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cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d [2022/10/20 08:50] – Better back doors (cross ref) Vertu | cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d [2023/09/01 15:31] – Pre and post clarified more accurately. Vertu | ||
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* [[cw4: | * [[cw4: | ||
- | ===== Functionalities (Global Scripts) ===== | + | ==== Pre unit runtime 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 | + | |
- | < | + | |
- | A simple script that runs while paused to manage how much power you have. The " | + | A simple script that runs while paused to manage how much power you have. It evaluates the power use from other VPAC CPACKs |
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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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. | 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> | <tabbox SafeSelect> | ||
- | Makes all LAND units unselectable when loading the map outside of the editor, selectable when loading in the editor.\\ | + | Makes ALL units unselectable when loading the map outside of the editor, selectable when loading in the editor.\\ |
- | This only applies | + | In versions prior to <color # |
<tabbox PAC unit identifier> | <tabbox PAC unit identifier> | ||
This script controls how much power the [[cw4: | This script controls how much power the [[cw4: | ||
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You can alter the [[cw4: | You can alter the [[cw4: | ||
</ | </ | ||
- | ==== Post Gameload Global Scripts | + | ==== Post unit runtime scripts |
<tabbox Default objective> | <tabbox Default objective> | ||
This global script is responsible for automatically creating the <fc # | This global script is responsible for automatically creating the <fc # | ||
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This script can be disabled. By default it is not disabled. | This script can be disabled. By default it is not disabled. | ||
<tabbox Auto Enable Connected Totems> | <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: | + | 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. | This script can be toggled on or off. It is on by default. | ||
<tabbox AutoRemoveBuildPlans> | <tabbox AutoRemoveBuildPlans> | ||
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<tabbox Launcher Selector> | <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. | 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. | ||
</ | </ | ||