Table of Contents

Index

Alophox - Rift Storm

canonical link to CPACK - where to get the author-maintained version

Please Note: This requires CW4 version 1.3 or later.

Most aspects of this CPACK are modifiable; experiences may vary between maps.

Gameplay

Gameplay with this CPACK does not change whether or not the objective is enabled.

Every cycle's end heralds a new Rift Storm. With default settings:

Storm Nodes are the grey clouds that float above the land. They have a purple vortex as their minimap icon, and have text that show their payload and time till deposit.

Relics are the grey/teal structures found on the ground. The rings orbiting above them sync up and become flat right before a new storm starts. Select one to access their global visibility settings(for their shields). Their minimap icon is a yellow base with a circle with a stripe above it.

Objective

This CPACK includes the option for a custom objective, which is enabled by default.

The objective is considered complete when all Relics are activated at the same time- this is updated every cycle. Once complete the objective will not cease to be achieved, even when Relics aren't activated in subsequent cycles.

List of Units (CMODS) in this CPACK

Documentation

For those that wish to utilize the CPACK in their own map. Individual units have their documentation on their respective pages. If you want to view the hexagon/pentagon shield, go to the Relic page, for instance. The global script is documented here.

Objective

To enable the objective, just make sure that the very first variable in the global script has a 1(by default, it is a 1). To make it required, go to the Game menu and change the settings there. To make sure the objective count is accurate before finalization, either run the global script once in the console, or edit the objective text yourself. The objective text is accurate for every frame afterwards; this is only necessary if you want frame 0 to be accurate.

Global Script: Storm Controller

Oh boy, this one's a mess. There are a lot of variables, and no real way to keep them organized. To note, please keep this in the Post spot; just to make sure messages are sent/received timely for initialization.

I'll start from the top:

These first variables are very general in what they control, and their names should be self explanatory.

The next section is the Payload: count and amount.

These are redundant so I'm not going to list each variable out. As a note, orbs act like eggs except they don't deposit creeper when sniped, and pop(and deposit creeper) when standing still.

And lastly, targeting and weight(no, not how heavy).

More redundancies, more fun.

And that's it!

Index