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The Summoner is a simple and frail building constructed from 200 Liftic and is responsible for Summoning available VAUs (Vertu Air Units) from the Vertu Interdimensional Empire for the purposes of securing a location for the latter purpose of obtaining more <REDACTED> by using the Greenar found in the the realm of creation known as the CW4 universe as a substitute of <REDACTED> that can be transmutated into <REDACTED> easily. Or from your perspective, for the purpose of aiding in the subduing of the Creeper.
If you don't need me to hold your hand and do a walkthrough, you can probably figure it out quickly but there are quite a few that need their hand held. Mainly because of the visual noise in a small space when someone assumes everything in the UI is “immediately important”.
Otherwise, if you don't need my tutoring, there is plenty of easily accessible information including unit capacities, amount of needed Liftic to summon a VAU, VAU descriptions, and other similar information are all provided in the Summoner's UI. All the information you may ever need is available so long as you bother to look for it.
The Summoner on it's own, as a building, can summon a limited maximum number of each VAU as displayed in it's UI. If this limit is reached, that summoner1) can't summon more of that VAU onto the map.
The Summoner will request Liftic at a default delay of 7 frames or just over 4 packets a second. This is fast but you need 150 for the cheapest VAU, the Auto Station, and 350 for the lovable Fighter, the 2nd cheapest. This value is a variable within the script that can be altered for PAC maps as a 7 frame request delay leads to a very swift infestation of VAUs that beat the player in. A heavy SAM in VPAC is on the low-end of the to-do list so no real counter to them exists from me, Vertu, as of yet. The idea of a Heavy SAM to counter VAUs has seen complete failure and disinterest among the VWC project and will never come to fruition.
Also, don't expect the Summoner to perfectly replace orbitals. There are many situations where they can be far more useful than more VAUs. Especially the Dampener Orbital.
Don't be alarmed by how crowded the UI can be, its nothing more than the byproduct of keeping options and information available.
The “Summon Unit” text is displayed above the choice widget that you will use to select what type of VAU you wish to summon while including how much Liftic is needed to summon it as seen beside the name of the VAU after selecting.2)
A list of the maximum number of each VAU that can be summoned onto the map is provided under the widget for selecting a summon type. MVerse creates unit ghosts and very much like ghosts, don't truly exist from your and many API's perspective. So ghosts of VAUs don't count to the unit limit.
There is a description choice widget called “Description of” which will display the description of the selected VAU on top of the Summoner and is turned off by selecting “N/A”.
There is also reminder text that tells you, “Most VAUs spawn disarmed!” so please, don't forget to set them to ARMED and become confused to why they won't shoot. Don't make the CPACK AI better at using this CPACK than you as a player when the AI has no situational awareness or gamesense..
Within the Summoner's UI, the main UI widget is the Summon Type, a choice widget. This is where you are told how much Liftic is needed to summon the selected VAU besides the description widget. When the Summoner is off cool-down after already summoning a VAU and has enough stored Liftic, it will begin to summon the VAU as specified in the Summon Type widget. Swapping Summon Types mid summon will cancel the process entirely and the Summoner will need to recharge as though it completed the summon.
All except 1 VAU (the MBF) will spawn disarmed and all will wait at the summon location for orders. So please for everyone involved, set the VAU to ARMED and don't complain that they won't fire.
Furthermore, this process only happens when the game is unpaused as it should be obvious. The only time you can swap Summon Types after second-guessing is while paused because a frame has not gone by to immediately begin the summoning process and lock the Summoner to summon the initially selected VAU.
Please consider that the description text will not display or update when the game is paused as a unit's script can't possess any “run while paused” properties. You will need to advance the game by at least 1 frame which can be done by pressing (by default) N to advance the game by 1 completed frame at a time per press or by holding it down (will act as though you unpaused).
The description tab displays text at the Summoner which can be lengthy, including a bit of lore but only the lore that gives a perspective as to what the VAU is/does. Give it a good read and you will probably never need to read it again and will know everything important about that VAU.
The description is enabled via a choice widget that allows you to pick all the VAUs or just have it disabled and is labeled “Description of' [Widget choice]' and the “N/A” choice means to display no description.
When a description for a VAU is selected and the script isn't frozen via the game being paused, a surface of text will appear at the Summoner and provide all the information you will need for a perspective onto that VAU.
At the bottom of this text is a small rundown of the VAU's stats/properties, specifically including what kind of ammo it uses in case it may be of concern along with some other important properties. If you just want a basic rundown, look at the bottom of the description text displayed on top the summoner when enabling a description within its UI.
The Summoner has a super simple PAC AI, or really not even an AI but just a logic sequence so simple I am just going to show the code:
if(<-activeVGPSFunits lt(<-Max_VGPSF_units) <-summoning ! &&) SetUnitUIState(self 1 3) else if(<-activeMBFunits lt(<-Max_MBFs) <-summoning ! &&) SetUnitUIState(self 1 5) else if(<-activeHCPPCASunits lt(<-Max_HCPPCAS_units) <-summoning ! &&) SetUnitUIState(self 1 6) else if(<-activeVRFunits lt(<-Max_EXP_VRF_units) <-summoning ! &&) SetUnitUIState(self 1 4) endif endif endif endif
If you (somehow) have no idea what the above means, here is an explanation using text.
If the Summoner is unable to summon a VAU, it switches UI states, and keeps doing so to be able to summon VAUs in the order:
Fighter/VGPSF (default) -> MBFs -> HCCPACS -> R-Fighter/EXP-VRFs
If at any time it can summon a VAU earlier within this order, it will switch UI state to that summon type. Hence the ELSE statements.
The reason only these VAUs are supported is because they possess a full PAC AI. All other VAUs need manual control as of the current major version.
I get very easily carried away when doing lore and this very much happened here.