Difference between revisions of "PTL file"
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'''PTL files''' are [[File formats in LEGO Rock Raiders|configuration files]] used in the Windows version of [[LEGO Rock Raiders (video game)|''LEGO Rock Raiders'']] to control artificial intelligence. They designate cause and effect in game events, what actions [[Rock Raider]]s and [[Rock Raiders creatures]] are capable of doing, and the default order of preference. Every [[LEGO Rock Raiders missions|mission]] has its own PTL file located in its level folder, and will crash while loading if one does not exist. All default PTL files are identical, (with the exception of training missions, which disable certain actions), but they can be individually modified to change the AI in any mission. | |||
Below is a complete list of "messages" as the exe calls them | Below is a complete list of "messages" as the exe calls them |
Revision as of 14:53, 9 June 2018
This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.
PTL files are configuration files used in the Windows version of LEGO Rock Raiders to control artificial intelligence. They designate cause and effect in game events, what actions Rock Raiders and Rock Raiders creatures are capable of doing, and the default order of preference. Every mission has its own PTL file located in its level folder, and will crash while loading if one does not exist. All default PTL files are identical, (with the exception of training missions, which disable certain actions), but they can be individually modified to change the AI in any mission.
Below is a complete list of "messages" as the exe calls them
I have no idea how to arrange this, or what to call properties vs their "answers", especially the ones that can be used as both
Property | Action |
---|---|
Debug_DestroyAll
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ClearRemovePathComplete
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ClearRemovePath
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ClearInitialComplete
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ClearInitial
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ClearBuildingComplete
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ClearBuilding
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UpgradeComplete
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Upgrade
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GenerateFromCryOreComplete
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GenerateFromCryOre
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GenerateCrystalAndOreComplete
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GenerateCrystalAndOre
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TrainComplete
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Train
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BuildPathComplete
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BuildPath
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ReduceSelection
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CollectTool
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FollowAttack
|
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ManSelectedAndMonsterClicked
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GetIn
|
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AttackBuildingComplete
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AttackBuilding
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PickRandomFloorComplete
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PickRandomFloor
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GatherRockComplete
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GatherRock
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GenerateRockMonsterComplete
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GenerateRockMonster
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ClearFallInComplete
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ClearFallIn
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ClearComplete
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Clear
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CollectOreComplete
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CollectOre
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GenerateOreComplete
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GenerateOre
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CrystalToRefineryComplete
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CrystalToRefinery
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CollectCrystalComplete
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CollectCrystal
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GenerateCrystalComplete
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GenerateCrystal
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RockFallComplete
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RockFall
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ReinforceComplete
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Reinforce
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RepairComplete
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Repair
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DigComplete
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Dig
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PlaySample
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TopView
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TrackObject
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FirstPerson
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UserGoto
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RockMonsterGotoComplete
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RockMonsterGoto
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Goto
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Deselect
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ClearSelection
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Selected
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Select
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Null
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Properties
Property | Action |
---|---|
DigComplete
|
Defines what to do after a Rock Raider has finished digging a wall. It is usually set to RockFall .
|
GatherRockComplete
|
Defines what to do after a monster has gathered a boulder. It is usually set to AttackBuilding .
|
GenerateRockMonsterComplete
|
Defines what to do after a monster has emerged. |
Messages
Property | Action |
---|---|
GenerateRockMonster
|
Causes a monster to emerge. The location is completely random on any valid wall (not a corner, not solid rock, and not blocked by water, lava, or a building) rather than defined by the emerge map. |