Difference between revisions of "Config documentation"

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{{WIP}}
{{WIP}}
<div style="width:100%;text-align:center">
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''.
<div style="width:90%; display:inline-block; background:#fcfcfc; margin-top:10px; margin-bottom:20px; border:1px solid #ccc; text-align:center; clear:both">
MAIN LEGO CONFIG FILE<br>
Times are specied as 25.0 units per second.<br>
Units equate to 40 per block in game
</div></div>
This is an '''extremely''' WIP page to document the entirety of ''LEGO Rock Raider''<nowiki>'</nowiki>s Lego.cfg file.


Should we put the default paths and values for some properties that have a single use, or only for examples of how it works (eg. the one for ProgressBar)?
== Definitions ==
<!--It should be noted that numerical values typically go by basic "units" or by blocks, which equate to 40 units each. Time units equate to 25 units per second.
Glossary of terms, units and measurements for certain types of properties.
2.5 units per stud, meaning in real life a unit would be 3.2 millimeters.


Other inputs include display text, where spaces are marked with an underscore "_" and also include binary inputs which are either activated or deactivated by "TRUE" or "FALSE" respectively. Coordinates/dimensions are either separated by commas "," or bars "|". File locations are noted with respect to the default rock raiders folder, LegoRR0, or LegoRR1, depending on the directory of the file. Code can be "commented out" or deactivated without deleting anything by simply adding a semi-colon ";" before the line. Note that some sections and parameters are resolution-specific. these have "640x480" after them, by default, though they can also be set to 800x600 and 1024x768 so that the game is compatible for those resolutions as well. The default lego.cfg file can be see here.
=== Measurement Units ===
;'''Block'''
:The in-game tiles used to form levels. The content of each block is defined by the [[map file]]s and the [[Object List file|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 <code>_</code> in the place of spaces, <code>Such_As_This</code>. 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 <code>\</code>. Spaces in the path must be represented by an underscore <code>_</code> character.
:''Example value:'' <code>Levels\GameLevels\Level01</code>
;'''Integer'''
: Value must be a whole, non-decimal number. Examples: 1, 105, -2000.
;'''Boolean'''
: Value can only be either <code>TRUE</code> or <code>FALSE</code>.
;'''Yes/No'''
: Value can only be either <code>YES</code> or <code>NO</code>.
;'''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.
 
<!--Other inputs include binary inputs which are either activated or deactivated by "TRUE" or "FALSE" respectively. Coordinates/dimensions are either separated by commas "," or bars "|". File locations are noted with respect to the default rock raiders folder, LegoRR0, or LegoRR1, depending on the directory of the file. Code can be "commented out" or deactivated without deleting anything by simply adding a semi-colon ";" before the line. Note that some sections and parameters are resolution-specific. these have "640x480" after them, by default, though they can also be set to 800x600 and 1024x768 so that the game is compatible for those resolutions as well. The default lego.cfg file can be see here.


If you are having trouble finding a certain parameter use the "CTRL+F" shortcut key combination to search for it, or use the contents to find the section it is used in (some repeated parameters are not shown under other sections). -->
If you are having trouble finding a certain parameter use the "CTRL+F" shortcut key combination to search for it, or use the contents to find the section it is used in (some repeated parameters are not shown under other sections). -->


==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> 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. Stability of the game in general when changing this value varies between computers of different specifications. The maximum value of this property is ‭<code>58804224</code>.


These properties control the [[LEGO Rock Raiders (Windows game)/Credits|credits]]:
These properties control the [[LEGO Rock Raiders (Windows game)/Credits|credits]]:
*<code>CreditsTextFile</code> - Recalls the name and location of the credits file.
*<code>CreditsTextFile</code> Recalls the name and location of the credits file.
*<code>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>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>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>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>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>LoadingText</code> - Denotes the text displayed over the progress bar. As with all denoted text, underscores <code>_</code> are used in place of spaces.
*<code>LoadingText</code> Denotes the text displayed over the progress bar.
 
A lone unused property:
*<code>DumpFile</code> - Is not defined in the executable, and thus does absolutely nothing and should be deleted. It was likely meant to recall the name and path of the dump file where the game would output crash logs.


These properties control the folders for shared files:
These properties control the folders for shared files:
*<code>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>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>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>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>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>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>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>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>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>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>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>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.
 
*'''TextPauseTime'''
This denotes the length of time that text messages appear in-game on the bottom bar.


<!--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>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>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>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>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:
*<code>TopSpotRGB</code> -
*<code>TopSpotRGB</code>
This denotes the RGB color of the "Top Spot," which is grey by default. ([[?]])
This denotes the RGB color of the "Top Spot," which is grey by default. ([[?]])


*<code>TrackSpotRGB</code> -
*<code>TrackSpotRGB</code>
This denotes the RGB color of the "Track Spot," which is green by default. ([[?]])
This denotes the RGB color of the "Track Spot," which is green by default. ([[?]])


*<code>AmbientRGB</code> -
*<code>AmbientRGB</code>
This denotes the RGB color of a Level's default ambient color filter, which is a light grey by default.
This denotes the RGB color of a Level's default ambient color filter, which is a light grey by default.


*<code>FPLightRGB</code> -
*<code>FPLightRGB</code>
This denotes the RGB color of the level's default ambient color filter in eye view.
This denotes the RGB color of the level's default ambient color filter in eye view.


*<code>SelLightRGB</code> -
*<code>SelLightRGB</code>
This denotes the RGB color of the "SelLight." ([[?]]) This is not used and by default is deactivated with a semicolon ";".
This denotes the RGB color of the "SelLight." ([[?]]) This is not used and by default is deactivated with a semicolon ";".-->


Energy Crystal colors:
These properties control energy crystal colors:
*<code>PowerCrystalRGB</code> - Denotes the RGB color of a powered [[Energy Crystal]].
*<code>PowerCrystalRGB</code> Denotes the RGB color of a powered [[energy crystal]].
*<code>UnpoweredCrystalRGB</code> - Denotes the RGB color of a [[drained Energy Crystal]].
*<code>UnpoweredCrystalRGB</code> Denotes the RGB color of a [[drained energy crystal]].


<!--*'''ToolTipRGB'''
This property controls tool tip color:
This denotes the RGB color of a tooltip, which is green by default. ([[?]])
*<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}}.


*'''MinDist'''
These properties control camera movement:
This denotes the minimum distance (in basic units) from the point of focus that the [[Camera]] can zoom into.
*<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>MaxDist</code> – Denotes the maximum distance in distance units that the top view camera can zoom 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>MaxTilt</code> – Denotes the maximum tilt in degrees that the camera can rotate to.
*<code>CameraSpeed</code> – Denotes the maximum speed that the top view camera can pan. '''unknown units'''{{verify}}
*<code>CameraAcceleration</code> – Denotes how quickly the top view camera can accelerate when panned. '''unknown units'''{{verify}}
*<code>CameraDropOff</code> – Denotes how quickly the top view camera can decelerate when panning stops. '''unknown units'''{{verify}}
*<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>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.


*'''MaxDist'''
These properties control model rendering:
This denotes the maximum distance from the point of focus that the camera can zoom into.
*<code>TVClipDist</code> – Denotes the radius in distance units that the world renders in top view.
*<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>HighPolyRange</code> – Denotes the maximum range in distance units within high polygon models are used.
*<code>MedPolyRange</code> – Denotes the maximum range in distance units within medium polygon models are used.


*'''MinTilt'''
These properties control Dynamite and Sonic Blaster ranges:
This denotes the minimum tilt (in degrees from the plane perpendicular to the ground, 0 pointing straight down, 90 pointing horizontally) that the camera can rotate to.
*<code>DynamiteDamageRadius</code> – Denotes the radius in distance units within which objects are damaged by a Dynamite explosion.
*<code>DynamiteMaxDamage</code> – Denotes the maximum amount of damage that a point-blank Dynamite explosion delivers to an object.
*<code>DynamiteWakeRadius</code> – Denotes the radius in distance units within which sleeping creatures will be woken up by a Dynamite explosion.
*<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'''


*'''MaxTilt'''
These properties control opening sequences and logos:
This denotes the maximum tilt that the camera can rotate to.
*<code>DontPlayAvis</code> – Determines whether or not FMV sequences are played. Can be set to <code>TRUE</code> or <code>FALSE</code>.
*<code>RRAvi</code> – Recalls the name and path of the intro 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>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>DDILogo</code> – Recalls the name and path of the Data Design Interactive image that displays when starting up the game.
*<code>DDILogoTime</code> – Denotes the length of time in seconds that the <code>DDILogo</code> image displays.
*<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>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:'''
**<code>eidos</code> – Recalls the name and path of the Eidos Interactive sequence that plays 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>EIDOSLogoTime</code> – Denotes the length of time in seconds that the <code>EidosLogo</code> image displays.
**<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>LEGOLogoTime</code> – Denotes the length of time in seconds that the <code>LegoLogo</code> image displays.


*'''CameraSpeed'''
These properties control miscellaneous functions:
This denotes the speed at which the camera pans (how fast it moves across the level in third person).
*<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>DisplayAdvisor</code> – Determines whether Chief's model is displayed. Can be set to <code>TRUE</code> or <code>FALSE</code>.
*<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}}


*'''CameraDropOff'''
*<code>Version</code> – Displays the version of the game in the bottom-right corner of the main menu, level select, and pause menu when the <code>-showversion</code> [[Command-line parameters#LEGO Rock Raiders|parameter]] is used.  Default version is denoted as ''V.0.121''.  The 0 stands for platform (in this case PC) while .000 was used for the versioning.  This was  incremented with each version denoting beta or "tween" builds.<ref name="karlwhite">https://www.rockraidersunited.com/topic/2132-wow-people-i-am-both-stunned-and-impressed/?page=7&tab=comments#comment-45108</ref>
This denotes how fast the camera deaccelerates after movement.


*'''CameraAcceleration'''
Dummy properties that are not defined in the executable, and thus do not work:
This denotes how fast the camera accelerates from rest.
*<code>DumpFile</code> – Was likely meant to recall the name and path of the dump file where the game would output crash logs.
 
