mirror of
https://github.com/1dot13/gamedir.git
synced 2026-07-22 13:40:25 +02:00
UB:
- Deleted unused "TableData/Text" folder Updated ja2_options.ini - Added missing properties - Reworked wrong comment style - Enabled the "USE_SCOPE_MODES" feature for Data-1.13 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1415 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -1181,7 +1181,7 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
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;------------------------------------------------------------------------------------------------------------------------------
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; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
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USE_SCOPE_MODES = FALSE
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USE_SCOPE_MODES = TRUE
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; Allow display of scope modes on weapon
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DISPLAY_SCOPE_MODES = TRUE
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@@ -2113,7 +2113,7 @@ ENABLE_ALL_WEAPON_CACHES = FALSE
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BRIEFING_ROOM = FALSE
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; If set to TRUE, you can browse to the encyclopedia website on the laptop
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ENCYCLOPEDIA = TRUE
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ENCYCLOPEDIA = FALSE
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; If disabled, the transition will be skipped when opening/closing the laptop
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DISABLE_LAPTOP_TRANSITION = FALSE
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@@ -498,10 +498,8 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
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; Default: FALSE
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; New thin progress bar in tactical interface for turns is drawn instead of the default one.
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;------------------------------------------------------------------------------------------------------------------------------
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SMALL_SIZE_PB = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -605,6 +603,13 @@ MINES_SPOTTED_NO_TALK = FALSE
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ITEMS_SPOTTED_NO_TALK = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour.
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; This setting does not affect leaving sectors on map edges
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;------------------------------------------------------------------------------------------------------------------------------
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GRID_EXIT_IN_TURNBASED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
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; If set to "FALSE", the mercs will not stand up after the battle.
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@@ -1157,6 +1162,32 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
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ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Weapon resting features
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;------------------------------------------------------------------------------------------------------------------------------
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; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
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; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc.
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WEAPON_RESTING = TRUE
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; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
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; unfamiliar with the feature)
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WEAPON_RESTING_DISPLAY = TRUE
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; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in].
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; Value Range: 0 - 100.
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WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
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;------------------------------------------------------------------------------------------------------------------------------
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; scope modes
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;------------------------------------------------------------------------------------------------------------------------------
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; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
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USE_SCOPE_MODES = FALSE
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; Allow display of scope modes on weapon
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DISPLAY_SCOPE_MODES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Set the grid number for the initial merc arrival location.
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; The JA2 default grid number is 4870 (Sector A9 Omerta).
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@@ -1738,20 +1769,21 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
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; In this section you can modify global settings for weapon overheating.
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;******************************************************************************************************************************
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; Maximum 'temperature' a gun can have
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OVERHEATING_MAX_TEMPERATURE = 40000
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; Should a 'thermometer' for guns and replacable barrels be displayed?
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OVERHEATING_DISPLAY_THERMOMETER = TRUE
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; A weapon's cooldown factor is multiplied with this, accounting for worse heat reduction due to attachments
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OVERHEATING_COOLDOWN_MODIFICATOR_SILENCER = 0.8
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OVERHEATING_COOLDOWN_MODIFICATOR_BARRELEXTENDER = 0.85
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OVERHEATING_COOLDOWN_MODIFICATOR_FLASHSUPPRESSOR = 0.97
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; Starting amount of red colour in the temperature bar. Must be in [0, 255]
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OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
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; If a barrel is not in someone's inventory, it cools down a little bit better
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; If a barrel is not in someone's inventory, it cools down a little bit better.
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OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
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; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
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; This can be exploited, but why would you do that?
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2776,4 +2808,5 @@ FAST_FORWARD_PERIOD = 500
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; Examples (separated by comma):
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; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
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;------------------------------------------------------------------------------------------------------------------------------
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FAST_FORWARD_KEY = SUBTRACT
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s听到从Jerry身体下面传来的金属吱嘎声,这令人不安的声音听起来就像你的笔记本电脑天线被压碎一样。</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre PC ne sers plus ŕ rien.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s hört das Geräusch knirschenden Metalls unter Jerry hervordringen. Es klingt grässlich - die Antenne ihres Laptop-Computers ist zerstört.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s sente venire da sotto al corpo di Jerry il rumore di metallo che si accartoccia. E' un suono fastidioso, come se l'antenna del tuo portatile venisse schiacciata.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s słyszy dźwięk zgniatanego metalu dochodzący spod ciała Jerrego. To niestety zabrzmiało jak dźwięk zgniatanej anteny od twojego laptopa.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s слышит металлический хруст под телом Джерри. Кажется, это чмо сломало антенну вашего ноутбука.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.</Message>
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</TEXT>
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</MESSAGES>
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@@ -1,7 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<MESSAGES>
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<TEXT>
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<uiIndex>0</uiIndex>
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<Message>%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.</Message>
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</TEXT>
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</MESSAGES>
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+17
-20
@@ -108,6 +108,7 @@ MAX_NUMBER_CIVS_IN_TACTICAL = 32
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MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
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;------------------------------------------------------------------------------------------------------------------------------
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; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
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; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
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@@ -160,7 +161,7 @@ READ_PROFILE_DATA_FROM_XML = FALSE
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WRITE_PROFILE_DATA_TO_XML = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; 0 = Use default drop item system for enemies (and possibly also militia).
