Difference between revisions of "Config documentation"

From RRU Knowledge Base
m (Bubbles)
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==Main {}==
==Main {}==
*<code>{{text anchor|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, raising 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 AMD 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> – 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, raising 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 AMD 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.


These properties control the [[LEGO Rock Raiders (Windows game)/Credits|credits]]:
These properties control the [[LEGO Rock Raiders (Windows game)/Credits|credits]]:
*<code>{{text anchor|CreditsTextFile}}</code> – Recalls the name and location of the credits file.
*<code>CreditsTextFile</code> – Recalls the name and location of the credits file.
*<code>{{text anchor|CreditsBackAVI}}</code> – Recalls the name and location of the looping stars FMV background that plays during the credits.
*<code>CreditsBackAVI</code> – Recalls the name and location of the looping stars FMV background that plays during the credits.


These properties control the in-game loading screens:
These properties control the in-game loading screens:
*<code>{{text anchor|LoadScreen}}</code> – Recalls the name and path of the loading screen image.
*<code>LoadScreen</code> – Recalls the name and path of the loading screen image.
*<code>{{text anchor|ShutdownScreen}}</code> – Recalls the name and path of the shutdown screen image. However, this screen does not get used when quitting the game, and there appears to be no way to re-enable it, making this property useless.
*<code>ShutdownScreen</code> – Recalls the name and path of the shutdown screen image. However, this screen does not get used when quitting the game, and there appears to be no way to re-enable it, making this property useless.
*<code>{{text anchor|ProgressBar}}</code> – Recalls the name and path of the colored bar image displayed on the loading screen to denote loading progress at the start of the game and of levels.
*<code>ProgressBar</code> – Recalls the name and path of the colored bar image displayed on the loading screen to denote loading progress at the start of the game and of levels.
*<code>{{text anchor|ProgressWindow}}</code> – Sets the X and Y coordinates of the progress bar from its top-left corner, followed by its width and height. For example, the default setting is <code>R:142,450,353,9</code>.
*<code>ProgressWindow</code> – Sets the X and Y coordinates of the progress bar from its top-left corner, followed by its width and height. For example, the default setting is <code>R:142,450,353,9</code>.
*<code>{{text anchor|LoadingText}}</code> – Denotes the text displayed over the progress bar.
*<code>LoadingText</code> – Denotes the text displayed over the progress bar.


These properties control the folders for shared files:
These properties control the folders for shared files:
*<code>{{text anchor|SharedTextures}}</code> – Recalls the location of the folder for textures that are shared between multiple different objects.
*<code>SharedTextures</code> – Recalls the location of the folder for textures that are shared between multiple different objects.
*<code>{{text anchor|SharedObjects}}</code> – Recalls the location of the folder for models that are shared between multiple different objects.
*<code>SharedObjects</code> – Recalls the location of the folder for models that are shared between multiple different objects.


These properties control the buttons for the briefing and message panels at a 640x480 resolution. These properties can be copied and set to 800x600 and/or 1024x768.
These properties control the buttons for the briefing and message panels at a 640x480 resolution. These properties can be copied and set to 800x600 and/or 1024x768.
*<code>{{text anchor|NextButton640x480}}</code> – Recalls the location of the texture for the next button.
*<code>NextButton640x480</code> – Recalls the location of the texture for the next button.
*<code>{{text anchor|NextButtonPos640x480}}</code> – Sets the X and Y coordinates of the next button on the message panel.
*<code>NextButtonPos640x480</code> – Sets the X and Y coordinates of the next button on the message panel.
*<code>{{text anchor|BackButton640x480}}</code> – Recalls the location of the texture for the repeat message button. This button is only used on the message panel.
*<code>BackButton640x480</code> – Recalls the location of the texture for the repeat message button. This button is only used on the message panel.
*<code>{{text anchor|BackButtonPos640x480}}</code> – Sets the X and Y coordinates of the repeat message button on the message panel.
*<code>BackButtonPos640x480</code> – Sets the X and Y coordinates of the repeat message button on the message panel.
*<code>{{text anchor|BackArrow}}</code> – Recalls the location of the texture for the back arrow. This button is only used on the briefing panel.
*<code>BackArrow</code> – Recalls the location of the texture for the back arrow. This button is only used on the briefing panel.


These properties control wall pro-meshes:
These properties control wall pro-meshes:
*<code>{{text anchor|WallProMeshes}}</code> – Determines whether walls use pro-meshes in eye view and shoulder view. Can be set to <code>TRUE</code> or <code>FALSE</code>. If disabled, walls will appear flat like in top view.
*<code>WallProMeshes</code> – Determines whether walls use pro-meshes in eye view and shoulder view. Can be set to <code>TRUE</code> or <code>FALSE</code>. If disabled, walls will appear flat like in top view.
*<code>{{text anchor|DynamicPM}}</code> – Determines whether dynamic ProMeshes are used. '''what are dynamic meshes, changing this seems to do nothing'''
*<code>DynamicPM</code> – Determines whether dynamic ProMeshes are used. '''what are dynamic meshes, changing this seems to do nothing'''
*<code>{{text anchor|HPBlocks}}</code> – '''Determines the distance meshes are used? no clue, the numbers don't match up'''
*<code>HPBlocks</code> – '''Determines the distance meshes are used? no clue, the numbers don't match up'''


These properties control building upgrades:
These properties control building upgrades:
*<code>{{text anchor|BuildingUpgradeCostOre}}</code> – Denotes how much ore is needed to upgrade a building.
*<code>BuildingUpgradeCostOre</code> – Denotes how much ore is needed to upgrade a building.
*<code>{{text anchor|BuildingUpgradeCostStuds}}</code> – Denotes how many building studs are needed to upgrade a building.
*<code>BuildingUpgradeCostStuds</code> – Denotes how many building studs are needed to upgrade a building.


<!--these three are all defined in weird locations in the EXE
<!--these three are all defined in weird locations in the EXE
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These properties control music and sound:
These properties control music and sound:
*<code>{{text anchor|MusicOn}}</code> – Determines whether the game starts with the soundtrack music turned on. Can be set to <code>TRUE</code> or <code>FALSE</code>. By default, this property is set to false in <code>Lego* {}</code>, but appears again at the very end of the config file in the <code>LegoRR {}</code> "settings for the final version" section, where it is set to true.
*<code>MusicOn</code> – Determines whether the game starts with the soundtrack music turned on. Can be set to <code>TRUE</code> or <code>FALSE</code>. By default, this property is set to false in <code>Lego* {}</code>, but appears again at the very end of the config file in the <code>LegoRR {}</code> "settings for the final version" section, where it is set to true.
*<code>{{text anchor|SoundOn}}</code> – Determines whether the game starts with sound turned on. Can be set to <code>TRUE</code> or <code>FALSE</code>
*<code>SoundOn</code> – Determines whether the game starts with sound turned on. Can be set to <code>TRUE</code> or <code>FALSE</code>
*<code>{{text anchor|CDStartTrack}}</code> – Denotes the track number on the CD to start playing the soundtrack from when the music is activated. By default, this is set to <code>2</code> because the first track of the ''LEGO Rock Raiders'' CD contains the game's installer data, AVI movies, DirectX installer data, and in some versions the instruction manual. If a different game's CD is used for the soundtrack, this property should remain unchanged; if a music CD is used for the soundtrack, it should be set to <code>1</code>.
*<code>CDStartTrack</code> – Denotes the track number on the CD to start playing the soundtrack from when the music is activated. By default, this is set to <code>2</code> because the first track of the ''LEGO Rock Raiders'' CD contains the game's installer data, AVI movies, DirectX installer data, and in some versions the instruction manual. If a different game's CD is used for the soundtrack, this property should remain unchanged; if a music CD is used for the soundtrack, it should be set to <code>1</code>.
*<code>{{text anchor|CDTracks}}</code> – Denotes the number of music tracks on the CD to play.
*<code>CDTracks</code> – Denotes the number of music tracks on the CD to play.


<!--These properties control lighting colors:
<!--These properties control lighting colors:
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These properties control energy crystal colors:
These properties control energy crystal colors:
*<code>{{text anchor|PowerCrystalRGB}}</code> – Denotes the RGB color of a powered [[energy crystal]].
*<code>PowerCrystalRGB</code> – Denotes the RGB color of a powered [[energy crystal]].
*<code>{{text anchor|UnpoweredCrystalRGB}}</code> – Denotes the RGB color of a [[drained energy crystal]].
*<code>UnpoweredCrystalRGB</code> – Denotes the RGB color of a [[drained energy crystal]].


