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Progression

devyndamonster edited this page Mar 30, 2021 · 1 revision

Progression

Progressions contain properties relating to the holds, supply points, and patrols of each level. Generally, there is only one progression entry in the Progressions[ ] list, and then entries in the Levels[ ] list is where the actual level-by-level properties are set.

Inside a progression entry is the following:


Levels[ ]

Type: List<Level>

The list of levels that the character will go through (in order)


Inside a level entry is the following:


NumOverrideTokensForHold=

Type: Int

The number of tokens the character is rewarded for completing the levels TakeChallenge{ }


@AdditionalSupplyPoints=

Type: Int

The number of additional supply points that will be spawned on top of the normal amount


TakeChallenge{ }

Type: TNH_TakeChallenge

An object with properties for the defenses that are spawned at a hold point


HoldChallenge{ }

Type: TNH_HoldChallenge

An object with properties for holding the hold point, such as encryptions and attacking waves


SupplyChallenge{ }

Type: TNH_TakeChallenge

An object with properties for defenses spawned at supply points


PatrolChallenge{ }

Type: TNH_PatrolChallenge

An object with properties for patrols that spawn


TrapsChallenge{ }

Type: TNH_TrapsChallenge

An object with properties for... traps? I didn't know TNH had traps, but it's here, and you should still declare it just in case

Take Challenges

The TakeChallenge{ } object is used for both defenses spawned at hold points, as well as defenses spawned at supply points. It has the following properties:


NumGuards=

Type: Int

Sets the number of defending sosigs that will spawn


NumTurrets=

Type: Int

Sets the number of defending turrets that will spawn


IFFUsed=

Type: Int

Sets the team that spawned defenders will be on. Default is 1, and the players IFF is 0.


TurretType=

Type: String (Enum)

Sets the type of turrets that will spawn as defenses

Options:

  • SMG
  • FLAK
  • Machinegun
  • Flamethrower
  • Suppression

GID=

Type: String (Enum)

Sets the type of sosig defenders that will spawn

Options:

Hold Challenges

The HoldChallenge{ } object holds properties such as what encryptions spawn, how many encryptions spawn, and what the attacking waves are. The hold challenge object itself only has one property: a list called Phases[ ]. The player will go on to complete each phase in order to complete the hold challenge.

Inside a hold challenge is the following:


Phases[ ]

Type: List<Phase>

The list of hold phases the character will go through (in order)


Inside a hold phase is the following:


Encryption=

Type: String (Enum)

The type of encryption that will spawn during this phase

Options:

  • Static
  • Hardened
  • Swarm

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