top of everything else. Use this to your advantage when planning your escape!<br />
*On some maps, the Power Plant may be located very close to the typical zone of operation of OBEYing bunnies (i.e. near the Drop Zone or Feed Box). You may be able to find opportunities to 'bump' into the control panel when the Robosaru is not looking.<br />
*On some maps, the Power Plant will be quite far away from where OBEYing bunnies are expected to go. Be very cautious when interacting with a Power Plant in this case. An attentive Robosaru player will be able to quickly determine someone is messing with the Power Plant and, therefore, know exactly where you are!<br />
*If you are planning to subvert a Robosaru player, you will want to keep track of the current state of the Power Plant. If the Robosaru player is in the lead, you will want the Power Plant to be on, so that the Robosaru player will lose money to other OBEYing bunnies. However, if the Robosaru player is not in the lead, but an OBEYing bunny is, then you will ideally want the Power Plant to be off instead (or be quick enough to shoot the OBEYing bunnies before they can collect the money from the subversion).<br />
*The Power Plant in the 'On' state is the only source of fire that is actively available to Bunnies (thanks to the jet flame located on the top of the Power Plant, where the exhaust port is). Bunnies may use this as a way to generate corpses, even prior to having a dropship available or using laser walls or flamethrower fuel or even Robosaru machine gun fires.<br />
*Use the Power Plant as a bargaining chip! If a Robosaru player is doing exceptionally well, you may be able to convince the Robosaru player to turn off the Power Plant to lower the likelihood of rioting Bunnies. Threatening to crash a dropship if the Power Plant isn't switched off could possibly be a correct avenue of play!<br />
*You can hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of the Robosaru's passive income. Be prepared to be killed if you get caught doing this though!</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Power_Plant&diff=976Power Plant2015-07-21T07:29:22Z<p>Hexzyle: </p>
<hr />
<div>[[File:Power_plant_on.jpg|thumb|right|A Power Plant currently in the 'On' state. This side of the Power Plant contains the green control panel.]]<br />
[[File:Power_plant_off.jpg|thumb|right|A Power Plant currently in the 'Off' state.]]<br />
[[File:Power_plant_burst.jpg|thumb|right|A Power Plant that has just been activated, the burst of energy killing any nearby bunnies]]<br />
The Power Plant, is a preset structure that is on a map. It is the structure responsible for generating the passive ¢ income of the incumbent [[Robosaru]]. The Power Plant has two states: the 'On' state and the 'Off' state.<br />
<br />
While in the '''"On"''' state, the Robosaru enjoys their passive 20¢ per 2 second income, in addition to their current reign bonus. If Robosaru is subverted, they will automatically drop ¢ directives making up their subversion penalty at the Drop Site.<br />
<br />
While in the '''"Off"''' state, the Robosaru does not collect any passive ¢ income at all, although Robosaru's reign bonus still builds in the background. If Robosaru is subverted, they are excluded from dropping any subversion penalty money.<br />
<br />
The Power Plant features a climbable slope with a jet flame protruding from the top and a control panel inside an aperture that is located on one side of a structure. The jet flame is only active when the Power Plant is in the 'On' state; it is deactivated in the 'Off' state, as are the glowing elements decorating the emplacement.<br />
<br />
==Robosaru Interaction==<br />
<br />
Robosaru may interact with the Power Plant by using the 'Next' key (Default: E) while the crosshair is on the Power Plant to toggle it between the 'On' and 'Off' state. <br />
<br />
When turned ON, the Power Plant will emit a burst of energy that will burn any bunnies on or next to it.<br />
<br />
Note that while a Power Plant can be switched to the 'On' setting, any items that protrude the exhaust port on top of the Power Plant (where the jet flame would be) will cause the Power Plant to switch back to the 'Off' setting after a server tick occurs. The items will need to be relocated or destroyed to prevent the Power Plant from automatically switching 'Off', and then the Power Plant must be manually reactivated afterwards, as it does not automatically switch back on.<br />
<br />
Upon subversion, if ''clearPowerPlantsOnSubversion'' is enabled, any items blocking the exhaust will be forcibly destroyed.<br />
<br />
==Bunny Interaction==<br />
<br />
[[Bunny|Bunnies]] may only ever switch a Power Plant from the 'On' setting to the 'Off' setting; there is currently no way for a Bunny to do the reverse. A Bunny can do this in one of two ways:<br />
<br />
1. Touch the green control panel located inside an aperture found on one side of a structure. If switched back 'On' by the Robosaru, a Bunny currently pressed up against the control panel will need to back up slightly and move into the panel again to switch the Power Plant back 'Off'.<br />
<br />
2. Place an item of any type (corpses included) onto the top of the power plant to block the exhaust port.<br />
<br />
==Alternate Map Arrangements==<br />
On maps without a Power Plant, Robosaru earns income and suffers subversion penalties as if the Power Plant were ON. There is no way to disable Robosaru's income, or protect against dropping money on subversion on a map without a Power Plant.<br />
<br />
In the case of multiple Robosarus, the Power Plant contributes the benefits and penalties to the Robosaru it is linked to. A Power Plant can only be linked to a single Robosaru, but there can be multiple Power Plant for a single Robosaru.<br />
<br />
If two or more Power Plants are linked to a single Robosaru, each Power Plant constitutes a fraction of Robosaru's regular income, and a fraction of the subversion penalty. For example, if there were two Power Plants on a map, and one was OFF, then Robosaru would only earn 10¢ every 2 seconds (instead of 20¢), and would lose 400¢ upon subversion (instead of 800¢)<br />
<br />
==Strategies==<br />
<br />
The Robosaru's very high passive income is a very critical part of OBEY. It would be wise for all players to treat Power Plants as an important set piece to the playing field. The following are a few strategies that can be used for each the Robosaru and the Bunnies.<br />
<br />
As the Robosaru:<br />
<br />
*The Power Plant serves as an extra set piece with an important role. It is an added source of cognitive load that the Robosaru player will need to keep track of. Be mindful of the location of your Bunnies while scanning between points of interest (i.e. the Drop Zone, the Feed Box, and the Power Plant).<br />
*Keep an eye on your passive income from time to time. If you notice it not ticking up, then the Power Plant is switched off. On the plus side, you might be able to catch a disOBEYing bunny if you are quick enough (and if he's at the Power Plant, it might mean he's not actively trying to subvert you!).<br />
*If you suspect you are about to be subverted, it is in your best interest to immediately switch off the Power Plant. This prevents you from losing money to other OBEYing bunnies when the subversion occurs.<br />
*Nothing good can come from bunnies hanging around the Power Plant. Bunnies may try to switch it off to shut down your passive income. Smart bunnies can use the jet flame of the Power Plant to generate corpses and then try to use those corpses with the feed box and make you lose even more money! You should try to conscript bunnies to help protect the Power Plant by erecting laser fence walls, plant mines, sensors, lights, etc. At the very least, you should warn or shoot bunnies who try to get near it.<br />
*Certain maps have the Power Plant placed very far away from the normal zone of operation of OBEYing bunnies (that is, between the Drop Zone and the Feed Box). In these cases, you can typically shoot any bunnies who approach the Power Plant knowing that they were planning on disOBEYing anyways. However, there are some maps where the Power Plant is much closer to the Drop Zone or Feed Box which makes regulating bunny behavior more difficult.<br />
*You can use the Power Plant as a bargaining chip to help bring order to rioting Bunnies. By deliberately switching the Power Plant into the Off state, you are creating a state where Bunnies (wearing collars or not, or in the drop ship) generate more passive income than you do. Bunnies might be more willing to OBEY if you propose this.<br />
*Smart bunnies may try to hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of your passive income. If this is the only source of disOBEYing occurring and you can afford to focus on the Power Plant, you can actively keep toggling the Power Plant to the 'On' state at the right moment and collect your bit of passive income before the game server tick turns it back off. (That'll show you, you silly Bunny!). Alternatively, you can try to negotiate with the disOBEYing bunny to remove the items (though shooting first is probably the safer option).<br />
<br />
As the Bunny:<br />
*The Robosaru has to keep track of the Power Plant, on top of everything else. Use this to your advantage when planning your escape!<br />
*On some maps, the Power Plant may be located very close to the typical zone of operation of OBEYing bunnies (i.e. near the Drop Zone or Feed Box). You may be able to find opportunities to 'bump' into the control panel when the Robosaru is not looking.<br />
*On some maps, the Power Plant will be quite far away from where OBEYing bunnies are expected to go. Be very cautious when interacting with a Power Plant in this case. An attentive Robosaru player will be able to quickly determine someone is messing with the Power Plant and, therefore, know exactly where you are!<br />
*If you are planning to subvert a Robosaru player, you will want to keep track of the current state of the Power Plant. If the Robosaru player is in the lead, you will want the Power Plant to be on, so that the Robosaru player will lose money to other OBEYing bunnies. However, if the Robosaru player is not in the lead, but an OBEYing bunny is, then you will ideally want the Power Plant to be off instead (or be quick enough to shoot the OBEYing bunnies before they can collect the money from the subversion).<br />
*The Power Plant in the 'On' state is the only source of fire that is actively available to Bunnies (thanks to the jet flame located on the top of the Power Plant, where the exhaust port is). Bunnies may use this as a way to generate corpses, even prior to having a dropship available or using laser walls or flamethrower fuel or even Robosaru machine gun fires.<br />
*Use the Power Plant as a bargaining chip! If a Robosaru player is doing exceptionally well, you may be able to convince the Robosaru player to turn off the Power Plant to lower the likelihood of rioting Bunnies. Threatening to crash a dropship if the Power Plant isn't switched off could possibly be a correct avenue of play!<br />
*You can hold precious items 'hostage' by placing them on top of the exhaust port of the Power Plant. This presents the Robosaru with a dilemma; either blow up the valuable items to be able to switch the Power Plant back on, or leave the items there at the expense of the Robosaru's passive income. Be prepared to be killed if you get caught doing this though!</div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Power_plant_burst.jpg&diff=975File:Power plant burst.jpg2015-07-21T07:29:10Z<p>Hexzyle: </p>
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<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Power_plant_off.jpg&diff=974File:Power plant off.jpg2015-07-21T07:29:00Z<p>Hexzyle: </p>
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<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Power_plant_on.jpg&diff=973File:Power plant on.jpg2015-07-21T07:28:50Z<p>Hexzyle: </p>
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<div></div>Hexzylehttps://wiki.obeygame.com/index.php?title=Bunny&diff=972Bunny2015-07-21T06:54:22Z<p>Hexzyle: /* Movement and Terrain */</p>
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<div>[[File:bunny_carrying_items1.jpg|thumb|center|A collared bunny carrying Uranium and placing a light]]<br />
Bunnies are the characters the player controls, although the term "Bunny" is generally used to refer to players who are not in control of [[Robosaru]]. Bunnies have very good sight in the darkness, and can generally see anything within their line of sight, even if it is not lit by [[Robosaru]]'s spotlight.<br />
<br />
<div style="clear:both"></div><br />
==Items==<br />
Only Bunnies who are not in Robosaru may carry items. Bunnies can only be in possession of three items at any time, although they have four item slots: mouth, back, and two sides. Items can be picked up with '''[[Controls|Action]]'''. Items that are in the mouth can be dropped with '''Drop''' or used/placed with '''Action'''. Pressing '''Next''' or '''Prev''' rotates the items that are in these slots. When a Collar is in any slot other than the mouth, it will display around a Bunny's neck.<br />
<br />
While carried by a Bunny, items are counted as equipped. They are non-solid in this state and cannot be picked up by another Bunny. If a Bunny dies while carrying items, they will drop them all at their place of death. The dropping of the items occurs ''after'' the Bunny's death, so carried items are "protected" in that they cannot be destroyed by the same event that killed the bunny.<br />
<br />
==Money==<br />
[[File:item_collar_worn.jpg|thumb|right|Bunnies wearing collars earn bonus money]]<br />
[[File:c_sign.jpg|thumb|right|Touching ¢ Signs gives the Bunny money]]<br />
All Bunnies passively earn money. The amount is dependent on where the Bunny is and whether or not they own a [[Items#Collar|collar]].<br />
<br />
*Bunnies without a collar earn 2¢ every 2 seconds.<br />
*Bunnies with a collar earn 6¢ every 2 seconds.<br />
*Bunnies inside the [[Dropship]] earn 1¢ every 2 seconds, regardless of whether they own a collar.<br />
*The Robosaru Bunny earns 20¢ every 2 seconds the [[Power Plant]] is ON, plus a reign bonus that increases by 0.075¢ every 2 seconds.<br />
<br />
There are three ways that the Bunny can obtain money actively:<br />
*Entering Robosaru immediately awards the Bunny 300¢, in addition to being refunded the value of any items they were carrying.<br />
*Picking up a ¢ Sign placed via the directive menu will transfer 50¢ from the player in Robosaru.*<br />
*Picking up a ¢ Sign dropped by the Autopay system will transfer an amount of money from the player in Robosaru equivalent to the current Autopay setting.*<br />
<nowiki>*</nowiki><small>In the case of a recent subversion, money comes from the account of the player who was in Robosaru when the ¢ Sign was created, not the player in Robosaru when the ¢ Sign is collected.</small><br />
<br />
==Movement and Terrain==<br />
Bunnies are 1 unit long, and travel at a rate of 3.5 units per second when moving forwards, 2 u/s when sidestepping and 1 u/s when walking backwards.<br />
Additionally, moving up slopes or through water inhibits the movement speed of the Bunny. As the Bunny is unable to jump, they cannot traverse completely vertical terrain.<br />
<br />
Plantation and water on the map does not block Bunny movement, but it also does not block Robosaru's weapons. While in water, a bunny is immune to fire.<br />
<br />
Bunnies can place items in a stack by dropping multiple items in the same location. As Bunnies will always relocate upwards if their hitbox is inside a solid object, placing items onto another Bunny will raise said Bunny ontop of the placed item. This can be repeated to allow a Bunny to get ontop of a ledge, over a Laser Wall, or even onto Robosaru's base.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Bunnies can squeak with the '''Hop''' key. Squeaks are only audible to nearby Bunnies, and not to Robosaru.<br />