This property controls tool tip color:
This property controls tool tip color:
*<code>{{text anchor|ToolTipRGB}}</code> – Denotes the RGB color of tool tips that display when mousing over objects and interface. Default color is dark green {{Color sample|#006400}}.
*<code>ToolTipRGB</code> – Denotes the RGB color of tool tips that display when mousing over objects and interface. Default color is dark green {{Color sample|#006400}}.


These properties control camera movement:
These properties control camera movement:
*<code>{{text anchor|MinDist}}</code> – Denotes the minimum distance in distance units that the top view camera can zoom to. This property can be set to negative values, though zooming in that far makes it difficult to see anything or control the camera.
*<code>MinDist</code> – Denotes the minimum distance in distance units that the top view camera can zoom to. This property can be set to negative values, though zooming in that far makes it difficult to see anything or control the camera.
*<code>{{text anchor|MaxDist}}</code> – Denotes the maximum distance in distance units that the top view camera can zoom to.
*<code>MaxDist</code> – Denotes the maximum distance in distance units that the top view camera can zoom to.
*<code>{{text anchor|MinTilt}}</code> – Denotes the minimum tilt in degrees (perpendicular to the ground; 0 points straight down and 90 points horizontally) that the camera can rotate to.
*<code>MinTilt</code> – Denotes the minimum tilt in degrees (perpendicular to the ground; 0 points straight down and 90 points horizontally) that the camera can rotate to.
*<code>{{text anchor|MaxTilt}}</code> – Denotes the maximum tilt in degrees that the camera can rotate to.
*<code>MaxTilt</code> – Denotes the maximum tilt in degrees that the camera can rotate to.
*<code>{{text anchor|CameraSpeed}}</code> – Denotes the maximum speed that the top view camera can pan. '''unknown units'''{{verify}}
*<code>CameraSpeed</code> – Denotes the maximum speed that the top view camera can pan. '''unknown units'''{{verify}}
*<code>{{text anchor|CameraAcceleration}}</code> – Denotes how quickly the top view camera can accelerate when panned. '''unknown units'''{{verify}}
*<code>CameraAcceleration</code> – Denotes how quickly the top view camera can accelerate when panned. '''unknown units'''{{verify}}
*<code>{{text anchor|CameraDropOff}}</code> – Denotes how quickly the top view camera can decelerate when panning stops. '''unknown units'''{{verify}}
*<code>CameraDropOff</code> – Denotes how quickly the top view camera can decelerate when panning stops. '''unknown units'''{{verify}}
*<code>{{text anchor|MouseScrollBorder}}</code> – Denotes how many pixels away from the edge of the game window the mouse pointer must be for the top view camera to start panning.
*<code>MouseScrollBorder</code> – Denotes how many pixels away from the edge of the game window the mouse pointer must be for the top view camera to start panning.
*<code>{{text anchor|MouseScrollIndent}}</code> – Denotes how close in blocks to the edge of the map the top view camera can pan. <code>1</code> is to the edge of the map, <code>0</code> is one block past the edge. Setting this property to a negative value will lock the camera, as will setting it to a value larger than half of a level's dimensions.
*<code>MouseScrollIndent</code> – Denotes how close in blocks to the edge of the map the top view camera can pan. <code>1</code> is to the edge of the map, <code>0</code> is one block past the edge. Setting this property to a negative value will lock the camera, as will setting it to a value larger than half of a level's dimensions.


These properties control model rendering:
These properties control model rendering:
*<code>{{text anchor|TVClipDist}}</code> – Denotes the radius in distance units that the world renders in top view.
*<code>TVClipDist</code> – Denotes the radius in distance units that the world renders in top view.
*<code>{{text anchor|FPClipBlocks}}</code> – Denotes the radius in blocks that the world renders in eye view. '''Setting this value to approximately 18 or higher may cause the game to crash when looking down long tunnels.'''
*<code>FPClipBlocks</code> – Denotes the radius in blocks that the world renders in eye view. '''Setting this value to approximately 18 or higher may cause the game to crash when looking down long tunnels.'''
*<code>{{text anchor|HighPolyRange}}</code> – Denotes the maximum range in distance units within high polygon models are used.
*<code>HighPolyRange</code> – Denotes the maximum range in distance units within high polygon models are used.
*<code>{{text anchor|MedPolyRange}}</code> – Denotes the maximum range in distance units within medium polygon models are used.
*<code>MedPolyRange</code> – Denotes the maximum range in distance units within medium polygon models are used.


These properties control Dynamite and Sonic Blaster ranges:
These properties control Dynamite and Sonic Blaster ranges:
*<code>{{text anchor|DynamiteDamageRadius}}</code> – Denotes the radius in distance units within which objects are damaged by a Dynamite explosion.
*<code>DynamiteDamageRadius</code> – Denotes the radius in distance units within which objects are damaged by a Dynamite explosion.
*<code>{{text anchor|DynamiteMaxDamage}}</code> – Denotes the maximum amount of damage that a point-blank Dynamite explosion delivers to an object.
*<code>DynamiteMaxDamage</code> – Denotes the maximum amount of damage that a point-blank Dynamite explosion delivers to an object.
*<code>{{text anchor|DynamiteWakeRadius}}</code> – Denotes the radius in distance units within which sleeping creatures will be woken up by a Dynamite explosion.
*<code>DynamiteWakeRadius</code> – Denotes the radius in distance units within which sleeping creatures will be woken up by a Dynamite explosion.
*<code>{{text anchor|BirdScarerRadius}}</code> – Denotes the radius in distance units in which creatures will be scared by a Sonic Blaster. '''Setting this value very high can crash the game'''
*<code>BirdScarerRadius</code> – Denotes the radius in distance units in which creatures will be scared by a Sonic Blaster. '''Setting this value very high can crash the game'''


These properties control opening sequences and logos:
These properties control opening sequences and logos:
*<code>{{text anchor|DontPlayAvis}}</code> – Determines whether or not FMV sequences are played. Can be set to <code>TRUE</code> or <code>FALSE</code>.
*<code>DontPlayAvis</code> – Determines whether or not FMV sequences are played. Can be set to <code>TRUE</code> or <code>FALSE</code>.
*<code>{{text anchor|RRAvi}}</code> – Recalls the name and path of the intro FMV sequence that plays when starting up the game.
*<code>RRAvi</code> – Recalls the name and path of the intro FMV sequence that plays when starting up the game.
*<code>{{text anchor|LegoAvi}}</code> – Recalls the name and path of the LEGO Media International FMV sequence that plays when starting up the game.
*<code>LegoAvi</code> – Recalls the name and path of the LEGO Media International FMV sequence that plays when starting up the game.
*<code>{{text anchor|DDIAvi}}</code> – Recalls the name and path of the Data Design Interactive FMV sequence that plays when starting up the game. Unused by default.
*<code>DDIAvi</code> – Recalls the name and path of the Data Design Interactive FMV sequence that plays when starting up the game. Unused by default.
*<code>{{text anchor|DDILogo}}</code> – Recalls the name and path of the Data Design Interactive image that displays when starting up the game.
*<code>DDILogo</code> – Recalls the name and path of the Data Design Interactive image that displays when starting up the game.
*<code>{{text anchor|DDILogoTime}}</code> – Denotes the length of time in seconds that the <code>DDILogo</code> image displays.
*<code>DDILogoTime</code> – Denotes the length of time in seconds that the <code>DDILogo</code> image displays.
*<code>{{text anchor|LMILogo}}</code> – Recalls the name and path of the LEGO Media International image that displays when starting up the game. Unused by default.
*<code>LMILogo</code> – Recalls the name and path of the LEGO Media International image that displays when starting up the game. Unused by default.
*<code>{{text anchor|LMILogoTime}}</code> – Denotes the length of time in seconds that the <code>LMILogo</code> image displays. Unused by default.
*<code>LMILogoTime</code> – Denotes the length of time in seconds that the <code>LMILogo</code> image displays. Unused by default.
*'''Exclusive to the Japanese version of the game:'''
*'''Exclusive to the Japanese version of the game:'''
**<code>{{text anchor|eidos}}</code> – Recalls the name and path of the Eidos Interactive sequence that plays when starting up the game.
**<code>eidos</code> – Recalls the name and path of the Eidos Interactive sequence that plays when starting up the game.
**<code>{{text anchor|EidosLogo}}</code> – Recalls the name and path of the Eidos Interactive image that displays when starting up the game.
**<code>EidosLogo</code> – Recalls the name and path of the Eidos Interactive image that displays when starting up the game.
**<code>{{text anchor|EIDOSLogoTime}}</code> – Denotes the length of time in seconds that the <code>EidosLogo</code> image displays.
**<code>EIDOSLogoTime</code> – Denotes the length of time in seconds that the <code>EidosLogo</code> image displays.
**<code>{{text anchor|LegoLogo}}</code> – Recalls the name and path of the LEGO Media International image that displays when starting up the game. The image is identical to the unused <code>LMILogo</code> image.
**<code>LegoLogo</code> – Recalls the name and path of the LEGO Media International image that displays when starting up the game. The image is identical to the unused <code>LMILogo</code> image.
**<code>{{text anchor|LEGOLogoTime}}</code> – Denotes the length of time in seconds that the <code>LegoLogo</code> image displays.
**<code>LEGOLogoTime</code> – Denotes the length of time in seconds that the <code>LegoLogo</code> image displays.


