Config documentation

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Revision as of 19:22, 28 September 2017 by Jessietail (talk | contribs) (Sorry for dumping a huge bunch of stuff at once, I will work on it as I practice modding stuff and figure things out better)
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This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.

MAIN LEGO CONFIG FILE

Times are specied as 25.0 units per second.

Units equate to 40 per block in game

This is an extremely' WIP page to document the entirety of LEGO Rock Raiders Lego.cfg file.

Main {}

  • TextureUsage - Default is 3145728.
  • CreditsTextFile - Default path is Credits.txt.
  • CreditsBackAVI - Default path is AVI\Loop.avi.


  • 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 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 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.

  • CanBeShotAt

If this is set to TRUE, the unit will be a target for Rock Raiders equipped with Beam Guns.

  • CanFreeze

If this is set to TRUE, the unit can be frozen by the Freezer Beam.

  • FreezerTime

This denotes the amount of time in seconds the unit will remain frozen after being shot by the Freezer Beam. This is only relevant if CanFreeze is set to TRUE.

  • FreezerDamage

This denotes the amount of damage the Freezer Beam will do to the unit.

  • CanLaser

If this is set to TRUE, the unit will be affected by the Laser Beam.

  • LaserDamage

This denotes the amount of damage the Laser Beam will do to the unit.

  • CanPush

If this is set to TRUE, the unit will be pushed by the Pusher Beam.

  • PusherDist

This denotes the distance the unit will be pushed by the Pusher Beam. This is only relevant if CanPush is set to TRUE.

  • PusherDamage

This denotes the amount of damage the Pusher Beam will do to the unit.

  • 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.

  • CauseSlip

If this is set to TRUE, the unit can cause Rock Raiders to slip if they overlap (in the small spider's case, if it gets stepped on).

  • ScaredByPlayer

If this is set to TRUE, the unit will be scared by the player. (This is commented out by default for the small spider).

  • DontShowDamage

If this is set to TRUE, the unit will not display damage being taken.

  • DontShowOnRadar

If this is set to TRUE, the unit will not appear on the Radar.

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:
[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:
[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:
[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

(?) -->