Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. {{indexmenu_n>30}} ====== Task Settings ====== Each task (level) in the game has a set of parameters that define the logic of its passage, auto-transitions, hints release, and bonus calculation. ===== Main Level Parameters ===== ==== Codes (Answers) ==== To pass a level, players must submit one or more correct codes. * **Case Sensitivity:** By default, code comparison is case-insensitive. * **Synonyms:** You can specify multiple correct variations (synonyms) for a single code, separating them by commas or writing them on separate lines. * **Code Types:** Codes can be main (required to pass the level) or bonus (rewarding the team with bonus seconds or points). ==== Hints ==== You can set up any number of hints for each level. * **Timer:** Hints are released automatically after a specified time (in seconds or minutes) after the team enters the level. * **Penalty Hints:** Hints can be set as penalty-based — in this case, players can open them prematurely but will receive a time or point penalty. ==== Regular and Global (Spanning) Bonuses ==== * **Regular Bonuses:** Linked to a specific level. * **Global (Spanning) Bonuses:** Available across multiple levels (e.g. from level 5 to 10). If a team enters the correct answer on level 5, they cannot submit it again on level 6. Spanning bonuses for the entire game can be set from levels 1 to 999. ==== Attempt Limits ==== To protect against brute-force (guessing) answers, you can set attempt limits. * Limits can be set globally for the level (e.g., maximum 50 attempts per minute for the whole team) or individually per player. * If the limit is exceeded, the input field is blocked for the team for a configured cooldown period. ===== Offline Answer Checking ===== When playing in zones with poor mobile internet, enabling offline checking allows players to see the status of their submissions without waiting for a server response. ==== How it works: ==== - Upon entering the level, hash codes of the answers are downloaded to the player's browser. - If there is no internet, submitted answers are placed in a local queue. - Pending answers are instantly color-coded: **green** (correct), **red** (incorrect), and **white** (unknown/sending). - As soon as the connection is restored, the queue is automatically sent to the server. <note warning> **Warning (Security):** Because offline hashes are stored on the client side, technically advanced players could run local brute-force scripts to guess the code, especially if it is short or follows a known pattern (e.g. word + digits). </note> ==== Protecting against brute-force in offline mode: ==== To protect against code guessing, add a penalty bonus with decoy codes (trap codes). * For example, if the correct code is: ''baguette432''. * Add a hidden bonus with the code: ''baguette178'' (and a penalty for solving it). * To hide the bonus, write the special marker **''%hide%''** in its description. Teams won't know the trap exists, but automated brute-force scripts will hit it and receive a penalty. Offline checking is disabled by default. It is recommended to enable it only on levels where poor network coverage is expected. en/authors_main/task_editor/task_settings.txt Last modified: 2026/06/15 21:40(external edit)