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Mod Rules
marcushutchings edited this page Dec 15, 2022
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Mod Rules can be used to configure the behaviour of 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
Mod Rules for bugging purposes:
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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