PTL file

From RRU Knowledge Base

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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. 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 AI 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

Property Action
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

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 sock, and not blocked by water, lava, or a building) rather than defined by the emerge map.