Table of Contents

Index

CPACK: Rift Storm

Relic

The Relic protects an area around it(viewable by the shield) when powered. By default, it needs 50 Liftic before it can protect an area from Storm Nodes. Once used, it will need another 50 for the next spawn cycle. The rings orbiting above it will sync every time it projects a shield.

The Relic's minimap icon is a yellow rendition of it in a side view. Hovering over the unit or the minimap icon will show its current ammo levels.

The Relic comes with a few handy settings. These apply to every single Relic existing at the time.

The Visibility setting controls when the shield is shown. By default it is only when activated; the other option is to have it always visible, which is handy when you need to check the area covered by the Relic.

The Shape setting controls how the shield looks. By default it is a dome(more specifically, a hemisphere). The other option is disc; this flattens the dome. Both options look similar in top-down view.

Documentation

This unit only has two options exposed to the editor. Range, which is the range of the unit, and hexHeight, which controls the height of the base of the shield. This is both the disc height and the middle of the sphere that makes up the dome(Which is not the bottom of the dome- that goes a tiny bit lower).

Advanced

Everything else has to be done in the code. There are a ton of comments in here- I'd recommend reading through those for the most part. I won't go through most of the code, as it is complicated and a few months old in some parts at this point.

There is, however, a few variables that can dramatically alter the unit's visuals.

The least important, but some of the most fun to mess around with, are the three RingRot variables. These control how many rotations are done per cycle. Because of how rotations and rings work, these values are actually twice how many FULL rotations are done- a 1 means a ring rotates half way, which lines up back to the start due to rotational symmetry. Only one of these has to be 1 for the synchronization. Please note that this AND timings sent by the global script Storm Controller are what govern rotation speed.

By far the most important one is simply called hexResolution. By default this value is 4; this controls how many hexagons are generated in the shield mesh. CW4 has a hard coded limit to how many beams can be created in a stage- if you find some beams are not generating, a highly recommend lowering this number, as it heavily reduces the number of beams needed, at the cost of a less sphere-y mesh.

Another important set is hexRenderPhi(Start/End). These control which beams are rendered from the entirety of the sphere. I'd make sure that the range includes HalfPi, simply because that includes the widest part of the sphere, which is about the range in width.

Index

CPACK: Rift Storm