These properties control miscellaneous functions:
These properties control miscellaneous functions:
*<code>{{text anchor|TextPauseTime}}</code> – Denotes the length of time in seconds that text messages appear in-game on the message panel after the message's streamed sound has stopped playing.
*<code>TextPauseTime</code> – Denotes the length of time in seconds that text messages appear in-game on the message panel after the message's streamed sound has stopped playing.
*<code>{{text anchor|DisplayAdvisor}}</code> – Determines whether Chief's model is displayed. Can be set to <code>TRUE</code> or <code>FALSE</code>.
*<code>DisplayAdvisor</code> – Determines whether Chief's model is displayed. Can be set to <code>TRUE</code> or <code>FALSE</code>.
*<code>{{text anchor|OnlyBuildOnPaths}}</code> – Determines whether buildings need to be built next to Power Paths. Can be set to <code>TRUE</code> or <code>FALSE</code>, but seems to default to <code>TRUE</code> no matter what it's set to.{{verify}}
*<code>OnlyBuildOnPaths</code> – Determines whether buildings need to be built next to Power Paths. Can be set to <code>TRUE</code> or <code>FALSE</code>, but seems to default to <code>TRUE</code> no matter what it's set to.{{verify}}


Dummy properties that are not defined in the executable, and thus do not work:
Dummy properties that are not defined in the executable, and thus do not work:
*<code>{{text anchor|DumpFile}}</code> – Was likely meant to recall the name and path of the dump file where the game would output crash logs.
*<code>DumpFile</code> – Was likely meant to recall the name and path of the dump file where the game would output crash logs.
*<code>{{text anchor|DynamiteRadius}}</code> – Was likely a generic radius for Dynamite effects that was replaced by more several more complex properties.
*<code>DynamiteRadius</code> – Was likely a generic radius for Dynamite effects that was replaced by more several more complex properties.


<!--
<!--
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The following surface types are defined:
The following surface types are defined:
* <code>{{text anchor|Lego_SurfaceType_Tunnel}}</code>  – Ground
* <code>Lego_SurfaceType_Tunnel</code>  – Ground
* <code>{{text anchor|Lego_SurfaceType_Immovable}}</code>  – Solid Rock
* <code>Lego_SurfaceType_Immovable</code>  – Solid Rock
* <code>{{text anchor|Lego_SurfaceType_Hard}}</code>  – Hard Rock
* <code>Lego_SurfaceType_Hard</code>  – Hard Rock
* <code>{{text anchor|Lego_SurfaceType_Medium}}</code>  – Loose Rock
* <code>Lego_SurfaceType_Medium</code>  – Loose Rock
* <code>{{text anchor|Lego_SurfaceType_Loose}}</code>  – Dirt
* <code>Lego_SurfaceType_Loose</code>  – Dirt
* <code>{{text anchor|Lego_SurfaceType_Soil}}</code>  – Soil (not usable)
* <code>Lego_SurfaceType_Soil</code>  – Soil (not usable)
* <code>{{text anchor|Lego_SurfaceType_Lava}}</code>  – Lava
* <code>Lego_SurfaceType_Lava</code>  – Lava
* <code>{{text anchor|Lego_SurfaceType_Water}}</code> – An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic, but was never finished.
* <code>Lego_SurfaceType_Water</code> – An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic, but was never finished.
* <code>{{text anchor|Lego_SurfaceType_OreSeam}}</code>  – Ore Seam
* <code>Lego_SurfaceType_OreSeam</code>  – Ore Seam
* <code>{{text anchor|Lego_SurfaceType_Lake}}</code>  – Water
* <code>Lego_SurfaceType_Lake</code>  – Water
* <code>{{text anchor|Lego_SurfaceType_CrystalSeam}}</code>  – Energy Crystal Seam
* <code>Lego_SurfaceType_CrystalSeam</code>  – Energy Crystal Seam
* <code>{{text anchor|Lego_SurfaceType_RechargeSeam}}</code>  – Recharge Seam
* <code>Lego_SurfaceType_RechargeSeam</code>  – Recharge Seam
* <code>{{text anchor|Lego_SurfaceType_Rubble}}</code>  – Rubble
* <code>Lego_SurfaceType_Rubble</code>  – Rubble
* <code>{{text anchor|Lego_SurfaceType_Reinforcement}}</code>  – Reinforced Wall
* <code>Lego_SurfaceType_Reinforcement</code>  – Reinforced Wall
* <code>{{text anchor|Lego_SurfaceType_Path}}</code>  – Power Path
* <code>Lego_SurfaceType_Path</code>  – Power Path
* <code>{{text anchor|Lego_SurfaceType_SlugHole}}</code>  – Slimy Slug Hole
* <code>Lego_SurfaceType_SlugHole</code>  – Slimy Slug Hole
* <code>{{text anchor|Lego_SurfaceType_Undiscovered}}</code>  – Undiscovered Cavern
* <code>Lego_SurfaceType_Undiscovered</code>  – Undiscovered Cavern
* <code>{{text anchor|Lego_SurfaceType_Cavern}}</code>  – Cavern Floor (Radar only)
* <code>Lego_SurfaceType_Cavern</code>  – Cavern Floor (Radar only)


If no name is denoted for a surface, the message "Need config for surface type." will instead display when the surface is moused over.
If no name is denoted for a surface, the message "Need config for surface type." will instead display when the surface is moused over.
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==InterfaceBuildImages {}==
==InterfaceBuildImages {}==
==InterfaceSurroundImages {}==
==InterfaceSurroundImages {}==
==PriorityImages {}==
==PriorityImages {}==
These properties specify the names and image file paths of the configurable AI priorities. The first entry in each line is the priority name, followed by the name displayed in the priority panel tooltips, and the paths to the normal, pressed, and disabled image files.
These properties specify the names and image file paths of the configurable AI priorities. The first entry in each line is the priority name, followed by the name displayed in the priority panel tooltips, and the paths to the normal, pressed, and disabled image files.


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|}
|}


==PrioritiesImagePositions {}==
==PrioritiesImagePositions {}==
This section defines the slot locations for the priority buttons inside the priority panel.
This section defines the slot locations for the priority buttons inside the priority panel.


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<pre>1 41,26</pre>
<pre>1 41,26</pre>


==MiscObjects {}==
==MiscObjects {}==
This section defines the paths of models for miscellaneous game objects. This section '''cannot''' be expanded to add additional objects.
This section defines the paths of models for miscellaneous game objects. This section '''cannot''' be expanded to add additional objects.


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* UpgradeEffect MiscAnims\Effects\UPGRADE_SPARKS
* UpgradeEffect MiscAnims\Effects\UPGRADE_SPARKS


==Bubbles {}==
==Bubbles {}==
These properties define the task bubble icons that appear above the head of a [[Rock Raider]] and the paths to their files.
The properties in the <code>Bubbles {}</code> section recall the paths to the bitmap files for the task bubble icons that appear above the heads of [[Rock Raider]]s when performing activities (except for <code>Bubble_PowerOff</code>, which appears over buildings). Some properties for carrying objects do not seem to work, and equivalent miscellaneous properties are used during those tasks instead.


