GameData_ChainedPuzzleDataBlock_bin.json (filled)
Defines Chained Puzzle settings (e.g. Security Door alarm).
The Alarm name. For example, Class S Surge Alarm
Whether to trigger alarm when the puzzle starts. Typically set to false
for scans without an alarm and enemy wave.
However, you can set this field to true
even if you don't specify the enemy wave for the puzzle via the following fields. In that case, there will still be alarm sound but no enemy waves.
Determine how the wave spawns. You set this field to make the wave either a relatively regular, surge, diminished, or ://ERROR! alarm wave.
You may take those wave settings already available in the vanilla datablocks into good use.
Determine what type(s) of enemy would spawn.
How many areas away from players should enemies spawn, with 2
being the default value if left unset.
Used in R7 to prevent enemy waves spawning too far away from the scan zone.
Specify whether to stop the wave after Chained Puzzle Completion. Typically set to false
for ://ERROR! alarm.
Whether to use random position for each scan. Usually set to true
.
By setting this field to false
, the scan position for each puzzle would be relatively static, i.e. it's not static all the time.
As explained by the field name :)
Also as explained by the field name :)
Determines the count and types of scans.
If set to true
, the HUD won't show up if you are a certain distance (seems to be 25m) away from the scan.
Typically set to false
for regular scan, and true
for extraction scan.
Alarm sound when the puzzle starts. Changing the sound properly may give the scan a different impression.
Usually this sound starts the alarm sound loop.
Referenced to SoundID.
Alarm sound when the puzzle stop. Could use this field to set the ambient ERROR alarm sound.
Usually this sound stops the alarm sound loop. If not set correctly, the alarm sound can go on forever.
Referenced to SoundID.