<br />
Bunnies may also use the whisper command. (syntax: "/w ''<message>''") Whispered messages are sent to all bunnies within a 12 unit radius. (4 cement tiles) Robosaru can intercept whispered messages via an unplaced [[Sensor]] or by looking at a Bunny when they send a whisper.<br />
<br />
==Mortality==<br />
[[File:Concept_art_bunny01.jpg|thumb|right|The reference image used for modelling the bunny]]<br />
[[File:Placeholder_model_bunny01.jpg|thumb|right|The placeholder model for the bunny in early development]]<br />
<br />
The Bunny can be killed in many ways. Some types of deaths will leave a burning corpse, while others just cause the Bunny to be obliterated.<br />
===Corpseless Deaths===<br />
*Taking a direct hit from Robosaru's Primary Cannon.<br />
*Taking a direct hit from a Missile.<br />
*Being subverted<br />
*Typing /kill into chat.<br />
*Being snagged by the machinery inside Robosaru.<br />
*Being in the blast radius of an exploding:<br />
**Missile<br />
**Mine<br />
**Volatile item<br />
**Dropship.<br />
*Being hit by errant shrapnel from an explosion<br />
*Being hit by a ricochet from a bullet. Note that this is relatively unlikely.<br />
*Falling off the map<br />
*Shimmying/glitching into the Feed Box or into Robosaru's foundation<br />
<br />
===Corpse-causing Deaths===<br />
*Touching fire caused by:<br />
**Robosaru's Primary Cannon<br />
**Robosaru's Flamethrower<br />
**Robosaru's Missile Racks<br />
**Crashed Dropship explosions<br />
**Detonated Mine explosion<br />
**Volatile item explosion<br />
**Another burning corpse<br />
*Touching the pillar of fire protruding from the Power Plant's exhaust<br />
*Being near the Power Plant when it is activated<br />
*Wearing or holding a collar that has been manually detonated by Robosaru.<br />
*Being in range of an active Sentry while not wearing a collar.<br />
*Being close to Robosaru upon a subversion<br />
*Touching the beams of an active Laser Wall.<br />
*Being hit by Flamer Fuel globs</div>Hexzylehttps://wiki.obeygame.com/index.php?title=File:Map_tributary_Tiled.png&diff=971File:Map tributary Tiled.png2015-07-21T06:35:01Z<p>Hexzyle: official zoneFive</p>
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<div>official zoneFive</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Maps&diff=970Maps2015-07-21T06:34:04Z<p>Hexzyle: tributary</p>
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<div>:[[File:icon_alert.png]] ''This page is about OBEY's official maps. For maps created by the community, see [[Community Maps]]''<br />
<br />
OBEY currently has 6 official maps for its one gamemode.<br />
<br />
Due to placement of safe terrain, the Robo, Drop zone, and other points of interest, some maps may be more or less difficult to subvert on. For this reason the "Tyranny Index" has been developed, a scale which gives a general idea of the overall properties of a map.<br />
<br />
A '''low Tyranny Index''' represents a map that has a layout that makes it easy for Bunnies to slip away into cover and approach the Robo. These maps work best for:<br />
*Skilled players<br />
*Small matches<br />
A '''high Tyranny Index''' represents a map that has a rather coverless layout that makes it easy for Robosaru to enforce dominion over a large number of bunnies. These maps work best for:<br />
*Newer players<br />
*Larger matches<br />
<br />
The Tyranny index is a very new scale so the values may not be accurate.<br />
<br />
==zoneOne==<br />
{{Map<br />
| name = zoneOne<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneOne was the first map ever created. It features a Drop Zone that is fairly close to the Feed Box, but has plenty of water nearby to hide in and is close to the right wall which has offsets that provide cover. There is a very densely-covered area down mid-west and north-western sections of the map, allowing bunnies a relatively safe approach down this route if the Robo is not paying particular attention. The path between the Drop Zone and the Feed Box is not only almost completely free of any sort of dense or hard cover, but is also concrete tiled.<br />
All Bunny spawns are along the top wall.<br />
<br />
zoneOne is the only official map to not sport a Power Plant: Robosaru's income (and subversion penalty) is permanently enabled.<br />
}}<br />
<br />
==zoneFar==<br />
{{Map<br />
| name = zoneFar<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9733;<br />
| description = ZoneFar is a considerable modification of zoneOne. It retains the northernmost, western and southernmost features, but has its entire center and western areas reworked.<br />
Unlike its sister variant, Cornered, zoneFar has two large ponds that serve as hiding places: one to the west of the Drop Zone, and one almost directly along the path to the Feed Box. Surrounding the Feed Box though, is a complete absence of cover. The Power Plant is very far from Robosaru, in the farthermost reaches of the North East corner.<br />
}}<br />
<br />
==cornered==<br />
{{Map<br />
| name = cornered<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Cornered is a minor modification of zoneFar. The shortest travel path from the Drop Zone to the Feed Box, however, now runs behind the hill at the center of the map, giving Bunnies an opportunity to drop their collar and hide, or to conceal corpses here. Directly east of the Feed Box is also a large amount of terrain, and the Drop Zone is closer to the hilly region surrounding its west, making this map debatably easier for Bunnies to escape compared to zoneFar. The Power Plant is out of Robosaru's normal field of view: out on the Southwest corner of the map.<br />
}}<br />
<br />
==doublel==<br />
{{Map<br />
| name = doublel<br />
| author = Dan Dez<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Doublel is the only official map with two [[Feed Box]]es: one is dangerously close to the Robosaru's entrance, and the other is far from Robosaru. The player in Robosaru must decide whether they allow Bunnies to place items in the closest Box, risking Bunnies making a quick and easy subversion should the Robosaru player look away, or let Bunnies travel to the far Box, making it easy for them to successfully deter from the path into cover. The Power Plant is on the far side of the Drop Zone, which although is close, is in the opposite direction to both the Feed Boxes.<br />
<br />
All the Bunny spawns are in a cluster on the far corner of the map.<br />
}}<br />
<br />
==airstrip==<br />
{{Map<br />
| name = airstrip<br />
| author = HexZyle<br />
| index = &#9733;&#9733;&#9734;<br />
| description = Airstrip is a map with very little hard cover and elevation. However, much of the map's surface is covered in water. The bunnies spawn near a very heavily watered area in the north and make their way southwest towards Robosaru, which only has a frontal approach. The direct approach is along a river, which forms a choke point due to the scarce plantation around it. The longer approach around the east and south side of the map has substantially more cover, but is considerably more time consuming to traverse. The Drop Zone and Feed Box are quite a distance from Robosaru, and although this allows easy management of Bunnies who are on the concrete, Bunnies are still able to jam items onto the top of the inaccessible cliff just south of the Drop Zone, and the shadow caused by the Dropship's wing allows an easy premeditated escape over the eastern hill during drops. The path leading to Robosaru has the Power Plant installed, bordered by two bodies of water.<br />
}}<br />
<br />
==ozone==<br />
{{Map<br />
| name = ozone<br />
| author = kevinken<br />
| index = &#9733;&#9734;&#9734;<br />
| description = ozone has a massive, impassable cliff running down the centre of the map, forcing subverting bunnies to either take the frontal, direct path in the South, or to take the back route at the North side of the map, accessible via a large area of water near the Feed Box. Just east of the Feed Box is a back route bordered by impassable cliffs that, although does not take the Bunnies to Robosaru, provides a relatively large safezone from Robosaru and can be used to stash items for later use.<br />
<br />
The cliff that runs along the Drop Zone and near the Feed Box cannot be climbed onto, and thus can very easily be used to permanently stash items the Bunnies do not wish to deliver.<br />
<br />
The Power Plant is installed out in plain view, on the southern, frontal approach to Robosaru. It is in the completely opposite direction from the Drop Zone than the Feed Box.<br />
<br />
''ozone was originally created under the name "zoneZero"''<br />
}}<br />
<br />
==tributary==<br />
{{Map<br />
| name = tributary<br />
| author = Jeremy Strain (JimmyStern), Sean Flint (spf0227)<br />
| index<br />
| description =<br />
<br />
''tributary was originally created under the name "zoneFive"''<br />
}}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Changelog&diff=969Changelog2015-07-21T05:59:53Z<p>Hexzyle: 34r1</p>
<hr />
<div>{| class="wikitable"<br />
|-<br />
! Version !! Changes<br />
|-<br />
| .34 r1 || <div id="v34r0"></div><br />
* fixed bug where pressing spacebar while typing would cause spectator to switch between dropship and robo<br />
* if all players leave a session, all 'ghost' stats will be reset and rejoining will result in a fresh 0 score.<br />
* if a player leaves (or is dropped or kicked) their score will reflect a suicide penalty (as player or robo respectively).<br />
* /setscore mod command can now also be used like "/setscore 1 +=200" or "/setscore 1 -=200" to add or subtract score<br />
* if there are no players in-game, a message is displayed guiding players to use the BUNNY MEET.<br />
* increased robo's "electric field" kill tick from .5 to .89 seconds (to allow slight chance of tail biting success)<br />
* changed minSubversionPenalty to not occur if power plants are off or if there are no power plants in the map.<br />
* added HUD to robo that shows how many bunnies they are supposed to be in control of.<br />
* fixed bug where spectators could see a red line while in the dropship<br />
* fixed bug where servers would not report all the players inside to server list<br />
* fixed bug where sometimes the dropship would crash directly into a void<br />
* better aligned dropship sounds with the animations<br />
* translation fixes and improvements<br />
<br />
|-<br />
| .34 r0 || <div id="v34r0"></div><br />
* added electric field to robo that kills all nearby bunnies on subversions (also acts as a subversion notification).<br />
* power plants now release bursts of energy when activated that burn any bunnies on or next to it.<br />
* subversion penalty now does not occur if robo does not have a power plant<br />
* subversion penalty is now a percentage of the player's funds, not a hard payment (default: .15)<br />
* included Unity's fix for Linux input <br />
* changed autoDropship to default to 'true' again.<br />
* added "roboChargeForAutoDropship" server setting. It bills the robo player when a "dropShipOnStart" is granted. (default: -1500)<br />
* added "minSubversionPenalty" server setting. Since subversion penalty is now a %, a min payout can now be set. (default: 100)<br />
* added sounds to power plants<br />
* added a power plant to the tutorial <br />
* fixed broken flamethrower in tutorial<br />
* added "/reset" mod command as alternative to "/restart"<br />
* added "/map mapName" mod command to switch to a specific map. "/cycle mapName" can also work this way now.<br />
* fixed bug where version mismatch would sometimes occur due to culture settings set to floats with commas <br />
* added -config launch option to allow server admins to specify a custom server settings file for a given server<br />
* lobby chat now displays channel topic<br />
* default bunny suicide penalty (playerSuicidePenalty) increased to 200<br />
* playerSuicidePenalty is no longer enforced if minPlayers is not yet met (to allow free /kill in low player count hide and seek mode)<br />
* in maps with multiple robots, it is no longer possible for a robot to toggle a different robot's power plant<br />
* added "serverID" server setting. A randomly generated string to id servers from each other on a leaderboard (default: "")<br />
* added "leaderboardPostURL" server setting. If set, the server will post scorable events to the leaderboard at the URL. (default: "")<br />
* added "leaderboardPostPassword" server setting. The password that the web stats db will verify to know this is a server allowed to post to it.<br />
* added "leaderboardStatsURL" server setting. Can point to special URL that can be used to show stats in the server browser. (not fully implemented yet)<br />
* added "/cancelrecord" "/cancelstats" mod command that will turn off stats recording for the current round<br />
* added "/resetstats" "/clearstats" "/removestats" command. It resets personal stats on a leaderboard. Also used as "/clearStats #" by a mod<br />
* spectators can now teleport to and from the dropship with 'hop' key<br />
* spectators can no longer /kill<br />
* spectators will by default now chat only to other spectators. If they wish to speak to non-spectators they use /w<br />
* fixed bug where dropship would crash if only spectators were in the game<br />
* fixed bug where marked trolls could tell they were trolled by using /w <br />
* added "profileID" playerPref: a randomly generated id that is used to track player score and events for server stats.<br />
* if a player leaves or drops, and returns to a server their score will be recovered if the same round is still in session.<br />
* servers now track player stats (this is still very alpha)<br />
* added at the end of the match (before the map cycles), the server will tell you how many times you were corpsed and by who.<br />
* uraniumOnStart now occurs independently of dropshipOnStart<br />
* various translation fixes and improvements<br />
* fixed bugs where connecting to a wrong version server, or full server would not yield proper feedback as to why the connection failed<br />
* the server list will no longer supply the IP address for servers of differing versions, preventing incompatible connection attempts(to be reverted later)<br />
* better aligned dropship sounds with the animations<br />
* updates to maps (including adding power plant to zoneOne)<br />
* added tributary map to build<br />
<br />
|- <br />
| .33 r1 || <div id="v33r1"></div><br />
* fixed annoying mouse bug where the mouse cursor would show<br />
* fixed bug with item blocking power plant vent detection.<br />
* changed default subvertedPenalty (money dropped to other players on subversion) from 300 to 800<br />
* increased cents directive life time from 15 to 17 seconds<br />
* lights can no longer be placed in range of a sentry<br />
* visual changes to power plant<br />
* made bunny names bigger to spectators<br />
<br />
|-<br />
| .33 r0 || <div id="v33r0"></div><br />
* fixed bug where dropship crash calculation was incorrect if spectators present<br />
* fixed bug where a player kicked out of robo sometimes did not get a collar when respawning<br />
* fixed bug where dialog box could be blocked by incorrectly layered background in main menu<br />
* fixed bug where a laser wall could be made to fly above a placed mine<br />
* laser wall connection distance increased from 6 to 9 units<br />
* added power plants. Power plants can be used by bunnies to stop robo's money supply or by robo to prevent money loss on subversion<br />
* added "clearPowerPlantsOnSubversion" pref, to make it easier for robos when they take over (default false)<br />
