Here are the VPAC CPACKs that make the VPAC units and basic systems.
HOWEVER!This does not include the difficulty settings and complex mission dynamics. That is in the "Role Play Controller" CPACK and is a customizable script which I constantly edit to add extra depth to the mission from difficulty settings to cut-scenes and late-game reinforcements.
IMPORTANT!You need to create an ADA message called "Display" (CASE SENSITIVE!) and give it a textbox with a background of "4". Do not put anything in that message box, the VPAC Main CPACK will handle with displaying the correct text.
Good news! THAT IS LITERALLY ALL YOU HAVE TO DO! There are some settings lurking around in all the CPACKs if you so wish to change them though everything I have set up is rather optimal in game balance, performance, and game play. I disadvise changing anything.
Play As Creeper, Vertu edition (VPAC), is a more advanced and refined variant of Play As Creeper (PAC), the opposite of Lazy Play As Creeper (LPAC).
HOWEVER! VPAC IS NOT COMPATABLE WITH PLAYER VS PAC! This is due to just how it is not considered and how the NEXUS.IOUS V.S can be selected via the displayed message next to the build tabs. Not that PvP has seen much light anymore sadly. However...
VPAC is actually MVERSE COMPATABLE! At least as far as I know. With how MVerse works I don't see VPAC breaking what so ever but if you where to play my maps in MVerse, please tell me if anything goes wrong. The enemy units will be duplicated and you will have duplicated available power which is only affected by the players individually and not a whole so when you combined everyone's' power, you get a duplicated total the same as the duplicated amount of enemies and resources.
It also has a page on the Knuckle Kracker wiki: https://knucklecracker.com/wiki/doku.php?id=cw4:cpack:vpac_wiki_page
Credibility stuffSpoiler
I took the original PAC CPACKs and didn't like them, they had many.. many.. many holes in their gameplay and operation. So I overhauled the CPACKs a lot but some units and scripts are more original to Auri and WithersChat still than to me. Others however are original, redesigned, and or overhauled enough for me to view myself as the creator of them. Think of it like being shown a Lightbulb and based on that, making the LED light.
The Vertu Expansion however is completely original to me and obviously the "Vertu'sCreeperBldngs" CPACK along with the remodels except the normal LURE. Additional scripts are also original to me.
The Creeper Forge was completely overhauled and redesigned. I don't think there is any block of code untouched and redone anymore but I still credit GardianDragonLord for being the one who came up with the original concept of the Creeper Forge. The code however I now claim as my own. Or at least 80%-90%.
The way mesh works in PAC is so well done that I only partially modified it so Lancers became unselectable when placing Mesh just like all the other VPAC units, even well made things need a check-in after a long enough time, just to remove some created cob webs for instance and keep it up to date for when something new and special comes along like the Lancer.
My assembly mesh models are original to me except the LURE which was mostly unchanged but with additional details.
As of v2.8.1.3, all VPAC units have been modified from their PAC Ancestors to such a level that I shall claim ownership of all units unless stated otherwise within documentation within the scripts and CPACK notes. Except the Flow Controller. I still have no idea how fields work in 4RPL as of now and don't plan to find out.
VPAC offers more user control, makes more information accessible to the player, provides more options and tools, and really just more of about everything INCLUDING PERFORMANCE OPTIMIZATION than normal PAC along with developed models rather than the original, quite 2 dimensional, mesh assemblies.
All units will have lights to signify their status: (There may be some exceptions like the Burst Emitter and all LURE types).
Color | What it means. | Examples (not limited or exclusive to). | Red | "NOT ONLINE" The unit is not operating and is completely inactive. | Applies to all units. | Yellow | "WILL WAIT BUT CURRENTLY UNREADY" The unit is operating but will not conduct its function both due to being unable to conduct its function at the moment and how there will be a need for user intervention before it can proceed to do its function. | Launchers told to "Hold Fire" and aren't recharged and idle Field Generators. | Yellowish white | "NOT READY BUT WILL (do action) AS SOON AS POSSIBLE" The unit is operating and is waiting on something before it can do what ever it is supposed to and will do their function the moment the wait is over. | Launchers which will fire as soon as possible but waiting on their recharge. | Deep Blue (made readable) | "READY" The unit is operation without any issue and is capable of conducting its action at this moment. | Launchers told to hold fire but recharged will glow blue, indicating they are ready to fire. |
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Remember that the version number is towards VPAC as a whole. Not to any of the available CPACKs individually and the VPAC Main CPACK holds this version number in representation of the other CPACKs.Also, the CPACK order in my VPAC maps are:
Main - Creep Expansion - Vertu Expansion - Creeper Buildings - Nexus
Starting now, I will be making replies at absolutely irregular intervals to updates. Also maybe including future plans.
V2.5.12This is the first recording of a version so I got nothing to say.
V2.6.0Planned: AddedSpoiler
- !! ADDITION OF AIR SAC FABRICATOR!
