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cw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497 [2023/01/23 13:42] – Vanilla shield cross ref Vertucw4:cmod:docs:4d9edae8-aac2-43c7-863c-2c6667509497 [2025/02/14 14:57] (current) – external edit 127.0.0.1
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-van<=[[cw4:info:start#custom_units| Index]]\\+<=[[cw4:info:start#custom_units| Index]]\\
 <=[[cw4:custom| Custom CPACKs & Units]]\\ <=[[cw4:custom| Custom CPACKs & Units]]\\
 <=[[cw4:cpack:docs:4b916d16-43fa-486f-a1c0-aac0cbcc8cea| CPACK - VPAC Vertu Expansion]]\\ <=[[cw4:cpack:docs:4b916d16-43fa-486f-a1c0-aac0cbcc8cea| CPACK - VPAC Vertu Expansion]]\\
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 [[http://knucklecracker.com/forums/index.php?topic=41251.0| VPAC CPACKs download location.]]\\ [[http://knucklecracker.com/forums/index.php?topic=41251.0| VPAC CPACKs download location.]]\\
  
-FIXME The code of this unit is tangled up in logic spaghetti and legacy codeIt would benefit from peer-review to make it more stable and possibly more efficientIf you wish to check it out and obtain thoughts potentially worthy of action, contact me, Vertu, via the CW4 Discord in MapMakingChatter with an @ mention.\\+:NOTE: The code of this unit has been made stable as of VPAC v2.12.0.0 Orange. 
 +DEV NOTE: PAGE IS (almost) UPDATED.
  
-:TODO: Have nightmares of trying to find out why Stun Mode is unreliable in using the :Prioritize function. +---- 
-====== [VPAC Vertu Expansion] Lancer (Quantum Lancer) ======+ 
 +====== [VPAC Vertu Expansion] Lancer (Lancer) ======
 {{ :cw4:cmod:docs:lancer.jpg?nolink&400|}} {{ :cw4:cmod:docs:lancer.jpg?nolink&400|}}
-The Quantum Lancer is an assault unit which can directly assault enemy units, towers, and some projectiles like Missiles from the [[cw4:cmod:docs:0180bc05-23e5-4a48-b189-a3d8befe9322|Rocket Launcher]]. It also has a stun mode which has a lot more range and will stun the target unit as well as nearby units while also depleting their ammo by 80%. Additionally, [[cw4:info:shield|Vanilla Shields]] are destroyed by this stun, including shields caught in the stun radius!\\+The Lancer is an assault unit which can directly assault enemy units, towers, and some projectiles like Missiles from the [[cw4:cmod:docs:0180bc05-23e5-4a48-b189-a3d8befe9322|Rocket Launcher]]. It also has a stun mode which has a lot more range and will stun the target unit as well as nearby units while also depleting their ammo by 80%. Additionally, [[cw4:info:shield|Vanilla Shields]] are destroyed by this Stun Pulse, including shields not directly hit by the Stun Pulse, making the Lancer extremely effective in destroying a shield wall (depending on how close each [[cw4:info:shield|Shield]] is to each other).\\
 The Lancer must be created at the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] using its build beam which will need to recharge for a minute after constructing a Lancer. The Lancer must be created at the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] using its build beam which will need to recharge for a minute after constructing a Lancer.
  