*<code>DynamiteRadius</code> – Was likely a generic radius for Dynamite effects that was replaced by several more complex properties.
*'''MouseScrollIndent'''
This controls how the pointer's movement towards off-screen scales the speed at which the camera moves. No it actually controls how close to the border you can get, setting it lower than the default 4 lets you see the black outside the map
 
*'''MouseScrollBorder'''
This denotes how far the pointer must move to induce camera movement.
 
*'''TVClipDist'''
This denotes the back clipping plane distance for when viewing top-down (in units).
 
*'''FPClipBlocks'''
This denotes the first person clipping distance (in blocks).
 
*'''HighPolyRange'''
This denotes the range within high poly models are used.
 
*'''MedPolyRange'''
This denotes the range within medium poly models are used (low poly models or no models are used beyond this distance).
 
*'''DisplayAdvisor'''
([[?]])
 
*'''OnlyBuildOnPaths'''
If this is set to TRUE, [[Buildings]] can only be placed next to [[Power Paths]].


<!--
*'''AlwaysRockFall'''
*'''AlwaysRockFall'''
If this is set to TRUE, [[Rock Slides]] will occur on every level naturally.
If this is set to TRUE, [[Rock Slides]] will occur on every level naturally.
Line 169: Line 187:
*'''MinEnergyForEat'''
*'''MinEnergyForEat'''
This denotes the minimum percentage of food energy below which a [[Rock Raider]] will go to the [[Support Station]].
This denotes the minimum percentage of food energy below which a [[Rock Raider]] will go to the [[Support Station]].
*'''DynamiteDamageRadius'''
This denotes the radius (in units) within which [[Dynamite]] does damage.
*'''DynamiteMaxDamage'''
This denotes the damage that dynamite does at point-blank range (which is the maximum amount it does).
*'''BirdScarerRadius'''
This denotes the radius within which a [[Sonic Blaster]] will scare away [[Rock Raiders]] and [[Enemies]].


*'''StartMessage'''
*'''StartMessage'''
It is not known whether this still is relevant.  ([[?]])
It is not known whether this still is relevant.  ([[?]])


*<code>Version</code> - Displays the version of the game in the bottom-right corner of the main menu, level select, and pause menu when the <code>-showversion</code> [[Command-line parameters#LEGO Rock Raiders|parameter]] is used. It doesn't look like it has been changed since early development, since by default it's denoted by ''V.0.121''.
 


*'''StreamNERPSSpeach'''
*'''StreamNERPSSpeach'''
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*'''LoseFocusAndPause'''
*'''LoseFocusAndPause'''
If this is set to TRUE, the game will automatically pause when it "loses focus," such as if it gets minimized.
If this is set to TRUE, the game will automatically pause when it "loses focus," such as if it gets minimized.
*'''DynamiteRadius'''
Not to be confused with DynamiteDamageRadius. ([[?]])


*'''ShowDebugToolTips'''
*'''ShowDebugToolTips'''
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*'''AllowEditMode'''
*'''AllowEditMode'''
If this is set to TRUE, all levels will be unlocked automatically regardless of the players progress.
If this is set to TRUE, all levels will be unlocked automatically regardless of the players progress.
*'''DontPlayAvis'''
If this is set to TRUE, all the videos that play before the game starts and before each mission starts will be deactivated.
*'''RRAvi'''
This denotes the location and name of the intro video that plays upon start-up (after the Lego and DDI logos).  (By default this is the [[Intro Sequence]].)
*'''LegoAvi'''
This denotes the location and name of the first video that plays upon start-up (the Lego Media logo by default).
*'''DDIAvi'''
This denotes the location and name of the video plays between the lego media and intro videos on start-up.  This has been deactivated by default.
*'''DDILogo'''
This denotes the location and name of the image that shows before the start-up videos.  This is the DDI logo by default (''DDI_logo.bmp'').
*'''DDILogoTime'''
This denotes how long in seconds the DDILogo image displays itself.
*'''LMILogo'''
This denotes the location and name of the first image that shows up before the start-up videos and before the DDILogo.  This has been deactivated by default (though the default image ''LegoCopyright.bmp'' exists).
*'''LMILogoTime'''
This denotes how long in seconds the LMILogo image displays itself.  This has been deactivated by default.


*'''HelpWindowOn'''
*'''HelpWindowOn'''
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This denotes the name and location of the arrow image used in tutorial levels.
This denotes the name and location of the arrow image used in tutorial levels.
-->
-->
==Stats {}==
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 can be shot at by armed Rock Raiders when Action Stations is activated. Can be set to <code>TRUE</code> or <code>FALSE</code>. Giving this property to non-monsters will cause them to take damage when hit by friendly fire, but they will not be intentionally targeted.
*<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>. Non-monsters with this property will take damage, but will not freeze.
*<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 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>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>. Non-monsters with this property will take damage, but will not get pushed.
*<code>PusherDist</code> - Denotes the distance in block 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 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.


==Levels {}==
==Dialog {}==
===Structure===
==Reward {}==
===Properties===
==Menu {}==
*<code>FullName</code> - Denotes the level's name. Underscores <code>_</code> are used in place of spaces.
==HelpWindow {}==
==ToolTipInfo {}==
==ToolNames {}==
These properties define the in-game titles of the different types of [[Rock Raider tools]].


*<code>DisableStartTeleport</code> - Determines whether buildings will teleport in at the start of a level. Can be set to <code>TRUE</code> or <code>FALSE</code>. 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.
'''Property Format'''
*<code>DisableEndTeleport</code> - Determines whether units will teleport back to the LMS ''Explorer'' at the end of a level before Chief gives his mission complete/failed speech.
<pre><id> <title></pre>


*<code>EmergeCreature</code> - Denotes the creature that will emerge through the [[Emerge map]].
'''Property Options'''
*<code>Slug</code> - Denotes the creature that will emerge from [[Slimy Slug Hole]]s. 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.''
;id <code>[indentifier]</code>
*<code>SlugTime</code> - ?????{{verify}}
:Tool Type identifier. ''See list of Tool Type identifiers below.''
*<code>InitialSlugTime</code> - ?????{{verify}}
;title <code>[string]</code>
:Title of the tool while in-game.


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


*<code>EmergeTimeOut</code> - Denotes the amount of time before an emerge trigger can be reused in time units. <code>25</code> specifies one second.
'''Tool Type Identifiers'''
{| class="wikitable" border="1" width="50%"
|-
| <code>LegoObject_ToolType_Drill</code>
| Drill
|-
| <code>LegoObject_ToolType_Spade</code>
| Shovel
|-
| <code>LegoObject_ToolType_Hammer</code>
| Hammer
|-
| <code>LegoObject_ToolType_Spanner</code>
| Spanner
|-
| <code>LegoObject_ToolType_Laser</code>
| Laser Beam
|-
| <code>LegoObject_ToolType_PusherGun</code>
| Pusher Beam
|-
| <code>LegoObject_ToolType_BirdScarer</code>
| Sonic Blaster
|-
| <code>LegoObject_ToolType_FreezerGun</code>
| Freezer Beam
|-
|}


<!--
==SurfaceTypeDescriptions {}==
BoulderAnimation Lava
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:
<pre>Lego_SurfaceType_<Type> <Denoted_Name>,<SurfaceSFX_Type></pre>
Where <code><Denoted_Name></code> is the display name in denoted text, and <code><SurfaceSFX_Type></code> is the property in the [[Config documentation#Samples_.7B.7D|{{block|Samples}}]] section to be used as the spoken name.


NoMultiSelect TRUE
The following surface types are defined:
NoAutoEat TRUE
* <code>Lego_SurfaceType_Tunnel</code>  – Ground
DisableToolTipSound TRUE
* <code>Lego_SurfaceType_Immovable</code>  – Solid Rock
* <code>Lego_SurfaceType_Hard</code>  – Hard Rock
* <code>Lego_SurfaceType_Medium</code>  – Loose Rock
* <code>Lego_SurfaceType_Loose</code>  – Dirt
* <code>Lego_SurfaceType_Soil</code>  – Soil (not usable)
* <code>Lego_SurfaceType_Lava</code>  – Lava
* <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>Lego_SurfaceType_OreSeam</code>  – Ore Seam
* <code>Lego_SurfaceType_Lake</code>  – Water
* <code>Lego_SurfaceType_CrystalSeam</code>  – Energy Crystal Seam
* <code>Lego_SurfaceType_RechargeSeam</code>  – Recharge Seam
* <code>Lego_SurfaceType_Rubble</code>  – Rubble
* <code>Lego_SurfaceType_Reinforcement</code>  – Reinforced Wall
* <code>Lego_SurfaceType_Path</code>  – Power Path
* <code>Lego_SurfaceType_SlugHole</code>  – Slimy Slug Hole
* <code>Lego_SurfaceType_Undiscovered</code>  – Undiscovered Cavern
* <code>Lego_SurfaceType_Cavern</code>  – Cavern Floor (Radar only)


SelBoxHeight 10
If no name is denoted for a surface, the message "Need config for surface type." will instead display when the surface is moused over.
FogColourRGB 149:29:1 ;Lava Fog
HighFogColourRGB 190:60:0 ;Lava Fog


SurfaceMap Levels\TutorialLevels\MoveTuto_01\High_M01.map
==ObjInfo {}==
PredugMap Levels\TutorialLevels\MoveTuto_01\Dugg_M01.map
These properties adjust the UI position of health bars, hunger images, upgrade icon positions and thought bubbles that appear above game objects.
TerrainMap Levels\TutorialLevels\MoveTuto_01\Surf_M01.map
BlockPointersMap Levels\TutorialLevels\MoveTuto_01\Tuto_M01.map
CryOreMap Levels\TutorialLevels\MoveTuto_01\Cryo_M01.map
PathMap Levels\TutorialLevels\MoveTuto_01\Path_M01.map


==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.


TextureSet Textures::Lava
'''Property Format'''
RockFallStyle Lava
<pre><id> <title><|sfx>:<default image>:<pressed image>:<disabled image></pre>


EmergeCreature MonsterRock
'''Property Options'''
SafeCaverns TRUE
;id <code>[indentifier]</code>
:Priority identifier. ''See list of priority identifiers below.''
;title <code>[string]</code> | sfx <code>[indentifier] (optional)</code>
:Title of priority image while in-game. A sound effect can be optionally added or omitted.
;default image <code>[path]</code>
:File path to an image in a default state.
;pressed image <code>[path]</code>
:File path to an image in a pressed state.
;disabled image <code>[path] (optional)</code>
:File path to an image in a disabled state.