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; 0 = Use default drop item system for enemies / militia.
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; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
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; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
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;
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@@ -215,11 +216,11 @@ IMP_FEMALE_3 = 56
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; The following values deal with the I.M.P "personalized" merc generation.
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;------------------------------------------------------------------------------------------------------------------------------
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;The financial cost of the created IMP character.
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; The financial cost of the created IMP character.
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IMP_PROFILE_COST = 3000
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;If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
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;(i.e. the price of the second IMP character is doubled, of third character tripled etc.)
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; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
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; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
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DYNAMIC_IMP_PROFILE_COST = FALSE
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; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
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@@ -227,22 +228,22 @@ DYNAMIC_IMP_PROFILE_COST = FALSE
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; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
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IMP_INITIAL_POINTS = 500
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;How low any attribute can go before it drops straight to 0.
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; How low any attribute can go before it drops straight to 0.
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IMP_MIN_ATTRIBUTE = 35
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;You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
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; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
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IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
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;How high any attribute can be increased.
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; How high any attribute can be increased.
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IMP_MAX_ATTRIBUTE = 85
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;The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
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; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
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IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
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;You get this many points for selecting a disability for your IMP.
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; You get this many points for selecting a disability for your IMP.
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IMP_BONUS_POINTS_FOR_DISABILITY = 0
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;You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
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; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
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IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
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; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
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@@ -495,10 +496,8 @@ RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
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; Default: FALSE
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; New thin progress bar in tactical interface for turns is drawn instead of the default one.
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;------------------------------------------------------------------------------------------------------------------------------
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SMALL_SIZE_PB = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1165,6 +1164,10 @@ ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
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; Weapon resting features
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;------------------------------------------------------------------------------------------------------------------------------
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; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
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; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc.
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WEAPON_RESTING = FALSE
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; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
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; unfamiliar with the feature)
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WEAPON_RESTING_DISPLAY = FALSE
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@@ -1178,7 +1181,6 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
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;------------------------------------------------------------------------------------------------------------------------------
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; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
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; Info: To see the difference field of views for the scopes, enable the mercenary-view by pressing SHIFT + V
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USE_SCOPE_MODES = FALSE
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; Allow display of scope modes on weapons in tactical
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@@ -1469,7 +1471,7 @@ SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Improved Interrupt System (IIS)
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; (Enable IIS on gamestart screen)
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; (Enable IIS on gamestart screen.)
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;
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; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
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; interrupts more frequent)
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@@ -1494,8 +1496,6 @@ ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1782,7 +1782,6 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
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; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
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OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1875,7 +1874,6 @@ INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0
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; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
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DISABLE_STRATEGIC_TRANSITION = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2522,8 +2520,6 @@ LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
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PERCENT_MOBILE_MILITIA_ELITES = 20
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PERCENT_MOBILE_MILITIA_REGULARS = 30
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -2654,6 +2650,7 @@ CHANCE_TONY_AVAILABLE = 80
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FAST_BOBBY_RAY_SHIPMENTS = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -49,7 +49,7 @@ TOPTION_SHOW_MISSES = FALSE
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TOPTION_RTCONFIRM = FALSE
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TOPTION_SLEEPWAKE_NOTIFICATION = TRUE
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TOPTION_USE_METRIC_SYSTEM = TRUE
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TOPTION_MERC_ALWAYS_LIGHT_UP = FALSE
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TOPTION_MERC_ALWAYS_LIGHT_UP = TRUE
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TOPTION_SMART_CURSOR = FALSE
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TOPTION_SNAP_CURSOR_TO_DOOR = TRUE
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TOPTION_GLOW_ITEMS = TRUE
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@@ -59,7 +59,7 @@ TOPTION_3D_CURSOR = FALSE
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TOPTION_CTH_CURSOR = TRUE
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TOPTION_GL_BURST_CURSOR = TRUE
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TOPTION_ALLOW_TAUNTS = TRUE
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TOPTION_GL_HIGH_ANGLE = FALSE
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TOPTION_GL_HIGH_ANGLE = TRUE
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TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE
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TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE
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TOPTION_SHOW_ITEM_SHADOW = TRUE
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Reference in New Issue
Block a user