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marcushutchings edited this page Dec 15, 2022 · 20 revisions

Mod Rules can be used to configure the behaviour of the engine. As they get added to the engine they will be documented here.

  • 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
  • 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 to 1 cuts down the ability of many fast units pushing a slow unit faster than it should go. Default = infinity
  • 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
  • bool system.enableSmoothMesh use to enable/disable the SmoothGroundMesh, often used to help aircraft navigate drastic changes in terrain. Default = true
  • int flankingBonus.defaultMode use to specify the method of flanking bonus to apply for units. Set to zero to deactivate flanking bonus. default = 1
  • float flankingBonus.defaultMax use to specify the maximum damage bonus used by the flanking bonus (unless overriden at unit def level.) default = 1.9
  • 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:

  • bool system.pfForceSingleThreaded use to force pathing system to send pathing requests single threaded. This is for debugging purposes. Default = false
  • bool system.pfForceUpdateSingleThreaded use to force pathing vertex updates to be processed single threaded. This is for debugging purposes. Default = false
  • bool movement.forceCollisionsSingleThreaded use to force collisions system to use only a single thread. This is for debugging purposes. Default = false
  • bool movement.forceCollisionAvoidanceSingleThreaded use to force collision avoidance system to use only a single thread. This is for debugging purposes. Default = false