'''Property Format'''
'''Property format'''
<pre><Bubble_task name>                <path to icon file></pre>
<pre><Bubble_task name>                <path to icon file></pre>


'''Usage Example'''
'''Usage example'''
<pre>Bubble_CollectElecFence            Interface\Bubbles\Bcollelec.bmp</pre>
<pre>Bubble_CollectElecFence            Interface\Bubbles\Bcollelec.bmp</pre>


Bubble_Request  Bubble_Recharge Bubble_Train    Bubble_BuildPath   Bubble_Upgrade  Bubble_Drive    Bubble_Eat  Bubble_ElecFence    Bubble_CallToArms   Bubble_PowerOff Bubble_Flee Bubble_Dig  Bubble_Repair  Bubble_Drill    Bubble_Reinforce    Bubble_Dynamite Bubble_Goto Bubble_CarryElecFence  Bubble_CarryBarrier Bubble_CarryDynamite   Bubble_CarryStud   Bubble_CarryOre Bubble_CarryCrystal Bubble_CollectBirdScarer   Bubble_CollectFreezer   Bubble_CollectPusher   Bubble_CollectLaser Bubble_CollectSpanner   Bubble_CollectHammer    Bubble_CollectSpade Bubble_CollectDrill Bubble_CollectBarrier  Bubble_CollectElecFence Bubble_CollectDynamite  Bubble_CollectStud Bubble_CollectOre  Bubble_CollectCrystal  Bubble_Idle Bubble_CantDo  Bubbles %s\%s
'''Priority identifiers'''
{| class="wikitable" border="1"
|-
| <code>Bubble_BuildPath</code>
| Displays when a Rock Raider is building a [[power path]]
|-
| <code>Bubble_CallToArms</code>
| Displays when a Rock Raider is carrying a weapon while [[Action Stations!]] is activated
|-
| <code>Bubble_CantDo</code>
| Displays when a Rock Raider is unable to do a task; this primarily only shows when two Rock Raiders are trying to reinforce a wall at the same time
|-
| <code>Bubble_CarryBarrier</code>
| Displays when a Rock Raider is carrying a construction barrier
|-
| <code>Bubble_CarryCrystal</code>
| Displays when a Rock Raider is carrying an [[energy crystal]]
|-
| <code>Bubble_CarryDynamite</code>
| ''Unknown, appears to not work''
|-
| <code>Bubble_CarryElecFence</code>
| ''Unknown, appears to not work''
|-
| <code>Bubble_CarryOre</code>
| Displays when a Rock Raider is carrying a piece of [[ore]]
|-
| <code>Bubble_CarryStud</code>
| Displays when a Rock Raider is carrying a [[building stud]]
|-
| <code>Bubble_CollectBarrier</code>
| Displays when a Rock Raider is collecting a construction barrier
|-
| <code>Bubble_CollectBirdScarer</code>
| Displays when a Rock Raider is collecting a [[sonic blaster]] from the [[Tool Store]]
|-
| <code>Bubble_CollectCrystal</code>
| Displays when a Rock Raider is collecting an energy crystal
|-
| <code>Bubble_CollectDrill</code>
| Displays when a Rock Raider is collecting a drill from the Tool Store
|-
| <code>Bubble_CollectDynamite</code>
| Displays when a Rock Raider is collecting dynamite
|-
| <code>Bubble_CollectElecFence</code>
| Displays when a Rock Raider is collecting an electric fence
|-
| <code>Bubble_CollectFreezer</code>
| Displays when a Rock Raider is collecting a [[freezer beam]] from the Tool Store
|-
| <code>Bubble_CollectHammer</code>
| Displays when a Rock Raider is collecting a hammer from the Tool Store
|-
| <code>Bubble_CollectLaser</code>
| Displays when a Rock Raider is collecting a [[laser beam]] from the Tool Store
|-
| <code>Bubble_CollectOre</code>
| Displays when a Rock Raider is collecting a piece of ore
|-
| <code>Bubble_CollectPusher</code>
| Displays when a Rock Raider is collecting a [[pusher beam]] from the Tool Store
|-
| <code>Bubble_CollectSpade</code>
| Displays when a Rock Raider is collecting a shovel from the Tool Store
|-
| <code>Bubble_CollectSpanner</code>
| Displays when a Rock Raider is collecting a spanner from the Tool Store
|-
| <code>Bubble_CollectStud</code>
| Displays when a Rock Raider is collecting a building stud
|-
| <code>Bubble_Dig</code>
| Displays when a Rock Raider is clearing rubble
|-
| <code>Bubble_Drill</code>
| Displays when a Rock Raider is drilling a [[rock types|cavern wall]]
|-
| <code>Bubble_Drive</code>
| Displays when a Rock Raider is en route to get in a [[Rock Raider vehicles|vehicle]]
|-
| <code>Bubble_Dynamite</code>
| Displays when a Rock Raider is carrying [[dynamite]]
|-
| <code>Bubble_Eat</code>
| Displays when a Rock Raider is hungry and going to eat or is currently eating
|-
| <code>Bubble_ElecFence</code>
| Displays when a Rock Raider is carrying an [[electric fence]]
|-
| <code>Bubble_Flee</code>
| Displays when a Rock Raider is fleeing in fear from a creature, sonic blaster, or dynamite that is about to explode
|-
| <code>Bubble_Goto</code>
| Displays when a Rock Raider is en route to a task
|-
| <code>Bubble_Idle</code>
| Displays when a Rock Raider is not currently doing anything
|-
| <code>Bubble_PowerOff</code>
| Displays '''over a [[Rock Raider buildings|building]]''' when it is turned on but not receiving enough or any power
|-
| <code>Bubble_Recharge</code>
| Displays when a Rock Raider is recharging a [[drained energy crystal]]
|-
| <code>Bubble_Reinforce</code>
| Displays when a Rock Raider is [[reinforced wall|reinforcing]] a cavern wall
|-
| <code>Bubble_Repair</code>
| Displays when a Rock Raider is repairing a building
|-
| <code>Bubble_Request</code>
| ''Unknown'', uses the same graphic as <code>Bubble_Goto</code> by default but does not seem to get called in any known situation
|-
| <code>Bubble_Train</code>
| Displays when a Rock Raider is training
|-
| <code>Bubble_Upgrade</code>
| Displays when a Rock Raider is upgrading
|}


==PanelRotationControl {}==
==PanelRotationControl {}==
==Panels640x480 {}==
==Panels640x480 {}==
==Buttons640x480 {}==
==Buttons640x480 {}==
==TextMessages {}==
==TextMessages {}==
==TextMessagesWithImages {}==
==TextMessagesWithImages {}==
==Samples {}==
==Samples {}==
==InfoMessages {}==  
==InfoMessages {}==  
==ToolTips {}==
==ToolTips {}==
==UpgradeNames {}==
==UpgradeNames {}==
These properties define the displayed names of upgrade levels.   
These properties define the displayed names of upgrade levels.   


Line 541: Line 660:
However, these upgrade titles are only displayed for buildings.
However, these upgrade titles are only displayed for buildings.


==ToolTipIcons {}==
==ToolTipIcons {}==
==ToolTipsSFXs {}==
==ToolTipsSFXs {}==
==Textures {}==
==Textures {}==
==ObjectNames {}==
==ObjectNames {}==
These properties define the displayed names of all objects.
These properties define the displayed names of all objects.


Line 553: Line 672:
<pre>Pilot                      Rock_Raider</pre>
<pre>Pilot                      Rock_Raider</pre>


==ObjectTheNames {}==
==ObjectTheNames {}==
==VehicleTypes {}==
==VehicleTypes {}==
These properties define the names of the vehicles and the paths to their files.
These properties define the names of the vehicles and the paths to their files.


Line 563: Line 682:
<pre>BullDozer  Vehicles\BullDozer</pre>
<pre>BullDozer  Vehicles\BullDozer</pre>


==MiniFigureTypes {}==
==MiniFigureTypes {}==
These properties define the names of the minifigures and the paths to their files.
These properties define the names of the minifigures and the paths to their files.


Line 574: Line 693:
Adding in characters this way is possible, though only the first one listed can be teleported in.  Others must be placed through the [[Object List file|object list]] in each level.
Adding in characters this way is possible, though only the first one listed can be teleported in.  Others must be placed through the [[Object List file|object list]] in each level.


==RockMonsterTypes {}==
==RockMonsterTypes {}==
These properties define the names of the creatures and the paths to their files.
These properties define the names of the creatures and the paths to their files.


Line 583: Line 702:
<pre>RockMonster Creatures\Rmonster</pre>
<pre>RockMonster Creatures\Rmonster</pre>


==BuildingTypes {}==
==BuildingTypes {}==
These properties define the names of the buildings and the paths to their files.
These properties define the names of the buildings and the paths to their files.


Line 592: Line 711:
<pre>Toolstation Buildings\Toolstation</pre>
<pre>Toolstation Buildings\Toolstation</pre>


==UpgradeTypes {}==
==UpgradeTypes {}==
These properties define the names of the upgrades for vehicles/buildings and the paths to their files. Note that building upgrades require an [[AE file]] in the upgrade's model folder.  
These properties define the names of the upgrades for vehicles/buildings and the paths to their files. Note that building upgrades require an [[AE file]] in the upgrade's model folder.  


