Difference between revisions of "Config documentation"
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==Main {}== | ==Main {}== | ||
*<code>TextureUsage</code> - This is a major memory pool in the game, denoting the maximum allowed number of textures allowed present in-game at a time. The default value is <code>3145728</code>, which allows on the order of 60 Rock Raiders to be teleported at a time (depending on the number of other objects present, though Rock Raiders are the most taxing on the memory). Testing has revealed that changing the value of <code>TextureUsage</code> can cause big changes to the game. Setting its value very high allows for many more objects to be teleported. For instance, aising this to <code>9567812</code> allows on the order of 120 Rock Raiders to be teleported at a time. Setting it very low seems to make the game lag a lot, and, everything looks weird. '''(this doesn't happen to me on Windows 7 so further clarification on how this property works needs to be done by multiple people)''' Stability of the game in general when changing this value varies between computers of different specifications. | |||
*<code>TextureUsage</code> - | |||
*<code>CreditsTextFile</code> - Default path is ''Credits.txt''. | *<code>CreditsTextFile</code> - Default path is ''Credits.txt''. | ||
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====Weapon properties==== | ====Weapon properties==== | ||
These properties affect objects being shot at by Rock Raiders armed with beam weapons. | These properties affect objects being shot at by Rock Raiders armed with beam weapons. The following properties affect weapons being used against objects: | ||
*<code>CanBeShotAt</code> - Determines whether an object will be shot at by armed Rock Raiders when Action Stations is activated. Can be set to <code>TRUE</code> or <code>FALSE</code>. | *<code>CanBeShotAt</code> - Determines whether an object will be shot at by armed Rock Raiders when Action Stations is activated. Can be set to <code>TRUE</code> or <code>FALSE</code>. | ||
*<code>CanFreeze</code> - Determines whether an object can be damaged and frozen by a Freezer Beam. Can be set to <code>TRUE</code> or <code>FALSE</code>. | *<code>CanFreeze</code> - Determines whether an object can be damaged and frozen by a Freezer Beam. Can be set to <code>TRUE</code> or <code>FALSE</code>. | ||
*<code>FreezerTime</code> - Denotes the amount of time in seconds an object will remain frozen after being hit by a Freezer Beam. Setting this value to <code>0</code> or a negative number will have no effect. | *<code>FreezerTime</code> - Denotes the amount of time in seconds an object will remain frozen after being hit by a Freezer Beam. Setting this value to <code>0</code> or a negative number will have no effect. | ||
*<code>FreezerDamage</code> - Denotes the amount of damage being shot by a Freezer Beam will do to an object. Values of <code>100</code> or | *<code>FreezerDamage</code> - Denotes the amount of damage being shot by a Freezer Beam will do to an object. Values of <code>100</code> or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object. | ||
*<code>CanLaser</code> - Determines whether an object can be damaged by a Laser Beam. Can be set to <code>TRUE</code> or <code>FALSE</code>. | *<code>CanLaser</code> - Determines whether an object can be damaged by a Laser Beam. Can be set to <code>TRUE</code> or <code>FALSE</code>. | ||
*<code>LaserDamage</code> - Denotes the amount of damage being shot by a Laser Beam will do to an object. Values of <code>100</code> or | *<code>LaserDamage</code> - Denotes the amount of damage being shot by a Laser Beam will do to an object. Values of <code>100</code> or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object. | ||
*<code>CanPush</code> - Determines whether an object can be damaged and pushed by a Pusher Beam. Can be set to <code>TRUE</code> or <code>FALSE</code>. | *<code>CanPush</code> - Determines whether an object can be damaged and pushed by a Pusher Beam. Can be set to <code>TRUE</code> or <code>FALSE</code>. | ||
*<code>PusherDist</code> - Denotes the distance in units an object shot by a Pusher Beam will be pushed. Setting this value to | *<code>PusherDist</code> - Denotes the distance in units an object shot by a Pusher Beam will be pushed. Setting this value to <code>0</code> or a negative number will have no effect. | ||
*<code>PusherDamage</code> - Denotes the amount of damage being shot by a Pusher Beam will do to an object. Values of <code>100</code> or | *<code>PusherDamage</code> - Denotes the amount of damage being shot by a Pusher Beam will do to an object. Values of <code>100</code> or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object. | ||
==LegoRR* {}== | ==LegoRR* {}== | ||
<!--=Main{}= | <!--=Main{}= | ||
*'''CreditsTextFile''' | *'''CreditsTextFile''' | ||
