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cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d [2022/09/07 13:19] – Added more global scripts in documentation Vertu | cw4:cpack:docs:f3d1b56c-fb68-49a9-909e-54931da7635d [2025/03/11 15:23] (current) – Minor updates 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. | + | The VPAC Main provides the essentials and basics of Play As Creeper. |
===== Units (CMODS) in this CPACK ===== | ===== Units (CMODS) in this CPACK ===== | ||
* [[cw4: | * [[cw4: | ||
* [[cw4: | * [[cw4: | ||
- | * [[Stash Base]] | + | * [[cw4: |
- | * [[Launcher]] | + | * [[cw4: |
- | * [[LURE]] | + | * [[cw4: |
- | ===== Functionalities (Global Scripts) ===== | + | ==== Pre unit runtime scripts |
- | ==== Pre Gameload Global Scripts | + | < |
- | < | + | This script runs while paused to manage how much power you have. It evaluates the current amount of power available to the player.\\ |
+ | The power use of all VPAC units currently on map and the bonus available power from say, abducting ERNs with the [[cw4: | ||
+ | The indexes used for the summation are [1000] - [1008]. 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 means you can create your own separate CPACK to " | ||
- | A simple script that runs while paused to manage how much power you have. The " | + | POWER SYSTEM |
- | 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 | + | The display uses the ADA Message: " |
- | The script is also responsible for the display which is intended to be from an ADA Message | + | The list of units is color coded to the build tabs they reside in and the order they are within those tabs, listed from left-right, top-bottom. This display is also dynamically generated where POWER SYSTEM will detect if other VPAC CPACKs are present. So if you only have VPAC Main, the display will only show the power costs of VPAC Main units. Every combination of CPACKs is accounted for, which also makes editing it a bit of a nightmare as it has not yet been generalized (and may never be).\\ |
+ | The display also supports language toggles for French and Spanish though Role Play Controller handles this. | ||
- | * Starting_ERNS: (Any Integer) How much power you start with. | + | * STARTING_POWER: (Float) How much power you start with. This is the baseline amount of power the player has. It will have all modifiers from the Global List added to it. |
- | * Power_Suppressor_Release_Power: | + | * Power_Suppressor_Release_Power: |
* Exponential_Suppressors_ENABLED: | * Exponential_Suppressors_ENABLED: | ||
- | * Expon_Suppressor_Release_Factor: | + | * Expon_Suppressor_Release_Factor: |
+ | |||
+ | <color # | ||
<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. | 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. | ||
- | < | + | < |
- | This global | + | This script is responsible for rebuilding non-impervious ground |
- | You can also see the used API here to figure out what's going on with it: [[4rpl: | + | |
- | 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 | + | The script also REBUILDS SHATTERED LAND TERRAIN |
- | </ | + | |
- | ==== Post Gameload Global Scripts ==== | + | |
- | <tabbox TEXT> | + | |
+ | 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> | <tabbox Default objective> | ||
- | This global script is responsible for automatically creating the DESTROY RIFT LAB custom objective. Since there is only a single custom objective in CW4 this script has a on/off toggle in the event you don't want only the DESTROY RIFT LAB objective.\\ | + | This global script is responsible for automatically creating the <fc #ff0000>DESTROY RIFT LAB</ |
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. | 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. | ||
- | <tabbox TEXT> | ||
+ | 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: | ||
+ | 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. | ||
+ | </ | ||
- | </ | + | ---- |
+ | [[http:// | ||
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