SeeThroughWalls TRUE
'''Usage Example'''
<small><pre>AI_Priority_Train Train_Rock_Raider:Interface\Menus\TrainAs.bmp:Interface\Menus\PTrainAs.bmp:Interface\Menus\NTrainAs.bmp</pre></small>


OListFile Levels\TutorialLevels\MoveTuto_01\M01.ol
'''Priority Identifiers'''
PTLFile Levels\TutorialLevels\MoveTuto_01\M01.ptl
{| class="wikitable" border="1"
|-
| <code>AI_Priority_AttackObject</code>
| ''Unknown''
|-
| <code>AI_Priority_AttackPath</code>
| ''Unknown''
|-
| <code>AI_Priority_AttackRockMonster</code>
| ''Unknown''
|-
| <code>AI_Priority_Barrier</code>
| Priority for Rock Raiders collecting construction [[barriers]]. This takes precedence over other priorities regardless of order.
|-
| <code>AI_Priority_BuildPath</code>
| 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.
|-
| <code>AI_Priority_Congregate</code>
| ''Unknown''
|-
| <code>AI_Priority_Construction</code>
| Priority for Rock Raiders constructing buildings. This priority is enabled by default '''but it does not actually affect anything for some reason'''.
|-
| <code>AI_Priority_Clearing</code>
| Priority for Rock Raiders clearing [[rubble]]. This priority is enabled by default.
|-
| <code>AI_Priority_Crystal</code>
| Priority for Rock Raiders collecting [[energy crystal]]s. This priority is enabled by default.
|-
| <code>AI_Priority_DefaultCollect</code>
| ''Unknown''
|-
| <code>AI_Priority_Depart</code>
| ''Unknown''
|-
| <code>AI_Priority_Destruction</code>
| 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.
|-
| <code>AI_Priority_FindLoad</code>
| ''Unknown''
|-
| <code>AI_Priority_Gather</code>
| ''Unknown''
|-
| <code>AI_Priority_GetIn</code>
| Priority for Rock Raiders getting in [[Rock Raider vehicles|vehicles]] (and training to be able to use a vehicle if they are not already). This priority is enabled by default.
|-
| <code>AI_Priority_HealthLow</code>
| ''Unknown''
|-
| <code>AI_Priority_Ore</code>
| Priority for Rock Raiders collecting [[LEGO ore|ore]]. This priority is enabled by default.
|-
| <code>AI_Priority_Punch</code>
| ''Unknown''
|-
| <code>AI_Priority_Recharge</code>
| Priority for Rock Raiders recharging [[drained energy crystal]]s. This priority is enabled by default.
|-
| <code>AI_Priority_Refining</code>
| ''Unknown''
|-
| <code>AI_Priority_Reinforce</code>
| Priority for Rock Raiders [[reinforced wall|reinforcing walls]]. This priority is enabled by default.
|-
| <code>AI_Priority_Repair</code>
| Priority for Rock Raiders trained as Engineers repairing damaged [[Rock Raider buildings|buildings]]. This priority is enabled by default.
|-
| <code>AI_Priority_Request</code>
| ''Unknown''
|-
| <code>AI_Priority_Steal</code>
| ''Unknown''
|-
| <code>AI_Priority_Storage</code>
| ''Unknown''
|-
| <code>AI_Priority_Upgrade</code>
| ''Unknown''
|-
| <code>AI_Priority_UpgradeBuilding</code>
| ''Unknown''
|-
| <code>AI_Priority_Train</code>
| ''Defunct''. Present only during development.
|-
| <code>AI_Priority_GetTool</code>
| ''Defunct''. Present only during development.
|}


NERPFile Levels\TutorialLevels\MoveTuto_01\M01.npl
==PrioritiesImagePositions {}==
NERPMessageFile Levels\TutorialLevels\MoveTuto_01\M01.txt
This section defines the slot locations for the priority buttons inside the priority panel.


ObjectiveText Languages\ObjectiveText.txt
'''Property Format'''
ObjectiveImage640x480 Interface\BriefingPanel\BriefingPanel.bmp,76,100
<pre><index> <x position>,<y position></pre>


NextLevel Levels::Tutorial02
'''Property Options'''
LevelLinks Levels::Tutorial02
;index <code>[positive integer]</code>
FrontEndX 101
:Button slot index. Begins at 1 and increments for each additional button slot.
FrontEndY 113
;x position <code>[integer]</code>
FrontEndOpen TRUE
:The horizontal position of the button. This number is relative to the horizontal position of the priority panel.
MenuBMP Levels\TutorialLevels\Tutorial01.bmp,Levels\TutorialLevels\GTutorial01.bmp,Levels\TutorialLevels\Tutorial01G.bmp
;y position <code>[integer]</code>
:The verticle position of the button. This number is relative to the vertical position of the priority panel.


Priorities {
'''Usage Example'''
AI_Priority_Train TRUE
<pre>1 41,26</pre>
AI_Priority_GetIn TRUE
AI_Priority_Crystal TRUE
AI_Priority_Ore TRUE
AI_Priority_Repair TRUE
AI_Priority_Clearing TRUE
AI_Priority_Destruction TRUE
AI_Priority_Construction TRUE
AI_Priority_Reinforce TRUE
AI_Priority_Recharge TRUE
AllowRename TRUE
RecallOLObjects TRUE
GenerateSpiders TRUE


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


; Amount of time before an emerge trigger can be reused.  1500 specifies 1 minute.
'''Property Format'''
EmergeTimeOut 2500.0
<pre><object id> <model folder></pre>


;;;;; SURFACE TYPE ;;;;;
'''Property Options'''
BoulderAnimation ROCK
;object id <code>[identifier]</code>
MenuBMP Levels\GameLevels\Level01.bmp,Levels\GameLevels\GLevel01.bmp,Levels\GameLevels\Level01G.bmp
:Miscellaneous object identifier. ''See list of miscellaneous object identifiers below.''
TextureSet Textures::Rock
;model folder<code>[path]</code>
RockFallStyle Rock
:Path to the folder containing the object's model.
EmergeCreature MonsterRock
;;;;; SURFACE TYPE ;;;;;


BlockSize 40
'''Example Usage'''
DigDepth 40
<pre>Boulder MiscAnims\Boulders\SmallBoulder</pre>
RoughLevel 6
RoofHeight 40
UseRoof YES
SelBoxHeight 10


FogColourRGB 110:110:155 // ROCK FOG
'''Miscellaneous Object Identifiers'''<br />
HighFogColourRGB 155:155:110 // ROCK FOG
<sub>''Editor Note - Add id's to table and write what each object model is for, some are self-explanatory... but oh well.''</sub>
BlockPointersMap Levels\GameLevels\Level01\Tuto_01.map
CryoreMap Levels\GameLevels\Level01\Cror_01.map
SurfaceMap Levels\GameLevels\Level01\High_01.map
PredugMap Levels\GameLevels\Level01\Dugg_01.map
TerrainMap Levels\GameLevels\Level01\Surf_01.map
PathMap Levels\GameLevels\Level01\Path_01.map


{| class="wikitable" border="1"
|-
| <code>Boulder</code>
| ?
|-
| <code>Pusher</code>
| ?
|}


SafeCaverns TRUE
* 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


OListFile Levels\GameLevels\Level01\01.ol
==Bubbles {}==
PTLFile Levels\GameLevels\Level01\01.ptl
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 [[Rock Raider buildings|buildings]]). There are a total of 39 properties in this section, though two seem to be defunct.


ObjectiveText Languages\ObjectiveText.txt
All properties in this section (except for <code>Bubble_PowerOff</code>) can be disabled without the game ever crashing. If a specific task bubble is disabled, the image for <code>Bubble_Idle</code> will instead be displayed while the Rock Raider is performing that task; if <code>Bubble_Idle</code> is also disabled, there will simply be no task bubble above the Rock Raider when idle or performing a task also missing a task bubble.
ObjectiveImage640x480 Interface\BriefingPanel\BriefingPanel.bmp,76,100


NERPFile Levels\GameLevels\Level01\01.npl
'''Property format'''
NERPMessageFile Levels\GameLevels\Level01\01.txt
<pre><Bubble_task name> <path to icon file></pre>


NextLevel Levels::Level05
'''Usage example'''
<pre>Bubble_CollectElecFence Interface\Bubbles\Bcollelec.bmp</pre>


LevelLinks Levels::Level05,Levels::Level03
'''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''. Uses the same graphic as <code>Bubble_Dynamite</code> by default, but does not seem to be used.
|-
| <code>Bubble_CarryElecFence</code>
| ''Unknown''. Uses the same graphic as <code>Bubble_ElecFence</code> by default, but does not seem to be used.
|-
| <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 a blinking "no power" signal '''over a building''' when it is turned on but not receiving enough or any power. Disabling <code>Bubble_PowerOff</code> will cause the game to crash when an unpowered building tries to display this bubble.
|-
| <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>
| Displays when a Rock Raider is carrying materials to a construction site
|-
| <code>Bubble_Train</code>
| Displays when a Rock Raider is training
|-
| <code>Bubble_Upgrade</code>
| Displays when a Rock Raider is upgrading
|}


FrontEndX 265
==PanelRotationControl {}==
FrontEndY 475
==Panels640x480 {}==
FrontEndOpen TRUE
==Buttons640x480 {}==
==TextMessages {}==
==TextMessagesWithImages {}==
==Samples {}==
==InfoMessages {}==


Priorities {
These properties specify the names, image file paths, and tooltip sounds of the messages used by the game's notification system. The first entry in each line is the message name, followed by the text displayed in the message tab panel, the path to the image file, the sound line from [Samples {}] and whether the game should go to SLOW, NORM, or FAST speeds.
AI_Priority_Crystal TRUE
AI_Priority_Destruction TRUE
AI_Priority_Clearing TRUE
AI_Priority_Ore TRUE
AI_Priority_Repair TRUE
AI_Priority_GetIn TRUE
AI_Priority_Construction TRUE
AI_Priority_Reinforce TRUE
AI_Priority_GetTool TRUE
AI_Priority_Train TRUE
AI_Priority_Recharge TRUE
}


Reward {
'''Property Format'''
Enable TRUE
<pre><id> <text message>:<image>:<sfx>:<game speed></pre>
Modifier 2
Importance {
Crystals 60
Timer 20
Oxygen 10
Caverns 10
}
Quota {
Crystals 5
Timer 900
Caverns 1
}
}


-->
'''Property Options'''
;id <code>[indentifier]</code>
:Message identifier. ''See list of message identifiers below.''
;message text <code>[string]</code>
:Text displayed in message tab panel in-game.
;image <code>[path]</code>
:File path to an image.
;sfx <code>[indentifier] (optional)</code>
:A sound effect can be optionally added or omitted.
;speed <code>[identifier?] (optional)</code>
:Game speed can be optionally changed by specifying SLOW, NORM, or FAST.
:'''NOTE: This only works if the game has been set on anything but the default speed.'''