Line 601: Line 720:
<pre>ScanDash_Attach Vehicles\SmallCat\ScanDash_Attach</pre>
<pre>ScanDash_Attach Vehicles\SmallCat\ScanDash_Attach</pre>


==Encyclopedia {}==
==Encyclopedia {}==
''This block is not used in the game.''
''This block is not used in the game.''


Line 621: Line 740:
==WeaponTypes {}==
==WeaponTypes {}==
===Properties===
===Properties===
* <code>{{text anchor|DefaultDamage}}</code> – Denotes the default amount of damage a weapon will do to any objects that do not have their own damage values defined in that section. Leaving this property out of a section will cause it to do no damage to any objects without separately-defined damage values.
* <code>DefaultDamage</code> – Denotes the default amount of damage a weapon will do to any objects that do not have their own damage values defined in that section. Leaving this property out of a section will cause it to do no damage to any objects without separately-defined damage values.
* <code>{{text anchor|RechargeTime}}</code> – Denotes the amount of time a weapon needs to recharge before it can be used again. <code>25</code> specifies one second.
* <code>RechargeTime</code> – Denotes the amount of time a weapon needs to recharge before it can be used again. <code>25</code> specifies one second.
* <code>{{text anchor|WeaponRange}}</code> – Denotes the distance in distance units a weapon can hit objects from.  
* <code>WeaponRange</code> – Denotes the distance in distance units a weapon can hit objects from.  


Otherwise, all entries in a section must be the names of existing objects.
Otherwise, all entries in a section must be the names of existing objects.


===Sections===
===Sections===
* {{block|{{text anchor|BoulderWeapon|Boulder}}}} – Denotes the amount of damage a boulder will do to an object it hits.
* {{block|Boulder}} – Denotes the amount of damage a boulder will do to an object it hits.
* {{block|{{text anchor|FenceSpark}}}} – Denotes the amount of damage an [[Electric Fence]] will do to objects with the [[CanBeHitByFence]] property. However, no matter what its damage values are defined as, it will instantly kill anything it hits. Additionally, its <code>RechargeTime</code> value seems to be per each electrified block, rather than for the entire network.
* {{block|FenceSpark}} – Denotes the amount of damage an [[electric fence]] will do to objects with the <code>CanBeHitByFence</code> property. However, no matter what its damage values are defined as, it will instantly kill anything it hits. Additionally, its <code>RechargeTime</code> value seems to be per each electrified block, rather than for the entire network.
* {{block|{{text anchor|RockFallIn}}}} – Denotes the amount of damage being caught in a landslide will do to an object.  A value of <code>0.98</code> seems to deal about 50 HP damage. Values of negative numbers will add that amount of health to an object. Separate values must be defined for each level an object has, with colons separating the values (by default, some objects become more resistant to landslides as they get upgraded).
* {{block|RockFallIn}} – Denotes the amount of damage being caught in a landslide will do to an object.  A value of <code>0.98</code> seems to deal about 50 HP damage. Values of negative numbers will add that amount of health to an object. Separate values must be defined for each level an object has, with colons separating the values (by default, some objects become more resistant to landslides as they get upgraded).
* {{block|{{text anchor|SpiderWebWeapon|SpiderWeb}}}} – Denotes the amount of damage an object getting caught in a [[spider web]] will do ''to the web'' (commented as a "special case"). Values of <code>100</code> or higher will essentially instantly destroy the web. Values of <code>0</code> or lower will not damage it.
* {{block|SpiderWeb}} – Denotes the amount of damage an object getting caught in a [[spider web]] will do ''to the web'' (commented as a "special case"). Values of <code>100</code> or higher will essentially instantly destroy the web. Values of <code>0</code> or lower will not damage it.


==Dependencies {}==
==Dependencies {}==

Revision as of 14:52, 22 June 2018

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.

This is an extremely WIP page to document the entirety of the Main LEGO Config File, Lego.cfg, for the Windows version of LEGO Rock Raiders.

Definitions

Glossary of terms, units and measurements for certain types of properties.

Measurement Units

Block
The in-game tiles used to form levels. The content of each block is defined by the map files and the object list file. All default levels define a block as 40-by-40 distance units.
Distance
Equivalent to distance units found in modeling programs such as LightWave. By default, this is equal to 0.4 studs/3.2 millimeters.
Time Ticks
Time defined by in-game ticks. There are 25 ticks in each second. Example: 1500 = 60 Seconds.
Time Secs
Time defined by seconds. Seconds can be written as a decimal to indicate milliseconds: Example 1.5 = 1 Second, 500 milliseconds.

Value Types

String/Denoted Text
Text intended to display in-game. Text displayed in-game requires underscores _ in the place of spaces, Such_As_This. Text written with spaces instead of underscores will cause the game to crash while loading.
Path
Link to a local folder or file relative to the data location of the game. Folder paths do not require final backslash \. Spaces in the path must be represented by an underscore _ character.
Example value: Levels\GameLevels\Level01
Integer
Value must be a whole, non-decimal number. Examples: 1, 105, -2000.
Boolean
Value can only be either TRUE or FALSE.
Yes/No
Value can only be either YES or NO.
Identifier
This is a constant(fixed value) which refers to in-game objects or actions. Check for identifier lists to see what can be used here.


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 is 3145728, 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 TextureUsage can cause big changes to the game. Setting its value very high allows for many more objects to be teleported. For instance, raising this to 9567812 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 AMD 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.

These properties control the credits:

  • CreditsTextFile – Recalls the name and location of the credits file.
  • CreditsBackAVI – Recalls the name and location of the looping stars FMV background that plays during the credits.

These properties control the in-game loading screens:

  • LoadScreen – Recalls the name and path of the loading screen image.
  • ShutdownScreen – Recalls the name and path of the shutdown screen image. However, this screen does not get used when quitting the game, and there appears to be no way to re-enable it, making this property useless.
  • ProgressBar – Recalls the name and path of the colored bar image displayed on the loading screen to denote loading progress at the start of the game and of levels.
  • ProgressWindow – Sets the X and Y coordinates of the progress bar from its top-left corner, followed by its width and height. For example, the default setting is R:142,450,353,9.
  • LoadingText – Denotes the text displayed over the progress bar.

These properties control the folders for shared files:

  • SharedTextures – Recalls the location of the folder for textures that are shared between multiple different objects.
  • SharedObjects – Recalls the location of the folder for models that are shared between multiple different objects.

These properties control the buttons for the briefing and message panels at a 640x480 resolution. These properties can be copied and set to 800x600 and/or 1024x768.

  • NextButton640x480 – Recalls the location of the texture for the next button.
  • NextButtonPos640x480 – Sets the X and Y coordinates of the next button on the message panel.
  • BackButton640x480 – Recalls the location of the texture for the repeat message button. This button is only used on the message panel.
  • BackButtonPos640x480 – Sets the X and Y coordinates of the repeat message button on the message panel.
  • BackArrow – Recalls the location of the texture for the back arrow. This button is only used on the briefing panel.

These properties control wall pro-meshes:

  • WallProMeshes – Determines whether walls use pro-meshes in eye view and shoulder view. Can be set to TRUE or FALSE. If disabled, walls will appear flat like in top view.
  • DynamicPM – Determines whether dynamic ProMeshes are used. what are dynamic meshes, changing this seems to do nothing
  • HPBlocksDetermines the distance meshes are used? no clue, the numbers don't match up

These properties control building upgrades:

  • BuildingUpgradeCostOre – Denotes how much ore is needed to upgrade a building.
  • BuildingUpgradeCostStuds – Denotes how many building studs are needed to upgrade a building.


These properties control music and sound:

  • MusicOn – Determines whether the game starts with the soundtrack music turned on. Can be set to TRUE or FALSE. By default, this property is set to false in Lego* {}, but appears again at the very end of the config file in the LegoRR {} "settings for the final version" section, where it is set to true.
  • SoundOn – Determines whether the game starts with sound turned on. Can be set to TRUE or FALSE
  • CDStartTrack – Denotes the track number on the CD to start playing the soundtrack from when the music is activated. By default, this is set to 2 because the first track of the LEGO Rock Raiders CD contains the game's installer data, AVI movies, DirectX installer data, and in some versions the instruction manual. If a different game's CD is used for the soundtrack, this property should remain unchanged; if a music CD is used for the soundtrack, it should be set to 1.
  • CDTracks – Denotes the number of music tracks on the CD to play.