* added spectators can now see names on the players in the game<br />
* added "showNamesToSpectators" server setting that can disable spectators to be able to see player names (default: true)<br />
* added 'no' sign to inside of dropship to make more obvious how to crash it to new players<br />
* gave texture pass to the dropship exterior<br />
* fixed minor bugs where dropship interior did not match when being dropped<br />
* increased hover time of dropship over drop area by about 1/2 second<br />
* added interior to robo's head, the top of the head no longer looks unfinished to spectators<br />
* changed default subvertedPenalty (money dropped to other players on subversion) from 700 to 300<br />
* changed the uranium on start to occur on the first subversion, instead of at the start of the map<br />
* you can now press esc to get out of the loading screen and go to the main menu<br />
* the bunny and halo on robo now show only when there is a player at robo's helm<br />
* minor translation fixes and improvements<br />
* minor improvements to Join Game menu and main menu<br />
* fixed bug where RTT lighting could affect the bunny on robo's head making it gold<br />
* fixed bug in bunnyMeet where lines could be lost permanently<br />
* added more feedback/logging on bug for robo not moving on client. IF YOU SEE THIS PLEASE SAVE AND SEND ME YOUR LOG.<br />
<br />
|-<br />
| .32 r4 || <div id="v32r4"></div><br />
* fixed bug where if a robo gave pay and disconnected, the collected pay would collect indefinitely<br />
* fixed bug where robo player's name would not always be red when speaking<br />
* fixed bug where server would give players the suicide death message on round restarts<br />
* fixed bug where if items were stacked on an emplacement, and emplacement was deactivated sometimes the items would stay in the air<br />
* fixed bug where player list could not be viewed from a server<br />
* changed non-pingable servers to display as n/a instead of 9999ms (which is generally inaccurate.)<br />
* added Spanish and German translations of the 'story'<br />
* added mouse scrolling to 'story' menu<br />
* added 'uraniumOnStart' server option: how many uranium to spawn at the drop area on the round start (default 8)<br />
* added 'subvertedPenalty' server option: how much money does a player drop into the drop area when subverted<br />
* added 'subvertedPenaltyTime' server option: how much time in the robot is needed to reach the subvertedPenalty ()<br />
* tweaks to Join Game menu and main menu<br />
* increased maximum concurrent directives from 10 to 20 (to allow for large money drops from robo on subversions)<br />
* added '/spec' alternative to '/spectate' and '/spectator'<br />
* added ability for a mod to switch other players to and from spectator with /spectate #<br />
<br />
|-<br />
| .32 r3 || <div id="v32r3"></div><br />
* added 'bunny meet' in the main menu. Post messages in it if you want others to know you are looking for a game.<br />
* added useNameInBunnyMeet pref and gui to allow anonymous login to OBEY<br />
* added spectators can now whisper to other spectators<br />
* added robo can now whisper privately to bunnies in the center of their aim<br />
* news in the main menu is now controlled by moderators<br />
* flame ammo given for each fuel load lowered from 12 to 4<br />
* lowered dropship volume from .8 to .65<br />
* players can now buy items using the num pad as well as regular numbers<br />
* server list now highlights non-0 server player counts green<br />
* increased default robo suicide penalty to 2000<br />
* servers now display who is inside in the server details<br />
<br />
|-<br />
| .32 r2 || <div id="v32r2"></div><br />
* fixed bug where sometimes a player joining could force spectate a player that is subverting or dying if server is full<br />
* fixed bug where a player could switch to player from spectate without the needed space<br />
* fixed bug in menu where escaping out of options sub menu would disappear all menus<br />
* fixed bug where marked trolls were not muted for incoming players<br />
* removed deprecated collarsOnlyWithDropship from the code<br />
* added ability to have a translated 'story'<br />
* added middle mouse scroll to server list<br />
* translation fixes and improvements (mainly German and French)<br />
* lowered dropship volume from .8 to .65<br />
<br />
|-<br />
| .32 r1a || <div id="v32r1a"></div><br />
* fixed nasty bug in german translation that cut off dropship item in the buy menu<br />
<br />
|-<br />
| .32 r1 || <div id="v32r1"></div><br />
* fixed main menu audio bug where first music could be very loud before prefs kicked in<br />
* fixed nasty bug in the tut where the flames and the cannon were inoperable<br />
* added gui option for changing language after the first run<br />
* added gui option for changing player nickname and takeover message after first run<br />
* added gui option to auto-join the chat after first run<br />
<br />
|-<br />
| .32 r0 || <div id="v32r0"></div><br />
* fixed bug where money sometimes would float in the air near feed box<br />
* fixed bug where sometimes entries in the server list would be shown twice if it is refreshed twice<br />
* fixed bug where items placed on emplacements would not reset if the emplacement gets disabled<br />
* fixed way too high doppler on dropship sounds<br />
* fixed bug where 'falling' effect was not seen while inside dropship<br />
* fixed bug where any player could summon a dropship by commandline. Now only mods.<br />
* fixed minor bug where 'tip' was not translated in game tips<br />
* fixed bug where cancelling an exit from the main menu would leave you in an empty main menu<br />
* fixed bug where '=' could not be a value in a data file (ie posting a link with a = as a motd value would fail)<br />
* fixed badly rendered cents symbol on some fonts<br />
* /info and /serverip commands now do the same thing, printing out info about the game, client, and server<br />
* robo players can no longer see other player scores.<br />
* added "roboSeeScore" server setting. Default: false. Can be used to allow robo players to see scores<br />
* added ozone to official maps<br />
* added Brazilian Portuguese<br />
* added /troll command for mods<br />
* added music to main menu<br />
* reduced maximum concurrent sounds from 48 to 40 to reduce audio hiccups and slowdowns<br />
* tweaks to robo gun volume and dropship volume<br />
* updates to airstrip map<br />
* default max players is now 6, default minScore is now -1500, default roboSuicidePenalty is now 600 <br />
<br />
|-<br />
| .31 r4 || <div id="v31r4"></div><br />
* added usingMultipleServerInstances server setting. (default = false) It disables LAN discovery, allows multiple servers to run from the same folder<br />
* added '-port #' commandline argument for servers that overrides the port specified in serverSettings.txt<br />
* added '-name xyz' commandline argument for servers that overrides server name specified in serverSettings.txt<br />
* fixed bug where multiple servers could not be run from a single folder of the game<br />
* fixed bug where laser walls ambient sounds were not in sfx group<br />
* removed command '/getvol', '/getvolume', '/getvoice', '/volstat', '/voicestate'<br />
* removed command '/setcutoff', '/cutoff'<br />
* added whisper /w command for bunnies to chat to nearby bunnies. Note that whispers can be intercepted by robo's aimpoint or dormant sensors.<br />
* increased continuousOutputLimit to 20 seconds since it was sometimes getting accidentally set off<br />
* fixed the sound channels for missiles flying, robo gun casings, fire ambience, and active sentries<br />
<br />
|-<br />
| .31 r3 || <div id="v31r3"></div><br />
* added French(Français) translation (Thank you Syggin :D)<br />
* added Portuguese(Português) translation (Thank you Faj10 :D)<br />
* fixed bug where a muted player would still be muted even if he left / is replaced<br />
* sensors can no longer be placed near sentries<br />
<br />
|-<br />
| .31 r2 || <div id="v31r2"></div><br />
* Removed playerPrefs.txt from the build. It is now dynamically generated.<br />
* added 'is this your first time playing?' popup to encourage tutorial<br />
* added firstTimePlaying player pref that will cause the popup to occur only once<br />
* "Last Played" now works in main menu<br />
* past commands can now be cycled with up and down<br />
* player numbers are now visible to all players in the player list<br />
* added /mute # command that can mute/unmute other players<br />
* constant mic output of 17 seconds or longer will force 'push to talk'<br />
* fixed bug where sound menu did not properly transition<br />
* added Ukranian (Українська) translation (Thank you Greev! :D)<br />
* added Romanian (Română) translation (Thank you AltairDragon! :D)<br />
* added German (Deutsch) translation (Thank you TaD :D)<br />
<br />
|-<br />
| .31 r1 || <div id="v31r1"></div><br />
* removed language.txt, it is now stored in playerPrefs.txt<br />
* name validation is now: a-z A-Z 0-9 _ and - and space<br />
* translation improvements<br />
* added 'is this your first time playing?' popup to encourage tutorial<br />
* added firstTimePlaying player pref that will cause the popup to occur only once<br />
* controller 'look' stick was reversed with 'move' stick<br />
<br />
|-<br />
| .31 r0 || <div id="v31r0"></div><br />
* fixed voice looping bug<br />
* fixed bug where microphone pref would get erased on options if none was set<br />
* fixed bugs with dropship particle effects sometimes not showing<br />
* added lighting component to dropship effects<br />
* reduced sensor range from 8 to 5<br />
* full-body corpses can now be used to trigger sensors<br />
* increased missile weight from 2 to 20<br />
* changed pointer cost from 10 to 40 points<br />
* changed scrap to be worth 25-75 points (was 50-100)<br />
* added /suicide command as an alternative to /kill<br />
* added /dropship mod command to allow a mod to summon a dropship in any circumstance<br />
* reduced feed box sound attenuation<br />
* adjusted drop ship sound attenuations<br />
* extended robo's inner light sound attenuation<br />
<br />
|-<br />
| .30 r0 || <div id="v30r0"></div><br />
* fixed bug where players could not hear other player voices if they were in the drop ship<br />
* fixed bug where collar selection triggers would interfere with object falling rays<br />
* fixed bug where if robo was reset or suicided while shooting, he would keep on shooting<br />
* fixed bug where dropship imbalance monitor would not update the current imbalance.<br />
* fixed bug where dropship would attempt to access the message log too early<br />
* fixed bug where voice data would sometimes loop<br />
* fixed bug where robo had no fuel ammo in the tutorial<br />
* fixed misalignment in sign carry/placement modes<br />
* added particle effects to the dropship engines<br />
* added shaking effect when the dropship gets near<br />
* optimized voice audioSources to stop playing when the associated player is not speaking<br />
* tweaked voice ducking to come in quicker<br />
<br />
|-<br />
| .29 r0 || <div id="v29r0"></div><br />
* intermediate, unpublished build<br />
<br />
|-<br />
| .28 r0 || <div id="v28r0"></div><br />
* fixed bug where collars could not be destroyed by robo<br />
* fixed bug where chat and context menus were incorrectly causing sfx ducking<br />
* fixed height setup of uranium and laser wall items<br />
* fixed bug where collar icon raycast trigger angle did not match in client and server<br />
* fixed bug where an inventory swap sound would play even if swapping an empty inventory<br />
* fixed bug where sentry flares were not being occluded<br />
* fixed bug where crashed dropship still counts down on robo's timer<br />
* fixed bug where dropship timer occured if minplayers was not met and did not grant ship<br />
* fixed dropship flashing when first spawning bug<br />
* ROBO Q & E functions have been reversed!!<br />
* changed sign to a 'sensor' that alerts robo of nearby players<br />
* sensor price set to 100 (was 15 for the sign)<br />
* mines, lights, sensors, and laser walls can now be 'undone' by robo by pressing 'E'<br />
* added 'selection indicator' to show active objects robo can affect<br />
* added drop object into water sound<br />
* added reverb to dropship interior<br />
* added granular volume control to shared sound pools<br />
* added sound to bury mine<br />
* added options menus to the tutorial so you can tweak settings outside of a game<br />
* fixed numerous bugs and missing sound in the tutorial<br />
* updated tutorial to take into account the gameplay changes<br />
* laser price increased from 50 to 70 (they are now recoverable)<br />
* light price increased from 50 to 70 (they are now recoverable)<br />
* mine price increased from 70 to 100 (they are now recoverable)<br />
* mine 'safety timer' increased from 6 to 9 to reduce trolling viability<br />
<br />
|-<br />
| .27 r0 || <div id="v27r0"></div><br />
* upgraded project to Unity 5<br />
* added sound options GUI<br />
* added mouse options GUI<br />
* added sound ducking to sound effects when players speak<br />
* added sound ducking when options menu is used. When menu is up volumes go down.<br />
* added intermediate options GUI<br />
* added new scrap metal items<br />
* added scrap metal items now spawn where dropship crashes<br />
* added scrap metal items chance to spawn into the dropship if a player is spawn killed<br />
* added spawnKillTime server setting that defines the time considered to be a "spawn kill"<br />
* added spawnKillMaxItems server setting that defines the max possible scrap to spawn on a spawn kill<br />
* added spawnKillItemChance server setting that defines the probability of each scrap to spawn<br />
* added exterior idle loop sound to dropship<br />
* added Turkish(Türkçe) translation (Thank you emreovus33! :D)<br />
* added missing characters for Turkish and Bosnian<br />
* added DOF effects to bunny camera on high setting<br />
* added movement to dropship interior when it is crashing<br />
* added exterior dropship idle sound<br />
* added dropship timer to robo<br />
* added sounds to feedbox when payments change up and down<br />
* added bunny pick up object sounds<br />
* added bunny swap inventory sounds<br />
* added sounds to pointer and pointer directive<br />
* added scroll bar to lobby chat<br />
* shader tweaks<br />
* fixed broken scrolling clip view for very long server list<br />
* restored per-player weight requirement from 280 to 300 to crash dropship<br />
* restored drop ship price back to 1000<br />
* changed activated sentry time from 20 seconds to 15 seconds<br />
* reduced GC Allocations to almost nothing<br />
* removed various VFX on server for faster, more responsive servers<br />
* objects that fall outside of the map are now destroyed.<br />
* players that fall outside of the map are now killed.<br />
* added kill volume to center of robo to preclude taking over by shimmying through the wall collision<br />
* added kill volume to center of feed box to prevent bunnies from shimmying through collision<br />
* fixed bug where some placeable items could not be placed in the tutorial<br />
* fixed bugs where sometimes an object could float in the air if something below it was removed.<br />
* fixed gray outline of some menus to black<br />
* fixed bug where speech icon would show if a player disconnected mid-speech<br />
* improved coloring and consistency on menu buttons<br />
* removed console commands: /invertRoboY, /invertPlayerY, /invertSpectatorY<br />
* removed console commands: /sensitivity, /sensitivityX, /sensitivityY<br />
* removed console commands: /vol, /volume, /sound, /vvol, /voicevolume<br />
* removed console commands: /voice, /mic, /mute<br />
* removed console commands: /mics, /setmic<br />
* set directive sounds to proper sound channels<br />