==LegoRR* {}==
'''Usage Example'''
<!--=Dialog{}=
<small><pre>Info_CrystalFound
Energy_Crystals_have_been_found.:Interface\Buttons\info-crystal.bmp:InfoSFX_CrystalsFound:NORM</pre></small>


*'''Image'''
'''Message Identifiers'''
This denotes the name and location of the image for the mission briefing panel.
{| class="wikitable" border="1"
|-
| <code>Info_AirDepleting</code>
| Provides a notification at the same time as when Sparks informs you of the diminishing air supply. Likely was phased out in favor of the Sparks message in the final game.
|-
| <code>Info_AirLow</code>
| Provides a notification at the same time as when Sparks informs you of the low air supply. Likely was phased out in favor of the Sparks message in the final game.
|-
| <code>Info_AirOut</code>
| Defunct.  ''No idea what this would even be for anyway since it's game over when the air runs out.''
|-
| <code>Info_AirRestored</code>
| Defunct.
|-
| <code>Info_BuildingDeath</code>
| Provides a notification for when a building is teleported out and NOT when one is destroyed.
|-
| <code>Info_CanTrainMinifigure</code>
| Defunct.
|-
| <code>Info_CanUpgradeMinifigure</code>
| Defunct.
|-
| <code>Info_CaveIn</code>
| Defunct. (Could be wrong on this one though)
|-
| <code>Info_CavernLocated</code>
| Provides a notification separate from Docs message upon a new cavern being discovered. Using Go To will take you to where the new cavern was first opened.
|-
| <code>Info_Constructed</code>
| Provides a notification when a building has been finished.
|-
| <code>Info_CrystalFound</code>
| Provides a notification when an [[energy crystal]] has been found.
|-
| <code>Info_CrystalPower</code>
| ''Unknown'' Probably defunct.
|-
| <code>Info_CrystalSeamFound</code>
| Defunct.
|-
| <code>Info_DynamitePlaced</code>
| Provides a notification once dynamite has been placed on a wall. This will disappear once the dynamite has detonated, however.
|-
| <code>Info_FoundMinifigure</code>
| Provides a notification when a missing [[Rock Raider]] has been found. Notification will disappear if the Raider is teleported out.
|-
| <code>Info_GenericDeath</code>
| Provides a notification when a Rock Raider, a vehicle, or a building is teleported out.
|-
| <code>Info_GenericMonster</code>
| Provides a notification when any monster emerges from a wall. Once the monster has been neutralized, or reenters a wall, the notification will disappear.
|-
| <code>Info_GenericSeamFound</code>
| Defunct.
|-
| <code>Info_IceRockMonster</code>
| Provides a notification when an ice monster emerges from a wall. Works the same as Info_GenericMonster.
|-
| <code>Info_Landslide</code>
| Provides a notification when a landslide occurs. Notifications will disappear once the rubble created by the said landslide has been cleared.
|-
| <code>Info_LavaErode</code>
| Provides a notification when lava begins eroding any square in a map. This will not disappear once a square has been fully eroded, nor will it disappear after erosion has been repaired.
|-
| <code>Info_LavaRockMonster</code>
| Provides a notification when a lava monster emerges from a wall. Works the same as Info_GenericMonster.
|-
| <code>Info_LegoManDeath</code>
| Provides a notification when a Rock Raider is teleported out.
|-
| <code>Info_NoPower</code>
| Provides a notification when your buildings become unpowered. Using Go To will take you to the Power Station.
|-
| <code>Info_OreCollected</code>
| Provides a notification when a Rock Raider picks up a piece of Ore. This notification will not disappear once the ore has been stored, and will also cause Go To to take you to the Raider in question.
|-
| <code>Info_OreSeamFound</code>
| Defunct.
|-
| <code>Info_PathCompleted</code>
| Provides a notification when either a power path has been completed, or erosion has been repaired.
|-
| <code>Info_PowerDrain</code>
| Provides a notification when a slimy slug begins draining power from a building.
|-
| <code>Info_RockMonster</code>
| Provides a notification when a rock monster emerges from a wall. Works the same as Info_GenericMonster.
|-
| <code>Info_SlugEmerge</code>
| Provides a notification when a slimy slug emerges from a hole.
|-
| <code>Info_TrainDriver</code>
| Provides a notification when a Rock Raider has been trained as a driver.
|-
| <code>Info_TrainDynamite</code>
| Provides a notification when a Rock Raider has been trained as an explosives expert.
|-
| <code>Info_TrainPilot</code>
| Provides a notification when a Rock Raider has been trained as a pilot.
|-
| <code>Info_TrainRepair</code>
| Provides a notification when a Rock Raider has been trained as an engineer.
|-
| <code>Info_TrainSailor</code>
| Provides a notification when a Rock Raider has been trained as a sailor.
|-
| <code>Info_TrainScanner</code>
| Provides a notification when a Rock Raider has been trained as a geologist.
|-
| <code>Info_UnderAttack</code>
| Provides a notification when a building is under attack by a monster. Disappears if the building under attack is destroyed.
|-
| <code>Info_VehicleDeath</code>
| Provides a notification when a vehicle has been teleported out.
|-
| <code>Info_WallDug</code>
| Provides a notification when a wall has been drilled.
|-
| <code>Info_WallReinforced</code>
| Provides a notification when a wall has been reinforced.
|-
|}


*'''TitleWindow'''
==ToolTips {}==
([[?]])
==UpgradeNames {}==
These properties define the displayed names of upgrade levels. 


*'''TextWindow'''
'''Property Example'''
([[?]])
<pre><upgrade level>      <upgrade name></pre>


*'''OkWindow'''
'''Usage Example'''  
([[?]])
<pre>Level1   UP1</pre>


*'''CancelWindow'''
However, these upgrade titles are only displayed for buildings.
([[?]])


*'''ContrastOverlay'''
==ToolTipIcons {}==
This denotes the name and location of the image that is used in the place of a save image for an unused slot.
==ToolTipsSFXs {}==
==Textures {}==
==ObjectNames {}==
These properties define the displayed names of all objects.


=Reward{}=
'''Property Format'''
<pre><object name> <denoted text></pre>


*'''Display'''
'''Usage Example'''
If this is set to TRUE, then the rewards screen will be shown by default.
<pre>Pilot                      Rock_Raider</pre>


*'''Wallpaper'''
==ObjectTheNames {}==
This denotes the name and location of the image (before scores are given) of the rewards screen.
==VehicleTypes {}==
These properties define the names of the vehicles and the paths to their files.


*'''Flics{}'''
'''Property Format'''
This section denotes the name and location the flic animation of the captain giving the score.
<pre><vehicle name> <model folder path></pre>


*'''ScrollSpeed'''
'''Usage Example'''
This denotes how fast the player can scroll up and down the rewards screen.  By default this is set to 0.0 resulting in a fixed image.
<pre>BullDozer  Vehicles\BullDozer</pre>


*'''CentreText'''
==MiniFigureTypes {}==
If this is set to TRUE (set to FALSE by default), the text in the rewards screen will be centered.
These properties define the names of the minifigures and the paths to their files.


*'''VertSpacing'''
'''Property Format'''
([[?]])
<pre><minifigure name> <model folder path></pre>


*'''BackFont'''
'''Usage Example'''
This denotes the name and location of the final score font image.
<pre>Pilot             Minifigures\Pilot</pre>


*'''Font'''
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.
This denotes the name and location of the font image for the majority of the text.


*'''TitleFont'''
==RockMonsterTypes {}==
This denotes the name and location of the title font image.
These properties define the names of the creatures and the paths to their files. This includes monsters with an AI (such as Slugs and Rock Monsters), and mindless creatures (Small Spiders, Bats). Whether something uses a Rock Monster AI is determined by whether it has Activity_Gather in its .ae file . Slug AI is presumably defined under Stats { (possibly UseHoles TRUE).


*'''Timer'''
'''Property Format'''
This denotes the time delay between each award given.
<pre><creature name> <model folder path></pre>


*'''SaveButton'''
'''Usage Example'''
This denotes the name and location of all the images used for the Save Button.
<pre>RockMonster Creatures\Rmonster</pre>


*'''AdvanceButton'''
In the folder that is pointed to (eg RMonster), there must be an .ae file with the name of that folder (eg RMonster.ae).
This denotes the name and location of all the images used for the Advance Button.


*'''CompleteText'''
==BuildingTypes {}==
This denotes the text used in the Mission Completed title.
These properties define the names of the buildings and the paths to their files.


*'''FailedText'''
'''Property Format'''
This denotes the text used in the Mission Failed title.
<pre><building name> <model folder path></pre>


*'''QuitText'''
'''Usage Example'''
This denotes the text used in the Mission Quit (incompleted) title.
<pre>Toolstation Buildings\Toolstation</pre>


*'''TextPos'''
==UpgradeTypes {}==
This denotes the (x,y) position of the rewards page title.
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.  


===Images{}===
'''Property Format'''
This section denotes the names and locations of the images corresponding to each award during the rewards screen, as well as their (x,y) location.
<pre><upgrade name> <model folder path></pre>


===Text{}===
'''Usage Example'''
This section denotes the names and locations of the text that appear for each award, as well as their (x,y) location.
<pre>ScanDash_Attach Vehicles\SmallCat\ScanDash_Attach</pre>


===BoxImages{}===
==Encyclopedia {}==
This section denotes the names and locations of extra boxed images corresponding to each award during the rewards screen, as well as their (x,y) location.
''This block is not used in the game.''


