Difference between revisions of "PTL file"

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==Properties==
==Properties==
===DigComplete===
===DigComplete===
The <code>GatherRockComplete</code> property defines what to do after a [[Rock Raider]] has finished digging a wall. It is usually set to <code>RockFall</code>
The <code>DigComplete</code> property defines what to do after a [[Rock Raider]] has finished digging a wall. It is usually set to <code>RockFall</code>
 
===GatherRockComplete===
===GatherRockComplete===
The <code>GatherRockComplete</code> property defines what to do after a Monster has gathered a boulder. It is usually set to <code>AttackBuilding</code>.
The <code>GatherRockComplete</code> property defines what to do after a Monster has gathered a boulder. It is usually set to <code>AttackBuilding</code>.

Revision as of 13:08, 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.

One of several Level Files located in a Mission's level folder, the PTL File controls the Artificial Intelligence of the Rock Raiders. It designates what actions the Rock Raider is capable of doing, and the default order of preference. Every Game Level uses basically the same contents. Tutorial Levels, however, disable certain actions by not including them in the PTL file. It is suggested that you leave this file alone, as it can seriously and adversely affect the behavior of the Rock Raiders.

Further research has revealed that it not only controls the Artificial Intelligence of the Rock Raiders, but also of other creatures. It even is possible to alter game events using the PTL File. Such as clearing Rubble causing Rock Monsters to emerge.

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

  • Debug_DestroyAll
  • ClearRemovePathComplete
  • ClearRemovePath
  • ClearInitialComplete
  • ClearInitial
  • ClearBuildingComplete
  • ClearBuilding
  • UpgradeComplete
  • Upgrade
  • GenerateFromCryOreComplete
  • GenerateFromCryOre
  • GenerateCrystalAndOreComplete
  • GenerateCrystalAndOre
  • TrainComplete
  • Train
  • BuildPathComplete
  • BuildPath
  • ReduceSelection
  • CollectTool
  • FollowAttack
  • ManSelectedAndMonsterClicked
  • GetIn
  • AttackBuildingComplete
  • AttackBuilding
  • PickRandomFloorComplete
  • PickRandomFloor
  • GatherRockComplete
  • GatherRock
  • GenerateRockMonsterComplete
  • GenerateRockMonster
  • ClearFallInComplete
  • ClearFallIn
  • ClearComplete
  • Clear
  • CollectOreComplete
  • CollectOre
  • GenerateOreComplete
  • GenerateOre
  • CrystalToRefineryComplete
  • CrystalToRefinery
  • CollectCrystalComplete
  • CollectCrystal
  • GenerateCrystalComplete
  • GenerateCrystal
  • RockFallComplete
  • RockFall
  • ReinforceComplete
  • Reinforce
  • RepairComplete
  • Repair
  • DigComplete
  • Dig
  • PlaySample
  • TopView
  • TrackObject
  • FirstPerson
  • UserGoto
  • RockMonsterGotoComplete
  • RockMonsterGoto
  • Goto
  • Deselect
  • ClearSelection
  • Selected
  • Select
  • Null


Properties

DigComplete

The DigComplete property defines what to do after a Rock Raider has finished digging a wall. It is usually set to RockFall

GatherRockComplete

The GatherRockComplete property defines what to do after a Monster has gathered a boulder. It is usually set to AttackBuilding.

GenerateRockMonsterComplete

The GenerateRockMonster property defines what to do after a Monster has emerged.

Messages

GatherRock

GenerateRockMonster

The GenerateRockMonster property causes a Monster to emerge. The location is completely random on any valid wall (not a corner, not Solid Rock, without water, lava, or a building in front of it) rather than defined by the Emerge map.

RockFall

The RockFall property causes a rock fall animation to play.