* fixed bug where sometimes the directives would float in the air<br />
* map time limit now also resets whenever /reset is called<br />
|-<br />
| .26 r0 || <div id="v26r0"></div><br />
* intermediate, unpublished build.<br />
|-<br />
| .25 r0 || <div id="v25r0"></div><br />
*added password locked servers. Use the 'password=' server setting to lock a server<br />
*added kickOnCycle server setting. Choose whether to keep or kick players at the end of a round.<br />
*added auto restart round when all players have rejoined if kickOnCycle is false.<br />
*fixed linux server crash bug<br />
*fixed bug 'items can't be used in dropship' message for items that can't ever be used<br />
*fixed beam on top of spectator model<br />
*changed 'about' to 'story'<br />
<br />
|-<br />
| .24 r3 || <div id="v24r3"></div><br />
*optimized sound pool playback<br />
*fixed various bugs with non-roman character input and display<br />
*modified directive sounds<br />
*slightly lowered drop ship sounds<br />
<br />
|-<br />
| .24 r2 || <div id="v24r2"></div><br />
*fixed bug where suicide penalty notice was broadcast to everyone<br />
*added Russian(Русский) translation (Thank you Soap and Brearious! :D)<br />
<br />
|-<br />
| .24 r1 || <div id="v24r1"></div><br />
*fixed bug where /mic off would not save properly<br />
*fixed place fence sound<br />
*added some sounds to the dropship<br />
*added /setscore or /setpoints mod tool, that can set the score of a player<br />
<br />
|-<br />
| .24 r0 || <div id="v24r0"></div><br />
*fixed broken win condition / time display<br />
*fixed bad sound where extremely delayed sounds were sent to dropship<br />
*added sounds to directives<br />
*added feed box deposit sound<br />
*added item hit ground sound<br />
*added place light sound<br />
*added place fence sound<br />
*added place sign sound<br />
*added collect money sound<br />
*added collar explode sound<br />
*added bunny fries on fence sound<br />
<br />
|-<br />
| .23 r0 || <div id="v23r0"></div><br />
*fixed 3rd or 4th player joining can't be heard by others<br />
<br />
|-<br />
| .22 r0 || <div id="v22r0"></div><br />
*fixed bunny buy #s to match the new menu order<br />
*added speech indicator gui to show which players are speaking<br />
*added /info, /rules, /server, /penalty command that will give server penalty settings <br />
*added /getvoice command variant to /getvolume<br />
*applied heavy optimization to ambient sounds<br />
*fixed bug with /volume only toggling sound off but not on<br />
*changed /volume command to not save as a pref. (Only /volume # saves)<br />
*volume adjustments<br />
<br />
|-<br />
| .21 r2 || <div id="v21r2"></div><br />
*fixed server bug where > 2 players would cause voice malfunctions (id's were always -1)<br />
*slightly lowered volume of robo interior ambiance<br />
<br />
|-<br />
| .21 r1 || <div id="v21r1"></div><br />
*changed the order of the buy menu to make more sense<br />
*adjusted dropship price from 1000 to 1500<br />
*adjusted per-player weight requirement from 300 to 280 to crash dropship<br />
*reduced audio compression for better quality<br />
*added sentry shocking sounds<br />
*added /getvol or /getvolume or /volstat or /voicestate tool that lists volume settings<br />
*added volume pref.<br />
*added voiceVolumeMod pref.<br />
*added voiceCutoffMod pref. Use this to cut out static from your mic.<br />
*added microphone pref. Preference of what microphone to use is stored here<br />
*added micEnabled pref. use this to disable your mic output completely.<br />
*added pushToTalk pref. Defaults to off so voice chat automatically transmits when speaking.<br />
*added microphone icon to indicate outgoing speech<br />
*added invertSpectatorY pref<br />
*added /invertSpectatorY command <br />
*audio setting changes now save to playerPrefs.txt (and load from playerPrefs.txt)<br />
*increased log lines from 6 to 8<br />
<br />
|-<br />
| .21 r0 || <div id="v21r0"></div><br />
*fixed bug where players with < 0 score would not show in top 3 list.<br />
*dropship purchase is not allowed until there are minPlayers in the game<br />
*changed dropship on start to give a dropship to first player in the robot after minPlayers is met<br />
*minPlayers now is used to work with dropShipOnStart<br />
*fixed MISSING KEY with flame projector radius<br />
*fixed MISSING KEY err_couldNotLoadMap being translated<br />
*fixed bug where spectator could be killed by explosions or flamethrower radius<br />
*fixed bug where autopay would not be reset if a player suicides out of robo<br />
*mitigated doublel stuck area<br />
*maps now use separate .tsx files to define tiles so that custom maps will be more future proof<br />
*added IN-GAME VOICE CHAT<br />
*added robo canon sounds<br />
*added impact sounds for bullets<br />
*added ambient robo sound<br />
*added ambient menu sound<br />
*added robo light sounds<br />
*added ambient 'crickets' sound nodes for maps<br />
*added missile sounds<br />
*added explosion sounds<br />
*added flame thrower sounds<br />
*added fire sounds<br />
*added waterfall sounds<br />
*added meeping/squeaking to bunnies (hop button)<br />
*added Swedish(Svenska) translation (Thank you FelixG! :D)<br />
*added Bosnian(Bosanski) translation (Thank you Emre! :D)<br />
*added server setting for player starting funds<br />
*added server setting to allow/disallow/penalize robo suicide<br />
*added server setting to allow/disallow/penalize bunny suicide<br />
*added player setting option to limit framerate<br />
*added quit message to tutorial<br />
*added headless linux server build<br />
*added spectator model. Spectators can now see each other flying around the map.<br />
*added up/down to spectator (via action and flame buttons for technical reasons)<br />
*added server moderators.<br />
*added /mod pw command to log in moderators. The password is set in serverSettings.txt<br />
*added /kick # mod command, mods can see player id's in the score list which can be used to run commands on a player<br />
*added /restart mod command, it resets the dropship, players, scores, and the time, but not objects or emplacements<br />
*added /cycle mod command, forces the server to cycle to the next map<br />
*added /mics tool, gives an index of available microphones for voice chat<br />
*added /setmic # command, sets the current microphone<br />
*added /setcutoff # or /cutoff # command, sets the amplitude cutoff to send microphone recordings 0-1 default is .003<br />
*added /volume # or /vol # commandline controls volume 0-1<br />
*added /volume or /vol or /sound toggles sound completely on or off<br />
*added /voicevolume # or /vvol # command, sets the volume of the other player voices 0-1<br />
*added /voice or /mic or /ptt or /pushtotalk command that toggles your own voice input on/off (between push to talk/push to mute)<br />
*added /fps command to toggle fps calculation<br />
*added /spectator alternative to /spectate command<br />
*added new map: Airstrip (Thank you HexZyle!)<br />
*removed audio from servers<br />
<br />
|-<br />
| .20 r1 || <div id="v20r1"></div><br />
*fixed bug where server setting floats were being read improperly due to a previous fix<br />
*removed the unused minAI server setting<br />
*added playerDebtLimit server setting<br />
<br />
|-<br />
| .20 r0 || <div id="v20r0"></div><br />
*made adjustments to doublel to make the far box less appealing to robo<br />
*all maps adjusted and files included to make it easier for map modders to use<br />
*tabbing out or losing focus now brings up the option menu<br />
*added ping display to player list (tab)<br />
*added quit confirmation to tutorial<br />
*tabbing out of the tutorial now brings up confirmation box<br />
*increased default collar score from 4 to 6 every two seconds<br />
*collar score can now be set in serverSettings.txt<br />
*serverSettings MOTD can now signal a new line with ~<br />
*dropship timer is now accurate and drops bunnies off at exactly 0<br />
*fixed bug where some foreign players would have misplaced world objects<br />
*fixed bug where robo kill radius would only kill players if occupied<br />
*fixed bug where dropship could be crashed with less than 30 seconds<br />
*fixed too many spectators causing loss of syncronization with server<br />
*fixed MISSING KEY: death by flamethrower bugs<br />
*fixed MISSING KEY: high packet loss<br />
*fixed unresponsive confirmation menu bug<br />
*fixed chat lobby bug where quit players would sometimes not get removed<br />
*fixed display of dropShipOnStart to be correct in join server settings<br />
*fixed tutorial bunny being able to bring up robo macroText menu<br />
*fixed tutorial macroText menu affecting auto-pay setting<br />
*fixed bug where chat button was hardcoded<br />
*fixed bug where the chat would pop up as soon as you set the key<br />
*fixed bug where spectator could be 'killed' by touching robo<br />
<br />
|- <br />
| .19 || <div id="v19"></div><br />
*added robo text macros<br />
*added multilanguage capability<br />
*added secondary explosions if rockets or fuel are exploded<br />
*fixed items not getting destroyed by explosions bug<br />
*fixed various bugs in the chat lobby<br />
*added flash effects to robo's gun<br />
*added Mac server launch scripts<br />
*changed $ to cents<br />
*added button to join chat if autojoin is off<br />
*server now can cycle maps (but kicks everyone off)<br />
<br />
|-<br />
| .18 || <div id="v18"></div><br />
*added tutorial<br />
*added Linux server launch scripts<br />
*added chat lobby to join game menu<br />
*fixed broken custom key slot assignments<br />
*added lan server discovery<br />
*item price adjustments<br />
*fixed bug with saving last server connected setting<br />
<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Bunny&diff=968Bunny2015-07-21T05:49:47Z<p>Hexzyle: /* Corpse-causing Deaths */</p>
<hr />
<div>[[File:bunny_carrying_items1.jpg|thumb|center|A collared bunny carrying Uranium and placing a light]]<br />
Bunnies are the characters the player controls, although the term "Bunny" is generally used to refer to players who are not in control of [[Robosaru]]. Bunnies have very good sight in the darkness, and can generally see anything within their line of sight, even if it is not lit by [[Robosaru]]'s spotlight.<br />
<br />
<div style="clear:both"></div><br />
==Items==<br />
Only Bunnies who are not in Robosaru may carry items. Bunnies can only be in possession of three items at any time, although they have four item slots: mouth, back, and two sides. Items can be picked up with '''[[Controls|Action]]'''. Items that are in the mouth can be dropped with '''Drop''' or used/placed with '''Action'''. Pressing '''Next''' or '''Prev''' rotates the items that are in these slots. When a Collar is in any slot other than the mouth, it will display around a Bunny's neck.<br />
<br />
While carried by a Bunny, items are counted as equipped. They are non-solid in this state and cannot be picked up by another Bunny. If a Bunny dies while carrying items, they will drop them all at their place of death. The dropping of the items occurs ''after'' the Bunny's death, so carried items are "protected" in that they cannot be destroyed by the same event that killed the bunny.<br />
<br />
==Money==<br />
[[File:item_collar_worn.jpg|thumb|right|Bunnies wearing collars earn bonus money]]<br />
[[File:c_sign.jpg|thumb|right|Touching ¢ Signs gives the Bunny money]]<br />
All Bunnies passively earn money. The amount is dependent on where the Bunny is and whether or not they own a [[Items#Collar|collar]].<br />
<br />
*Bunnies without a collar earn 2¢ every 2 seconds.<br />
*Bunnies with a collar earn 6¢ every 2 seconds.<br />
*Bunnies inside the [[Dropship]] earn 1¢ every 2 seconds, regardless of whether they own a collar.<br />
*The Robosaru Bunny earns 20¢ every 2 seconds the [[Power Plant]] is ON, plus a reign bonus that increases by 0.075¢ every 2 seconds.<br />
<br />
There are three ways that the Bunny can obtain money actively:<br />
*Entering Robosaru immediately awards the Bunny 300¢, in addition to being refunded the value of any items they were carrying.<br />
*Picking up a ¢ Sign placed via the directive menu will transfer 50¢ from the player in Robosaru.*<br />
*Picking up a ¢ Sign dropped by the Autopay system will transfer an amount of money from the player in Robosaru equivalent to the current Autopay setting.*<br />
<nowiki>*</nowiki><small>In the case of a recent subversion, money comes from the account of the player who was in Robosaru when the ¢ Sign was created, not the player in Robosaru when the ¢ Sign is collected.</small><br />
<br />
==Movement and Terrain==<br />
Bunnies travel normal speed when moving forwards, and far slower when sidestepping or moving backwards.<br />
Additionally, moving up slopes or through water inhibits the movement speed of the Bunny. As the Bunny is unable to jump, they cannot traverse completely vertical terrain.<br />
<br />
Plantation and water on the map does not block Bunny movement, but it also does not block Robosaru's weapons. While in water, a bunny is immune to fire.<br />
<br />
Bunnies can place items in a stack by dropping multiple items in the same location. As Bunnies will always relocate upwards if their hitbox is inside a solid object, placing items onto another Bunny will raise said Bunny ontop of the placed item. This can be repeated to allow a Bunny to get ontop of a ledge, over a Laser Wall, or even onto Robosaru's base.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Bunnies can squeak with the '''Hop''' key. Squeaks are only audible to nearby Bunnies, and not to Robosaru.<br />
<br />
Bunnies may also use the whisper command. (syntax: "/w ''<message>''") Whispered messages are sent to all bunnies within a 12 unit radius. (4 cement tiles) Robosaru can intercept whispered messages via an unplaced [[Sensor]] or by looking at a Bunny when they send a whisper.<br />
<br />
==Mortality==<br />
[[File:Concept_art_bunny01.jpg|thumb|right|The reference image used for modelling the bunny]]<br />
[[File:Placeholder_model_bunny01.jpg|thumb|right|The placeholder model for the bunny in early development]]<br />
<br />
The Bunny can be killed in many ways. Some types of deaths will leave a burning corpse, while others just cause the Bunny to be obliterated.<br />
===Corpseless Deaths===<br />
*Taking a direct hit from Robosaru's Primary Cannon.<br />
*Taking a direct hit from a Missile.<br />
*Being subverted<br />
*Typing /kill into chat.<br />
*Being snagged by the machinery inside Robosaru.<br />
*Being in the blast radius of an exploding:<br />
**Missile<br />
**Mine<br />
**Volatile item<br />
**Dropship.<br />
*Being hit by errant shrapnel from an explosion<br />
*Being hit by a ricochet from a bullet. Note that this is relatively unlikely.<br />
*Falling off the map<br />
*Shimmying/glitching into the Feed Box or into Robosaru's foundation<br />
<br />
===Corpse-causing Deaths===<br />
*Touching fire caused by:<br />
**Robosaru's Primary Cannon<br />
**Robosaru's Flamethrower<br />
**Robosaru's Missile Racks<br />
**Crashed Dropship explosions<br />
**Detonated Mine explosion<br />
**Volatile item explosion<br />
**Another burning corpse<br />
*Touching the pillar of fire protruding from the Power Plant's exhaust<br />
*Being near the Power Plant when it is activated<br />
*Wearing or holding a collar that has been manually detonated by Robosaru.<br />
*Being in range of an active Sentry while not wearing a collar.<br />
*Being close to Robosaru upon a subversion<br />
*Touching the beams of an active Laser Wall.<br />
*Being hit by Flamer Fuel globs</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Console_Commands&diff=967Console Commands2015-07-21T05:36:03Z<p>Hexzyle: relative score altering</p>
<hr />
<div><br />
Commands in <span style="color:red">'''red'''</span> are restricted to moderators. Use /mod to access them.<br />
