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Mod Rules
marcushutchings edited this page Aug 2, 2023
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Mod Rules can be used to configure the behaviour of the simulation systems within the engine. As they get added to the engine they will be documented here.
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int movement.groundUnitCollisionAvoidanceUpdateRate
use to control the rate in sim frames that ground/sea units update their unit collision avoidance vectors. A lower number will increase CPU load, but improve reaction time of collision avoidance.Default = 3
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float movement.maxCollisionPushMultiplier
use to restrict the maximum distance, relative to a unit's max speed, a unit can be pushed as a result of collision deconfliction in a single frame. Setting to1
cuts down the ability of many fast units pushing a slow unit faster than it should go.Default = infinity
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int movement.unitQuadPositionUpdateRate
use to control the rate in sim frames that a unit's position in the quad grid is updated. A lower number will increase CPU load, but increase accuracy of collision detection.Default = 3
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bool system.enableSmoothMesh
use to enable/disable the SmoothGroundMesh, often used to help aircraft navigate drastic changes in terrain.Default = true
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int flankingBonus.defaultMode
use to specify the method of flanking bonus to apply for units. Set to zero to deactivate flanking bonus.default = 1
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float flankingBonus.defaultMax
use to specify the maximum damage bonus used by the flanking bonus (unless overriden at unit def level.)default = 1.9
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float flankingBonus.defaultMin
use to specify the minimum damage bonus used by the flanking bonus (unless overriden at unit def level.)default = 0.9
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int system.quadFieldQuadSizeInElmos
use to adjust the size (in Elmos) of the quads used for grouping objects for collision detection. Objects get registered in all quads they overlap, so you want to avoid making the quads too small. Also, the collision queries have to assess all unique units that come up in all quads that overlap a collision query area, so the larger the quad size the more unwanted objects that will have to be checked.default = 128
Mod Rules for debugging purposes: (removed in next engine release after 1821)
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bool system.pfForceSingleThreaded
use to force pathing system to send pathing requests single threaded. This is for debugging purposes.Default = false
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bool system.pfForceUpdateSingleThreaded
use to force pathing vertex updates to be processed single threaded. This is for debugging purposes.Default = false
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bool movement.forceCollisionsSingleThreaded
use to force collisions system to use only a single thread. This is for debugging purposes.Default = false
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bool movement.forceCollisionAvoidanceSingleThreaded
use to force collision avoidance system to use only a single thread. This is for debugging purposes.Default = false