There are a bunch of minor discoveries I've made that don't warrant a topic in themselves but could still be good to have written down somewhere. Instead of posting in this topic each time I make a single find. I'll probably just edit the topic. If I make something significant I might post.
Greenish = Changed since last update
Things that Work that aren't NERPs:
An ObjectList.ol does not require Object1 { ... Object2 { .... etc. You can use any names you like. This is very handy when trying to work out exactly which object is a STT and which is a RR and which is driving which; you can instead write SmallTransportTruck { .... and Driver1 {...
No clue how Map Creator handles this though.
Erosion is able to erode water, but in the process of doing so the tile is unselectable (likely because water is unselectable)
Don't Panic's OL contains a commented out Electric Fence in a curious manner (a commented out name). Normally if you have an invalid name the game crashes upon loading that level.
Things that Work that are NERPS:
Using GetFenceIconClicked as a proxy to fences on level, you can tie slug spam to fence number.
Another slug script idea could be "every time you teleport down anything, slugs come at you?" However not everything is covered by this; eg there is GetSmallDiggersOnLevel but no GetSmallTrucksOnLevel (or commands to that effect). This'd work by:
If you have no Power Paths or vehicles or anything the game will fail the level for you; no NERPs commands needed! Also if you have no oxygen the game will also fail you.
List of ways in which to nerf Electric Fences:
- give them an OxygenCoef
- give them a HealthDecayRate so they teleport up
- give them an absurd amount of dependencies so they're only teleportable lategame
Using NERPs scripting to pave over a slug hole with a path at the start of a level can allow for hitherto undetected slugs to come out beneath your base. This'll come in handy when I remake Back to Basics
Should really get around to an .ae file guide and Editing .lws with Notepad
Things that Don't Work:
SetTutorialBlockIsPath and SetTutorialBlockIsGround do not change lava. This is a shame, as I was hoping to be able to pave over lava using this command when a Tunnel Transport was on that tile after having been over water. Oh well (Can Cyrem change this for Community Edition?)
While any vehicle (or anything) is carrying ore (or crystals), it is unable to drill or clear rubble.
General Musings:
When in 1st person, debug key Z plays the Sandwich animation. Can I point this to the fire-laser animation? Or can Cyrem use exe editing to point this to the Fire activity, thus creating a way in which you can manually shoot RMs yourself?
RechargeTime of Electric Fences clearly does something, as I've seen RMs walk through a fence then get zapped. Is this actually working as intended? And is there any visual indicator of this at all?
Why is half the stuff in WeaponTypes damages of 0.1 ? Is that fraction of total health? Or just 0.1 damage?
STOP doesn't always do what it should (send the Nerps script up to the top). I have yet to look into this but my current theory is that it has something to do with commands being below the Stop... must look into this further, as well as see what a decompilation spits out.
RMs are affected by Disappearing Raiders, but slugs are not. This means RMs use a fundamentally different AI to slugs.
As I said in the introduction, I'll update this topic whenever.
(Last Update: originally posted 15/4/19)
(2/07/19 - erosion erodes water)