{| class="wikitable"<br />
|-<br />
! width="150"|Command !! Function<br />
|-<br />
| <span style="color:red">/cycle</span> || Forces the server to cycle to the next map.<br />
|-<br />
| /dp # || Drop Packets debug tool: Drops # out of every 10 packets. # must be an integer in the range 0-9<br />
|-<br />
| <span style="color:red">/dropship</span> || Spawns a Dropship.<br />
|-<br />
| /fps || Toggle FPS counter<br />
|-<br />
| /help || Will list some of the common commands<br />
|-<br />
| <span style="color:red">/kick ''<id>''</span> || Kicks a player from the server. Player IDs are displayed on the score list.<br />
|-<br />
| /kill<br/>/suicide || Kills the player. May induce a monetary penalty depending on server settings.<br />
|-<br />
| <span style="color:red">/map ''<mapname>''<br/>/cycle ''<mapname>''</span> || Forces the map to change to the specified map<br />
|-<br />
| /mod ''<password>'' || Log into the server as a moderator. The password is set in [[serverSettings.txt]]<br />
|-<br />
| /mute <id> || Mutes/unmutes a player. Player IDs are displayed on the score list.<br />
|-<br />
| /ptt<br/>/pushtotalk || Toggles voice chat mode between Push to Talk and Push to Mute<br />
|-<br />
| <span style="color:red">/restart<br/>/reset</span> || Resets the dropship status, players, scores, and the time. Map status is not altered.<br />
|-<br />
| /rules<br/>/info<br/>/server<br/>/serverip<br/>/penalty || Returns the IP, penalties and other settings of the server<br />
|-<br />
| <span style="color:red">/setscore ''<id>'' ''<score>''<br/>/setpoints ''<id>'' ''<score>''</span>|| Sets a player's score to the specified amount. Player IDs are visible to the moderator in the score list. The score field can also be preceded by += or -= to relatively alter the score by the specified amount.<br />
|-<br />
| /spectate <span style="color:red"> ''<id>''</span><br/>/spectator <span style="color:red"> ''<id>''</span><br/>/spec <span style="color:red"> ''<id>''</span>|| Toggles [[Spectator]] mode for the player. Moderators may also specify a player ID to toggle that player's spectator status.<br />
|-<br />
| /serverip || Returns the IP of the server you are connected to<br />
|-<br />
| <span style="color:red">/troll ''<id>''</span> || Marks a player as a troll. Player IDs are displayed on the score list. Players marked as a troll are muted and visibly indicated for all other players in the world view with a large red arrow. Players may unmute marked trolls with /mute. Troll's usage of the primary cannon and the flamethrower while in Robosaru are not sent to the server, effectively disabling these weapons.<br />
|-<br />
| /w ''<message>'' || Whispers a private message to nearby bunnies. Robosaru can use the whisper command to speak to any bunny(s) directly in view, and spectators can whisper privately. Robo has [[Items#Sensor|ways of intercepting]] whispers.<br />
|}<br />
<br />
<gallery><br />
File:Icon_Troll_screenshot.jpg|A troll is indicated to everyone else<br />
</gallery><br />
<br />
==Deprecated Commands==<br />
These commands were removed as their function is instead performed by the GUI.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Command !! Function !! Removal<br />
|-<br />
| /invertRoboY || Toggles the inversion of Robosaru's Y axis || 26r0<br />
|-<br />
| /invertPlayerY || Toggles the inversion of the Bunny's Y axis || 26r0<br />
|-<br />
| /invertSpectatorY || Toggles the inversion of the Spectator's Y axis || 26r0<br />
|-<br />
| /sensitivityX # || Sets the horizontal mouse sensitivity to #. # must be a value in the range 0-1 || 26r0<br />
|-<br />
| /sensitivityY # || Sets the vertical mouse sensitivity to #. # must be a value in the range 0-1 || 26r0<br />
|-<br />
| /sensitivity # || Sets the mouse sensitivity to #. # must be a value in the range 0-1 || 26r0<br />
|-<br />
| /volume ''<#>''<br/>/vol ''<#>''<br/>/sound || Controls master volume. # must be a value in the range 0-1. If no argument is present, toggles mute. || 26r0<br />
|-<br />
| /voicevolume #<br/>/vvol # || Controls voice chat volume. # must be a value in the range 0-1. || 26r0<br />
|-<br />
| /mute<br/>/mic<br/>/voice || Mutes your microphone || 26r0<br />
|-<br />
| /mics || Returns an index of available microphones for voice chat. || 26r0<br />
|-<br />
| /setmic # || Sets the current microphone. # must be a valid value returned by /mics. || 26r0<br />
|- <br />
| /setcutoff #<br/>/cutoff # || Sets minimum volume that will trigger voice activated transmission. # must be a value in the range 0-1. Default is .003. || 31r4<br />
|-<br />
| /getvolume<br/>/getvol<br/>/getvoice<br/>/volstat<br/>/voicestate || Returns the current volume levels. || 31r4<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=ServerSettings.txt&diff=966ServerSettings.txt2015-07-21T05:34:21Z<p>Hexzyle: disconnecting incurs suicide penalty</p>
<hr />
<div>serverSettings.txt is a file in the root directory of OBEY that determine variables for a server hosted on that computer.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable !! width="100" | Default Value !! Description<br />
|-<br />
| name || OBEY Server! || This is the name of the server that will show up in the server browser<br />
|-<br />
| motd || --- || This is the message of the day displayed by the server. Text can be colored by opening with the Hexadecimal code surrounded by square brackets, and closed with a minus sign surrounded by square brackets: i.e. [FF0000]This text is red[-]. New lines can be denoted with a tilde.<br />
|-<br />
| maxPlayers || 6 || The player limit for the server. Once this is reached, no more players may join.<br />
|-<br />
| minPlayers || 4 || The minimum number of players required in a server before a Dropship can be purchased<br />
|-<br />
| roundMinutes || 0 || The time for each round before the game is forcibly ended. Any value less than 2 removes the timer.<br />
|-<br />
| map || ozone,cornered,zoneOne,<br/>zoneFar,doublel,airstrip || The map(s) that the server will play. Comma delineated. The maps must exist in the '''Levels''' folder.<br />
|-<br />
| serverPort || 57347 ||<br />
|-<br />
| private || 0 || If disabled, the server will be registered on the master server list<br />
|-<br />
| maxSpectators || 5 || The maximum number of players that simultaneously be in spectator mode<br />
|-<br />
| clientPort || 57349||<br />
|-<br />
| dropShipOnStart || 1 || If enabled, a free Dropship will spawn the first time a player enters Robosaru. This setting takes into account the minPlayers setting, and thus the free Dropship will not spawn until a player enters Robosaru '''while minPlayers is met'''.<br />
|-<br />
| tickRate || 66 || How many game ticks to process per second. A higher number increases game "accuracy".<br />
|-<br />
| sendRate || 20 || How many times per second to send Clients server information. A higher number makes the game smoother, but consumes greater bandwidth.<br />
|-<br />
| twoSecondScore || 2 || How much ¢ an uncollared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreCollar|| 6 || How much ¢ a collared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreRobo || 20 || How much ¢ the Bunny in control of Robosaru earns every two seconds.<br />
|-<br />
| dropShipSeconds || 80 || How many seconds between each Drop Ship arrival.<br />
|-<br />
| enterRoboBonus || 300 || The ¢ earned by a Bunny upon entering Robosaru<br />
|-<br />
| twoSecondScoreDropShip || 1 || How much ¢ the Bunny inside the Dropship earns every two seconds.<br />
|-<br />
| minAI || || (deprecated)<br />
|-<br />
| moneyWinCondition || 0 || The money goal for each round, upon reaching which the game is forcibly ended. A value of 0 removes the money goal.<br />
|-<br />
| roboTwoSecondBonus || .075 || The rate that the [[Robosaru]] player accumulates a bonus.<br />
|-<br />
| extraRoundTime || 30 || How many seconds after a victory before the round is restarted.<br />
|-<br />
| playerDebtLimit || -1500 || The minimum amount of money a player can have after corpse money deduction<br />
|-<br />
| playerStartingFunds || 0 || The amount of money Bunnies start with upon joining the game<br />
|-<br />
| playerSuicidePenalty || 200 || The money deducted from a Bunny's account when they use the /kill command (or upon disconnecting). A negative number will disable the /kill command for Bunnies. Players are not penalized if minPlayers is not met.<br />
|-<br />
| roboSeeScore || 0 || If enabled, allows Robosaru to see all players' scores instead of just their own.<br />
|-<br />
| roboSuicidePenalty || 2000 || The money deducted from a player's account when they use the /kill command while inside Robosaru (or upon disconnecting). A negative value will disable the /kill command for Robosaru.<br />
|-<br />
| moderatorPassword || || The password required to log in with moderator privileges using the /mod command<br />
|-<br />
| password || || If set, it will 'lock' the server, prompting any player attempting to join to provide it. Only players who know the password will be able to join.<br />
|-<br />
| kickOnCycle || 0 || If disabled, sends players to a loading screen while the server changes maps. Then, after all players have rejoined it will run 'restart'. <br />
If enabled, it will instead kick all players at the end of every round.<br />
|-<br />
| spawnKillTime || 9 || How many seconds after spawning a bunny kill counts as a "spawn kill"<br />
|-<br />
| spawnKillMaxItems || 6 || The amount of times to attempt to spawn a scrap on a spawn kill. The earlier a bunny is spawnkilled, the closer to this number scrap will spawn.<br />
|-<br />
| spawnKillItemChance || 0.67 || For each scrap spawn attempt, this is the chance a scrap will be spawned<br />
|-<br />
| uraniumOnStart || 8 || How many uranium to spawn at the drop area when a round starts<br />
|-<br />
| subvertedPenalty || 0.15 || The fraction of Robosaru's money that is dropped in the Drop Zone when they are subverted.<br />
|-<br />
| subvertedPenaltyTime || 80 || Grace period (in seconds) that Robosaru's subversion penalty is at a reduced amount (scaled up as time progresses)<br />
|-<br />
| clearPowerPlantsOnSubversion || 0 || If enabled, any items blocking the exhaust will be forcibly destroyed upon a subversion.<br />
|-<br />
| showNamesToSpectators || 1 || If enabled, will display player names above bunnies when in Spectator mode.<br />
|-<br />
| roboChargeForAutoDropship || -1500 || How much to bill the Robosaru when the Dropship triggered by dropShipOnStart is spawned<br />
|-<br />
| minSubversionPenalty || 100 || The minimum amount of money dropped upon a subversion if at least one Power Plant is ON.<br />
|}</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Glossary&diff=965Glossary2015-07-21T05:32:03Z<p>Hexzyle: </p>
<hr />
<div>*'''Autopay''' - The current setting for how much money is dropped for bunnies who deliver usable items to the Feed Box<br />
*'''Bill''' - The fee the Robosaru has to pay for an automatically spawned Dropship, often at the start of a match.<br />
*'''Bleed''' - The act of placing barely useful items into a Feed Box with autopay set high in order to cause Robosaru to lose more money than he makes. Scrap and Missiles are the most valid candidates for this.<br />
*'''Bunny''' - A player who is not in control of Robosaru<br />
*'''Camper''' - A bunny who sits at Robosaru's door, subverting when the Robosaru has made a large purchase in order to avoid having to spend that money themselves<br />
*'''Corpse Bomb''' - The act of placing a corpse into the Feed Box, delivering a heavy penalty to whoever is in Robosaru at the time.<br />
*'''Corpse Factory''' - A laser wall set up with the intention of generating corpses to put into the Feed Box. It is usually hidden out of Robosaru's view.<br />
*'''Directive''' - Large icon placeable by Robosaru that indicates a particular instruction. ¢ directives can be picked up by bunnies. All directives fade after 17 seconds.<br />
*'''Drop Box''' - See '''FEED BOX'''<br />
*'''Drop Zone''' - (Also: Drop Site) The preset location on a map where the Dropship will always deliver its cargo, and where Robo's subversion penalty will drop.<br />
*'''Feed Box''' - The receptacle for items usable by Robosaru<br />
*'''Flame the Door''' - To aim as far down as possible and use the flamethrower along the red notch on the facing indicator, eliminating campers.<br />
*'''Kingmaking''' - (n. Kingmaker) Playing solely to manipulate who wins the game, with little or no regard to one's own score.<br />
*'''Leg''' - The supports protruding from Robosaru's base.<br />
*'''Mod''' - (Also: Moderator, Admin) The administrator of a server. Has the ability to kick players, set a player's score, spawn a dropship, or mark a player as a "troll".<br />
*'''Overlord''' - See '''ROBOSARU'''<br />
*'''Power Plant''' - The interactable structure responsible for generating Robosaru's passive income, and their subversion penalty.<br />
*'''PP''' - See '''POWER PLANT'''<br />
*'''Push to Talk''' - A microphone setting that, when enabled, causes the microphone to only transmit spoken voice when the Push to Talk key is held.<br />
*'''Rabbit''' - See '''BUNNY'''<br />
*'''Reign Bonus''' - The bonus money that Robosaru passively earns on top of their regular income. This amount increases slowly the longer a player has uninterrupted control.<br />
*'''Robosaru''' - (Also: Robo, Robot, Robosaur, Robosaurus) The enormous turret on the map, or the player controlling it<br />
*'''Scumbag''' - A bunny who takes money that was intended for another bunny<br />
*'''Sentry''' - The constructs in a ring around Robosaru that emit arcs of electricity when activated by subversion or using a battery charge<br />
*'''Snitch''' - A bunny who points out the wrongdoings of other bunnies in order to gain favor and money from Robosaru. Commonly associated with [[Pointer]] usage.<br />
*'''Spire''' - See '''SENTRY'''<br />
*'''Stacking''' - Constructing a stack of items for the purpose of blocking Robosaru's view or to raise another Bunny's elevation over an obstacle such as a Laser Fence.<br />
*'''Staircase''' - Items arranged in a manner that allows a Bunny to repeatedly access a location they would not normally be able to reach, i.e. a cliff or Robosaru's base<br />
*'''Subvert''' - The act of entering the door at the base of Robosaru, which displaces the previous player and gives control of Robosaru to the subverting player.<br />
*'''Subversion Penalty''' (Also: Subversion Bonus) The money dropped at the Drop Site if Robosaru is subverted while the Power Plant is On.<br />
*'''Tailgating''' (Also: Tail biting) Following behind another player in order to subvert them as soon as they subvert, often closely enough to avoid being shocked by sentries.<br />
*'''Troll''' - A player who finds enjoyment in ruining other player's fun. May also refer to a player marked with the "troll" tool, which makes them always visible to all other players.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Story&diff=964Story2015-07-21T05:21:49Z<p>Hexzyle: </p>
<hr />
<div>OBEY does not have official ingame lore, but it does have underlying subliminal messages intentionally designed by Daniel Dez, the developer.<br />
<br />
<center><br />
{{mbox|text=<br />
<i>"OBEY was inspired by authoritarian systems of influence and the way they function. OBEY is not about bunnies or robots at all: the meaning of OBEY becomes evident when you realize that the situation spontaneously arising in your game with your fellow players mirrors a recurring human pattern. <br />
<br />
These are the ideas that have, and will continue to inform my decisions on OBEY."</i><br />
<br />
'''~Daniel Dez'''<br />
}}</center><br />
<br />
The "Story" can be viewed from the main menu, and discusses the ideas behind the general game design.<br />
<center>{{mbox|text=<br />