===Fonts{}===
==Stats {}==
This section denotes the names and locations of the font images used for the text in each award.
''This section should really be divvied up into Common Stats, Monster-Related Stats, Building Related Stats, Anything Else, but I don't know how to do that''


=Menu{}=
*<code>SelfPowered</code> - If TRUE, the building will not require being powered to work. It is also unable to drain crystals.


*'''DefaultLevelBMPS'''
This denotes the name and location of the default images used for levels (highlighted, unhighlighted, and unavailable).


*'''!MenuWipe'''
These properties affect objects being shot at by Rock Raiders armed with beam weapons. The following properties affect weapons being used against objects:
This denotes the location of all the files related to the main menu background.
*<code>CanBeShotAt</code> – Determines whether an object can be shot at by armed Rock Raiders when Action Stations is activated. Can be set to <code>TRUE</code> or <code>FALSE</code>. Giving this property to non-monsters will cause them to take damage when hit by friendly fire, but they will not be intentionally targeted.
*<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>. Non-monsters with this property will take damage, but will not freeze.
*<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 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>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>. Non-monsters with this property will take damage, but will not get pushed.
*<code>PusherDist</code> – Denotes the distance in distance 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 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.


*'''Level_Completed'''
==ObjTtSFXs {}==
This denotes the default Mission Completed message on the levels page.
==Advisor {}==
==AdvisorPositions640x480 {}==
==WeaponTypes {}==
===Properties===
* <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>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>WeaponRange</code> – Denotes the distance in distance units a weapon can hit objects from.  


*'''Level_Incomplete'''
Otherwise, all entries in a section must be the names of existing objects.
This denotes the default Mission Uncompleted message on the levels page.


*'''Save_Game'''
===Sections===
([[?]])
* {{block|Boulder}} – Denotes the amount of damage a boulder will do to an object it hits.
* {{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.{{verify}}
* {{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|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.  In addition, these values also seem to control the speed of an object as it passes through the web.  Higher damage values will cause an object to pass through the web very quickly, and will destroy it almost instantly.  Lower values will cause the object to slow down dramatically, but will still destroy the web quickly.  An example of this would be a value of <code>1.0</code>, which causes an object to move very slowly through it.  Interestingly, it takes exactly 5 seconds for the web to break in this case.  A value of <code>10.0</code> will destroy it in 1 second.  Based on this it appears that the more damage being done to the web by an object, the faster the object will proceed through it and vice versa.


*'''Load_Game'''
==Dependencies {}==
([[?]])
These properties define the requirements for constructing and transporting various objects. 


*'''MaxLevelScreens'''
'''Property Example'''
([[?]])
<pre><AlwaysCheck:object name>    <required object:upgrade level></pre>


===Overwrite{}===
'''Usage Example'''
This section denotes the text related to the overwrite saved game prompt.
<pre>AlwaysCheck:Pilot            Toolstation:0</pre>


===SaveImage{}===
Additional required objects are offset by a comma.
This section denotes all the information regarding the save slots.


===SaveText{}===
Example:
This section denotes all the other information regarding the Save Game page.
<pre>AlwaysCheck:PowerStation    Pilot:0,Toolstation:1,TeleportPad:1</pre>


===LevelText{}===
==Levels {}==
This section denotes all the information regarding the small text window on the levels page.
===Structure===
 
===Properties===
==General Menu Settings==
*<code>FullName</code> – Denotes the level's name. Underscores <code>_</code> are used in place of spaces.
''(These settings can be used any menu section.  This includes all the menus under PausedMenu, SaveMenu, MainMenuFull, OptionsMenu)''
 
*'''MenuCount'''
This denotes the number of sub-menus in this menu class.
 
*'''FullName'''
This denotes the text that the menu is referred to while being selected.
 
*'''Title'''
This denotes the text that the menu is referred to on the menu itself.
 
*'''Position'''
This denotes the (x,y) position of the window.
 
*'''MenuFont'''
This denotes the name and location of the font image used for the descriptive (non-interactive) texts of the menu.
 
*'''LoFont'''
This denotes the name and location of the font image used for the unhighlighted texts of the menu.
 
*'''HiFont'''
This denotes the name and location of the font image used for the highlighted texts of the menu.
 
*'''ItemCount'''
This denotes the number of interactive options available on the menu.
 
*'''MenuImage'''
This denotes the name and location of the image used for the menu.
 
*'''AutoCenter'''
This denotes whether all the text in the menu is centered by default.
 
*'''DisplayTitle'''
If this is set to FALSE, the title will not be shown on the menu.
 
*'''PlayRandom'''
If this is set to TRUE, random animations will play in the background.  This is only relevant if there are !Overlays being used.
 
*'''!Overlay1, !Overlay2, etc.'''
This denotes the name and location of a flic animation used in the background.
 
*'''Anchored'''
([[?]])
 
*'''CanScroll'''
Allows the ability for the window to scroll up/down based apon the mouse position like that of the mission menu. The scrolling limitation depends on the size of the background image of the menu. Menus can only be scrolled vertically.
 
*'''Item1, Item2, etc.'''
This denotes the different items available on the menu.  This includes the type of item, various setting values available for that type of item, and any images associated with that item.
 
==PausedMenu{}==
 
===Menu1{}===
This section denotes all the menu settings for the main paused menu.
 
===Menu2{}===
This section denotes all the menu settings for the options menu (from the paused window).
 
===Menu3{}===
This section denotes all the menu settings for the quit mission prompt window.
 
===Menu4{}===
This section denotes all the menu settings for the restart mission prompt window.
 
===Menu5{}===
This section denotes all the menu settings for the advanced options menu.
 
==SavedMenu{}==
 
===Menu1{}===
This section denotes all the menu settings for the Load a Saved Game Menu (from the paused window).
 
==MainMenuFull{}==
 
===Menu1{}===
This section denotes all the menu settings for the main menu (the FrontEnd).
 
===Menu2{}===
This section denotes all the menu settings for the levels/missions menu.  (The organization of the individual levels is done elsewhere in the levels section)
 
===Menu3{}===
This section denotes all the menu settings for the tutorial levels menu.
 
===Menu4{}===
This section denotes all the menu settings for the Load a Saved Game Menu (from the Main Menu).
 
===Menu5{}===
This section denotes all the menu settings for the quit game prompt window.
 
==OptionsMenu{}==
 
===Menu1{}===
This section denotes all the menu settings for the options menu (from the options button).
 
=HelpWindow{}=
 
*'''BackGroundImage'''
This denotes the name and location of the image used for the help window.
 
*'''TextWindowArea'''
This denotes the dimensions of the window.
 
*'''CanBuildMessage'''
This denotes the message received when the player unlocks the ability to construct a new [[Building]].
 
*'''CanTransportMessage'''
This denotes the message received when the player unlocks the ability to teleport down a new [[Vehicle]].
 
*'''CanBuildAndTransportMessage'''
This denotes the message received when the player unlocks the ability to construct and transport a new [[Power Path]] or [[Electric Fence]].  ([[?]])
 
*'''ContinueButton'''
This denotes the name and location of the continue button the help window.
 
*'''CancelFutureButton'''
This denotes the name and location of the close button on the help window.
 
===HelpWindowInfo{}===
This section denotes the various text messages that appear in the help window upon unlocking things like [[Buildings]] and [[Vehicles]].  (The "L#" notation refers to the upgrade level, L0 being unupgraded).
 
=ToolTipInfo{}=
This section denotes all the text relating to tooltips.
 
=ToolNames{}=
This section denotes the text names of each [[Mining Tool|Tool]].
 
=SurfaceTypeDescriptions{}=
This section denotes the text names and associated audio names of each [[Ground Type]] and [[Rock Type]] (as well as [[Hidden Caverns]]).
 
=ObjInfo{}=
*'''HealthBarPosition'''
This denotes the (x,y) offset of the health bar on the object info panel (the panel that appears next to [[Rock Raider|Rock Raiders]] when you press spacebar).
 
*'''HealthBarWidthHeight'''
This denotes the width and height of the health bar.
 
*'''HealthBarBorderRGB'''
This denotes the RGB color of the health bar's border.
 
*'''HealthBarBackgroundRGB'''
This denotes the RGB color of the "background" color of the health bar, which appears when health starts depleting (the default is red).
 
*'''HealthBarRGB'''
This denotes the RGB color of the health bar that indicates how much health is remaining (the default is green).
 
*'''HealthBarVertical'''
If this is set to TRUE, the health bar will be vertical instead of horizontal.  It is not known whether this still works and is commented out by default. ([[?]])
 
*'''HungerImagesPosition'''
This denotes the (x,y) offset of the hunger level icon on the object info panel.
 
*'''UpgradeImagePosition'''
This denotes the (x,y) offset of the upgrade icon on the object info panel.  (This is no longer used).
 
*'''BubbleImagesPosition'''
This denotes the (x,y) offset of the thought bubble image and icon.
 
===HungerImages{}===
This section denotes the name and location of the images used in the hunger level icon (empty, 25%, 50%, 75%, and 100%).
 
===UpgradeImages{}===
This section denotes the name and location of the images used for the upgrade level icon.  (This is no longer used).
 
=LightEffects{}=
*'''BlinkRGBMax'''
This denotes the maximum percent change in red, green, and blue that the player's pointer light can "blink."  Blinks are instantaneous changes in luminosity of the light source.
 
*'''MaxChangeAllowed'''
This denotes the maximum percent change in luminosity that the pointer light can blink.
 
*'''RandomRangeForTimeBetweenBlinks'''
This denotes the range of time delays between blinks.  (Default is between 1-4 seconds)
 
*'''FadeRGBMin'''
This denotes the minimum percentage dimming that the pointer light can "fade."  Fades are more gradual fluctuations in the luminosity of the source.
 
*'''FadeRGBMax'''
This denotes the maximum percentage dimming that the pointer light can fade.
 
*'''RandomRangeForTimeBetweenFades'''
This denotes the range of time delays between fades.
 
*'''RandomRangeForFadeTimeFade'''
This denotes the range of time intervals that fades can transition in.
 
