LEGO Worlds
LEGO Worlds |
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Developer: TT Games This game has unused playable characters. |
LEGO Worlds is a procedurally generated sandbox game, commonly referred to as LEGO's answer to Minecraft. It was the first LEGO game to be released through early access in 2015, it had a full multi-platform release in 2017, and continued to get support through free content updates and paid DLC until 2019.
The LEGO Movie 2 Videogame would re-use gameplay elements from this game, therefore making it sort of a spiritual successor.
Contents
Unused Graphics
E3 Demo Screen
THANKSFORPLAYINGE3_DX11.TEX
A leftover thank you screen from a demo at E3 2016 or 2017.
Unused UI
Item Categories
There are textures for item sub-categories, but in the final game they can only be shown all at once.
ICON_BUCKETDLCVEHICLES_DX11.TEX
An unused category for vehicles specifically from DLC. In the final game they are sorted into existing categories.
Themed Prop Categories
Similarly, icons for Nexo Knights, Classic Space, Ninjago, and City themed props are leftover in the files, but in the final game they are sorted into pre-existing categories.
Unused Frame
A test version of a UI frame is leftover.
Unused | Final |
---|---|
Beta Leftovers
There are leftover UI elements from the early access version.
Unused Icons
TRADER_DX11.TEX
The Trader icon is technically used, but it's always hidden by the symbol.
HOTAIRBALLOON_DX11.TEX
The hot air balloon vehicle cannot be piloted by the player so the icon goes unseen.
ICON_PHOTOGRAPH_DX11.TEX
In quests where you take a photo, the player gives the mission NPC a "photograph" item. It can't be selected by the player so the icon goes unused.
ICON_BLUEPRINT2X2_DX11.TEX
When an NPC gives the player a brick build, they give you a blueprint item that cannot be selected normally.
ICON_UMBRELLA_DX11.TEX
The player can use the umbrella to glide as a default ability, and it can't be selected as an item, leaving the icon unused.
ICON_WORM_DX11.TEX
An icon for a worm item.
ICON_CHESTPADLOCK_DX11.TEX
An icon for a chest padlock. You can't hold a padlock as an item, so the icon goes unused.
BENNY_DX11.TEX
An unused icon for Benny from the LEGO Movie is in the ADDITIONALCONTENT/2017_CLASSICSPACE/ICONS/CHARACTERS folder. Benny was not included within the DLC, only a generic blue spaceman.
Alternate Icons
Icons that are slightly different compared to the final used icons.
Unused Characters
DISCODUDE
The disco dude from the minifigures theme. In the COLLECTION.TXT file, it's listed with seasonal characters, meaning he was intended to be released in the showcase at some point.
MRGOLD
Mr. Gold, also from the minifigures theme.
NYA
A not-movie version of Nya. In the COLLECTION.TXT file, its grouped with Master Chen, Anacondrai, and the Nindroid characters.
MASTERWU
A not-movie version of Master Wu. Also grouped with Nya.
ROMANEMPEROR
A character that was going to be a part of the Ancient Rome builds.
HELIPILOT
A character from the Dino theme. The baldness seems to be a glitch, as the minfigure it's based on has a helmet with goggles.
CAMPLEADER
A character that could have been included in the campsite brick build.
CONSTRUCTION_F
A female version of the male construction worker. It can be recreated with the existing pieces in the game.
BARBER
A barber that would've fit perfectly in the barbershop brick build, but for whatever reason wasn't included.
BARISTA
A character that would've fit in with the Coffee Shop brick build.
PARAMEDIC
A character that could've been included in the hospital brick build but wasn't.
Troublemakers
The troublemakers are unplayable. The green Troublemaker can be seen on the minimap, but the blue and orange troublemakers never appear in the final game.
Character Leftovers
LEGO Friends Characters
The unused LEGO Friends characters, Kate, Olivia, and Stephanie were present in the early access version of the game, but only have the textures leftover in the final version.
OLIVIA_BODY_DX11.TEX
KATE_BODY_DX11.TEX
STEPHANIE_BODY_DX11.TEX
They are shown at 0:27 in this video:
TOURIST_M and TOURIST_F
Unused tourist characters.
BIKER_F
An unused female version of the biker, which is also duplicated within the files as OUTLAW_F.
WEREWOLFFEMALE
At one point there was going to be a female werewolf, going by this torso texture leftover.