OBEY is the story of someone familiar.<br/><br />
<br/><br />
YOU.<br/><br />
<br/><br />
Yes, you as in YOU, in life.<br/><br />
Do not be distracted by the motif of the robot destroying 'defenseless' bunnies.<br/><br />
Obey gives YOU, the player, a MIRROR to patterns of power that exist in all our lives.<br/><br />
Will you look into the MIRROR?<br/><br />
<br/><br />
To look in, you must first understand what a STRUCTURE OF POWER is.<br />
A power structure is a system of influence.<br />
It may be the pattern of parent to child, or the pattern of a government over a citizen (or citizen over government), a set of molecules (genes) influence over the structure of your body and behavior<1>, the influence of an elite over a society, a company over an employee and customers, or customers over a company, but also MEMETIC PATTERNS of behavior like farming or electronic computation over humanity.<2> For example, is society able to stop farming today? Not without catastrophically destroying itself. Yet humans went from existing without farming to farming being essential to human existence, and therefore to humanity being dependent and subject to continuing and propagating this pattern of behavior.<br/><br />
The meme of farming exercises power over humans.<2><br/><br />
<br/><br />
Systems of power can't be broken or even challenged directly.<br/><br />
They can only be subverted. They can't be destroyed but only changed or made obsolete. And for this to occur, a condition must be created that makes it impossible for them to function in their old form. Consider the examples: religion, parential jurisdiction, capitalism, bacteria genes, the country you live in, drone warfare, vertebrates.<br/><br />
<br/><br />
The gameplay centers around the pattern of the powerful player asking the other players (who are introduced as veritable slaves), to do things in his interest (generally, things that consolidate his power while isolating them). The requested actions are almost never in the interest of the slave players, yet a slave player will often be compelled to comply anyway, in order to continue playing and score.<br/><br />
<br/><br />
The assumed goal of the game, and the goal encouraged by the game is to score as many 'cents' as possible. The best way to achieve this is to take control and take power in the game. All players will hate the object of control and yet want to become it.<br/><br />
<br/><br />
This central pattern of OBEY can be seen as an authoritarian system of power (a predatory state).<br/><br />
"Predatory states produce predatory societies: people do not gain wealth and a better quality of life through ways beneficial to the entire country, but get rich by taking advantage of power and privilege, by stealing from state," <3> To survive within such a system, one can either adopt the system as one's own, hide one's behavior, or assume power in some form (to note: even non-violent protest is still an assumption of power and is the reason autocratic regimes commonly target artists and writers). The gameplay mirrors various authoritarian patterns including patronage, secret police, intolerance of dissent, and formally ill-defined yet quite predictable laws <4>, among others. One notable aspect of this pattern mirrored in the game is that of the role of fear in authoritarianism.<br/><br />
An authoritarian power structure is sustained with fear: the fear of outsiders is commonly used to legitimize the structure's existence in people's minds, but also (more relevantly to the game) the fear of one's destruction if one challenges the system of power.<br/><br />
Wherever this fear is absent, the structure begins to collapse.<br/><br />
<br/><br />
If you read this and understand it, you are looking in the MIRROR. What do you SEE?<br/><br />
<br/><br />
<1> The Selfish Gene, 1976 - Richard Dawkins<br/><br />
<2> A Theory of Power, 2004 - Jeff Vail<br/><br />
<3> Essential Readings in Comparative Politics, 2004 - Larry Diamond<br/><br />
<4> Juan Linz<br/><br />
<br/><br />
OBEY - 2015<br />
}}</center><br />
<br />
Dez also revealed the graphical design of Robosaru (Originally submitted to the [[Robosaru]] page)<br />
<br />
<center><br />
{{mbox|text=<br />
<i>"The design of the robot is intended to represent illegitimate power. The halo embodies one of the worst forms of this: the merging of religion and nationalism (both illegitimate forms of influence on their own) typically for the justification of aggression. It is also the source of the light beam (fear) that malevolently watches over others (literally and figuratively). The robot's shape is meant as a Christ figure / totem pole emphasizing the religious aspect of anachronistic and plainly false explanations of reality that influence the present. The robot is gold colored, a giant golden idol that everyone wants to own, yet is the fulcrum of their trouble and that players also hate or envy only when it isn't theirs. It is also adorned with trite symbols of peace and love: cheap attempts to conceal it's true and obvious nature, as is often the case with [http://www.latimes.com/nation/nationnow/la-na-nn-cia-twitter-20140606-htmlstory.html most] [https://postalheritage.files.wordpress.com/2011/10/image5-image6.jpg examples] [http://es.wikipedia.org/wiki/Capilla_Real_de_Madrid of] [http://www.npr.org/blogs/thesalt/2014/10/29/359836350/monsanto-hired-this-guy-to-help-it-win-over-millennials illegitimate] [https://www.youtube.com/watch?v=jpSCf1Co-q0 power].<br />
The main cannon is a giant phallus. It is the main instrument of control in the game and represents patriarchal and misogynistic systems used to justify all manner of violence, coercion, and injustice (and [https://www.youtube.com/watch?v=GZAxwsg9J9Q not without irony in a video game]).<br/><br />
<br/><br />
Robosaru also takes the form of a simian. Ostensibly the most intelligent branch of life on Earth, in this case the top of it's head is cut off and the head is empty. It's brain replaced with something else, something tiny that controls it instead, and for it's own purposes. Robosaru's head was inspired by the [https://www.youtube.com/watch?v=3MgyRO3c870 monkeys in the 'Dinner of Doom']. One thing I usually don't talk about is that I try not to refer to Robosaru as 'him' or 'he'. It is neither. In fact, Robosaru was designed with feminine parts to not only emphasize sexual power/influence (besides the gun) but also to a lesser degree parental influence (which can sometimes take the form of illegitimate power). Note that Robosaru has 'breasts' and also the entry door is red and like a vagina (with a light above it like a clitoris), and the base supports sort of like open legs. It isn't as literal as the gun, but it is something I was thinking about when I designed it. When you gain power in OBEY, it isn't just meant to look like a tiny sperm taking power over a body, or a symbolic penis, but also like the player is regressing to the womb in a sense. We are infantilized by the things we think we want. Consider about how often power leads to self destruction. (How many celebrities destroy themselves with drugs or financially after being able to get anything they want? Consider the Khmer Rouge wrecking what remained of Cambodia after realizing power and as an indirect result of that, themselves. Same with the 3rd Reich. Or repeated again with the hell created by ISIS's attempts at an Islamic Utopia.) There are many examples.<br/><br />
<br/><br />
But yes, in effect, you have basically a giant monkey-faced, brain-dead, gold-plated Christ with an enormous phallus that players use to coerce each other in the game."</i><br />
<br />
'''~Daniel Dez'''<br />
}}<br />
</center><br />
<br />
<br />
Dez mentioned bunnies as a design choice on the original Kickstarter campaign:<br />
<br />
<center>{{mbox|text=<br />
<i>"I chose baby bunnies to counter the robot because I wanted the contrast and asymmetry between players inside vs outside the robot to be as large as possible. I wanted the player's avatar to reflect their (apparent) impotence against the robot's (apparent) invincibility. <br />
<br />
Secondly, baby bunnies seem to me to be among the most defenseless and innocent of creatures, it makes it all the more shocking when it becomes evident that it is they perpetrating horrific acts against each other (for money). Sound familiar?<br />
<br />
Finally, baby bunnies are a fitting animal to live in a magical forest, which I also wanted to have as an environment to counter the hard lines and aesthetic of the robot."</i><br />
<br />
'''~Daniel Dez'''<br />
}}</center></div>Hexzylehttps://wiki.obeygame.com/index.php?title=Glossary&diff=962Glossary2015-07-19T05:02:36Z<p>Hexzyle: </p>
<hr />
<div>*'''Autopay''' - The current setting for how much money is dropped for bunnies who deliver usable items to the Feed Box<br />
*'''Bill''' - The fee the Robosaru has to pay for an automatically spawned Dropship, often at the start of a match.<br />
*'''Bleed''' - The act of placing barely useful items into a Feed Box with autopay set high in order to cause Robosaru to lose more money than he makes. Scrap and Missiles are the most valid candidates for this.<br />
*'''Bunny''' - A player who is not in control of Robosaru<br />
*'''Camper''' - A bunny who sits at Robosaru's door, subverting when the Robosaru has made a large purchase in order to avoid having to spend that money themselves<br />
*'''Corpse Bomb''' - The act of placing a corpse into the Feed Box, delivering a heavy penalty to whoever is in Robosaru at the time.<br />
*'''Corpse Factory''' - A laser wall set up with the intention of generating corpses to put into the Feed Box. It is usually hidden out of Robosaru's view.<br />
*'''Directive''' - Large icon placeable by Robosaru that indicates a particular instruction. ¢ directives can be picked up by bunnies. All directives fade after 17 seconds.<br />
*'''Drop Box''' - See '''FEED BOX'''<br />
*'''Drop Zone''' - (Also: Drop Site) The preset location on a map where the Dropship will always deliver its cargo, and where Robo's subversion penalty will drop.<br />
*'''Feed Box''' - The receptacle for items usable by Robosaru<br />
*'''Flame the Door''' - To aim as far down as possible and use the flamethrower along the red notch on the facing indicator, eliminating campers.<br />
*'''Kingmaking''' - (n. Kingmaker) Playing solely to manipulate who wins the game, with little or no regard to one's own score.<br />
*'''Leg''' - The supports protruding from Robosaru's base.<br />
*'''Mod''' - (Also: Moderator, Admin) The administrator of a server. Has the ability to kick players, set a player's score, spawn a dropship, or mark a player as a "troll".<br />
*'''Overlord''' - See '''ROBOSARU'''<br />
*'''Power Plant''' - The interactable structure responsible for generating Robosaru's passive income, and their subversion penalty.<br />
*'''PP''' - See '''POWER PLANT'''<br />
*'''Push to Talk''' - A microphone setting that, when enabled, causes the microphone to only transmit spoken voice when the Push to Talk key is held.<br />
*'''Rabbit''' - See '''BUNNY'''<br />
*'''Reign Bonus''' - The bonus money that Robosaru passively earns on top of their regular income. This amount increases slowly the longer a player has uninterrupted control.<br />
*'''Robosaru''' - (Also: Robo, Robot, Robosaur, Robosaurus) The enormous turret on the map, or the player controlling it<br />
*'''Scumbag''' - A bunny who takes money that was intended for another bunny<br />
*'''Sentry''' - The constructs in a ring around Robosaru that emit arcs of electricity when activated by subversion or using a battery charge<br />
*'''Snitch''' - A bunny who points out the wrongdoings of other bunnies in order to gain favor and money from Robosaru. Commonly associated with [[Pointer]] usage.<br />
*'''Spire''' - See '''SENTRY'''<br />
*'''Stacking''' - Constructing a stack of items for the purpose of blocking Robosaru's view or to raise another Bunny's elevation over an obstacle such as a Laser Fence.<br />
*'''Staircase''' - Items arranged in a manner that allows a Bunny to repeatedly access a location they would not normally be able to reach, i.e. a cliff or Robosaru's base<br />
*'''Subvert''' - The act of entering the door at the base of Robosaru, which displaces the previous player and gives control of Robosaru to the subverting player.<br />
*'''Subversion Penalty''' (Also: Subversion Bonus) The money dropped at the Drop Site if Robosaru is subverted while the Power Plant is On.<br />
*'''Troll''' - A player who finds enjoyment in ruining other player's fun. May also refer to a player marked with the "troll" tool, which makes them always visible to all other players.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Bunny&diff=961Bunny2015-07-19T05:02:26Z<p>Hexzyle: c</p>
<hr />
<div>[[File:bunny_carrying_items1.jpg|thumb|center|A collared bunny carrying Uranium and placing a light]]<br />
Bunnies are the characters the player controls, although the term "Bunny" is generally used to refer to players who are not in control of [[Robosaru]]. Bunnies have very good sight in the darkness, and can generally see anything within their line of sight, even if it is not lit by [[Robosaru]]'s spotlight.<br />
<br />
<div style="clear:both"></div><br />
==Items==<br />
Only Bunnies who are not in Robosaru may carry items. Bunnies can only be in possession of three items at any time, although they have four item slots: mouth, back, and two sides. Items can be picked up with '''[[Controls|Action]]'''. Items that are in the mouth can be dropped with '''Drop''' or used/placed with '''Action'''. Pressing '''Next''' or '''Prev''' rotates the items that are in these slots. When a Collar is in any slot other than the mouth, it will display around a Bunny's neck.<br />
<br />
While carried by a Bunny, items are counted as equipped. They are non-solid in this state and cannot be picked up by another Bunny. If a Bunny dies while carrying items, they will drop them all at their place of death. The dropping of the items occurs ''after'' the Bunny's death, so carried items are "protected" in that they cannot be destroyed by the same event that killed the bunny.<br />
<br />
==Money==<br />
[[File:item_collar_worn.jpg|thumb|right|Bunnies wearing collars earn bonus money]]<br />
[[File:c_sign.jpg|thumb|right|Touching ¢ Signs gives the Bunny money]]<br />
All Bunnies passively earn money. The amount is dependent on where the Bunny is and whether or not they own a [[Items#Collar|collar]].<br />
<br />
*Bunnies without a collar earn 2¢ every 2 seconds.<br />
*Bunnies with a collar earn 6¢ every 2 seconds.<br />
*Bunnies inside the [[Dropship]] earn 1¢ every 2 seconds, regardless of whether they own a collar.<br />
*The Robosaru Bunny earns 20¢ every 2 seconds the [[Power Plant]] is ON, plus a reign bonus that increases by 0.075¢ every 2 seconds.<br />
<br />
There are three ways that the Bunny can obtain money actively:<br />
*Entering Robosaru immediately awards the Bunny 300¢, in addition to being refunded the value of any items they were carrying.<br />
*Picking up a ¢ Sign placed via the directive menu will transfer 50¢ from the player in Robosaru.*<br />
*Picking up a ¢ Sign dropped by the Autopay system will transfer an amount of money from the player in Robosaru equivalent to the current Autopay setting.*<br />
<nowiki>*</nowiki><small>In the case of a recent subversion, money comes from the account of the player who was in Robosaru when the ¢ Sign was created, not the player in Robosaru when the ¢ Sign is collected.</small><br />
<br />
==Movement and Terrain==<br />
Bunnies travel normal speed when moving forwards, and far slower when sidestepping or moving backwards.<br />
Additionally, moving up slopes or through water inhibits the movement speed of the Bunny. As the Bunny is unable to jump, they cannot traverse completely vertical terrain.<br />
<br />