These properties control energy crystal colors:

This property controls tool tip color:

  • ToolTipRGB – Denotes the RGB color of tool tips that display when mousing over objects and interface. Default color is dark green .

These properties control camera movement:

  • MinDist – Denotes the minimum distance in distance units that the top view camera can zoom to. This property can be set to negative values, though zooming in that far makes it difficult to see anything or control the camera.
  • MaxDist – Denotes the maximum distance in distance units that the top view camera can zoom to.
  • MinTilt – Denotes the minimum tilt in degrees (perpendicular to the ground; 0 points straight down and 90 points horizontally) that the camera can rotate to.
  • MaxTilt – Denotes the maximum tilt in degrees that the camera can rotate to.
  • CameraSpeed – Denotes the maximum speed that the top view camera can pan. unknown units[verify]
  • CameraAcceleration – Denotes how quickly the top view camera can accelerate when panned. unknown units[verify]
  • CameraDropOff – Denotes how quickly the top view camera can decelerate when panning stops. unknown units[verify]
  • MouseScrollBorder – Denotes how many pixels away from the edge of the game window the mouse pointer must be for the top view camera to start panning.
  • MouseScrollIndent – Denotes how close in blocks to the edge of the map the top view camera can pan. 1 is to the edge of the map, 0 is one block past the edge. Setting this property to a negative value will lock the camera, as will setting it to a value larger than half of a level's dimensions.

These properties control model rendering:

  • TVClipDist – Denotes the radius in distance units that the world renders in top view.
  • FPClipBlocks – Denotes the radius in blocks that the world renders in eye view. Setting this value to approximately 18 or higher may cause the game to crash when looking down long tunnels.
  • HighPolyRange – Denotes the maximum range in distance units within high polygon models are used.
  • MedPolyRange – Denotes the maximum range in distance units within medium polygon models are used.

These properties control Dynamite and Sonic Blaster ranges:

  • DynamiteDamageRadius – Denotes the radius in distance units within which objects are damaged by a Dynamite explosion.
  • DynamiteMaxDamage – Denotes the maximum amount of damage that a point-blank Dynamite explosion delivers to an object.
  • DynamiteWakeRadius – Denotes the radius in distance units within which sleeping creatures will be woken up by a Dynamite explosion.
  • BirdScarerRadius – Denotes the radius in distance units in which creatures will be scared by a Sonic Blaster. Setting this value very high can crash the game

These properties control opening sequences and logos:

  • DontPlayAvis – Determines whether or not FMV sequences are played. Can be set to TRUE or FALSE.
  • RRAvi – Recalls the name and path of the intro FMV sequence that plays when starting up the game.
  • LegoAvi – Recalls the name and path of the LEGO Media International FMV sequence that plays when starting up the game.
  • DDIAvi – Recalls the name and path of the Data Design Interactive FMV sequence that plays when starting up the game. Unused by default.
  • DDILogo – Recalls the name and path of the Data Design Interactive image that displays when starting up the game.
  • DDILogoTime – Denotes the length of time in seconds that the DDILogo image displays.
  • LMILogo – Recalls the name and path of the LEGO Media International image that displays when starting up the game. Unused by default.
  • LMILogoTime – Denotes the length of time in seconds that the LMILogo image displays. Unused by default.
  • Exclusive to the Japanese version of the game:
    • eidos – Recalls the name and path of the Eidos Interactive sequence that plays when starting up the game.
    • EidosLogo – Recalls the name and path of the Eidos Interactive image that displays when starting up the game.
    • EIDOSLogoTime – Denotes the length of time in seconds that the EidosLogo image displays.
    • LegoLogo – Recalls the name and path of the LEGO Media International image that displays when starting up the game. The image is identical to the unused LMILogo image.
    • LEGOLogoTime – Denotes the length of time in seconds that the LegoLogo image displays.

These properties control miscellaneous functions:

  • TextPauseTime – Denotes the length of time in seconds that text messages appear in-game on the message panel after the message's streamed sound has stopped playing.
  • DisplayAdvisor – Determines whether Chief's model is displayed. Can be set to TRUE or FALSE.
  • OnlyBuildOnPaths – Determines whether buildings need to be built next to Power Paths. Can be set to TRUE or FALSE, but seems to default to TRUE no matter what it's set to.[verify]

Dummy properties that are not defined in the executable, and thus do not work:

  • DumpFile – Was likely meant to recall the name and path of the dump file where the game would output crash logs.
  • DynamiteRadius – Was likely a generic radius for Dynamite effects that was replaced by more several more complex properties.


Dialog {}

Reward {}

Menu {}

HelpWindow {}

ToolTipInfo {}

ToolNames {}

These properties define the in-game titles of the different types of Rock Raider tools.

Property Format

<id>	<title>

Property Options

id [indentifier]
Tool Type identifier. See list of Tool Type identifiers below.
title [string]
Title of the tool while in-game.

Usage Example

LegoObject_ToolType_Drill		Drill

Tool Type Identifiers

LegoObject_ToolType_Drill Drill
LegoObject_ToolType_Spade Shovel
LegoObject_ToolType_Hammer Hammer
LegoObject_ToolType_Spanner Spanner
LegoObject_ToolType_Laser Laser Beam
LegoObject_ToolType_PusherGun Pusher Beam
LegoObject_ToolType_BirdScarer Sonic Blaster
LegoObject_ToolType_FreezerGun Freezer Beam

SurfaceTypeDescriptions {}

This section defines the names of surface types. All properties in this section denote the name displayed in tool tips when mousing over a surface, followed by the sound effect that plays when mousing over, with a comma used to separate the two definitions. Properties are set up in this format:

Lego_SurfaceType_<Type>		<Denoted_Name>,<SurfaceSFX_Type>

Where <Denoted_Name> is the display name in denoted text, and <SurfaceSFX_Type> is the property in the Samples {} section to be used as the spoken name.

The following surface types are defined:

  • Lego_SurfaceType_Tunnel – Ground
  • Lego_SurfaceType_Immovable – Solid Rock
  • Lego_SurfaceType_Hard – Hard Rock
  • Lego_SurfaceType_Medium – Loose Rock
  • Lego_SurfaceType_Loose – Dirt
  • Lego_SurfaceType_Soil – Soil (not usable)
  • Lego_SurfaceType_Lava – Lava
  • Lego_SurfaceType_Water – An unused form of water that displays as a blue sheet floating at the top of the wall. Empty tiles next to it will cause it to sink down to the ground, though it seems to behave differently in eye and shoulder view. It was possibly meant for some sort of flooding mechanic, but was never finished.
  • Lego_SurfaceType_OreSeam – Ore Seam
  • Lego_SurfaceType_Lake – Water
  • Lego_SurfaceType_CrystalSeam – Energy Crystal Seam
  • Lego_SurfaceType_RechargeSeam – Recharge Seam
  • Lego_SurfaceType_Rubble – Rubble
  • Lego_SurfaceType_Reinforcement – Reinforced Wall
  • Lego_SurfaceType_Path – Power Path
  • Lego_SurfaceType_SlugHole – Slimy Slug Hole
  • Lego_SurfaceType_Undiscovered – Undiscovered Cavern
  • Lego_SurfaceType_Cavern – Cavern Floor (Radar only)

If no name is denoted for a surface, the message "Need config for surface type." will instead display when the surface is moused over.

ObjInfo {}

These properties adjust the UI position of health bars, hunger images, upgrade icon positions and thought bubbles that appear above game objects.

LightEffects {}

Pointers {}

InterfaceImages {}

InterfaceBuildImages {}

InterfaceSurroundImages {}

PriorityImages {}

These properties specify the names and image file paths of the configurable AI priorities. The first entry in each line is the priority name, followed by the name displayed in the priority panel tooltips, and the paths to the normal, pressed, and disabled image files.

Property Format

<id>	<title><|sfx>:<default image>:<pressed image>:<disabled image>

Property Options

id [indentifier]
Priority identifier. See list of priority identifiers below.
title [string] | sfx [indentifier] (optional)
Title of priority image while in-game. A sound effect can be optionally added or omitted.
default image [path]
File path to an image in a default state.
pressed image [path]
File path to an image in a pressed state.
disabled image [path] (optional)
File path to an image in a disabled state.

