risingstar64 Posted September 13, 2016 Share Posted September 13, 2016 Hey guys, quick question: is the land-slide frequency for each block stored in the Fallin Map file? I imagine this is the case given that levels 2 and 3 have a fall.map, while level 1 does not, but the wiki page seems to suggest that the fallin map only relates to cave-ins, and creates a clear distinction between cave-ins and land-slides. Sorry for asking such a simple question; normally I would do more research myself, but at the moment I am somewhat pressed for time, so if any of the more experienced modders here could fill me in at some point it would be much appreciated. Thank you! Link to the relevant wiki page for reference: http://www.rockraidersunited.com/oldwiki/index.php?title=Fall.map Link to comment Share on other sites More sharing options...
Cirevam Posted September 13, 2016 Share Posted September 13, 2016 I believe there are CFG parameters that control them. From Level09, Frozen Frenzy: Fallinmultiplier 20 NumberOfLandSlidesTillCaveIn 6 NoFallins TRUE SafeCaverns FALSE From Level02: Fallinmultiplier 30 NumberOfLandSlidesTillCaveIn 4 NoFallins TRUE I believe landslides occur randomly and fallins are the huge ones that are defined in the fall.map file, but it's been a long time. Try messing with these parameters. I think SafeCaverns TRUE turns off all landslides for the level. Lair and risingstar64 2 Link to comment Share on other sites More sharing options...
risingstar64 Posted September 13, 2016 Author Share Posted September 13, 2016 Ahh, so landslides and cave-ins are both defined by the fallin map, with cave-ins occurring after each set number of landslides as determined by the level config file. Thanks for the clarification Cirevam! I might take some minor liberties on this one when converting the level files for use in my remake, as I feel like having cave-ins occur after a consistent number of landslides may start to feel predictable after awhile, but I'll see how things play out first. Link to comment Share on other sites More sharing options...
aidenpons Posted September 13, 2016 Share Posted September 13, 2016 6 hours ago, Cirevam said: I believe there are CFG parameters that control them. From Level09, Frozen Frenzy: Fallinmultiplier 20 NumberOfLandSlidesTillCaveIn 6 NoFallins TRUE SafeCaverns FALSE From Level02: Fallinmultiplier 30 NumberOfLandSlidesTillCaveIn 4 NoFallins TRUE I believe landslides occur randomly and fallins are the huge ones that are defined in the fall.map file, but it's been a long time. Try messing with these parameters. I think SafeCaverns TRUE turns off all landslides for the level. Quite correct - it's been a short-ish time for me. Landslides are defined in Fall.map . The number on the square is the probability it will be a landslide. Fallins are solely defined in the .cfg. These can appear at any wall that isn't Solid Rock and is straight (as opposed to a corner). Keep in mind this includes Recharge Seams, so I tend to have NoFallins TRUE to stop my Recharge Seams avalanching on me (always a pain, as you can't do anything about it - well, you can block off 5/6 of the squares with the square Power Path for buildings. SafeCaverns turns off ALL bits of rock falling off walls. NumberOfLandSlidesTillCaveIn does ExactlyWhatItSaysOnTheTin. A cave-in is always the 3x2 area in front of the wall (three across, two out). After so many landslides/fallins, landslides/fallins will become 6 squares instead of one. If you don't give the game a Fall.map it shouldn't crash - you'll have no landslides. You will have fallins. If you press F6 (& have Debug Keys enabled) you will turn off fallins but not landslides - helpful when your Recharge Seam is avalanching all over Rock Raider HQ. risingstar64 1 Link to comment Share on other sites More sharing options...
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