- Fixing of the premature instance of Emitters starting to "Die" once in a power deficit.
- Refinement of the Field Generator into the Flow Controller.
- Refined the display of power use of many units rather than being strictly a vertically displayed list.
- Some very minor changes here and there.
Be advised:The version number REFERS TO ALL CPACKS COLLECTIVLY! (Same as in the CPACK "VPAC Main" which has this very version numbering system).
So when looking at any version number here, view it towards VPAC AS A WHOLE.
So, little update before the change notes.
I have now started logging my changes so I can just copy and paste while also ensuring I don't miss a detail. So expect "Minor bug fixes" and other miscellaneous/vague statements to be significantly less frequent.
V2.7.1.1 - Major refinement update.Spoiler
-I am now accepting the names of units going outside of the build box in exchange for more descriptive naming.
Global changes:
-Added buttons to quickly select all of specific units without needing to search for them on the map to then select and press CTRL + A.
Vertu's Creeper buildings:
-CSMD range increased from 75 to 85.
-Fixed TCM "Nearest Unit" targeting.
-Fixed SCM nearest unit targeting so it doesn't target flying units for sure now.
-TCML now has a display to point out what units can't be damaged by the TCM.
-AntiNUKE interceptors now have a form of target prediction. They also should not ram into terrain
when trying to plot an interception lead.
-AntiNUKE interceptors have a more forgiving threshold for their 2nd boost type, making it now
the primary boost type of the interceptor.
-AntiNUKE interceptors now search for new Strategic Missiles to target using GetUnits instead of GetUnitsByType, making each interceptor find a new target independently, preventing ALL interceptors from choosing the same new strategic missile after their previous target(s) where intercepted.
-AntiNUKE renamed to [CSMD] Anti Nuke.
-When CMSD Interceptors have no target, they will zoom around in search of a new strategic missile to target. This acts as a defensive tactic that goes past the detection range of the CSMD.
-Reduced CSMD Interceptor life time from 600 frames to 400 frames. 600 was way too long.
-Fixed TCM nearest unit targeting.
VPAC Main:
-Emitter Bases have been confirmed to work properly if the Emitter is destroyed.
-Launcher inaccuracy decreased from <VET LEVEL> / 2 to <VET LEVEL> / 3 with integer enforcing.
-Fixed the Mesh Control to actually make Lancers unselectable when placing mesh. Tried just appending a list into a list which sounds good initially until I actually take a second to think about it.
-Fixed Emitter, Stash, and Launcher reaction to power deficit.
-LURE can now be placed on void terrain.
VPAC Creeper Expansion:
-Air Sac Fab now displays the numerical health of its controlled Air Sacs when selected.
-Fixed the Air Sac self destruct when the Air Sac Fabricator is destroyed by some means. Was a typo of the function name being ":Destroy" rather than ":Destroyed". Whoops.
-Altered highlights of the Air Sac Fab to be a bit brighter and larger.
-HP of Air Sacs created by the fabricator changed from 9 to 10 (vanilla is 4 HP).
-Air Sac Fab now defaults to the targeting of "Specified Location" rather than "Random location".
-Removed extra T at the end of "Target" in the Air Sac Fabricator UI, ruining the look by adding an extra line to fit the extra character.
VPAC Vertu Expansion:
-Added vanilla shield unit to the priority sequence, being at the bottom of the special priorities.
-Armored LURE HP increased from 150 to 175.
-More quantum physics patched from the Lancer. I have renamed it to Quantum Lancer in renown to this even though the name doesn't even fit in the box.
-With the fixing of another quantum physics bug in the Lancer, the targeting priority now works correctly when the Lancer is set to target only units.
-Increased Light SAM lockon speed by 200%.
-Increased Light SAM Altitude detection from 50 above itself to 65 above itself.
-Increased Light SAM projectile turning speed by 2 additional degrees per frame, 18 -> 20.
-Fixed Lancers being unable to begin self destruct on command. Literally 1 character was changed to
fix this.
Creep Forge:
-FORGE has been ironed out. Should be working perfectly as intended now in all situations.
-FORGE renamed to NEXUS along with some other name tags in its build menu, I stuck with "FORGE" to smooth the transition of shock for newer players but at the same time, how can the name "FORGE" imply power production? This convinced me to give it a more appropriate name.
I have come to the realization that the current version has a missing feature.
This feature is the ability for the Display text in VPAC Main to update the stated amount of power used for a unit in the event a map maker changes that value in any of the CPACKs.
For now, you will have to fix this manually until I implement this feature (and since 99% of people aren't modders, I don't recommend actually doing that). Besides, I highly discourage changing how much power any unit uses for it is heavily balanced already but this will still be fixed. How soon? Indeterminant. Been working on my old Particle Fleet in CW4 project a lot lately (and have experienced what it is like to update something and have other things seemingly unrelated to the update COMPLETLY BREAK and exhibit very strange and unrelated behavior).
-This reply will morph into an update note when this feature is added.