Usage Example

AI_Priority_Train	Train_Rock_Raider:Interface\Menus\TrainAs.bmp:Interface\Menus\PTrainAs.bmp:Interface\Menus\NTrainAs.bmp

Priority Identifiers

AI_Priority_AttackObject Unknown
AI_Priority_AttackPath Unknown
AI_Priority_AttackRockMonster Unknown
AI_Priority_Barrier Priority for Rock Raiders collecting construction barriers. This takes precedence over other priorities regardless of order.
AI_Priority_BuildPath Priority for Rock Raiders building Power Paths. Unfortunately, this only works halfway by regulating the completion of the Power Path; Rock Raiders will still place ore on the building site regardless of whether or not the priority is disabled.
AI_Priority_Congregate Unknown
AI_Priority_Construction Priority for Rock Raiders constructing buildings. This priority is enabled by default but it does not actually affect anything for some reason.
AI_Priority_Clearing Priority for Rock Raiders clearing rubble. This priority is enabled by default.
AI_Priority_Crystal Priority for Rock Raiders collecting energy crystals. This priority is enabled by default.
AI_Priority_DefaultCollect Unknown
AI_Priority_Depart Unknown
AI_Priority_Destruction Priority for Rock Raiders mining walls. Its importance only affects destroying walls with dynamite; drilling walls takes precedence over all other priorities no matter what. This priority is enabled by default.
AI_Priority_FindLoad Unknown
AI_Priority_Gather Unknown
AI_Priority_GetIn Priority for Rock Raiders getting in vehicles (and training to be able to use a vehicle if they are not already). This priority is enabled by default.
AI_Priority_HealthLow Unknown
AI_Priority_Ore Priority for Rock Raiders collecting ore. This priority is enabled by default.
AI_Priority_Punch Unknown
AI_Priority_Recharge Priority for Rock Raiders recharging drained energy crystals. This priority is enabled by default.
AI_Priority_Refining Unknown
AI_Priority_Reinforce Priority for Rock Raiders reinforcing walls. This priority is enabled by default.
AI_Priority_Repair Priority for Rock Raiders trained as Engineers repairing damaged buildings. This priority is enabled by default.
AI_Priority_Request Unknown
AI_Priority_Steal Unknown
AI_Priority_Storage Unknown
AI_Priority_Upgrade Unknown
AI_Priority_UpgradeBuilding Unknown
AI_Priority_Train Defunct. Present only during development.
AI_Priority_GetTool Defunct. Present only during development.

PrioritiesImagePositions {}

This section defines the slot locations for the priority buttons inside the priority panel.

Property Format

<index>		<x position>,<y position>

Property Options

index [positive integer]
Button slot index. Begins at 1 and increments for each additional button slot.
x position [integer]
The horizontal position of the button. This number is relative to the horizontal position of the priority panel.
y position [integer]
The verticle position of the button. This number is relative to the vertical position of the priority panel.

Usage Example

1			41,26

MiscObjects {}

This section defines the paths of models for miscellaneous game objects. This section cannot be expanded to add additional objects.

Property Format

<object id>		<model folder>

Property Options

object id [identifier]
Miscellaneous object identifier. See list of miscellaneous object identifiers below.
model folder[path]
Path to the folder containing the object's model.

Example Usage

Boulder		MiscAnims\Boulders\SmallBoulder

Miscellaneous Object Identifiers
Editor Note - Add id's to table and write what each object model is for, some are self-explanatory... but oh well.

Boulder ?
Pusher ?
  • Freezer MiscAnims\Effects\RD_Ice_weap
  • BoulderExplode MiscAnims\Effects\Rock_Explo
  • BoulderExplodeIce MiscAnims\Effects\Ice_Explo
  • LaserShot MiscAnims\Effects\RD_Laser_Weap
  • SmashPath MiscAnims\Effects\Concrete_Explo
  • Crystal MiscAnims\Crystal\VLP_GreenCrystal
  • Dynamite MiscAnims\Dynamite
  • Ore MiscAnims\Ore\Ore1st
  • ProcessedOre MiscAnims\Brick\2x2brick
  • Barrier MiscAnims\Barrier
  • Explosion MiscAnims\Effects\Mockup_explode3
  • ElectricFence Buildings\E-Fence\E-Fence4
  • ElectricFenceStud MiscAnims\Brick\SingleStud_ON
  • ShortElectricFenceBeam Buildings\E-Fence\EFbeam
  • LongElectricFenceBeam Buildings\E-Fence\EFlongbeam
  • SpiderWeb MiscAnims\SpiderWeb
  • PillarWorld\ProMeshes\pillar
  • RechargeSparkle MiscAnims\Effects\Recharge_Twinkle
  • MiniTeleportUpMini-Figures\Pilot\VLP_TelepUp
  • OohScary MiscAnims\BirdScarer
  • LazerHit MiscAnims\Effects\RD_Laser_Impact
  • PusherHit MiscAnims\Effects\RD_Pusher_Impact
  • FreezerHit MiscAnims\Effects\RD_Ice_weap_exp
  • IceCube MiscAnims\IceCube
  • PathDust MiscAnims\Effects\Pathdust
  • LavaErosionSmoke1 MiscAnims\Effects\Erode1
  • LavaErosionSmoke2 MiscAnims\Effects\Erode2
  • LavaErosionSmoke3 MiscAnims\Effects\Erode3
  • LavaErosionSmoke4 MiscAnims\Effects\Erode4
  • BirdScarer MiscAnims\BirdScarer\Boom
  • UpgradeEffect MiscAnims\Effects\UPGRADE_SPARKS

Bubbles {}

The properties in the Bubbles {} section recall the paths to the bitmap files for the task bubble icons that appear above the heads of Rock Raiders when performing activities (except for Bubble_PowerOff, which appears over buildings). Some properties for carrying objects do not seem to work, and equivalent miscellaneous properties are used during those tasks instead.

Property format

<Bubble_task name>                 <path to icon file>

Usage example

Bubble_CollectElecFence            Interface\Bubbles\Bcollelec.bmp

Priority identifiers

Bubble_BuildPath Displays when a Rock Raider is building a power path
Bubble_CallToArms Displays when a Rock Raider is carrying a weapon while Action Stations! is activated
Bubble_CantDo Displays when a Rock Raider is unable to do a task; this primarily only shows when two Rock Raiders are trying to reinforce a wall at the same time
Bubble_CarryBarrier Displays when a Rock Raider is carrying a construction barrier
Bubble_CarryCrystal Displays when a Rock Raider is carrying an energy crystal
Bubble_CarryDynamite Unknown, appears to not work
Bubble_CarryElecFence Unknown, appears to not work
Bubble_CarryOre Displays when a Rock Raider is carrying a piece of ore
Bubble_CarryStud Displays when a Rock Raider is carrying a building stud
Bubble_CollectBarrier Displays when a Rock Raider is collecting a construction barrier
Bubble_CollectBirdScarer Displays when a Rock Raider is collecting a sonic blaster from the Tool Store
Bubble_CollectCrystal Displays when a Rock Raider is collecting an energy crystal
Bubble_CollectDrill Displays when a Rock Raider is collecting a drill from the Tool Store
Bubble_CollectDynamite Displays when a Rock Raider is collecting dynamite
Bubble_CollectElecFence Displays when a Rock Raider is collecting an electric fence
Bubble_CollectFreezer Displays when a Rock Raider is collecting a freezer beam from the Tool Store
Bubble_CollectHammer Displays when a Rock Raider is collecting a hammer from the Tool Store
Bubble_CollectLaser Displays when a Rock Raider is collecting a laser beam from the Tool Store
Bubble_CollectOre Displays when a Rock Raider is collecting a piece of ore
Bubble_CollectPusher Displays when a Rock Raider is collecting a pusher beam from the Tool Store
Bubble_CollectSpade Displays when a Rock Raider is collecting a shovel from the Tool Store
Bubble_CollectSpanner Displays when a Rock Raider is collecting a spanner from the Tool Store
Bubble_CollectStud Displays when a Rock Raider is collecting a building stud
Bubble_Dig Displays when a Rock Raider is clearing rubble
Bubble_Drill Displays when a Rock Raider is drilling a cavern wall
Bubble_Drive Displays when a Rock Raider is en route to get in a vehicle
Bubble_Dynamite Displays when a Rock Raider is carrying dynamite
Bubble_Eat Displays when a Rock Raider is hungry and going to eat or is currently eating
Bubble_ElecFence Displays when a Rock Raider is carrying an electric fence
Bubble_Flee Displays when a Rock Raider is fleeing in fear from a creature, sonic blaster, or dynamite that is about to explode
Bubble_Goto Displays when a Rock Raider is en route to a task
Bubble_Idle Displays when a Rock Raider is not currently doing anything
Bubble_PowerOff Displays over a building when it is turned on but not receiving enough or any power
Bubble_Recharge Displays when a Rock Raider is recharging a drained energy crystal
Bubble_Reinforce Displays when a Rock Raider is reinforcing a cavern wall
Bubble_Repair Displays when a Rock Raider is repairing a building
Bubble_Request Unknown, uses the same graphic as Bubble_Goto by default but does not seem to get called in any known situation
Bubble_Train Displays when a Rock Raider is training
Bubble_Upgrade Displays when a Rock Raider is upgrading

PanelRotationControl {}

Panels640x480 {}

Buttons640x480 {}

TextMessages {}

TextMessagesWithImages {}

Samples {}

InfoMessages {}

ToolTips {}

UpgradeNames {}

These properties define the displayed names of upgrade levels.