*'''RandomRangeForHoldTimeOfFade'''
This denotes the range of time intervals that fades hold before transitioning back to normal luminosity.
 
*'''RandomRangeForTimeBetweenMoves'''
This denotes the range of time delays between "moves."  Moves are where the source of the light itself wobbles around.
 
*'''RandomRangeForSpeedOfMove'''
This denotes the range of speeds that the light source will have during moves.
 
*'''RandomRangeForDistOfMove'''
This denotes the range of distances that the light source will wobble in any particular move.
 
*'''MoveLimit'''
This denotes the maximum distance the light source can vary from the default location.
 
=Pointers{}=
This section denotes the name and location of various images used for the player's pointer/cursor.
 
=InterfaceImages{}=
This section denotes the name and location of images used for the buttons on the in-game's side menu.
 
=InterfaceBuildImages{}=
This section denotes the name and location of images used for the buttons on the in-game's teleport and build submenu.
 
=InterfaceSurroundImages{}=
This section denotes the name and location of images used for various minor in-game panels.
 
=PriorityImages{}=
This section denotes the name and location of images used for the [[Priorities]] menu.
 
=PrioritiesImagePositions{}=
This section denotes the (x,y) position of each priority image.
 
=MiscObjects{}=
This section denotes the name and location of various [[Object]] animation files.
 
=Bubbles{}=
This section denotes the name and location of images used for thought bubbles.
 
=RockFallStyles{}=
This section denotes the name and location of the animation files used for [[Land Slides]] and [[Cave-Ins]].
 
=PanelRotationControl{}=
*'''CenterPositionX'''
This denotes the x position of the camera rotation panel.
 
*'''CenterPositionY'''
This denotes the y position of the camera rotation panel.
 
*'''Radius'''
This denotes the radius of the camera rotation panel.
 
*'''LeftImage''', '''RightImage''', '''UpImage''', '''DownImage'''
These denote the name and location of the images used for the upward, downward, leftward, and rightward movement buttons.
 
=Panels640x480{}=
This section denotes the name and location of the images used for various in-game panels, such as the [[Radar]] and the [[Energy Crystal]] count.
 
=Buttons640x480{}=
This section denotes the name and location of the images used for button in the panels mentioned above.
 
=TextMessages{}=
This section denotes various text messages shown in game when holding the pointer over something.
 
=TextMessagesWithImages{}=
This section denotes various text messages, the name and location of the images, and the SFX used with those text messages.
 
=Samples{}=
This long section denotes the name and location of the sound files for the game.  This includes SFXs (action sound effects), SNDs (object sounds), Streams (basic speech), ObjSFXs (spoken object names), TTSFXs (spoken tool tips), IntSFXs (spoken interface messages), SurfaceSFXs (spoken surface names), PriSFXs (spoken priority names), and various other sounds.
 
=InfoMessages{}=
 
*'''Info_GenericDeath'''
This denotes the text message that appears when a [[Rock Raider]], [[Vehicle]], or [[Building]] has been teleported back to the [[LMS Explorer]].
 
*'''Info_GenericMonster'''
This denotes the text message that appears when a [[Monster]] emerges into the level (not when one awakens).
 
*'''Info_CrystalFound'''
This denotes the text message that appears when an [[Energy Crystal]] has been found.
 
*'''Info_UnderAttack'''
This denotes the text message that appears when a [[Building]] has been damaged by a [[Monster]].
 
*'''Info_Landslide'''
This denotes the text message that appears when a [[Land Slide]] occurs.  (This line can be disabled to stop the message by inserting a semi-colon ';' at the start of the line.)
 
*'''Info_PowerDrain'''
This denotes the text message that appears when power is being drained from a [[Building]] by a [[Slimy Slug]].
 
*'''Info_SlugEmerge'''
This denotes the text message that appears when a Slimy Slug has emerged into the level.
 
*'''Info_FoundMinifigure'''
This denotes when a "lost" [[Rock Raider]] has been found in a [[Hidden Cavern]].
 
*'''Info_RockMonster'''
This denotes when a [[Rock Monster]] emerges into the level.
 
*'''Info_IceRockMonster'''
This denotes when an [[Ice Monster]] emerges into the level.
 
*'''Info_LavaRockMonster'''
This denotes when a [[Lava Monster]] emerges into the level.
 
=ToolTips{}=
This section denotes the various tool tip text titles.
 
=UpgradeNames{}=
This section denotes the text names of each upgrade level.
 
=ToolTipIcons{}=
This section denotes the name and location of the images used for the blip icons used to show what a [[Rock Raider]] has in his [[Mining Tool|Tool]] inventory and what specialties he has been [[Training Rock Raiders|Trained]] as.
 
=ToolTipsSFXs{}=
This section denotes the names of various Tool Tip SFX file names.


=Textures{}=
*<code>DisableStartTeleport</code> – Determines whether buildings will teleport in at the start of a level. Can be set to <code>TRUE</code> or <code>FALSE</code>. 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.
This section denotes the name and location of the images used for the different [[Terrain]] types.
*<code>DisableEndTeleport</code> – Determines whether units will teleport back to the LMS ''Explorer'' at the end of a level before Chief gives his mission complete/failed speech.


=ObjectNames{}=
These properties control level shape:
This section denotes the text names of various [[Objects]].
*<code>BlockSize</code> – Denotes the size of blocks in distance units. Default value for all levels is <code>40</code>, which is equivalent to a 16x16 stud LEGO plate.
*<code>DigDepth</code> – Denotes the height of walls in distance units. Default value for all levels is <code>40</code>.
*<code>RoughLevel</code> – Denotes how much the terrain height is adjusted by each integer in the [[Surface map]] in distance units. Default value for all levels is <code>6</code>.
*<code>RoofHeight</code> – Denotes the height of the ceiling above the tops of the walls in distance units. Default value for all levels is <code>40</code>.
*<code>UseRoof</code> – Determines whether a level uses a cavern ceiling. However, setting this to anything other than <code>YES</code> or <code>TRUE</code> causes the level to crash, and removing the property does not change anything, making it completely pointless.


=ObjectTheNames{}=
These properties control creatures:
This section denotes the same names as in ObjectNames, but with a "The" attached to beginning.
*<code>EmergeCreature</code> – Denotes the creature that will emerge through the [[Emerge map]].
*<code>EmergeTimeOut</code> – Denotes the amount of time before an emerge trigger can be reused in time units. <code>25</code> specifies one second.  Default value if this property is not specified is <code>1500</code> units (60 seconds).
*<code>Slug</code> – Denotes the creature that will emerge from slimy slug holes independent of whether a level uses a [[NERPs slimy slug setup|slug attack script]] or not.  Note that the creature defined here will not start appearing until there is at least a single powered building (excluding the [[Power Station]] and [[Tool Store]]) present in the level. 
*<code>SlugTime</code> – Denotes the amount of time before another creature can be generated via the Slug property in seconds.  <code>1</code> specifies 1 second.  Default value if this property is not specified is 60 seconds.
*<code>InitialSlugTime</code> – Denotes the amount of time from the beginning of a level before the SlugTime property is used in seconds.  <code>1</code> specifies 1 second.  Example: a value of <code>30</code> coupled with a SlugTime of <code>15</code> would mean that the SlugTime countdown would start after the initial 30 seconds have passed from the beginning of the level.  Default value if this property is not specified is 60 seconds.


=VehicleTypes{}=
These properties control level environment:
This section denotes the name and location of the folders which contain all the files relating to a specific [[Vehicle]].
*<code>OxygenRate</code> – 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.


=MiniFigureTypes{}=
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).
This section denotes the name and location of the folders which contain all the files relating to different types of Rock Raiders.  There is only one "type" used in the final game by default, which is referred to as the "pilot."
<pre>
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
</pre>


=RockMonsterTypes{}=
==References==
This section denotes the name and location of the folders which contain all the files relating to different types of [[Enemies]], (not just [[Monsters]]).
{{Reflist}}


=BuildingTypes{}=
[[Category:Documentations]]
This section denotes the name and location of the folders which contain all the files relating to [[Buildings]].
 
=UpgradeTypes{}=
This section denotes the name and location of the model files that are attached to base models after particular upgrades.
 
=Encyclopedia{}=
This section denotes the name and location of the information files used for the in-game encyclopedia.  Since the in-game encyclopedia was cut from the final game, this section is commented out by default.
 
=Stats{}=
''(Note that many settings are shared among different entities and different types of entities, although a repetition may not be marked under a certain entity, it could still potentially be usable for it.)''
 
===Pilot{}===
This section denotes information regarding the [[Rock Raider]] cadet.
 
*<code>Levels</code> -
This denotes the number of upgrade levels the unit possesses.
 
*'''RouteSpeed'''
This denotes the speed of the unit at various upgrade levels (separated by colons ":")
 
*'''SoilDrillTime'''
This denotes the time the unit takes to drill through [[Soil]] at various upgrade levels.=.  (Since soil was removed from the game, this is no longer used).
 
*'''LooseDrillTime'''
This denotes the time the unit takes to drill through [[Dirt]] at various upgrade levels.
 
*'''MedDrillTime'''
This denotes the time the unit takes to drill through [[Loose Rock]] at various upgrade levels.
 
*'''HardDrillTime'''
This denotes the time the unit takes to drill through [[Hard Rock]] at various upgrade levels.  (If this is set to 0, the unit cannot drill this rock type).
 
*'''SeamDrillTime'''
This denotes the time the unit takes to drill through [[Seams]] at various upgrade levels.
 
*'''UpgradeTime'''
Specific to the [[Rock Raider]]/pilot, this denotes the amount of time it takes to upgrade at various upgrade levels.
 
*'''CollRadius'''
This denotes the radius of the collision cylinder when in [[Eye View]] or [[Shoulder View]].
 
*'''CollHeight'''
This denotes the height of the collision cylinder when in [[Eye View]] or [[Shoulder View]].
 
*'''TrackDist'''
This denotes the height of the [[Camera]] above the object in the camera mode of the [[Radar]].
 
*'''SingleWidthDig'''
([[?]])
 
*'''PickSphere'''
([[?]])
 
*'''RepairValue'''
This denotes the value of health an entity will add onto a [[Building]] at various upgrade levels.  If this is set to a negative value, the entity will instead do damage to the said Object.
 
