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cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d

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Index
Custom CPACKs & Units
VPAC Wiki Page
VPAC CPACKs download location.

VPAC Main - Vertu

The VPAC Main provides the essentials and basics of Play As Creeper. Each unit has been heavily refined, partially redone, and partially overhauled to maximize their quality. One such quality is being able to have Launchers hold fire, a quality I was shocked to find lacking in the normal PAC Launcher.

Units (CMODS) in this CPACK

Functionalities (Global Scripts)

:WARNING: Currently the displayed text for how much power each unit uses DOES NOT UPDATE TO CHANGES MADE IN SCRIPTS! For example: if you set the Crimsonator to use anything other than 2 power, the display text will not state the Crimsonator uses that amount of power but still as 2 power! You will have to fix this yourself until this is resolved in a future VPAC Version. (Currently v2.7.1.6, feature not implemented).

Pre Gameload Global Scripts

ERNManager

A simple script that runs while paused to manage how much power you have. The “ERN” part and anything referring to ERNs as power is legacy as ERN power has been replaced by wireless power which can come from many sources.
This script uses the Global List to consolidate all power modifiers into a single array which is then evaluated to determine how much power the player is using and has access to. Indexes 1000 - 1008 are intended for this. 1006, 1007, 1008 are currently not being used but are still within the array in the event a new source of power modifiers are introduced in a separate CPACK.
The script is also responsible for the display which is intended to be from an ADA Message named “Display” (case sensitive) with a background image of 4. The list of units is color coded to the build tabs they reside in and the order they are within those tabs, listed from left-right, top-bottom.

  • Starting_ERNS: (Any Integer) How much power you start with.
  • Power_Suppressor_Release_Power: (Any Integer) How much power is gained from destroying a Power Suppressor.
  • Exponential_Suppressors_ENABLED: (0 or 1) A toggle for an exponential increase in gained power from destroying Power Suppressors.
  • Expon_Suppressor_Release_Factor: (Any Float) How much the destroyed quantity of Power Suppressors are raised by when Exponential_Suppressors_ENABLED is toggled on. I do not recommend changing this value from 1.2 as it means when 15 Power Suppressors are destroyed, the player will have 25 additional power. When more than 15 are destroyed, the exponential growth really kicks in. A factor of 1.2 ensures the growth is noticeable but not extreme. With this enabled, a maximum of 25 Power Suppressors should be destructible on the map. Any more and the exponential growth gets out of hand.

Power Suppressor Context: The VPAC Vertu Expansion provides units called Power Suppressors which when destroyed give additional power. The ERNManger is what causes these units to increase available power.
ERNs can also be released by Power Suppressors if you enable them to (preferably individually). This gives some depth to replaying the map for an optimized run.

Rebuild

This script is responsible for rebuilding non-impervious ground units that where placed on the map. This script does not run while paused and because of that does not start until 1 frame has passed after the player has loaded the map for the first time. This means if you have a script add more ground units, this script will add those new units into its list for rebuilding. BUT ONLY BEFORE THE FIRST FRAME OF THE GAME! All new units placed into the map after that point will not be rebuilt for they do not exist in the list of rebuildable units, written after and only once from the first frame of the mission.

The script also REBUILDS SHATTERED LAND TERRAIN (when enabled, which it is by default).

This version of Rebuild is FAR more performance efficient than any other Rebuild script. It divides its task across 700 frames and in 4 sections to reduce how much action happens in a single frame when the script checks for things to rebuild. This makes the rebuild process COMPLETLY UNNOTICABLE IN PERFORMANCE IMPACT unlike all other forms of Rebuild.

There are quite a few other settings but I heavily disadvise playing with them. Only the toggle for rebuilding terrain should be messed with. HOWEVER! REMEMBER TO REMOVE THE TERRAFORMING OPTION IN THE EDITOR BEFORE ADDING TERPS TO YOUR MAP! THIS CAN NOT BE DONE VIA SCRIPTS! IT MUST BE DONE MANUALLY.

SafeSelect

Makes all LAND units unselectable when loading the map outside of the editor, selectable when loading in the editor.
This only applies to ground units though there are some built-in exceptions.

PAC unit identifier

This script controls how much power the Crimsonator uses, originally intended to account for all units but I found it better to have that role be done within their respective CPACKs instead of just VPAC Main for sake of organization.

You can alter the Crimsonator's power cost in this script. Though VPAC is already very balanced in that regard so alterations are heavily unadvised.

Post Gameload Global Scripts

Default objective

This global script is responsible for automatically creating the DESTROY RIFT LAB custom objective. Since there is only a single custom objective in CW4 this script has a on/off toggle in the event you don't want only the DESTROY RIFT LAB objective.
It will create, write, enable, make required, and completed when the Rift Lab is destroyed. No need to snoop around game settings in the editor.

This script can be disabled. By default it is not disabled.

Auto Enable Connected Totems

Fills all Totems connected to the Rift Lab with what ever ammo ware they need. Sadly due to how GetUnitConnectedToRiftLab works this can not be done at the start of the mission, only a single frame after. This means you won't need to provide resource pods to activate the connected Totems for when the player begins the map.

This script can be toggled on or off. It is on by default.

AutoRemoveBuildPlans

This global script is very handy, it will remove all units from the build tab so you don't have to select every single unit in the editor under Game and disable “Can build” AFTER finishing the map and ready for finalization testing. This includes custom units but you will need to include them in the list of custom units within this script MANUALLY. It is simple to do just recreate what I, Vertu, have going on in there.
You can also see the used API here to figure out what's going on with it: SetCModPlayerMenuName

It operates by removing units from the build menu ONLY WHEN NOT LOADING THE MAP IN THE EDITOR! So you can place units to make the map with ease, never needing to remove or re-add them to the build menu. Once you load the map outside of the editor (a completely unique situation only occurring when making a map!) the units defined within the script will be removed from the build menu. Nice and simple.

AutoActivateShields

Shields, for what ever reason, disable their shield on Gameload, this script counteracts that so you can plan with more accuracy at the start of the mission.

Launcher Selector

Don't touch this script. It creates a MSGButton that allows the player to select all Launchers conveniently without having to hunt down a launcher to then press CTRL + A to select them all.



VPAC CPACKs download location.
VPAC Wiki Page
Custom CPACKs & Units
Index

cw4/cpack/docs/f3d1b56c-fb68-49a9-909e-54931da7635d.1666270254.txt.gz · Last modified: 2022/10/20 08:50 by Vertu