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   * Assault Mode:   * Assault Mode:
     * 0.2 damage per shot. Bonus damage against towers (3x damage bonus).     * 0.2 damage per shot. Bonus damage against towers (3x damage bonus).
-    * Very fast rate of fire. Faster than its ability to recharge energy for shooting.+    * Very fast rate of fire. Faster than its ability to recharge energy for shooting unless it is a veteran.
     * Deals only 50% damage to units under a shield (0.1 per shot).     * Deals only 50% damage to units under a shield (0.1 per shot).
   * Stun Mode:   * Stun Mode:
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     * Very long recharge time. - Will be fully recharged in energy for another shot before the weapon is recharged.     * Very long recharge time. - Will be fully recharged in energy for another shot before the weapon is recharged.
     * Stun lasts as long as the weapon recharge.     * Stun lasts as long as the weapon recharge.
-    * Only works against units that can be stunned. +    * Only works against units that can be stunned. Assume all units in VPAC can be stunned, it is very likely
-  * If destroyed, it must be slowly reclaimed by Creeper. This is a slow process and does not work with ACSo be careful with these floaters! +  * If destroyed, it must be slowly reclaimed by Creeper or as of version 2.9.0.0: revived by the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|Nexus]]
-  * Has smart targeting AI.+  * Has smart targeting AI when told to fire indiscriminately.
   * Can be told to only shoot at specific targets and target types (such as projectiles or ignore projectiles).   * Can be told to only shoot at specific targets and target types (such as projectiles or ignore projectiles).
-  * Has an increased heal rate of 2.5x so it doesn't need to sit around for an overwhelmingly long time after being shot up. +  * Has a rapid heal rate of 0.0025 per frame (2.5x vanilla) so it doesn't need to sit around for an overwhelmingly long time after being shot up. 
-  * <color #ed1c24>**IMPORTANT!**</color> Lancers are a direct countermeasure against Fighter Drones. (See Fighter Drone section for details).+  * <color #ed1c24>**IMPORTANT!**</color> Lancers are a direct countermeasure against [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drones]]. (See Fighter Drone section for details)
 +  * <color #00FF00>VPAC v2.10.1.0:</color> You can not stack Lancers on top of each other. 
 +  * <color #00FF00>VPAC v2.12.0.0:</color> Lancers can level up from destroying targets, taking damage, being active, and being revived. Once leveled up, they recharge faster than they can discharge, allowing them to fire at full rate of fire and always have full energy.
 {{ :cw4:cmod:docs:nexus_building_lancer.jpg?nolink&150|}} {{ :cw4:cmod:docs:nexus_building_lancer.jpg?nolink&150|}}
-===== Constructing ===== +===== Constructing and reviving ===== 
-The Lancer is constructed by the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]]. When the build plan of a Lancer is placed close enough to a [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] and it is stationary, the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] will begin to build the Lancer.\\+The Lancer is constructed by the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]]. When the build plan of a Lancer is placed close enough to a [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] and the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] is stationary, the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] will begin to build the Lancer.\\
 Once the Lancer is constructed, the build beam of the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] will need a full minute to recharge before being able to build another Lancer.\\ Once the Lancer is constructed, the build beam of the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] will need a full minute to recharge before being able to build another Lancer.\\
 +Additionally, when the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] revives a Lancer, its build beam will also have to recharge but with a much shorter charge time. Keep in mind reviving and building share the same recharge.
  
 ===== User Interface (UI) ===== ===== User Interface (UI) =====
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   * 5 <color #aaaaff>[CHOICE]</color> Floating height in Creep/AC. [Creeper height / 2, Creeper Height, Approximately terrain height, 5 above terrain, 10 above terrain, 15 above terrain, 20 above terrain]   * 5 <color #aaaaff>[CHOICE]</color> Floating height in Creep/AC. [Creeper height / 2, Creeper Height, Approximately terrain height, 5 above terrain, 10 above terrain, 15 above terrain, 20 above terrain]
   * 6 <color #aaaaff>[BUTTON]</color> Self reclaim (DESTROY button). This will take some time and can be canceled just like with the [[cw4:cmod:docs:73d9ac81-4811-4f56-9f04-b2fb5d886f04|Stash Base]]. This is much, much faster than having to reclaim the wreck of a Lancer.   * 6 <color #aaaaff>[BUTTON]</color> Self reclaim (DESTROY button). This will take some time and can be canceled just like with the [[cw4:cmod:docs:73d9ac81-4811-4f56-9f04-b2fb5d886f04|Stash Base]]. This is much, much faster than having to reclaim the wreck of a Lancer.
-  * 7 <color #aaaaff>[LABEL]</color> In-game display of the reason for it having "Quantum" in its name.+  * 7 <color #aaaaff>[LABEL]</color>Display of the reason for it having "Quantum" in its name. <color #00FF00>Removed by v2.12.0.0.</color>
  
 ===== Targeting Prioritization ===== ===== Targeting Prioritization =====
-:FIXME: It appears the targeting prioritization is very unreliable when the Lancer is set to stun.\\ +<color #00FF00>v2.12.0.0:</color> Stun mode now applies the automatic target prioritization correctlyPrevious versions have this broken.
-Really.. Really.not looking forward to looking into this.+
  
 The Lancer has smart targeting prioritization when told to target "ALL" and "Units Only". The priority is as followed from highest to lowest:\\ The Lancer has smart targeting prioritization when told to target "ALL" and "Units Only". The priority is as followed from highest to lowest:\\
 +:WARNING: HEAVILY OUTDATED :TODO:
 [[[cw4:info:micro_rift|Mirco-Rift]], [[[cw4:info:nullifier|Nullifier]], [[cw4:info:sniper|Sniper]], [[[cw4:info:pylon|Pylon]], [[cw4:info:shield|Shield]] [[[cw4:info:micro_rift|Mirco-Rift]], [[[cw4:info:nullifier|Nullifier]], [[cw4:info:sniper|Sniper]], [[[cw4:info:pylon|Pylon]], [[cw4:info:shield|Shield]]
  
 When none of these targets are in range, the Lancer will target the closest nonimpervious unit to it. When none of these targets are in range, the Lancer will target the closest nonimpervious unit to it.
  