YETIFEMALE
A female Yeti character has voice lines leftover in AUDIO/VO/VOX/YETIFEMALE.
City Jungle Explorer Characters
There are unused torso textures for characters from the jungle explorer theme, but the showcase builds would end up only including props.
POLICE Characters
Unused LEGO City characters.
COLLECTION.TXT
// Hiding some to help m/f balance ;collect "Police_60069_B" locked buy_in_shop 3000 owning_set_path "icons/hud/logo_city.tex" customiser_parts ;collect "Police_60069_D" locked buy_in_shop 3000 owning_set_path "icons/hud/logo_city.tex" customiser_parts
SPACEFAMILY
Characters only referenced in GENERIC_BUILD_QUESTS.TXT.
//AddCharacterType SpaceFamily_Boy // Collection QuestCharacter // Weight 1.0 // WhitelistQuest "Questgiver_AllTheBuildQuests" // SpawnPriority 10.0 //EndCharacterType // //AddCharacterType SpaceFamily_Dad // Collection QuestCharacter // Weight 1.0 // WhitelistQuest "Questgiver_AllTheBuildQuests" // SpawnPriority 10.0 //EndCharacterType // //AddCharacterType SpaceFamily_Girl // Collection QuestCharacter // Weight 1.0 // WhitelistQuest "Questgiver_AllTheBuildQuests" // SpawnPriority 10.0 //EndCharacterType // //AddCharacterType SpaceFamily_Mum // Collection QuestCharacter // Weight 1.0 // WhitelistQuest "Questgiver_AllTheBuildQuests" // SpawnPriority 10.0 //EndCharacterType
Unused Creatures
Unused Vehicles
Air
HELICOPTER_5887
A vehicle from the Dino theme.
JETPACK_60077
A jetpack vehicle, which is different from the jetpack item in the final game.
60108_HELICOPTER
A fire helicopter that would end up being replaced by the helicopter included in the 2017 City Emergency showcase builds.
ARCTICHELICOPTER_60036
An Arctic helicopter with a duplicate icon, the only difference being the rear light shading.
70735_RoninREX
According to the COLLECTION.TXT file, the Ronin REX vehicle was going to be released sometime post-launch. Unfortunately only the text string is leftover.
// Ninjago ;collect "70735_RoninREX" locked buy_in_shop 25000 owning_set_path "icons/hud/logo_ninjago.tex"
Land
OFFROADER_5882
A car from the Dino theme.
ROMAN_CHARIOT
A vehicle intended for the Ancient Rome themed builds. In the final game there is only a prop of this chariot.
CAVECRUSHER_8708
A vehicle from the Power Miners theme.
60076_MOBILECRANE
A crane construction vehicle.
MOUNTAINBIKE
A bike using a modified frame piece.
BARREL
A brown barrel, presumably would've been driven by rolling on top of it.
60107_FIRETRUCK
A firetruck that is different from the truck included in the Fire Station showcase build.
60108_FIREBIKE
An unused fire department bike.
Water
JETBOAT_5883
A boat from the Dino theme.
41094_ROWINGBOAT
A pink row boat.
PIRATEBOATBROWN_6242
A brown pirate boat that's slightly different from the one in the final game.
PIRATERAFT_6240
A raft, with a crows nest a second player can sit in.
PIRATERAFT_70410
Another raft.
Unused Brick Builds
Life Of George
Amy and Kevin from the Life of George app are unused.
AMY_DX11.TEX
KEVIN_DX11.TEX
Movie Sets
Unreleased Movie Set brick builds are referenced in TEXT.CSV, being planned to release in April of an unknown year.