Plantation and water on the map does not block Bunny movement, but it also does not block Robosaru's weapons. While in water, a bunny is immune to fire.<br />
<br />
Bunnies can place items in a stack by dropping multiple items in the same location. As Bunnies will always relocate upwards if their hitbox is inside a solid object, placing items onto another Bunny will raise said Bunny ontop of the placed item. This can be repeated to allow a Bunny to get ontop of a ledge, over a Laser Wall, or even onto Robosaru's base.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Bunnies can squeak with the '''Hop''' key. Squeaks are only audible to nearby Bunnies, and not to Robosaru.<br />
<br />
Bunnies may also use the whisper command. (syntax: "/w ''<message>''") Whispered messages are sent to all bunnies within a 12 unit radius. (4 cement tiles) Robosaru can intercept whispered messages via an unplaced [[Sensor]] or by looking at a Bunny when they send a whisper.<br />
<br />
==Mortality==<br />
[[File:Concept_art_bunny01.jpg|thumb|right|The reference image used for modelling the bunny]]<br />
[[File:Placeholder_model_bunny01.jpg|thumb|right|The placeholder model for the bunny in early development]]<br />
<br />
The Bunny can be killed in many ways. Some types of deaths will leave a burning corpse, while others just cause the Bunny to be obliterated.<br />
===Corpseless Deaths===<br />
*Taking a direct hit from Robosaru's Primary Cannon.<br />
*Taking a direct hit from a Missile.<br />
*Being subverted<br />
*Typing /kill into chat.<br />
*Being snagged by the machinery inside Robosaru.<br />
*Being in the blast radius of an exploding:<br />
**Missile<br />
**Mine<br />
**Volatile item<br />
**Dropship.<br />
*Being hit by errant shrapnel from an explosion<br />
*Being hit by a ricochet from a bullet. Note that this is relatively unlikely.<br />
*Falling off the map<br />
*Shimmying/glitching into the Feed Box or into Robosaru's foundation<br />
<br />
===Corpse-causing Deaths===<br />
*Touching fire caused by:<br />
**Robosaru's Primary Cannon<br />
**Robosaru's Flamethrower<br />
**Robosaru's Missile Racks<br />
**Crashed Dropship explosions<br />
**Detonated Mine explosion<br />
**Volatile item explosion<br />
**Another burning corpse<br />
*Touching the pillar of fire protruding from the Power Plant's exhaust<br />
*Wearing or holding a collar that has been manually detonated by Robosaru.<br />
*Being in range of an active Sentry while not wearing a collar.<br />
*Touching the beams of an active Laser Wall.<br />
*Being hit by Flamer Fuel globs</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Robosaru&diff=960Robosaru2015-07-19T05:02:18Z<p>Hexzyle: c</p>
<hr />
<div><center>[[File:Icon_01.png]]<br/><br />
''"Your new overlord sends you a greeting, and also bestowed upon you a gift: Your own loyalty COLLAR"''</center><br />
<br />
Robosaru is the centrepiece of all maps in OBEY. [[Bunny|Bunnies]] in control of Robosaru earn 20¢ every 2 seconds that the [[Power Plant]] is ON. They also gain a bonus 300¢ every time [[Items#Uranium|Uranium]] is placed inside the [[Feed Box]], and 25-75¢ for each piece of [[Items#Scrap|Scrap]] that is delivered in the same way. Robosaru may purchase a [[Dropship]] at any time during their reign in Robosaru, for 1500¢.<br />
<br />
Robosaru grants the Bunny in control an incremental money bonus the longer it is held. Every 2 seconds, the income from controlling Robosaru is increased by 0.075¢. This bonus is reset upon subversion, and increases regardless of Power Plant status. This means, for example, that after 8 minutes and 54 seconds, an unbroken reign in Robosaru will have allowed the income to double to 40¢ every two seconds.<br />
<br />
The Bunny in control of Robosaru has far worse vision than the Bunnies who are roaming around the map. In addition to Robosaru's turret-mounted spotlight which always lights up the area he is aiming at, and the Dropship spotlight which always lights up the area directly below and infront of the Dropship, only areas illuminated by placed Lights, fires, and a miserable amount around map-born fungi are able to be seen by Robosaru. Thus, Robosaru will often be required to trust other players to OBEY when the spotlight is not on them, and to alert Robosaru if other Bunnies are attempting to subvert them.<br />
<br />
The player controlling Robosaru loses the ability to view other player's scores or positions on the scoreboard.<br />
<br />
==Communication==<br />
:''Main article: [[Communication]]''<br />
Robosaru has a variety of methods to communicate their orders. Text that Robosaru types is colored red, and the player's name is preceded by "ROBOSARU". Whenever Robosaru uses voice communication, their name is colored red. When Robosaru whispers, only Bunnies near the reticle receive the message.<br />
<br />
The quick chat commands ('''Hop''' key) can be customized in [[TextMacros.txt]]. They provide Robosaru with a way to quickly send long (or colorful) chat messages with only a couple key presses.<br />
<br />
Robosaru can also use the Directives Menu ('''Menu''' key) to drop contextual icons onto the map that are visible to all players. The ¢ Directive is the only icon with an actual function: it transfers 50¢ from the bank of the player who dropped it to the bank of the Bunny who picks it up.<br />
<br />
==Weapons==<br />
[[File:robosaru.jpg|right|300px]]<br />
The Bunny in control of Robosaru has five direct methods of eliminating Bunnies they deem to be disOBEYing.<br />
<br />
===Primary Cannon===<br />
The primary cannon ('''Action''' key) has infinite ammo and fires extremely rapidly. However, it is also terribly inaccurate, kicks up a lot of billowing smoke, and occasionally starts small fires. This not only makes it very difficult for the Bunny in Robosaru to determine whether or not they landed a hit, it also can provide a means of hiding for Bunnies who were not involved in the original barrage.<br />
The cannon cannot directly deal damage to Bunnies behind solid terrain, (although the stray ricochets can) and due to a blind spot it is unable to hit bunnies who have made it inside of the Sentry ring. The cannon can and will destroy items, so care must be taken when firing it around stashes of expensive drops.<br />
<br />
===Flamethrower===<br />
The flamethrower ('''Flame''' key) consumes [[Items#Fuel|Fuel]] at a rate of 3 units per second, which must first be deposited into the Feed Box. It is useful for eliminating approaching bunnies as the resulting fire provides terrain that is dangerous, opposed to the safe, view-blocking clouds that the Primary Cannon causes. The flamethrower is positioned far lower than the Cannon, and thus can hit Bunnies who are very close to the door. However, the flames do not damage Bunnies who are hiding in water, and care must be taken using the flamethrower around the Feed Box as Bunnies killed with flames are turned into [[Items#Corpse|charred Corpses]].<br />
<br />
The flames '''can penetrate solid objects''', and does not damage items, making the Flamethrower the best tool for eliminating bunnies utilizing hard or semi-hard cover like terrain and items.<br />
<br />
The heat emanating from the flamethrower's spout can kill bunnies that are within a fair radius of it. This heat radius can be used to cook any bunnies who manage to climb onto Robosaru's base or who are camping the door.<br />
<br />
===Missile Racks===<br />
The Missile Racks ('''Drop''' key) consume [[Items#Missile|Missiles]], which must first be deposited into the Feed Box. Missiles travel very quickly and have a large radius of damage, so they are useful for top priority Bunny eliminations. Missiles rarely leave the intended target alive, and the blast radius can be used to hit Bunnies behind cover. Missiles do leave billowing clouds and traces of fire, so care must be taken not to use them excessively near the Feed Box or other high-trafficked areas, for risk of killing OBEYing bunnies or leaving charred corpses. Missiles also destroy almost all items within its radius of effect, so extreme care must be taken when firing it.<br />
<br />
===Sentries===<br />
[[File:Sentry_active_shock.jpg|thumb|right|A sentry electrocuting an unfortunate bunny]]<br />
Sentries ('''Next''' key) are small spires which are located in a circle around Robosaru. Activating them enables them for 15 seconds and consumes a single [[Items#Battery|battery]] charge, which must first be deposited into the Feed Box. While sentries are active, they will automatically fry any Bunny who moves too closely, or who happens to be already too close. Bunnies wearing a collar are immune to the Sentries' shocks. Sentries are usually placed close enough and have a large enough radius to prevent uncollared Bunnies travelling between them. Sentry lightning arcs require an unobstructed path to their target: they will not fire if blocked by terrain, constructs or dropped items.<br />
<br />
===Detonating Collars===<br />
The Bunny controlling Robosaru possesses the ability to manually detonate any Collar that is on the map with the '''Next''' key. If a Bunny is wearing or holding the Collar being detonated, they will be killed.<br />
<br />
==Subversion==<br />
[[File:robosaru_base_door.jpg|x200px]]<br />
<br />
Entering the door at the base of Robosaru subverts the player inside. This does multiple things:<br />
*The player being subverted is killed. They respawn on the map, or inside the Dropship if it exists.<br />
*If a Power Plant exists, and was ON, up to {{tt|15%|subvertedPenalty}} of the Robosaru's money is dropped as directives around the drop zone. Bunnies that pick up these ¢ directives take the money away from the player who was subverted. The amount dropped fractionally decreases based on the ratio of OFF Power Plants to ON Power Plants, and {{tt|how long|subvertedPenaltyTime}} the player had been ruling for..<br />
**If a Power Plant is OFF, the Power Plant will trigger ON, burning nearby bunnies.<br />
**Items obstructing the exhaust pipe of the Power Plant may be {{tt|forcibly destroyed|clearPowerPlantsOnSubversion (default: false)}}.<br />
**If the exhaust is clear of obstructions, the Power Plant will remain ON.<br />
*The subverting player is now placed in control of Robosaru<br />
*The subverting player is refunded the ¢ value of all the items they carried into Robosaru<br />
*The subverting player is immediately awarded {{tt|300¢|enterRoboBonus}}<br />
*All other bunnies are automatically equipped with [[Items#Collar|Collars]], (or have it dropped infront of them if they already have 3 items) and receive an automated message from the subverting player.<br />
**If a bunny is already holding or wearing a collar, is inside the Dropship, or is within range of a Sentry (but not necessarily in line of sight), then they are not given a Collar.<br />
*An electric field is projected around Robosaru for 4 seconds. This will kill any and all bunnies at or closer than Robosaru's Legs, regardless of whether they have a collar.<br />
*The Sentries at Robosaru's base are activated for 15 seconds. This automated activation does not require nor consume a charge.<br />
*If there are {{tt|4|minPlayers}} or more players on a server, and the server has not {{tt|auto-purchased a Dropship|dropShipOnStart}} this round, the server will do so now, in addition to spawning {{tt|8|uraniumOnStart}} uranium at the drop area. The Dropship purchase deducts {{tt|1500¢|roboChargeForAutoDropship}} from the new Robosaru's account.<br />
<br />
==HUD==<br />
[[File:robosaru_hud_indexed.jpg|left|x498px]]<br />
① Robosaru control streak bonus<br/><br />
② Sentry Charges<br/><br />
③ Zoom Level Indicator<br/><br />
④ Buy menu<br/><br />
⑤ Reticule<br/><br />
⑥ Missile Ammo<br/><br />
⑦ Flamethrower Ammo<br/><br />
⑧ Rotation Indicator<br/><br />
⑨ Door Gap<br/><br />
⑩ Door Burn Indicator<br/><br />
<br/><br />
As the Flamethrower is offset to Robosaru's left side, the red notch on the orientation ring indicates the area Robosaru needs to face when looking directly down in order for his Flamethrower to <br />
burn and kill Bunnies at the door.<br />
The timer in the centre of the Rotation Indicator displays how long before a Dropship drop occurs.<br />
<br />
<div style="clear:both"></div><br />
<br />
== History ==<br />
The original working title of OBEY was 'Robosaru'.<br />
Robosaru means 'robomonkey' in Japanese as the robot is a take on the Japanese giant robot/monster theme.<br />
In English, the name is intended to also be misread as 'Robosaur'<br />
<br />
[[File:title.png|thumb|right|The original title graphic, when the game was first programmed using Ogre3D]]<br />
<br />
In this older version of the game, Robosaru had a different model which took inspiration from Mechagodzilla.<br />
<br />
[[File:Robo_17.jpg]][[File:Robo_18.jpg]]<br />
<br />
Concept art for the most recent iteration of Robosaru<br />
<br />
[[File:Robo_01.jpg|400px]][[File:Robo_00.jpg|400px]]<br />
<br />
:''Main Article: [[Story]]''<br />
There are many contributing factors to Robosaru's design, from the model shape and colors, to the iconography, to the positioning of the weapons. The entire game is filled with subliminal messages, but Robosaru is the focal point and thus has the highest concentration of these.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Template:C&diff=959Template:C2015-07-19T05:00:59Z<p>Hexzyle: fixed it so it doesn't look so ugly when substituted.</p>
<hr />
<div><includeonly>¢</includeonly><noinclude><br />
Inserts the cent symbol onto a page.<br/><br />
This is useful for when an editor does not remember the key combination to insert the cent symbol, or does not wish to open another window to copy the cent symbol from another location.<br />
Usage:<br />
<nowiki>Uranium costs 100{{subst:c}}</nowiki><br />
<br />
Displays:<br />
Uranium costs 100&#162;<br />
<br />
This is a substitution rather than a transclusion: once the page is saved, the cent icon is inserted into the page permanently, as if it had been typed. There is no indication that this template was used.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=Robosaru&diff=958Robosaru2015-07-19T05:00:32Z<p>Hexzyle: /* Subversion */</p>
<hr />
<div><center>[[File:Icon_01.png]]<br/><br />
''"Your new overlord sends you a greeting, and also bestowed upon you a gift: Your own loyalty COLLAR"''</center><br />
<br />
Robosaru is the centrepiece of all maps in OBEY. [[Bunny|Bunnies]] in control of Robosaru earn 20¢ every 2 seconds that the [[Power Plant]] is ON. They also gain a bonus 300¢ every time [[Items#Uranium|Uranium]] is placed inside the [[Feed Box]], and 25-75¢ for each piece of [[Items#Scrap|Scrap]] that is delivered in the same way. Robosaru may purchase a [[Dropship]] at any time during their reign in Robosaru, for 1500¢.<br />
<br />
Robosaru grants the Bunny in control an incremental money bonus the longer it is held. Every 2 seconds, the income from controlling Robosaru is increased by 0.075¢. This bonus is reset upon subversion, and increases regardless of Power Plant status. This means, for example, that after 8 minutes and 54 seconds, an unbroken reign in Robosaru will have allowed the income to double to 40¢ every two seconds.<br />
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The Bunny in control of Robosaru has far worse vision than the Bunnies who are roaming around the map. In addition to Robosaru's turret-mounted spotlight which always lights up the area he is aiming at, and the Dropship spotlight which always lights up the area directly below and infront of the Dropship, only areas illuminated by placed Lights, fires, and a miserable amount around map-born fungi are able to be seen by Robosaru. Thus, Robosaru will often be required to trust other players to OBEY when the spotlight is not on them, and to alert Robosaru if other Bunnies are attempting to subvert them.<br />