Property Example

<upgrade level>      <upgrade name>

Usage Example

Level1		   UP1

However, these upgrade titles are only displayed for buildings.

ToolTipIcons {}

ToolTipsSFXs {}

Textures {}

ObjectNames {}

These properties define the displayed names of all objects.

Property Format

<object name>		<denoted text>

Usage Example

Pilot                      Rock_Raider

ObjectTheNames {}

VehicleTypes {}

These properties define the names of the vehicles and the paths to their files.

Property Format

<vehicle name>		<model folder path>

Usage Example

BullDozer   		Vehicles\BullDozer

MiniFigureTypes {}

These properties define the names of the minifigures and the paths to their files.

Property Format

<minifigure name>		<model folder path>

Usage Example

Pilot		            Minifigures\Pilot

Adding in characters this way is possible, though only the first one listed can be teleported in. Others must be placed through the object list in each level.

RockMonsterTypes {}

These properties define the names of the creatures and the paths to their files.

Property Format

<creature name>		<model folder path>

Usage Example

RockMonster		Creatures\Rmonster

BuildingTypes {}

These properties define the names of the buildings and the paths to their files.

Property Format

<building name>		<model folder path>

Usage Example

Toolstation		Buildings\Toolstation

UpgradeTypes {}

These properties define the names of the upgrades for vehicles/buildings and the paths to their files. Note that building upgrades require an AE file in the upgrade's model folder.

Property Format

<upgrade name>		<model folder path>

Usage Example

ScanDash_Attach		Vehicles\SmallCat\ScanDash_Attach

Encyclopedia {}

This block is not used in the game.

Stats {}

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 can be shot at by armed Rock Raiders when Action Stations is activated. Can be set to TRUE or FALSE. Giving this property to non-monsters will cause them to take damage when hit by friendly fire, but they will not be intentionally targeted.
  • CanFreeze – Determines whether an object can be damaged and frozen by a Freezer Beam. Can be set to TRUE or FALSE. Non-monsters with this property will take damage, but will not freeze.
  • FreezerTime – Denotes the amount of time in seconds an object will remain frozen after being hit by a Freezer Beam. Setting this value to 0 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 of 100 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 to TRUE or FALSE.
  • LaserDamage – Denotes the amount of damage being shot by a Laser Beam will do to an object. Values of 100 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 to TRUE or FALSE. Non-monsters with this property will take damage, but will not get pushed.
  • PusherDist – Denotes the distance in distance units an object shot by a Pusher Beam will be pushed. Setting this value to 0 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 of 100 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.

ObjTtSFXs {}

Advisor {}

AdvisorPositions640x480 {}

WeaponTypes {}

Properties

  • DefaultDamage – Denotes the default amount of damage a weapon will do to any objects that do not have their own damage values defined in that section. Leaving this property out of a section will cause it to do no damage to any objects without separately-defined damage values.
  • RechargeTime – Denotes the amount of time a weapon needs to recharge before it can be used again. 25 specifies one second.
  • WeaponRange – Denotes the distance in distance units a weapon can hit objects from.

Otherwise, all entries in a section must be the names of existing objects.

Sections

  • Boulder {} – Denotes the amount of damage a boulder will do to an object it hits.
  • FenceSpark {} – Denotes the amount of damage an electric fence will do to objects with the CanBeHitByFence property. However, no matter what its damage values are defined as, it will instantly kill anything it hits. Additionally, its RechargeTime value seems to be per each electrified block, rather than for the entire network.
  • RockFallIn {} – Denotes the amount of damage being caught in a landslide will do to an object. A value of 0.98 seems to deal about 50 HP damage. Values of negative numbers will add that amount of health to an object. Separate values must be defined for each level an object has, with colons separating the values (by default, some objects become more resistant to landslides as they get upgraded).
  • SpiderWeb {} – Denotes the amount of damage an object getting caught in a spider web will do to the web (commented as a "special case"). Values of 100 or higher will essentially instantly destroy the web. Values of 0 or lower will not damage it.

Dependencies {}

These properties define the requirements for constructing and transporting various objects.

Property Example

<AlwaysCheck:object name>    <required object:upgrade level>

Usage Example

AlwaysCheck:Pilot            Toolstation:0

Additional required objects are offset by a comma.

Example:

AlwaysCheck:PowerStation     Pilot:0,Toolstation:1,TeleportPad:1

Levels {}

Structure

Properties

  • FullName – Denotes the level's name. Underscores _ are used in place of spaces.
  • DisableStartTeleport – Determines whether buildings will teleport in at the start of a level. Can be set to TRUE or FALSE. By default, levels that start with just a Tool Store will often lack this property, while levels that start with multiple buildings will often have it.
  • DisableEndTeleport – Determines whether units will teleport back to the LMS Explorer at the end of a level before Chief gives his mission complete/failed speech.

These properties control level shape:

  • BlockSize – Denotes the size of blocks in distance units. Default value for all levels is 40, which is equivalent to a 16x16 stud LEGO plate.
  • DigDepth – Denotes the height of walls in distance units. Default value for all levels is 40.
  • RoughLevel – Denotes how much the terrain height is adjusted by each integer in the Surface map in distance units. Default value for all levels is 6.
  • RoofHeight – Denotes the height of the ceiling above the tops of the walls in distance units. Default value for all levels is 40.
  • UseRoof – Determines whether a level uses a cavern ceiling. However, setting this to anything other than YES or TRUE causes the level to crash, and removing the property does not change anything, making it completely pointless.

These properties control creatures:

  • EmergeCreature – Denotes the creature that will emerge through the Emerge map.
  • EmergeTimeOut – Denotes the amount of time before an emerge trigger can be reused in time units. 25 specifies one second.
  • Slug – Denotes the creature that will emerge from Slimy Slug Holes. If not defined, the Slimy Slug will be used by default.[verify] This does not seem to work on Rock Hard for some reason, which continues to use only Slugs, while Back To Basics will use a mix of slugs and whatever this value is set to - meanwhile, removing the Slug creature entirely causes Back To Basics to crash, but Rock Hard loads fine and just doesn't generate slugs no matter what this property is set to. Need to figure out if this is an NPL thing or what.
  • SlugTime – ?????[verify]
  • InitialSlugTime – ?????[verify]

These properties control level environment:

  • OxygenRate – Rate of oxygen depletion. When read by the game this value is multiplied by 0.001. A OxgenRate of 10 therefore equates to 0.01 in-game.

WIP: List of all level properties in load order minus menu/interface cfg which is loaded at a different occasion (but still should be included here).

Video
Priorites (Block)
Seed
BoulderAnimation [Rock, Lava, Ice]
FallinMultiplier
blocksize
digdepth
useroof
roofheight
roughlevel
surfacemap
predugmap
terrainmap
blockPointerMap
CryOreMap
ErodeMap
EmergeMap
AIMap
PathMap
FallinMap
textureset
EmergeTimeOut
olistfile
elistfile
selboxheight
PTLFile
NERPFile
NERPMessageFile
EmergeCreature
SafeCaverns
IntroAVI
StartFP
NoDrain
OxygenRate
UpgradeTime
MinifigureUpgradeTime
VehicleUpgradeTime
BuildingUpgradeTime
TrainTime
NoMultiSelect
NoAutoEat
EndGameAVI1
EndGameAVI2
AllowRename
RecallOLObjects
GenerateSpiders
DisableToolTipSounds
DisableEndTeleport
DragBoxRGB
BuildingTolerance
BuildingMaxVariation
MaxStolen
Slug
SlugTime
InitialSlugTime
RockFallStyle
noFallins
FogColourRGB
HighFogColourRGB
FogRate
nextlevel
FullName
ErodeTriggerTime
ErodeErodeTime
ErodeLockTime
NumberOfLandSlidesTillCaveIn
DisableStartTeleport
InitialCrystals
InitialOre
NoGather
Precreate