Name | String |
---|---|
APRIL_WEEK1_SPOOKY | Spooky Movie Set |
APRIL_WEEK2_MICROCITY | City Movie Set |
APRIL_WEEK3_SALOON | Saloon Movie Set |
APRIL_WEEK4_MARTIANLANDING | Martian Movie Set |
Unused Audio
To do: Add unused CBX voice lines |
Narrator Lines
Audio | Transcript | Note |
---|---|---|
LEGO Games Master Mode | ||
Games Master Mode - make something awesome and challenge your friends to play in it. Create a daring parkour route over a pit of lava, or a grapple gun race to the clouds. As the Games Master, so you decide on the challenge. | An unreleased challenge mode. | |
LEGO Trains | ||
Did somebody say that this is the LEGO Trains Update?! Yes, they did! It was me! What could be more exciting than riding a train around the place in LEGO Worlds? Well I'll tell you - being able to lay your own tracks in any layout you like, with unlimited amounts of track! That's what! | Narration for the trains update which would never release for the game. | |
LEGO Vehicle Builder | ||
And I thought that the LEGO Trains update was awesome. Check this out! A vehicle builder, where you can build your own vehicles! That sounds like fun, because it is. | A vehicle builder update was never released for the game. | |
LEGO Vehicles | Unknown where this was intended to be heard. | |
LEGO Switches, Levers, and Logic | Possibly an unreleased logic mode, allowing coding within worlds. | |
LEGO Movie Maker | Possibly for an unreleased machinima recording mode. A camera car was released, which might be a leftover from this. | |
LEGO Zombies | ||
Brains...brAAAAAIIIINNSS! That was a great impression wasn't it? The LEGO Zombies update is coming your way. If you love your zombies then you're sure to love these, er, zombies. Good luck and try not to let them bite you too much when you get to the LEGO Zombies Theme World on the Galaxy Map. | A zombie update was never released, although it's possible it evolved into the Monsters DLC. | |
LEGO City Emergency | ||
LEGO City | ||
The LEGO City update brings you additional Gold Bricks, new characters, vehicles and items, and guess what? Even a LEGO City! Look out for the Theme World on the Galaxy map where you can enjoy all the lovely new content. | LEGO City content ended up being released under showcase builds, instead of a themed world. | |
Look at this place - an entire world in a state of emergency. No time to delay, get out there and use your builder skills to help out the citizens of LEGO City! | Intro narration for the LEGO City World. | |
LEGO City: Jungle Explorers | ||
The LEGO City: Jungle Explorers update is here! With new characters, vehicles and creatures to play with in a fantastic Theme World. Look out for it on the Galaxy Map! | Only showcase builds were released for the theme. | |
LEGO NEXO Knights | ||
The LEGO NEXO Knights update contains some fantastic NEXO Knights characters - both good and bad, some cool vehicles and special weapons. Look out for the Theme World on the galaxy map - this is where you'll start your NEXO Knights adventure! | All the characters, vehicles, and weapons were released but as a part of the showcase builds. | |
LEGO Ninjago | ||
LEGO Ninjago Movie | ||
Swords, fighting, darting around the place, masks, sneaking up on people, and of course, big eyebrows. Yes, you've got it - this must be the LEGO Ninjago update! The Ninjago Theme World is ready for you to explore and adventure in, on the Galaxy Map. Go kick some bad guys. | Narration for a Ninjago Update. Showcase brick builds were released for Ninjago and The LEGO Ninjago Movie themes, but no worlds. | |
LEGO Pirates | Possibly narration for a Pirates themed world. | |
Scary sequence alert! | ||
How does Superhero flight grab you? | Was possibly intended for a superhero cape item or character. | |
I've got it! A new cape! | Was possibly intended for a cape item. | |
I'm not sure this is going to end well at all. |
Unused Music
Name | Audio | Note |
---|---|---|
MX_CHASE3_03.OGG | An unused variation of the chase music. | |
MX_EVENT_CHASE_OCT16.OGG | Another unused variation of the chase music. | |
MX_Chase_01 | N/A | Only referenced in COMPOSITIONS.CFG. |
Music_Badger_PlaceholderQuiet | N/A | Ditto. |
Music_Badger_Placeholder | N/A | Ditto. |
Survivor Mode
A new mode for the game was announced at E3 2017, titled Survivor, but it unfortunately never released.
Leftovers
There are a few leftovers from the mode, one being an unused character category, aptly titled CATEGORY_CHARS_SURVIVOR.
The only character related to it is "SouwesterSailor", according to the CHARSCOLLECTIBLETAGS.CSV file.
Strings related to survivor exist in the chardata file.
CHARDATA.TXT
\\\\\\\\\SURVIVOR validate "AdditionalContent\2017_Survivor_01\Chars\Super_Character\Hat" validate "AdditionalContent\2017_Survivor_01\Chars\Super_Character\Neck_Attachment" validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Parrot_CPT_MaCaw" validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Leopard" validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Wolf" validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Lobster" validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Boar" validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Tiger" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Sail" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Teddy_Bear" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Survivor_Logo" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Items" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\WoodenBow" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\IronBow" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\CopperBow" validate "AdditionalContent\2017_Survivor_01\Chars\Misc\IslanderBow"
Unused Text
ENTITLEMENTS.XML
A file containing filenames for released and unreleased DLC.