-When the Lancer is not set to "ALL" or "Only Units", it will strictly target only the specified type of target, allowing manual and strict control over what it shoots at. "Be Point Defense" is merely a whitelist of various projectiles the Lancer will target and ignore every other unit unlike the specific units in the choice widget.+When the Lancer is not set to "ALL" or "Only Units", it will strictly target only the specified type of target, allowing manual and strict control over what it shoots at. "Be Point Defense" is merely a whitelist of various projectiles the Lancer will target and ignore everything else.
  
 ===== Reclaiming ===== ===== Reclaiming =====
 {{ :cw4:cmod:docs:wrecked_lancer.jpg?nolink&300|}} {{ :cw4:cmod:docs:wrecked_lancer.jpg?nolink&300|}}
 The Lancer has to be reclaimed by that Nanites within the Creeper once a Lancer is disabled and rendered dysfunctional by sustaining too much damage. The reclaim process takes a considerate amount of time and can only be done when not in a power deficit and the Lancer is in contact with Creeper.\\ The Lancer has to be reclaimed by that Nanites within the Creeper once a Lancer is disabled and rendered dysfunctional by sustaining too much damage. The reclaim process takes a considerate amount of time and can only be done when not in a power deficit and the Lancer is in contact with Creeper.\\
-However, it will always be better to allow the Lancer to repair itself than to manually reclaim it when it is low on health. Manually reclaiming (DESTROY button) still takes some time and the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] takes time to prepare the construction of a Lancer before building it instantly while also having a minute long build beam recharge time after making a Lancer. So when a Lancer is low on health, retreat it. They have more range than an unupgraded [[cw4:info:sniper|Sniper]] (not ERNed and there is no Weapon Range ERN port buff) so it is very possible to keep them out of harms' way. If you are not facing unupgraded [[cw4:info:sniper|Sniper]], then the longevity of each Lancer is your responsibility.+However, it will always be better to allow the Lancer to repair itself than to manually reclaim it when it is low on health. Manually reclaiming (DESTROY button) still takes some time and the [[cw4:cmod:docs:05b746db-9ccf-484c-9a5f-5cd3d49a844f|NEXUS]] takes time to prepare the construction of a Lancer before building it instantly while also having a minute long build beam recharge time after making a Lancer. So when a Lancer is low on health, retreat it. They have more range than an unupgraded [[cw4:info:sniper|Sniper]] (not ERNed and there is no Weapon Range ERN port buff) so it is very possible to keep them out of harms' way. If you are not facing unupgraded [[cw4:info:sniper|Snipers]], then the longevity of each Lancer is your responsibility alone.
  
 <fs medium>**VPAC Note:**</fs>\\ <fs medium>**VPAC Note:**</fs>\\
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 ===== Fighter Drones ===== ===== Fighter Drones =====
 {{ :cw4:cmod:docs:fighter_drones.png?nolink&400|}} {{ :cw4:cmod:docs:fighter_drones.png?nolink&400|}}
-With the VWC project reaching a notable age, the project has been given the call to allow more direct methods of difficulty. Introducing the Fighter Drone.\\ +With the VWC project reaching a notable age, the project has been given the call to allow more direct methods of difficulty. Introducing the [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drone]].\\ 
-Although nothing more than drones with relatively simple programming (and proneness to slamming into cliffs), these are the first units designed to actively destroy VWC constructs. [[cw4:cmod:docs:9a94ae07-3fa0-429a-98db-025c4973c21d|Advanced Emitters]], [[cw4:cmod:docs:4ec1c29f-a9b2-470c-bb95-19438ed95d73|Burst Emitters]], [[cw4:cmod:docs:fa9dd074-2543-439b-8692-934b92ee40dc|CSMDs]], [[cw4:cmod:docs:6cae7a75-f751-40d9-9d48-403eeadf6080|TCMLs]], [[cw4:cmod:docs:c4b5b538-22b2-4668-89f8-169611db7b8c|Flow Controllers]], and [[cw4:cmod:docs:1528a943-94a1-4403-9c8f-65b3e819ee32|Launchers]] are all outright impervious to traditional damage, making them immune to Fighter Drones.+Although nothing more than drones with relatively simple programming (and proneness to slamming into cliffs), these are the first units designed to actively destroy VWC constructs. [[cw4:cmod:docs:9a94ae07-3fa0-429a-98db-025c4973c21d|Advanced Emitters]], [[cw4:cmod:docs:4ec1c29f-a9b2-470c-bb95-19438ed95d73|Burst Emitters]], [[cw4:cmod:docs:fa9dd074-2543-439b-8692-934b92ee40dc|CSMDs]], TCMLs, [[cw4:cmod:docs:c4b5b538-22b2-4668-89f8-169611db7b8c|Flow Controllers]], and [[cw4:cmod:docs:1528a943-94a1-4403-9c8f-65b3e819ee32|Launchers]] are all outright impervious to traditional damage, making them immune to [[cw4:cmod:docs:ecd497fe-f8ad-4bdf-9027-9adbb4ff7190|Fighter Drones]].
  
