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cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d [2022/09/07 08:40] – [Units (CMODS) in this CPACK] Crimsonator cross ref Vertu | cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d [2023/10/22 23:28] (current) – Buff Vanilla Enemies added Vertu | ||
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[[http:// | [[http:// | ||
- | :WARNING: This page is not finished. | + | :TODO:\\ |
+ | <color # | ||
+ | MAJOR UPDATE NEEDED - REBUILD.\\ | ||
+ | MAJOR UP- Ok forget listing, | ||
+ | THIS PAGE NEEDS UPDATING! -Vertu</ | ||
====== VPAC Main - Vertu ====== | ====== 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 | + | 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 [[cw4: |
===== Units (CMODS) in this CPACK ===== | ===== Units (CMODS) in this CPACK ===== | ||
* [[cw4: | * [[cw4: | ||
* [[cw4: | * [[cw4: | ||
- | * [[Stash Base]] | + | * [[cw4: |
- | * [[Launcher]] | + | * [[cw4: |
- | * [[LURE]] | + | * [[cw4: |
- | ===== Functions (Global Scripts) ===== | + | ==== Pre unit runtime scripts |
- | < | + | < |
- | + | A simple script that runs while paused to manage how much power you have. It evaluates the power use from other VPAC CPACKs | |
- | A simple script that runs while paused to manage how much power you have. The " | + | |
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.\\ | 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 " | The script is also responsible for the display which is intended to be from an ADA Message named " | ||
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* Power_Suppressor_Release_Power: | * Power_Suppressor_Release_Power: | ||
* Exponential_Suppressors_ENABLED: | * Exponential_Suppressors_ENABLED: | ||
- | * Expon_Suppressor_Release_Factor: | + | * Expon_Suppressor_Release_Factor: |
<fs large> | <fs large> | ||
- | The [[cw4: | + | The [[cw4: |
+ | 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. | ||
+ | <tabbox 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. | ||
- | <tabbox Tab 2> | + | The script also REBUILDS SHATTERED LAND TERRAIN (when enabled, which it is by default). |
- | <tabbox Tab 3> | + | 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. | ||
+ | <tabbox SafeSelect> | ||
+ | Makes ALL units unselectable when loading the map outside of the editor, selectable when loading in the editor.\\ | ||
+ | In versions prior to <color # | ||
+ | <tabbox PAC unit identifier> | ||
+ | This script controls how much power the [[cw4: | ||
+ | |||
+ | You can alter the [[cw4: | ||
+ | <tabbox Buff Vanilla Enemies> | ||
+ | Runs while paused.\\ | ||
+ | <color # | ||
+ | Increases the health of all pre-placed vanilla enemies like the [[cw4: | ||
+ | This is so additional units such as these don't instantly die when something comes along that can damage them. | ||
</ | </ | ||
+ | ==== Post unit runtime scripts ==== | ||
+ | <tabbox Default objective> | ||
+ | This global script is responsible for automatically creating the <fc # | ||
+ | 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. | ||
+ | <tabbox Auto Enable Connected Totems> | ||
+ | Fills all Totems connected to the Rift Lab with what ever ammo ware they need. Sadly due to how [[4rpl: | ||
+ | **<fs large> | ||
+ | These is a SPECIAL_ENABLE mode, set this variable to 1 to enable it.\\ | ||
+ | Then, have a single Totem' | ||
+ | With both these variables set and ongoing, the Totems will have their shields on and full ammo on Gameload rather than a single frame latter from game-run-time.\\ | ||
+ | ------------------------------------------------------------------------------------\\ | ||
+ | This script can be toggled on or off. It is on by default. | ||
+ | <tabbox 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: [[4rpl: | ||
- | <=[[cw4: | + | 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. |
+ | <tabbox 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. | ||
+ | <tabbox 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. | ||
+ | <tabbox Patrol System> | ||
+ | <color # | ||
+ | This is the script responsible for controlling the ability to make waypoints for units to patrol. It comes with a display that walks you through using it.\\ | ||
+ | Please don't touch it. | ||
+ | </ | ||
+ | ---- | ||
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+ | [[http:// | ||
+ | < | ||
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+ | < | ||