The "Zoo" DLC was never released or announced, but graphics for it are leftover in The LEGO Movie 2 Videogame.
Strangely, the Monsters DLC pack is numbered after Survivor, and DLC_NAME01, 02, 04, and 05 are missing.
<Root> <Entitlement Name="BLUE_Pug-Z" Type="Call"> <Function Name="BLUE_Pug-Z"/> </Entitlement> <Entitlement Name="Classic Space" CornwallTag="DLC_NAME03" Type="DLC"> <ProductID>A17F8E33-D52F-430C-879A-0875C8592E98</ProductID> </Entitlement> <Entitlement Name="Monster" CornwallTag="DLC_NAME07" Type="DLC"> <ProductID>B942A340-EC03-4C69-AE35-7ACB5E902682</ProductID> </Entitlement> <Entitlement Name="Survivor" CornwallTag="DLC_NAME06" Type="DLC"> <ProductID>E79DC72F-DDB2-4453-BB30-845B84DB6D21</ProductID> </Entitlement> <Entitlement Name="Seasonal" CornwallTag="DLC_NAME08" Type="Free"> <ProductID>E1C0D84C4-4E78-4127-9BAB-5AE6A0D5BDA1</ProductID> </Entitlement> <Entitlement Name="Zoo" CornwallTag="DLC_NAME09" Type="DLC"> <ProductID>519911E1-A002-482A-BCBA-C357DD4880CA</ProductID> </Entitlement> <Entitlement Name="2017_Showcase" CornwallTag="DLC_NAME10" Type="DLC"> <ProductID>7430D539-A7C9-4236-B3EA-0D7E387CCB29</ProductID> </Entitlement> <Entitlement Name="2018_Showcase" CornwallTag="DLC_NAME11" Type="DLC"> <ProductID>6708C039-521A-45D3-9F5C-3DF67488E189</ProductID> </Entitlement> <!-- Nexo Knights related entitlement --> <Entitlement Name="ENT_Lance_Limo" Type="Box"> <Key>Key_Lance</Key> </Entitlement> <Entitlement Name="ENT_Banshee_Prison_Carrriage" Type="Box"> <Key>Key_Banshee</Key> </Entitlement> </Root>
Removed Quests
Marked off quests exist in multiple scripts.
ABILITIES.TXT
The police and fire quests ended up being used for the showcase builds.
//txt_file "abilities/Gadgets/Savanna.txt" // <- PConnor - commented out until abilities get added to this file //txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Fireman_60107.txt" //txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Firewoman_60107.txt" //txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/PoliceATVDriver.txt" //txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/PoliceGirl_60136.txt" //txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Robber_60135.txt" //txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/RomanEmperor.txt" //txt_file "abilities/Quests/CharacterUnlockQuests/Creatures/FireDog_60110.txt"
FETCHQUESTS.TXT
//ability_start "TradeShield_SwampPolice_F" //addon_start "MechQuestFetchAbility" //FetchGroup_start = "Shield_SwampPolice_F" //Weight = 1.0 //RequireItem = "Rifle" //AwardItem = "Shield" //FetchGroup_end //addon_end //ability_end //ability_start "TradePickaxe_Girl" //addon_start "MechQuestFetchAbility" //FetchGroup_start = "Pickaxe_Girl" //Weight = 1.0 //RequireItem = "Bagpipes" //AwardItem = "Pickaxe" //FetchGroup_end //addon_end //ability_end //ability_start "PirareF_CutlassFetch" // addon_start "MechQuestFetchAbility" // FetchGroup_start = "PirateFFetchCutlass" // Weight = 1.0 // Require Item = "Cutlass" // FetchGroup_end // addon_end //ability_end
HERDCREATUREQUESTS.TXT
//ability_start "HerdCreature_1_Cowboy" // addon_start "MechQuestHerdCreature" // AddCreature = "BULL_BROWN", SpawnQuantity = 2, RequestedQuantity = 3 // AddCreature = "COW_BROWN", SpawnQuantity = 1, RequestedQuantity = 3 // MinSpawnRange=4 // MaxSpawnRange=6 // CompletionRange=2 // FailRange=10 // MaxCreatureWanderRange=10 // addon_end //ability_end
LXFMLPLACEMENTQUESTS.TXT
"LXFML" is the internal name for the brick builds.