 Lancers and [[cw4:cmod:docs:f82d5850-d76e-4151-9939-245c5dd0970d|Light SAMs]] can take on these drones but the Lancer is by far the most capable combatant with its fast movement, rate of fire, and most importantly: medium armor. Lancers and [[cw4:cmod:docs:f82d5850-d76e-4151-9939-245c5dd0970d|Light SAMs]] can take on these drones but the Lancer is by far the most capable combatant with its fast movement, rate of fire, and most importantly: medium armor.
  
-These drones will attack without mercy, __they possess the ability to actively end your incursion by destroying everything you have__. However, [[cw4:cmod:docs:27ac8ff9-cc9a-4215-9f3f-d11431b5176d|Invader Emitters]] are heavily armored against damage, allowing them to survive nuclear grade strikes to the face. But given enough time they will also be destroyed. Do not slack on the defense against these adorable pack hunters.+These drones will attack without mercy, __they possess the ability to actively end your incursion by destroying everything you have__..... eventually.... However, [[cw4:cmod:docs:27ac8ff9-cc9a-4215-9f3f-d11431b5176d|Invader Emitters]] are heavily armored against damage, allowing them to survive nuclear grade strikes to the face. But given enough time they will also be destroyed. Do not slack on the defense against these adorable pack hunters.
  
-===== History ===== 
-<hidden [Click to view] This is entirely dev talk, not mechanic talk.> 
-You may be wondering why the Lancer is called the "Quantum" Lancer. It is entirely from how much pain and suffering was endured due to the "Quantum Physics" of the Lancer.\\ 
-Ex: I have a [[4rpl:commands:reverselist|ReverseList]] call to do nothing but **update a list** as without it, the list involved does not update! This is the closest thing to actual quantum mechanics where I have to ensure something "looks at" the list so it behaves consistently.\\ 
-The targets list also would be essentially null while also not being null once the Lancer is built by the Nexus and SPECIFICALLY anything with target priority is immediately in range in this event. This would make the Lancer unable to target anything until you swap its <color #aaaaff>Prioritize</color> UI widget to something else. The Lancer has its proper range set only after a frame of its activation in order to fix this.\\ 
-\\ 
-This is only the tip of the ice berg as many would say, and is why I wish for the Lancer to have its code "peer reviewed" as being a single individual, I have gone through too much to remember many of the coding mechanics used, even with all the notes provided in the code. 
-</hidden>\\ 
  
 ===== Non-VPAC operation ===== ===== Non-VPAC operation =====
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   * The Lancer does not damage units under a shield and instead remove 1 ammo from the targeted unit. When the unit is out of ammo the Lancer will deal direct damage of 0.2 per shot.   * The Lancer does not damage units under a shield and instead remove 1 ammo from the targeted unit. When the unit is out of ammo the Lancer will deal direct damage of 0.2 per shot.
   * Stunned units have half their ammo removed upon being stunned.   * Stunned units have half their ammo removed upon being stunned.
 +  * <color #00FF00>v2.12.0.0:</color> Stun mode now applies the automatic target prioritization correctly.
  
 ---- ----
cw4/cmod/docs/4d9edae8-aac2-43c7-863c-2c6667509497.1674481342.txt.gz · Last modified: 2025/02/14 14:56 (external edit)