PTL file

From RRU Knowledge Base
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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.

List of properties

These probably need to be sorted by whether they can be used as expressions or responses, but it's sorta ambiguous about whether any are actually limited like that or it's just heavily situational.

Property Effect
AttackBuilding
AttackBuildingComplete
BuildPath
BuildPathComplete
Clear Defines what to do when a Rock Raider wants to clear rubble.
ClearBuilding
ClearBuildingComplete
ClearComplete Defines what happens when a Rock Raider finishes shoving rubble. This occurs four times for each pile of rubble.
ClearFallIn
ClearFallInComplete
ClearInitial
ClearInitialComplete
ClearRemovePath
ClearRemovePathComplete
ClearSelection
CollectCrystal This property must be listed as both an expression and an action for the game to properly function.

If this property is not defined as an expression, a Rock Raider tasked with collecting an energy crystal will instead grab the nearest Rock Raider (or himself if no others are nearby) and deposit him into a Tool Store or Power Station (surprisingly, this will not crash the game).

CollectCrystalComplete Unknown, seems to have no effect. Would likely define what happens when CollectCrystal has completed.
CollectOre
CollectOreComplete Unknown, seems to have no effect. Would likely define what happens when CollectOre has completed.
CollectTool
CrystalToRefinery
CrystalToRefineryComplete
Debug_DestroyAll
Deselect
Dig Defines what to do when a wall is ordered to be drilled or a Rock Raider is ordered to drill a wall. If this is set to anything other than Goto, Rock Raiders will not drill walls. However, if the Rock Raider ordered to drill is standing on the ground block immediately in front of the wall in question, this property's defined action will be ignored and the Rock Raider will drill the wall normally.
DigComplete Defines what happens when a Rock Raider has finished drilling a wall. It is usually set to RockFall.
FirstPerson

Setting this property's action to Goto will crash the game when attempting to enter eye or shoulder view.

FollowAttack
GatherRock
GatherRockComplete Defines what to do after a monster has gathered a boulder. It is usually set to AttackBuilding.
GenerateCrystal Causes an energy crystal to be spawned at that location, if possible.
GenerateCrystalAndOre Causes an energy crystal and a piece of ore to be spawned together at that location, if possible.
GenerateCrystalAndOreComplete Defines what happens after GenerateCrystalAndOre has completed
GenerateCrystalComplete Defines what happens after GenerateCrystal has completed.
GenerateFromCryOre Spawns materials defined at that location in the CryOre map, if any.
GenerateFromCryOreComplete Defines what happens after GenerateFromCryOre has completed.
GenerateOre Causes a piece of ore to be spawned at that location, if possible.
GenerateOreComplete Defines what happens after GenerateOre has completed.
GenerateRockMonster Causes a monster to emerge. The location is usually completely random on any valid wall (not a corner, not solid rock, not reinforced, and not blocked by water, lava, or a building) rather than defined by the emerge map. This is not always the case though; e.g. if set as a definition to Reinforce, the monster will emerge at the wall ordered to be reinforced.
GenerateRockMonsterComplete
GetIn
Goto
ManSelectedAndMonsterClicked
Null Causes there to be no effect.
PickRandomFloor
PickRandomFloorComplete
PlaySample
ReduceSelection
Reinforce Defines what to do when a wall is ordered to be reinforced.
ReinforceComplete Unknown, seems to have no effect. Would likely define what happens when Reinforce has completed.
Repair
RepairComplete
RockFall
RockFallComplete
RockMonsterGoto
RockMonsterGotoComplete
Select
Selected
TopView
TrackObject
Train
TrainComplete
Upgrade
UpgradeComplete
UserGoto