\\ability_start "LXFMLPlacement_PirateGirl_KrowsNest" \\subability_start "LXFMLPlacementQuest_SuppressAbilities" \\subability_end \\addon_start "MechQuestPlaceLXFMLImplementationAbility" \\AddLXFML_start = "PirateIsles/PLKROWSNEST.LXFML" \\OffsetX = 22 \\OffsetZ = -10 \\Orientation = W \\AddLXFML_end \\addon_end \\ability_end
PHOTOSNAPQUESTS.TXT
//ability_start "PhotoSnap_1_Octopus" // addon_start "MechQuestPhotoSnap" // LensItemName="Camera" // AddVehicleTarget="Octopus_DarkRed" // addon_end //ability_end
BUILDQUESTS.TXT
//ability_start "Build_StarterWorld_Builder60076_B_1" // addon_start "MechQuestBuildAbility" // //PerformCameraIntro // MinimumBricksRequired = 50 // BonusBricksRequired = 100 // BonusPropTypesRequired = 1 // RequiresWalls // AddRequiredPropType = "Functional/Campfire", RequestedCount = 1, RequestType = AtLeast // AddRequiredPropType = "Generic/GenDoubleSofa", RequestedCount = 3, RequestType = AtLeast // AddBonusPropType = "PirateIsles/SandCastle1", RequestedCount = 1, RequestType = AtLeast // addon_end //ability_end // Test for an ad-hoc build quest //ability_start "Build_Sheriff" // addon_start "MechQuestBuildAbility" // MinimumBricksRequired = 25 // BonusBricksRequired = 50 // PositionOffset = <-4.15f, 0.2f, -0.1f> // SizeOffset = <1.7f, 1.0f, 2.0f> // SizeIsAbsolute // //AddRequiredPropType = "Western/WesternSaloonStool", RequestedCount = 3, RequestType = AtLeast // //AddRequiredPropType = "Western/WesternSaloonTableRound", RequestedCount = 2, RequestType = AtLeast // //AddRequiredPropType = "Western/WesternStoreMilkCanister", RequestedCount = 5, RequestType = AtLeast // //AddRequiredPropType = "Western/WesternStoreBarrels", RequestedCount = 4, RequestType = AtLeast // addon_end //ability_end
Android Build Strings
Text strings leftover in TEXT.CSV relating to an Android port of the game.
Name | String |
---|---|
TT_ANDROID_BUILD_APP_NAME_BADGER | LEGO® Worlds |
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_CANCEL | Cancel |
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_CANCEL_VERIFY | Cancel Verification |
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_PAUSE | Pause Download |
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_RESUME | Resume Download |
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_RESUME_CELLULAR | Resume download |
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_WIFI_SETTINGS | Wi-Fi settings |
TT_ANDROID_BUILD_STRING_TEXT_PAUSED_CELLULAR | Would you like to enable downloading over cellular connections? Depending on your data plan, this may cost you money. |
TT_ANDROID_BUILD_STRING_TEXT_PAUSED_CELLULAR_2 | If you choose not to enable downloading over cellular connections, the download will automatically resume when wi-fi is available. |
TT_ANDROID_BUILD_STRING_TEXT_VALIDATION_COMPLETE | XAPK File Validation Complete. Select OK to exit. |
TT_ANDROID_BUILD_STRING_TEXT_VALIDATION_FAILED | XAPK File Validation Failed. |
TT_ANDROID_BUILD_STRING_TEXT_VERIFYING_DOWNLOAD | Verifying Download |
Test Levels
Test level filenames are listed in AREAS.TXT.
