-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathCrudeDocumentation.txt
83 lines (67 loc) · 3.22 KB
/
CrudeDocumentation.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
/*
SIDE1 and SIDE2 are determined by CombatantsPreset in params.
Presets
0 [WEST, EAST]
1 [WEST, RESISTANCE]
2 [EAST, RESISTANCE]
WHEN WL2_sectorUpdateInProgress == TRUE (The following 3 values are being updated)
WL2_sectorsArrays = [ [Side 1: SectorListInfo ], [Side 2: SectorListInfo] ];
WL2_sectorsArray = [ PlayerSide: SectorListInfo ]
WL2_sectorsArrayEnemy = [ OppositeSide: SectorListInfo ]
SectorListInfo: Structure
0 _owned = sectors with the same side
1 _available = sectors you are capable of attacking (enemy sectors linked to an owned sector (Which is linked to base))
2 _linked = sectors that are linked to base
3 _unlocked = previously owned sectors
4 _income = total income from all sectors
5 _services = all available services
6 (_owned - _linked) = disconected bases
7 (_unlocked - _owned - _available) = 'back cappable' bases. (Bases you can seize, that you can't directly attack).
WL2_currentTarget_SIDE1 = Sector currently attacked by SIDE1
WL2_currentTarget_SIDE2 = Sector currently attacked by SIDE2
WL2_base1 = preset sector for base
WL2_base2 = preset sector for base
WL_BASES = [WL2_base1, WL2_base2]
WL2_allSectors = all available sectors
Sector: Structure
Type: "Logic" (GameLogic)
Variables:
WL2_owner - SIDE (who owns the sector)
WL2_originalOwner - SIDE (original owner)
WL2_previousOwners - [SIDE] (Array of sides)
WL2_name - String - name of sector
WL2_connectedSectors - [Sectors] (Array of sectors)
WL2_revealedBy - [SIDE] (Array of sides)
WL2_zoneRestrictionTrgs - [TriggerSide1, TriggerSide2] (Array of two triggers to detect each player side) [ZoneRestriction]
WL2_seizeControlTrgs - [TriggerSide1, TriggerSide2] (Array of two triggers to detect each player side) [SeizingTriggers]
WL2_detectionTrgs - [TriggerSide1, TriggerSide2] (Array of two triggers to detect each player side) [FogOfWar]
Element Type: "Trigger" (EmptyDetector)
WL2_handledSide - Side it handles
WL2_sector - Sector it handles
WL2_vehiclesToSpawn - [Array of arrays of vehicle info]
Element Structure: [typeOf _vehicle, position _vehicle, direction _vehicle, locked _vehicle. [Array of Waypoints] ];
WL2_agentGrp - Civilian Logic for creating a map icon I believe?
WL2_canBeBase - Boolean
WL2_services - ["A", "H", "W"] (Air, Helipad, Water) -> (Runway, Helipad, Harbour)
WL2_fastTravelEnabled - Boolean
WL2_markers - 3 Markers,
0 Base Icon
1 Base Area
2 Base Zone Restriction
(Tagless Variables)
objectArea - [sidea, sideb, angle, isRectangle] (array of params copied from setTriggerArea)
objectAreaComplete - Adds position to 'objectArea' to allow use with 'inArea'
Initialized Here: _sector setVariable ["objectAreaComplete", [position _sector] + (_sector getVariable "objectArea")];
[init field in editor]
border - zone restriction 'buffer'
funds - cp/min
size - size of sector (side of square)
service_helipad - helipad or nah
service_runway - runway or nah
server_harbour - harbour or nah
fasttravelenabled - ft of nah
locationname - boolean, not sure
seizingtime - time to seize
name - name of sector
side - default side
*/