This recalls the name and location (the default LegoRR1 folder) of the [[Credits (Rock Raiders PC Game)|Credits]] file. | This recalls the name and location (the default LegoRR1 folder) of the [[Credits (Rock Raiders PC Game)|Credits]] file. | ||
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This section denotes information regarding the [[Rock Raider]] cadet. | This section denotes information regarding the [[Rock Raider]] cadet. | ||
* | *<code>Levels</code> - | ||
This denotes the number of upgrade levels the unit possesses. | This denotes the number of upgrade levels the unit possesses. | ||
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*'''Capacity''' | *'''Capacity''' | ||
Specific to the three Monsters, this denotes the maximum amount of [[Energy Crystals]] the unit can consume. This is only relevant if CanSteal is set to TRUE. | Specific to the three Monsters, this denotes the maximum amount of [[Energy Crystals]] the unit can consume. This is only relevant if CanSteal is set to TRUE. | ||
*'''WakeRadius''' | *'''WakeRadius''' | ||
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If this is set to TRUE, the unit will enter walls randomly if any are near. | If this is set to TRUE, the unit will enter walls randomly if any are near. | ||
* | *<code>CauseSlip</code> - Determines whether a minifigure will slip and fall when they walk through an object's collision radius. The object will die upon being slipped on. Can be set to <code>TRUE</code> or <code>FALSE</code>. | ||
*<code>ScaredByPlayer</code> - Determines whether an object will run away when a minifigure walks near it. Can be set to <code>TRUE</code> or <code>FALSE</code>. | |||
* | *<code>DontShowDamage</code> | ||
If this is set to TRUE, the unit will not display damage being taken. | If this is set to TRUE, the unit will not display damage being taken. | ||
* | *<code>DontShowOnRadar</code> - Determines whether an object will be shown on the radar panel in map view. Can be set to <code>TRUE</code> or <code>FALSE</code>. | ||
===Bat{}=== | ===Bat{}=== |
Revision as of 04:20, 29 September 2017
This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.
MAIN LEGO CONFIG FILE
Times are specied as 25.0 units per second.
Units equate to 40 per block in game
This is an extremely WIP page to document the entirety of LEGO Rock Raider's Lego.cfg file.
Main {}
TextureUsage
- This is a major memory pool in the game, denoting the maximum allowed number of textures allowed present in-game at a time. The default value is3145728
, which allows on the order of 60 Rock Raiders to be teleported at a time (depending on the number of other objects present, though Rock Raiders are the most taxing on the memory). Testing has revealed that changing the value ofTextureUsage
can cause big changes to the game. Setting its value very high allows for many more objects to be teleported. For instance, aising this to9567812
allows on the order of 120 Rock Raiders to be teleported at a time. Setting it very low seems to make the game lag a lot, and, everything looks weird. (this doesn't happen to me on Windows 7 so further clarification on how this property works needs to be done by multiple people) Stability of the game in general when changing this value varies between computers of different specifications.
CreditsTextFile
- Default path is Credits.txt.CreditsBackAVI
- Default path is AVI\Loop.avi.
Stats {}
Properties
Weapon properties
These properties affect objects being shot at by Rock Raiders armed with beam weapons. The following properties affect weapons being used against objects:
CanBeShotAt
- Determines whether an object will be shot at by armed Rock Raiders when Action Stations is activated. Can be set toTRUE
orFALSE
.CanFreeze
- Determines whether an object can be damaged and frozen by a Freezer Beam. Can be set toTRUE
orFALSE
.FreezerTime
- Denotes the amount of time in seconds an object will remain frozen after being hit by a Freezer Beam. Setting this value to0
or a negative number will have no effect.FreezerDamage
- Denotes the amount of damage being shot by a Freezer Beam will do to an object. Values of100
or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object.CanLaser
- Determines whether an object can be damaged by a Laser Beam. Can be set toTRUE
orFALSE
.LaserDamage
- Denotes the amount of damage being shot by a Laser Beam will do to an object. Values of100
or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object.CanPush
- Determines whether an object can be damaged and pushed by a Pusher Beam. Can be set toTRUE
orFALSE
.PusherDist
- Denotes the distance in units an object shot by a Pusher Beam will be pushed. Setting this value to0
or a negative number will have no effect.PusherDamage
- Denotes the amount of damage being shot by a Pusher Beam will do to an object. Values of100
or higher will instantly kill objects that haven't been given extra health. Values of negative numbers will add that amount of health to an object.