//------------------------------------- // TEST //------------------------------------- ////MechTEST area_start dir "Test\MECHTEST" file "MechTest" level "MechTestSys1" level "MechTestWorld" level "MechTestLoad" level "MechTestGUIBoot" level "MechTestKonstructs" hub_area test_area no_completion_points area_end ////TechTEST area_start dir "Test\TechTest" file "TechTest" level "DebCTest" level "LEGOShaderTest" test_area no_completion_points area_end ////SimulationTEST area_start dir "Test\SimulationTest" file "SimulationTest" level "ApiRope" level "DynoTest" test_area no_completion_points area_end ////ApprovalTest area_start dir "Test\PropApprovalTest" file "PropApprovalTest" level "CreatorApproval" level "Ninjago" test_area no_completion_points area_end ////ArtTest area_start dir "Test\ArtTest" file "ArtTest" test_area no_completion_points area_end ////ModelTEST area_start dir "Test\ModelTEST" file "ModelTest" level "VehicleTest" level "VehcileTest_CityNexo" test_area no_completion_points area_end ////ConstructionTEST area_start dir "Test\ConstructionTest" file "ConstructionTest" level "JLTest" test_area no_completion_points area_end
Guides & Dev Comments
Some programmers were nice enough to add guides and comprehensive comments for the other programmers within scripts.
ESCORTQUESTS.TXT
//==================================================================================================== // // FILE: Escort Quests // AUTHOR: James Sillett // EDITORS: // DATE: 2017/07/06 // DESC: Types of lead to point of interest quest // //==================================================================================================== //==================================================================================================== // USER GUIDE // // PoiType = "Cell" , "Kolony", "Character", or "Prop" // PoiSubType (for Cell) = "SafeWater" or "SafeGround" // PoiSubType (for Kolony) = Kolony name e.g "LandingSiteRegular" // PoiSubType (for Character) = Character name e.g. "Police_F" // PoiSubType (for Prop) = Prop classification + Prop name e.g. "Basic/TreeMedium" // PoiSubType (for Vehicle) = Vehical Name e.g. "MotorCycle" // // PoiSearchRadius is the disance you have to be to the target for the quest to trigger complete // Better to keep this small for cell quest because of the detection method, no restraints with the others // Will calculate the distance to the centre of the target kolony, character, or prop so take into account it's size when allocating this value // // CombatReactionOverrideByAnim does what it says on the tin. If true the default combat behaviour for the character will be overriden with the anim listed. // If none is listed I think i used idle_scared. // CombatReactionOverrideAnimName should be the string name for the animation e.g. "wave". // // AmbushCountMax is the maximum number of times you can be ambushed during the quest (set to zero to disable ambushes). // // AmbusherCountScaling. Okay this is a little confusing but basicly; // the value you assign here will linearly interpolate between the initial ambush counts (in AddAmbushers) and the scaled value as the waves progress. // So if your inital spawn count is 2, your scaling is 10.0, wave one will spawn 2, the final wave will spawn 10, the other waves will spawn somewhere in between // // AmbusherSimultaneosCountMax is the maximum number of enemies that can be spawned at once. // Active ambushers die more will continue to spawn till this number of ambushers exist; asuming there are spawn counts remaining. // // AmbushIntervalMin / AmbushIntervalMax define the min/max periods of time (seconds) between ambushes. // // SpawnDelayMin / SpawnDelayMax is the interval between ambusher spawns during an ambush // This can be used to stop you overwhelming the player with too many ambushers // // SpawnRangeMin / SpawnRangeMax is just the range at which ambushers can spawn. // // AmbusherEscapeRange is the distance from an ambusher you must get for them to despawn // // //====================================================================================================
FETCHQUESTS.TXT
// ================================================================================= // // .=============. Description: Various fetch quest instances // / (_) (_) (_) /| Author: Phil de Groot // /-===========-/ | Date: 2016/11/01 // | |/ // '-===========-' // // ================================================================================= // So, about these fetch quests. These implementation should replace the old Objective_HaveItem // entries in the quest just to make it more consistent. Fetch quests abilities should be added // as a custom data ability. // // The fetch quests are setup so you can specify multiple trades in a single ability to reduce // boilerplate ability data. // The basic setup is as follows: Each fetch quest can have multiple groups denoted by the // FetchGroup_start and FetchGroup_end keywords. Each FetchGroup needs to have a unique name // which is due to how the ability system works. // Within these fetch groups you can specify the following data: // Weight - The weighting of this group i.e. the relative chance it will be chosen. // RequireItem - Name of the item required for the fetch quest. This will be handed over and // consumed. You can specify any number of required items for a group (up to 5 due // to thought bubble limitations) // AwardItem - Name of the item you want to give to the player to facilitate trade quests. Again // you can specify any number of award items to give to the player.
