cw4:cmod:docs:4ec1c29f-a9b2-470c-bb95-19438ed95d73

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Index

[VPAC - Vertu's Creeper Buildings] Burst Emitter

:WARNING: PAGE UNFINISHED!

The Burst Emitter releases massive amounts of Creeper at a heavily delayed interval, by default every 4 minutes with a longer initial start delay.

Standard CW4 Attributes

  • 10 minute initial start delay.
  • Weak to Conversion orbital.
  • Emits (up to) 2,100 depth Creeper (capped) in a radius for an extended period of time.
  • Four minute interval.

VPAC Attributes

  • Uses 10 power.
  • 6 minute initial start delay.
  • Four minute interval.
  • Must be completely submerged in Creep visually to activate and begin the initial countdown.
  • Excellent for breaking stalemates.
  • Emits up to (around) 1,000 Creeper in a radius after completing a burst. :TODO: Confirm for reliability.

Operation (reference for playing around script settings)

The Burst Emitter's default script settings work for a standard CW4 playthrough (however there has been no instance where I, Vertu, have had only vanilla units on a map that had a Burst Emitter so modded units may be needed or a further reduction in the Burst Emitter's settings for vanilla units to be balanced around it).

[Standard CW4] 10 units of Creeper per frame in a 5 “circle” radius for 5 seconds (150 frames).
:TODO: [VPAC] X units of Creeper per frame in a 5 “circle” radius for 5 seconds (150 frames).
The amount emitted is to be no more than 10 as an emission of 10 per cell is capable of reaching the defined emission cap (please do not increase the cap from the default value in the script settings or you will risk overflow). Emissions above 10 will have diminishing results due to the cap.

Index

cw4/cmod/docs/4ec1c29f-a9b2-470c-bb95-19438ed95d73.1663768276.txt.gz · Last modified: 2025/02/14 14:56 (external edit)