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The player controlling Robosaru loses the ability to view other player's scores or positions on the scoreboard.<br />
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==Communication==<br />
:''Main article: [[Communication]]''<br />
Robosaru has a variety of methods to communicate their orders. Text that Robosaru types is colored red, and the player's name is preceded by "ROBOSARU". Whenever Robosaru uses voice communication, their name is colored red. When Robosaru whispers, only Bunnies near the reticle receive the message.<br />
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The quick chat commands ('''Hop''' key) can be customized in [[TextMacros.txt]]. They provide Robosaru with a way to quickly send long (or colorful) chat messages with only a couple key presses.<br />
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Robosaru can also use the Directives Menu ('''Menu''' key) to drop contextual icons onto the map that are visible to all players. The &#162; Directive is the only icon with an actual function: it transfers 50&#162; from the bank of the player who dropped it to the bank of the Bunny who picks it up.<br />
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==Weapons==<br />
[[File:robosaru.jpg|right|300px]]<br />
The Bunny in control of Robosaru has five direct methods of eliminating Bunnies they deem to be disOBEYing.<br />
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===Primary Cannon===<br />
The primary cannon ('''Action''' key) has infinite ammo and fires extremely rapidly. However, it is also terribly inaccurate, kicks up a lot of billowing smoke, and occasionally starts small fires. This not only makes it very difficult for the Bunny in Robosaru to determine whether or not they landed a hit, it also can provide a means of hiding for Bunnies who were not involved in the original barrage.<br />
The cannon cannot directly deal damage to Bunnies behind solid terrain, (although the stray ricochets can) and due to a blind spot it is unable to hit bunnies who have made it inside of the Sentry ring. The cannon can and will destroy items, so care must be taken when firing it around stashes of expensive drops.<br />
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===Flamethrower===<br />
The flamethrower ('''Flame''' key) consumes [[Items#Fuel|Fuel]] at a rate of 3 units per second, which must first be deposited into the Feed Box. It is useful for eliminating approaching bunnies as the resulting fire provides terrain that is dangerous, opposed to the safe, view-blocking clouds that the Primary Cannon causes. The flamethrower is positioned far lower than the Cannon, and thus can hit Bunnies who are very close to the door. However, the flames do not damage Bunnies who are hiding in water, and care must be taken using the flamethrower around the Feed Box as Bunnies killed with flames are turned into [[Items#Corpse|charred Corpses]].<br />
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The flames '''can penetrate solid objects''', and does not damage items, making the Flamethrower the best tool for eliminating bunnies utilizing hard or semi-hard cover like terrain and items.<br />
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The heat emanating from the flamethrower's spout can kill bunnies that are within a fair radius of it. This heat radius can be used to cook any bunnies who manage to climb onto Robosaru's base or who are camping the door.<br />
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===Missile Racks===<br />
The Missile Racks ('''Drop''' key) consume [[Items#Missile|Missiles]], which must first be deposited into the Feed Box. Missiles travel very quickly and have a large radius of damage, so they are useful for top priority Bunny eliminations. Missiles rarely leave the intended target alive, and the blast radius can be used to hit Bunnies behind cover. Missiles do leave billowing clouds and traces of fire, so care must be taken not to use them excessively near the Feed Box or other high-trafficked areas, for risk of killing OBEYing bunnies or leaving charred corpses. Missiles also destroy almost all items within its radius of effect, so extreme care must be taken when firing it.<br />
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===Sentries===<br />
[[File:Sentry_active_shock.jpg|thumb|right|A sentry electrocuting an unfortunate bunny]]<br />
Sentries ('''Next''' key) are small spires which are located in a circle around Robosaru. Activating them enables them for 15 seconds and consumes a single [[Items#Battery|battery]] charge, which must first be deposited into the Feed Box. While sentries are active, they will automatically fry any Bunny who moves too closely, or who happens to be already too close. Bunnies wearing a collar are immune to the Sentries' shocks. Sentries are usually placed close enough and have a large enough radius to prevent uncollared Bunnies travelling between them. Sentry lightning arcs require an unobstructed path to their target: they will not fire if blocked by terrain, constructs or dropped items.<br />
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===Detonating Collars===<br />
The Bunny controlling Robosaru possesses the ability to manually detonate any Collar that is on the map with the '''Next''' key. If a Bunny is wearing or holding the Collar being detonated, they will be killed.<br />
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==Subversion==<br />
[[File:robosaru_base_door.jpg|x200px]]<br />
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Entering the door at the base of Robosaru subverts the player inside. This does multiple things:<br />
*The player being subverted is killed. They respawn on the map, or inside the Dropship if it exists.<br />
*If a Power Plant exists, and was ON, up to {{tt|15%|subvertedPenalty}} of the Robosaru's money is dropped as directives around the drop zone. Bunnies that pick up these ¢ directives take the money away from the player who was subverted. The amount dropped fractionally decreases based on the ratio of OFF Power Plants to ON Power Plants, and {{tt|how long|subvertedPenaltyTime}} the player had been ruling for..<br />
**If a Power Plant is OFF, the Power Plant will trigger ON, burning nearby bunnies.<br />
**Items obstructing the exhaust pipe of the Power Plant may be {{tt|forcibly destroyed|clearPowerPlantsOnSubversion (default: false)}}.<br />
**If the exhaust is clear of obstructions, the Power Plant will remain ON.<br />
*The subverting player is now placed in control of Robosaru<br />
*The subverting player is refunded the ¢ value of all the items they carried into Robosaru<br />
*The subverting player is immediately awarded {{tt|300¢|enterRoboBonus}}<br />
*All other bunnies are automatically equipped with [[Items#Collar|Collars]], (or have it dropped infront of them if they already have 3 items) and receive an automated message from the subverting player.<br />
**If a bunny is already holding or wearing a collar, is inside the Dropship, or is within range of a Sentry (but not necessarily in line of sight), then they are not given a Collar.<br />
*An electric field is projected around Robosaru for 4 seconds. This will kill any and all bunnies at or closer than Robosaru's Legs, regardless of whether they have a collar.<br />
*The Sentries at Robosaru's base are activated for 15 seconds. This automated activation does not require nor consume a charge.<br />
*If there are {{tt|4|minPlayers}} or more players on a server, and the server has not {{tt|auto-purchased a Dropship|dropShipOnStart}} this round, the server will do so now, in addition to spawning {{tt|8|uraniumOnStart}} uranium at the drop area. The Dropship purchase deducts {{tt|1500¢|roboChargeForAutoDropship}} from the new Robosaru's account.<br />
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==HUD==<br />
[[File:robosaru_hud_indexed.jpg|left|x498px]]<br />
① Robosaru control streak bonus<br/><br />
② Sentry Charges<br/><br />
③ Zoom Level Indicator<br/><br />
④ Buy menu<br/><br />
⑤ Reticule<br/><br />
⑥ Missile Ammo<br/><br />
⑦ Flamethrower Ammo<br/><br />
⑧ Rotation Indicator<br/><br />
⑨ Door Gap<br/><br />
⑩ Door Burn Indicator<br/><br />
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As the Flamethrower is offset to Robosaru's left side, the red notch on the orientation ring indicates the area Robosaru needs to face when looking directly down in order for his Flamethrower to <br />
burn and kill Bunnies at the door.<br />
The timer in the centre of the Rotation Indicator displays how long before a Dropship drop occurs.<br />
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<div style="clear:both"></div><br />
<br />
== History ==<br />
The original working title of OBEY was 'Robosaru'.<br />
Robosaru means 'robomonkey' in Japanese as the robot is a take on the Japanese giant robot/monster theme.<br />
In English, the name is intended to also be misread as 'Robosaur'<br />
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[[File:title.png|thumb|right|The original title graphic, when the game was first programmed using Ogre3D]]<br />
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In this older version of the game, Robosaru had a different model which took inspiration from Mechagodzilla.<br />
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[[File:Robo_17.jpg]][[File:Robo_18.jpg]]<br />
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Concept art for the most recent iteration of Robosaru<br />
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[[File:Robo_01.jpg|400px]][[File:Robo_00.jpg|400px]]<br />
<br />
:''Main Article: [[Story]]''<br />
There are many contributing factors to Robosaru's design, from the model shape and colors, to the iconography, to the positioning of the weapons. The entire game is filled with subliminal messages, but Robosaru is the focal point and thus has the highest concentration of these.</div>Hexzylehttps://wiki.obeygame.com/index.php?title=ServerSettings.txt&diff=956ServerSettings.txt2015-07-19T04:47:09Z<p>Hexzyle: </p>
<hr />
<div>serverSettings.txt is a file in the root directory of OBEY that determine variables for a server hosted on that computer.<br />
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{| class="wikitable"<br />
|-<br />
! Variable !! width="100" | Default Value !! Description<br />
|-<br />
| name || OBEY Server! || This is the name of the server that will show up in the server browser<br />
|-<br />
| motd || --- || This is the message of the day displayed by the server. Text can be colored by opening with the Hexadecimal code surrounded by square brackets, and closed with a minus sign surrounded by square brackets: i.e. [FF0000]This text is red[-]. New lines can be denoted with a tilde.<br />
|-<br />
| maxPlayers || 6 || The player limit for the server. Once this is reached, no more players may join.<br />
|-<br />
| minPlayers || 4 || The minimum number of players required in a server before a Dropship can be purchased<br />
|-<br />
| roundMinutes || 0 || The time for each round before the game is forcibly ended. Any value less than 2 removes the timer.<br />
|-<br />
| map || ozone,cornered,zoneOne,<br/>zoneFar,doublel,airstrip || The map(s) that the server will play. Comma delineated. The maps must exist in the '''Levels''' folder.<br />
|-<br />
| serverPort || 57347 ||<br />
|-<br />
| private || 0 || If disabled, the server will be registered on the master server list<br />
|-<br />
| maxSpectators || 5 || The maximum number of players that simultaneously be in spectator mode<br />
|-<br />
| clientPort || 57349||<br />
|-<br />
| dropShipOnStart || 1 || If enabled, a free Dropship will spawn the first time a player enters Robosaru. This setting takes into account the minPlayers setting, and thus the free Dropship will not spawn until a player enters Robosaru '''while minPlayers is met'''.<br />
|-<br />
| tickRate || 66 || How many game ticks to process per second. A higher number increases game "accuracy".<br />
|-<br />
| sendRate || 20 || How many times per second to send Clients server information. A higher number makes the game smoother, but consumes greater bandwidth.<br />
|-<br />
| twoSecondScore || 2 || How much ¢ an uncollared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreCollar|| 6 || How much ¢ a collared Bunny earns every two seconds.<br />
|-<br />
| twoSecondScoreRobo || 20 || How much ¢ the Bunny in control of Robosaru earns every two seconds.<br />
|-<br />
| dropShipSeconds || 80 || How many seconds between each Drop Ship arrival.<br />
|-<br />
| enterRoboBonus || 300 || The ¢ earned by a Bunny upon entering Robosaru<br />
|-<br />
| twoSecondScoreDropShip || 1 || How much ¢ the Bunny inside the Dropship earns every two seconds.<br />
|-<br />
| minAI || || (deprecated)<br />
|-<br />
| moneyWinCondition || 0 || The money goal for each round, upon reaching which the game is forcibly ended. A value of 0 removes the money goal.<br />
|-<br />
| roboTwoSecondBonus || .075 || The rate that the [[Robosaru]] player accumulates a bonus.<br />
|-<br />
| extraRoundTime || 30 || How many seconds after a victory before the round is restarted.<br />
|-<br />
| playerDebtLimit || -1500 || The minimum amount of money a player can have after corpse money deduction<br />
|-<br />
| playerStartingFunds || 0 || The amount of money Bunnies start with upon joining the game<br />
|-<br />
| playerSuicidePenalty || 200 || The money deducted from a Bunny's account when they use the /kill command. A negative number will disable the /kill command for Bunnies. Players are not penalized if minPlayers is not met.<br />
|-<br />
| roboSeeScore || 0 || If enabled, allows Robosaru to see all players' scores instead of just their own.<br />
|-<br />
| roboSuicidePenalty || 2000 || The money deducted from a player's account when they use the /kill command while inside Robosaru. A negative value will disable the /kill command for Robosaru.<br />
|-<br />
| moderatorPassword || || The password required to log in with moderator privileges using the /mod command<br />
|-<br />
| password || || If set, it will 'lock' the server, prompting any player attempting to join to provide it. Only players who know the password will be able to join.<br />
|-<br />
| kickOnCycle || 0 || If disabled, sends players to a loading screen while the server changes maps. Then, after all players have rejoined it will run 'restart'. <br />
If enabled, it will instead kick all players at the end of every round.<br />
|-<br />
| spawnKillTime || 9 || How many seconds after spawning a bunny kill counts as a "spawn kill"<br />
|-<br />
| spawnKillMaxItems || 6 || The amount of times to attempt to spawn a scrap on a spawn kill. The earlier a bunny is spawnkilled, the closer to this number scrap will spawn.<br />
|-<br />
| spawnKillItemChance || 0.67 || For each scrap spawn attempt, this is the chance a scrap will be spawned<br />
|-<br />
| uraniumOnStart || 8 || How many uranium to spawn at the drop area when a round starts<br />
|-<br />
| subvertedPenalty || 0.15 || The fraction of Robosaru's money that is dropped in the Drop Zone when they are subverted.<br />
|-<br />
| subvertedPenaltyTime || 80 || Grace period (in seconds) that Robosaru's subversion penalty is at a reduced amount (scaled up as time progresses)<br />
|-<br />
| clearPowerPlantsOnSubversion || 0 || If enabled, any items blocking the exhaust will be forcibly destroyed upon a subversion.<br />
|-<br />
| showNamesToSpectators || 1 || If enabled, will display player names above bunnies when in Spectator mode.<br />
|-<br />
| roboChargeForAutoDropship || -1500 || How much to bill the Robosaru when the Dropship triggered by dropShipOnStart is spawned<br />
|-<br />
| minSubversionPenalty || 100 || The minimum amount of money dropped upon a subversion if a Power Plant is ON.<br />
|}</div>Hexzyle