SKATEBOARDMOVEMENT.TXT
///< an ability to try and make a skateboard behave nicely :) ability_start "SkateboardCharacterMovement" subability_start "InertialMovement" AllowRunStop = false ///< though might be cool to get a skid stop anim made MinTimeForSlowInitialMovement = 0.0 subability_end addon_start "SimpleEventReactions" reaction_start=#GRAVITY_ALIGN listen_for_event=#OBJECTALIVE, object_has_ability="InertialMovementAtTopSpeed" add_ability="SkateboardTopSpeedGravityAlign", timeout = 0.5 reaction_end addon_end suppress_ability "SuppressAlignWithGravity" ///< AlignGravityToGroundNormalAbility needs this enabled ability_end
TERRAFORMING.TXT
ability_start MoleMachineVehicleControls // TEMPORARY ability? Should get removed when input is set up correctly. subability_start "BadgerVehicleControls" ROTATIONAL_CONTROLS ALTITUDE_FROM_LEFTSTICK DIRECTIONAL_CONTROLS ALTITUDE_FROM_BUTTONS ALLOW_THROTTLE_BUTTON_WHEN_ALTITUDE_FROM_BUTTON subability_end ability_end
VEHICLEANIMOVERRIDES.TXT
ability_start "StageCoachAnimController" // We're using the flying vehicle anim controller because it does exactly what we need on ground. subability_start "FlyingVehicleAnimControllerAbility" anim_idle = "deactivated" anim_move = "ride" anim_move_reverse = "Reverse" use_ground_param = true subability_end // Needed for the on-ground check subability "VehicleOnGroundInfoAbility" ability_end
COLLECTONLANDING.TXT
//=========================================================================================== // I'm so sorry, can't put this in the Agents DLC content unfortunately because we need to // attach this to the GENERIC_PLAYER ability which we can't extend in DLC data... :( ability_start "CollectAgentsUponLanding" subability_start "BadgerCollectCollectablesOnLandingAbility" Checkpoint = "LegoAgentsPack" ValueToSet = "Unlocked" DisplayMessage = "CONTENT_UNLOCKED_AGENTS" SetCollectable = AgentChase, CollectableType = "Character", State = "Collected" SetCollectable = AgentTrace, CollectableType = "Character", State = "Collected" SetCollectable = DrInferno, CollectableType = "Character", State = "Collected" SetCollectable = DynaMite, CollectableType = "Character", State = "Collected" SetCollectable = Octopus_Glow, CollectableType = "Character", State = "Collected" SetCollectable = AgentsCar_8635, CollectableType = "Character", State = "Collected" SetCollectable = HeliPack_8631, CollectableType = "Character", State = "Collected" SetCollectable = HoverJet_8635, CollectableType = "Character", State = "Collected" SetCollectable = PropBoat_8632, CollectableType = "Character", State = "Collected" SetCollectable = AgentsPistol, CollectableType = "Item", State = "Collected" subability_end ability_end
SUBTHEMES.TXT
//----------------------------------------------------------------------- // Ability to go onto all player characters. Activates a subtheme when in caves, tunnels or dungeons. //----------------------------------------------------------------------- ability_start "DefaultUndergroundSubTheme" canuseon_edclass "MechCharacter" subability_start "UndergroundSubThemeAbility" subtheme_name = "DefaultUnderground" occlusion_threshold = 0.1 subability_end ability_end //----------------------------------------------------------------------- // Ability to go onto props. Activates a subtheme when a player gets in range. // This is an example of how to set up an AreaSubThemeAbility. //----------------------------------------------------------------------- ability_start "DemonPropAreaSubTheme" canuseon_edclass "GadgetBase" subability_start "AreaSubThemeAbility" subtheme_name = "DemonArea" range = 2.0 subability_end ability_end
_ABOUT.TXT
// ======================================================================|pdeGroot|== // // .=============. File: _About.txt // / (_) (_) (_) /| Author: Phil de Groot // /-===========-/ | Date: 2017/07/07 // | |/ Description: Specific abilities dependent on in what theme // '-===========-' a character has spawned in. // Does not update the ability when crossing // over into a different theme. // // Theme specific customisation usage: // ability_start "MechTerraformThemeSpecificAbility" // Theme_start = "ThemeA" // Ability = "Ability1", Weight = 0.2 // Ability = "Ability2", Weight = 0.1 // Ability = "EmptyAbility", Weight = 0.7 // Theme_end // ability_end // // If a character is spawned in ThemeA there is a 20% chance of Ability1, 10% chance // of Ability2 and a 70% chance of an EmptyAbility being added. Weights do not have to be // normalised and can be any value. // // =================================================================================
CHEATS.TXT
