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objectConstruction

(NEW) This feature is valid for Expeditions only.

Overview

The objectConstruction substage corresponds to an assignment where the player needs to deliver to the particular zone(s) any of the following:

  • An Inventory Item of the particular type, in any necessary amount.
  • The particular amount of Fuel.
  • The particular amount of Repair parts.

NOTE 1: This substage may have multiple target zones for the delivery of items. These zones correspond to records in the zoneToFill list.

NOTE 2: You can setup a delivery of all objects listed above by filling in the corresponding fields. Or, you can set up the delivery of only the particular objects. For example, if you want the player to deliver only Fuel, specify non-zero amount in the fuelNum field and leave repairsNum as zero and inventory as null.

This delivery is frequently tied to some object being "built" or "installed" on the map, which is reflected in the name of this substage. This "construction" is configured using the Model Building Settings section of this substage. However, this "construction" is optional and the delivery will work without it.

Setup

After selecting the appropriate settings type, the objectConstruction section will contain the following settings:

  • notification section – (Optional; Currently does not work.) Settings of the notification displayed to the player upon accomplishing the whole substage. See Notifications for details.

  • zoneToFill list – The list of zone-related assignments. At least one record in this list is required. If you add multiple records to this list, the player will need to deliver items to all of these zones, in any order, with the particular items to be delivered specified on the per zone basis.

    • [0], [1], [2], etc. – The record of the particular zone-related assignment.

      • OptionalToPerform(Optional) Enabling this option will mark this substage as optional. By default, this option is disabled and the substage is required. See Optional Substages for details.

      • uiDesc – The name of the substage that will be displayed in the UI of the game.

      • repairsNum(Optional) The amount of Repair parts that needs to be delivered to the target zone. For example, for repairing some object.

      • fuelNum(Optional) The amount of Fuel that needs to be delivered to the target zone. For example, for refueling some machinery.

        NOTE: At least one field from repairsNum, fuelNum and inventory (see below) must be filled in to specify the item that needs to be delivered.

      • notification(Optional) The notification to be displayed after completion of this zone-related assignment of the substage. See Notifications for details.

      • Fake Zones(Optional) The list of initially possible, but, after exploration, unsuitable zones for the execution of this assignment. See Fake Zones for details.

      • globalZoneId – The target zone where the specified item(s) (repairsNum, fuelNum, and/or inventory) need to be delivered.

      • radiusSett(Optional) The radius of the Zone Search Area where you want the player to search for the target zone, if you do not want to give the player its explicit location. See Zone Search Area for details.

      • inventory(Optional) Settings of the Inventory Item that needs to be delivered. If necessary, can be left as null, in this case – the player will be delivering only Repair parts (repairsNum, see above) and/or Fuel (fuelNum, see above). If inventory is filled in, it contains the following settings:

        • Type (will be renamed to Inventory Type to bring) – The type of Inventory Item to be delivered. One of the predefined types of inventory items should be selected here. For the full list of these types, see Appendix: Types of Inventory Items.

        • Inventory Id to bring (Currently not added, will be added soon)(Optional) The identifier of the particular Inventory Item that needs to be delivered. For example, Anchor and Removable Anchor have the same Inventory Type to bring and can be distinguished only by their identifiers. The identifier of the custom inventory item can be also specified here, if you want to use it as a linked mod.

          NOTE: For the system, the specified identifier (Inventory Id to bring) of the item will have more priority than its type (Inventory Type to bring). However, if identifier will be not specified, the necessary item will be selected based on the specified type.

        • Amount – The amount of the specified inventory item to be delivered.

      • Model Building Settings (Depened On Cargo) – the settings of the model that will change its visual state (e.g., it will be "built" or "installed") when the required items will be delivered to the target zone. See Model Building Settings for details.

      • additionalUnloadZones – the list of additional zones where the required items may be delivered (instead of the main target zone). In the original game, this setting was typically used for bridges that can be "built" from two opposite sides and, correspondingly, have two delivery zones.

      • modelPlacementZones – the list of zones that will block the delivering of the items and, if configured, "building" of the model if there is a truck in one of these zones. Sometimes these zones may be necessary to avoid clipping and visual artifacts when you are "building" something.

Additional Info

If necessary, items may be delivered and, if configured, corresponding objects may be "built" even without the objectConstruction substage.

I.e., you are able to configure the separate zone on the map that will not be tied to any objectives, but will wait for some items to be delivered and will be "building" something.

See Object Construction In Zone zones for details.