*'''SurveyRadius'''
This denotes the "Survey Radius" at various upgrade levels, which is how far the [[Radar]] the unit possesses can see.
 
*'''Drillsound'''
This denotes the name of the SND file that is heard when the unit drills.
 
*'''Drillfadesound'''
This denotes the name of the SND file that is heard when the unit begins or ceases drilling.
 
*'''RestPercent'''
([[?]])
 
*'''EnergyDecayRate'''
Specific to the [[Rock Raider]]/pilot, this denotes the increment at which the cadet looses food energy.  (This must be between 0 and 1, higher values will have the food energy deplete faster).
 
*'''CanClearRubble'''
If this is set to TRUE, the unit can clear [[Rubble]].  This is only applicable to units that are designed to do so, which include the [[Rock Raider]]/pilot and the [[Loader Dozer]]/Bulldozer, although this line can be added to monsters with an animation for it and they will do it automaticly.
 
*'''NumOfToolsCanCarry'''
Specific to the [[Rock Raider]]/pilot, this denotes the number of [[Mining Tools]] the cadet can carry at various upgrade levels (the maximum is 5).
 
*'''CrossLand'''
Allows a unit to travel on land squares.
 
*'''RubbleCoef'''
This denotes the unit's "Rubble Coefficient," which is the percent of its route speed that moves across [[Rubble]].
 
*'''PathCoef'''
This denotes the unit's "Path Coefficient," which is the percent of its route speed that moves across [[Power Paths]].
 
*'''RouteAvoidance'''
([[?]])
 
*'''UseLegoManTeleporter'''
If this is set to TRUE, then the unit will primarily use buildings designated as a "LegoManTeleporter" (such as the [[Tool Store]], which is by default) to teleport down.
 
*'''AwarenessRange'''
This designates the "Range of Awareness" for the unit.  This is only applicable to units with artificial intelligence, including [[Rock Raider|Rock Raiders]] and [[Enemies]].  To avoid problems, this number should be set to at least 1000.0 (which is the default).
 
*'''OxygenCoef'''
This designates the "Oxygen Coefficient" for the unit, which is the rate that oxygen is added to the level when this unit is present on the level.  (If this number is negative, it will be using up oxygen instead of supplying it).
 
*'''CanStrafe'''
If this is set to TRUE, the unit can strafe from side to side. neecs more detail
 
*'''EnterToolStore'''
If this is set to TRUE, the unit will access the [[Tool Store]] to deliver or pick up resources.  This is only relevant to units that can access resources, which include [[Rock Raider|Rock Raiders]].
 
*'''ShowHealthBar'''
If this is set to TRUE, the health bar will be visible on the unit (the health bar will appear under different circumstances for different units).
 
===RockMonster{}===
This section denotes information regarding the [[Rock Monster]].
 
*'''AlertRadius'''
This is the range that Rock Raiders will be afraid of the monster.
 
*'''HealthDecayRate'''
This designates the increment of health the unit will lose every second.
 
*'''CanScare'''
If this is set to TRUE, the unit can scare [[Rock Raider|Rock Raiders]].
 
*'''CarryMinHealth'''
Specific to the three [[Monsters]] (though it might be applicable to [[Rock Raiders]] and vehicles with a [[Cargo Hold]]), this designates the minimum amount of health the unit needs to carry an object.
 
*'''PainThreshold'''
Specific to the three Monster and [[Slimy Slugs]], this designates the amount of health below which the unit will attempt to escape the level.
 
*'''StampRadius'''
Specific to the three Monsters, this designates the radius that the stomp attack will do damage within.
 
*'''AttackRadius'''
This is the maximum range that a monster can be at to throw a boulder.
 
*'''CanSteal'''
This designates whether the unit can consume [[Energy Crystals]].  (This is probably only applicable to the three monsters).
 
*'''GrabMinifigure'''
Specific to the three Monsters, if this is set to TRUE, the unit can pick up a [[Rock Raider]] and inflict damage.
 
*'''BumpDamage'''
This specifies that the monster can damage objects if it physically touches them.
 
*'''AttackPaths'''
Specific to the three Monsters, if this is set to TRUE, the unit will attempt to destroy [[Power Paths]].
 
*'''SplitOnZeroHealth'''
Specific to the three Monsters, if this is set to TRUE, the unit will split and disappear upon reaching 0 health, using the crumble animation.
 
*'''CanBeHitByFence'''
If this is set to TRUE, the unit will take damage from [[Electric Fences]].
 
*'''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.
 
*'''WakeRadius'''
Specific to the three Monsters, this denotes the radius within which the unit will awaken when a [[Rock Raider]] passes by if it is in sleep mode.
 
*'''ScaredByBigBangs'''
If this is set to TRUE, the unit will be scared by things that cause loud noises, including [[Dynamite]] and [[Sonic Blasters]].
 
*'''RemoveReinforcement'''
Specific to the three Monsters, if this is set to TRUE, the unit can turn [[Reinforced Walls]] back into normal walls (such as when a monster escapes through a wall or pulls out a boulder from the wall).
 
===Spider{}===
This section denotes information regarding the [[Large Spider]].  (Large Spiders were cut out from the final game, so this is commented out by default).
 
===SmallSpider{}===
This section denotes information regarding the [[Small Spider]].
 
*'''RandomMove'''
If this is set to TRUE, the unit will move at random.
 
*'''RandomEnterWall'''
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.
 
*<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{}===
This section denotes information regarding [[Bats]].
 
*'''RandomMoveTime'''
This denotes the time increments at which the unit changes location.  This is only relevant when RandomMove is set to TRUE.
 
*'''Flocks'''
If this is set to TRUE, this unit will appear in flocks (this may only be applicable to bats).  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Debug'''
If this is set to TRUE (set to FALSE by default), the animations will be set to the default "lego" animation.  To avoid problems, this should always be set to FALSE.  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Smooth'''
If this is set to TRUE, the flock will move about more cohesively.  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Size'''
This denotes the amount of units included in the flock.  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Turn'''
This denotes the turning speed of each individual unit.  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Speed'''
This denotes the overall speed of the flock as it moves about the cavern (RouteSpeed being the speed of the individual units).  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Tightness'''
This denotes how tightly the flock will keep together (in block units).  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_GoalUpdate'''
This denotes how often in seconds the flock will update their AI goals.  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Randomness'''
This denotes how random the AI goals are of the flock.  Lower numbers will result in flocks with more persistent goals.  This is only relevant if Flocks is set to TRUE.
 
*'''Flocks_Height'''
This denotes how high off the ground (in basic units) the flock will fly.  This is only relevant if Flocks is set to TRUE. 
 
*'''CrossWater'''
If this is set to TRUE, the unit can move across [[Water]].
 
*'''CrossLava'''
If this is set to TRUE, the unit can move across [[Lava]].
 
===Snake{}===
This section denotes information regarding [[Snakes]].  (Snakes were removed from the final version of the game, and therefore this section is commented out by default.)
 
===TinyRM{}===
This section denotes information regarding [[Tiny Rock Monsters]].
 
===TinyIM{}===
This section denotes information regarding [[Tiny Ice Monsters]].
 
===Scorpion{}===
This section denotes information regarding [[Scorpions]].  (Scorpions were removed from the final version of the game, and therefore this section is commented out by default.)
 
===Slug{}===
This section denotes information regarding [[Slimy Slugs]].
 
*'''CanScareScorpion'''
If this is set to TRUE, the unit will scare scorpions.  (Scorpions were removed from final version of the game, so this part isn't really relevant unless scorpions are activated).
 
*'''UseHoles'''
If this is set to TRUE, the unit will emerge and retreat through [[Slimy Slug Holes]].
 
*'''DrainPower'''
If this is set to TRUE, the unit can drain [[Energy Crystals]] from powered [[Buildings]].
 
===LavaMonster{}===
This section denotes information regarding [[Lava Monsters]].
 
===IceMonster{}===
This section denotes information regarding [[Ice Monsters]].
 
===Hoverboard{}===
This section denotes information regarding the [[Hover Scout]].  '''Note:''' Upgrade levels for vehicles are arranged by combinations of Carry, Scan, Speed, & Drill upgrades.  By default the Hover Scout has only Scan and Speed upgrades so any upgrade specific values are in the format: <br> ''[No Upgrade]:[No Upgrade]:[Speed UP1]:[Speed UP1]:[Scan UP1]:[Scan UP1]:[Speed UP1 & Scan UP1]:[Speed UP1 & Scan UP1]''.
 
*'''CanBeDriven'''
If this is set to TRUE, the unit can be driven by a [[Rock Raider]].
 
*'''UseSmallTeleporter'''
If this is set to TRUE, then the unit will primarily use buildings designated as a "SmallTeleporter" (such as the [[Teleport Pad]], which is by default) to teleport down.
 
*'''CostCrystal'''
This denotes the amount of [[Energy Crystals]] required to teleport/build the unit.
 
*'''UpgradeCostOre'''
This denotes the amount of [[Ore]] required to make upgrades at various levels/combinations.  This is in a different format then other upgrade specific values, it instead has the format ''[Carry]:[Scan]:[Speed]:[Drill]''.
 
*'''UpgradeCostStuds'''
This denotes the amount of [[Building Studs]] required to make upgrades at various levels/combinations.
 
*'''EngineSound'''
The SND file used for the engine sound of a vehicle.
 
===SmallHeli{}===
This section denotes information regarding the [[Tunnel Scout]].  By default it has no upgrade levels except the starting level.
 
===Smallmlp{}===
This section denotes information regarding the [[Small Mobile Laser Cutter]].  By default it has one [Drill] upgrade.
 
*'''Tracker'''
([[?]])
 
*'''CanDoubleSelect'''
If this is set to TRUE, the entity can be double-selected in game to activate alternate properties.  This is only used in the default games for entities with mining lasers.
 
===SmallCat{}===
This section denotes information regarding the [[Rapid Rider]].  By default it is set up with two [Speed] upgrades, however, these are not actually used in the game since the vehicle cannot be upgraded.
 
*'''UseWaterTeleporter'''
If this is set to TRUE, then the unit will primarily use buildings designated as a "WaterTeleporter" (such as the [[Docks]], which is by default) to teleport down.
 
