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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 [2023/10/17 12:28] – Confirmed need of update. Also removed extra CMOD link. Vertu | ||
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[[http:// | [[http:// | ||
+ | :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 [[cw4: | + | 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 ===== | ||
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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. 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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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. | ||
</ | </ | ||