// Defines the cheats for the game // // Commands: // Cheat "Cheat Name" - Starts a new cheat // Cost <Value> - Defines the amount of coins needed to buy the cheat // CheatCode "123456" - 6 byte code that can be typed in to the game to unlock the cheat // UnlockOnRedBrick "Red brick name" - Unlocks the cheat when the specified red brick is collected // CollectOnRedBrick "Red brick name" - Collects the cheat when the specified red brick is collected // r <Value 0 - 255> - The red part of the display colour // g <Value 0 - 255> - The green part of the display colour // b <Value 0 - 255> - The blue part of the display colour
RULES.TXT
// Defines the collectable rules for the game // // Commands: // Rule InstanceName == StateName - Starts a new rule & specifies the conditions. Also supports '!=', 'and', 'or' // EndRule - Ends the current rule // Rule NewContent - This is a predefined rule that gets called on a new game (or when a DLC is installed) // Unlock InstanceName - Unlocks a collectable instance // Unlock type.InstanceName - Unlocks a collectable instance & specifies the type if 2 collectables have the same name // Collect InstanceName - Collects a collectable instance // Collect type.InstanceName - Collects a collectable instance & specifies the type if 2 collectables have the same name // SetState InstanceName StateName - Sets the state on the specified collectable instance // SetState type.InstanceName StateName - Sets the state on the specified collectable instance & specifies the type if 2 collectables have the same name // // Example: // Rule Ghostbusters == Complete // Collect PeterVenkman // Unlock GoldBricks.Hub_DC_DC_Quest01 // EndRule ///< -------------------- vehicle unlock rules --------------------
VOCOLLECTABLES.TXT
//Collectables for various VOs that we need to track. //Basically we have one collectable for each VO that some system might play (like the incidental Quest accepted VOs) //The collectables are for tracking the last time each of these things has been played. AddEntry "DX_Narrator_TheObjectsThat" AddEntry "DX_Narrator_SomeoneElseMight"
CHECKPOINTS_AUTO.TXT
An extremely simple script in the COLLECTABLES folder. It's like they gave up after they created the script. Here it is in it's entirety.
meh
BANKS.CFG
A configuration file with seems to reuse strings from LEGO Batman 2.
; ============================================================================ ; == == ; == LEGO - Badger - Streaming track bank config file == ; == == ; == Sam Brown == ; == == ; == Documentation: http://tt-intranet/wiki/index.php/Audio#Banks.cfg == ; == == ; ============================================================================ ; =================================================== ; ================ Global settings ================== ; =================================================== ReportErrors ; =============================================== ; ============== Start of banks =============== ; =============================================== ; === Misc banks === ; === Hub banks === ;Bank "Hub_Gotham" ;Track "GothamCity_Qui" Class Quiet Volume 0.26 ;Track "Action1" Class Action ;Volume 0.36 ;Track "Amb_City" Class Ambience ;Volume 0.30 ; === Levels ===
Internal Name
According to filenames and scripts, the internal name of the game is Project Badger.
- Pages missing developer references
- Games developed by TT Games
- Pages missing publisher references
- Games published by Warner Bros. Interactive Entertainment
- Windows games
- PlayStation 4 games
- Xbox One games
- Nintendo Switch games
- Pages missing date references
- Games released in 2017
- Games released in March
- Games released on March 7
- Games with unused characters
- Games with hidden development-related text
- Games with unused game types
- Games with unused graphics
- Games with unused items
- Games with unused music
- Games with unused sounds
- Games with unused text
- To do
- LEGO series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused game types
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by TT Games
Games > Games by platform > Nintendo Switch games
Games > Games by platform > PlayStation 4 games
Games > Games by platform > Windows games
Games > Games by platform > Xbox One games
Games > Games by publisher
Games > Games by publisher > Games published by Warner Bros. Games > Games published by Warner Bros. Interactive Entertainment
Games > Games by release date > Games released in 2017
Games > Games by release date > Games released in March
Games > Games by release date > Games released in March > Games released on March 7
Games > Games by series > LEGO series