*'''GetInAtLand'''
If this is set to TRUE, then a unit can enter the vehicle if it is bordering land.  This is only relevant to drivable entities (CanBeDriven set to TRUE) that cannot cross land (CrossLand not set to TRUE).
 
*'''GetOffAtLand'''
If this is set to TRUE, then a unit can exit the vehicle if it is bordering land.  This is only relevant to drivable entities that cannot cross land.  To avoid problems both this and GetInAtLand should be set to TRUE unless rock raiders are capable of crossing lava or water.
 
*'''TakeCarryingDrivers'''
If this is set to TRUE, Rock Raiders carrying [[Materials]] will be able to enter the vehicle (with the material they are carrying being stored somewhere on or in the vehicle).
 
*'''MaxCarry'''
This denotes the maximum amount of carrying capacity an entity possesses, i.e. how many materials it can carry at various upgrade levels.  This is only relevant to to entities that can transport materials.
 
===SmallDigger{}===
This section denotes information regarding the [[Small Digger]].  By default it is set up with [Drill], [Speed], and [Scan] upgrades in the format:<br> ''[No Upgrade]:[Drill UP1]:[Speed UP1]:[Speed UP1 & Drill UP1]:[Scan UP1]:[Drill UP1 & Scan UP1]:[Speed UP1 & Scan UP1]:[Speed UP1, Drill UP1, & Scan UP1]''
 
*'''VehicleCanBeCarried'''
If this is set to TRUE, a vehicle can be carried by vehicle with a [[Large Cargo Hold]] (only the [[Cargo Carrier]] by default).
 
===SmallTruck{}===
This section denotes information regarding the [[Small Transport Truck]].  By default it is set up with [Speed], [Carry], and [Scan] upgrades in the format: <br>''[No Upgrade]:[No Upgrade]:[Speed UP1]:[Speed UP1]:[Scan UP1]:[Scan UP1]:[Speed UP1 & Scan UP1]:[Speed UP1 & Scan UP1]:[Carry UP1]:[Carry UP1]:[Speed UP1 & Carry UP1]:[Speed UP1 & Carry UP1]:[Carry UP1 & Scan UP1]:[Carry UP1 & Scan UP1]:[Speed UP1, Carry UP1, & Scan UP1]:[Speed UP1, Carry UP1, & Scan UP1]''
 
*'''CarryStart'''
([[?]])
-->

Latest revision as of 00:14, 23 October 2019

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. Stability of the game in general when changing this value varies between computers of different specifications. The maximum value of this property is ‭58804224.

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]
  • Version – Displays the version of the game in the bottom-right corner of the main menu, level select, and pause menu when the -showversion parameter is used. Default version is denoted as V.0.121. The 0 stands for platform (in this case PC) while .000 was used for the versioning. This was incremented with each version denoting beta or "tween" builds.[1]

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 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). There are a total of 39 properties in this section, though two seem to be defunct.

All properties in this section (except for Bubble_PowerOff) can be disabled without the game ever crashing. If a specific task bubble is disabled, the image for Bubble_Idle will instead be displayed while the Rock Raider is performing that task; if Bubble_Idle is also disabled, there will simply be no task bubble above the Rock Raider when idle or performing a task also missing a task bubble.

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. Uses the same graphic as Bubble_Dynamite by default, but does not seem to be used.
Bubble_CarryElecFence Unknown. Uses the same graphic as Bubble_ElecFence by default, but does not seem to be used.
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 a blinking "no power" signal over a building when it is turned on but not receiving enough or any power. Disabling Bubble_PowerOff will cause the game to crash when an unpowered building tries to display this bubble.
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 Displays when a Rock Raider is carrying materials to a construction site
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 {}

These properties specify the names, image file paths, and tooltip sounds of the messages used by the game's notification system. The first entry in each line is the message name, followed by the text displayed in the message tab panel, the path to the image file, the sound line from [Samples {}] and whether the game should go to SLOW, NORM, or FAST speeds.

Property Format

<id>	<text message>:<image>:<sfx>:<game speed>

Property Options

id [indentifier]
Message identifier. See list of message identifiers below.
message text [string]
Text displayed in message tab panel in-game.
image [path]
File path to an image.
sfx [indentifier] (optional)
A sound effect can be optionally added or omitted.
speed [identifier?] (optional)
Game speed can be optionally changed by specifying SLOW, NORM, or FAST.
NOTE: This only works if the game has been set on anything but the default speed.

Usage Example

Info_CrystalFound
Energy_Crystals_have_been_found.:Interface\Buttons\info-crystal.bmp:InfoSFX_CrystalsFound:NORM

Message Identifiers

Info_AirDepleting Provides a notification at the same time as when Sparks informs you of the diminishing air supply. Likely was phased out in favor of the Sparks message in the final game.
Info_AirLow Provides a notification at the same time as when Sparks informs you of the low air supply. Likely was phased out in favor of the Sparks message in the final game.
Info_AirOut Defunct. No idea what this would even be for anyway since it's game over when the air runs out.
Info_AirRestored Defunct.
Info_BuildingDeath Provides a notification for when a building is teleported out and NOT when one is destroyed.
Info_CanTrainMinifigure Defunct.
Info_CanUpgradeMinifigure Defunct.
Info_CaveIn Defunct. (Could be wrong on this one though)
Info_CavernLocated Provides a notification separate from Docs message upon a new cavern being discovered. Using Go To will take you to where the new cavern was first opened.
Info_Constructed Provides a notification when a building has been finished.
Info_CrystalFound Provides a notification when an energy crystal has been found.
Info_CrystalPower Unknown Probably defunct.
Info_CrystalSeamFound Defunct.
Info_DynamitePlaced Provides a notification once dynamite has been placed on a wall. This will disappear once the dynamite has detonated, however.
Info_FoundMinifigure Provides a notification when a missing Rock Raider has been found. Notification will disappear if the Raider is teleported out.
Info_GenericDeath Provides a notification when a Rock Raider, a vehicle, or a building is teleported out.
Info_GenericMonster Provides a notification when any monster emerges from a wall. Once the monster has been neutralized, or reenters a wall, the notification will disappear.
Info_GenericSeamFound Defunct.
Info_IceRockMonster Provides a notification when an ice monster emerges from a wall. Works the same as Info_GenericMonster.
Info_Landslide Provides a notification when a landslide occurs. Notifications will disappear once the rubble created by the said landslide has been cleared.
Info_LavaErode Provides a notification when lava begins eroding any square in a map. This will not disappear once a square has been fully eroded, nor will it disappear after erosion has been repaired.
Info_LavaRockMonster Provides a notification when a lava monster emerges from a wall. Works the same as Info_GenericMonster.
Info_LegoManDeath Provides a notification when a Rock Raider is teleported out.
Info_NoPower Provides a notification when your buildings become unpowered. Using Go To will take you to the Power Station.
Info_OreCollected Provides a notification when a Rock Raider picks up a piece of Ore. This notification will not disappear once the ore has been stored, and will also cause Go To to take you to the Raider in question.
Info_OreSeamFound Defunct.
Info_PathCompleted Provides a notification when either a power path has been completed, or erosion has been repaired.
Info_PowerDrain Provides a notification when a slimy slug begins draining power from a building.
Info_RockMonster Provides a notification when a rock monster emerges from a wall. Works the same as Info_GenericMonster.
Info_SlugEmerge Provides a notification when a slimy slug emerges from a hole.
Info_TrainDriver Provides a notification when a Rock Raider has been trained as a driver.
Info_TrainDynamite Provides a notification when a Rock Raider has been trained as an explosives expert.
Info_TrainPilot Provides a notification when a Rock Raider has been trained as a pilot.
Info_TrainRepair Provides a notification when a Rock Raider has been trained as an engineer.
Info_TrainSailor Provides a notification when a Rock Raider has been trained as a sailor.
Info_TrainScanner Provides a notification when a Rock Raider has been trained as a geologist.
Info_UnderAttack Provides a notification when a building is under attack by a monster. Disappears if the building under attack is destroyed.
Info_VehicleDeath Provides a notification when a vehicle has been teleported out.
Info_WallDug Provides a notification when a wall has been drilled.
Info_WallReinforced Provides a notification when a wall has been reinforced.

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. This includes monsters with an AI (such as Slugs and Rock Monsters), and mindless creatures (Small Spiders, Bats). Whether something uses a Rock Monster AI is determined by whether it has Activity_Gather in its .ae file . Slug AI is presumably defined under Stats { (possibly UseHoles TRUE).

Property Format

<creature name>		<model folder path>

Usage Example

RockMonster		Creatures\Rmonster

In the folder that is pointed to (eg RMonster), there must be an .ae file with the name of that folder (eg RMonster.ae).

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 {}

This section should really be divvied up into Common Stats, Monster-Related Stats, Building Related Stats, Anything Else, but I don't know how to do that

  • SelfPowered - If TRUE, the building will not require being powered to work. It is also unable to drain crystals.


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.[verify]
  • 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. In addition, these values also seem to control the speed of an object as it passes through the web. Higher damage values will cause an object to pass through the web very quickly, and will destroy it almost instantly. Lower values will cause the object to slow down dramatically, but will still destroy the web quickly. An example of this would be a value of 1.0, which causes an object to move very slowly through it. Interestingly, it takes exactly 5 seconds for the web to break in this case. A value of 10.0 will destroy it in 1 second. Based on this it appears that the more damage being done to the web by an object, the faster the object will proceed through it and vice versa.

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. Default value if this property is not specified is 1500 units (60 seconds).
  • Slug – Denotes the creature that will emerge from slimy slug holes independent of whether a level uses a slug attack script or not. Note that the creature defined here will not start appearing until there is at least a single powered building (excluding the Power Station and Tool Store) present in the level.
  • SlugTime – Denotes the amount of time before another creature can be generated via the Slug property in seconds. 1 specifies 1 second. Default value if this property is not specified is 60 seconds.
  • InitialSlugTime – Denotes the amount of time from the beginning of a level before the SlugTime property is used in seconds. 1 specifies 1 second. Example: a value of 30 coupled with a SlugTime of 15 would mean that the SlugTime countdown would start after the initial 30 seconds have passed from the beginning of the level. Default value if this property is not specified is 60 seconds.

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

References