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- values added for scope effectiveness mechanism
- new defaults: IRON_SIGHT_PERFORMANCE_BONUS = 20.0 LASER_PERFORMANCE_BONUS_HIP = 25.0 LASER_PERFORMANCE_BONUS_IRON = 15.0 LASER_PERFORMANCE_BONUS_SCOPE = 10.0 GRAVITY_COEFFICIENT = 6.0 SCOPE_RANGE_MULTIPLIER = 0.7 MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4 MAX_EFFECTIVE_RANGE_REDUCTION = 0.5 MAX_EFFECTIVE_USE_GRADIENT = TRUE git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1930 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
+35
-10
@@ -51,18 +51,18 @@ NORMAL_SHOOTING_DISTANCE = 70
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;
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; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
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; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
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; The default is 0.0
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IRON_SIGHT_PERFORMANCE_BONUS = 0.0
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; The default is 20.0
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IRON_SIGHT_PERFORMANCE_BONUS = 20.0
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; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
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; The bonus only applies if the target is in laser range and the given sight is used.
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; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
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; can be seen and the higher the resulting bonus will be.
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; The defaults are 0.0 If all values are 0.0 the old NCTH laser behaviour is used.
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; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
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; Values can go from 0.0 to 50.0
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LASER_PERFORMANCE_BONUS_HIP = 0.0
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LASER_PERFORMANCE_BONUS_IRON = 0.0
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LASER_PERFORMANCE_BONUS_SCOPE = 0.0
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LASER_PERFORMANCE_BONUS_HIP = 25.0
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LASER_PERFORMANCE_BONUS_IRON = 15.0
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LASER_PERFORMANCE_BONUS_SCOPE = 10.0
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the maximum angle, to either side of the shooter, that a bullet may fly.
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@@ -88,7 +88,7 @@ RANGE_COEFFICIENT = 1.1
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; Conversely, by increasing this value you can let bullets fly further beyond
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; the max range of the gun. That will effectivelly let guns hit targets further
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; beyond their max range, though it is not a reliable way to hit any target.
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GRAVITY_COEFFICIENT = 4.0
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GRAVITY_COEFFICIENT = 6.0
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; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
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; by which a bullet can travel. Vertical bias is ultimately based on stance where
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@@ -100,7 +100,32 @@ VERTICAL_BIAS = 0.5
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; the scopes minimum effective range. Sniper and Hunter training has a slight effect
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; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
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; this multiplier, the less effective scopes become.
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SCOPE_RANGE_MULTIPLIER = 1.0
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SCOPE_RANGE_MULTIPLIER = 0.7
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; Scope effectiveness multiplier defines the upper limit of the scopes magnification
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; that is achievable by any shooter. Scope magnification makes the size of the
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; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
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; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
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; half as large). A low skill shooter will only be able to achieve a much smaller
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; effective magnification. Scope effectiveness is determined by a shooters experience
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; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
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; Valid values are from 0.5 to 1.5 with a default of 1.1
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SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
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; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
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; that any merc will achieve no matter how bad/good his skills are (see also description
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; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
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; will provide at least 1x magnification. The rest comes from the shooters experience
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; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
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; 100 means that the shooters skills are irrelevant and he can use any scope to its
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; full potential.
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; Valid values are from 0 to 100 with a default of 50
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SCOPE_EFFECTIVENESS_MINIMUM = 50
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; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
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; If the shooter wants to exceed these he will have to do so by the normal formula.
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SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
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SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
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SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100
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; The Side Facing Divisor is applied against the shooting offsets when a target is
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; facing directly perpendicular (i.e., East or West when shooter faces North or South)
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@@ -398,6 +423,6 @@ RANGE_EFFECTS_DEV = TRUE
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; Whether to apply the reduction as a flat reduction or as gradient
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; Default: FALSE which is flat reduction when exceeding range
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;------------------------------------------------------------------------------
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MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1
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MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4
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MAX_EFFECTIVE_RANGE_REDUCTION = 0.5
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MAX_EFFECTIVE_USE_GRADIENT = FALSE
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MAX_EFFECTIVE_USE_GRADIENT = TRUE
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+35
-10
@@ -51,18 +51,18 @@ NORMAL_SHOOTING_DISTANCE = 70
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;
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; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
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; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
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; The default is 0.0
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IRON_SIGHT_PERFORMANCE_BONUS = 0.0
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; The default is 20.0
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IRON_SIGHT_PERFORMANCE_BONUS = 20.0
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; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
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; The bonus only applies if the target is in laser range and the given sight is used.
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; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
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; can be seen and the higher the resulting bonus will be.
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; The defaults are 0.0 If all values are 0.0 the old NCTH laser behaviour is used.
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; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
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; Values can go from 0.0 to 50.0
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LASER_PERFORMANCE_BONUS_HIP = 0.0
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LASER_PERFORMANCE_BONUS_IRON = 0.0
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LASER_PERFORMANCE_BONUS_SCOPE = 0.0
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LASER_PERFORMANCE_BONUS_HIP = 25.0
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LASER_PERFORMANCE_BONUS_IRON = 15.0
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LASER_PERFORMANCE_BONUS_SCOPE = 10.0
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the maximum angle, to either side of the shooter, that a bullet may fly.
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@@ -88,7 +88,7 @@ RANGE_COEFFICIENT = 1.1
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; Conversely, by increasing this value you can let bullets fly further beyond
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; the max range of the gun. That will effectivelly let guns hit targets further
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; beyond their max range, though it is not a reliable way to hit any target.
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GRAVITY_COEFFICIENT = 4.0
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GRAVITY_COEFFICIENT = 6.0
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; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
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; by which a bullet can travel. Vertical bias is ultimately based on stance where
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@@ -100,7 +100,32 @@ VERTICAL_BIAS = 0.5
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; the scopes minimum effective range. Sniper and Hunter training has a slight effect
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; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
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; this multiplier, the less effective scopes become.
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SCOPE_RANGE_MULTIPLIER = 1.0
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SCOPE_RANGE_MULTIPLIER = 0.7
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; Scope effectiveness multiplier defines the upper limit of the scopes magnification
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; that is achievable by any shooter. Scope magnification makes the size of the
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; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
|
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; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
|
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; half as large). A low skill shooter will only be able to achieve a much smaller
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; effective magnification. Scope effectiveness is determined by a shooters experience
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; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
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; Valid values are from 0.5 to 1.5 with a default of 1.1
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SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
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; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
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; that any merc will achieve no matter how bad/good his skills are (see also description
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; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
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; will provide at least 1x magnification. The rest comes from the shooters experience
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; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
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; 100 means that the shooters skills are irrelevant and he can use any scope to its
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; full potential.
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; Valid values are from 0 to 100 with a default of 50
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SCOPE_EFFECTIVENESS_MINIMUM = 50
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; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
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; If the shooter wants to exceed these he will have to do so by the normal formula.
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SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
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SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
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SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100
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; The Side Facing Divisor is applied against the shooting offsets when a target is
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; facing directly perpendicular (i.e., East or West when shooter faces North or South)
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@@ -398,6 +423,6 @@ RANGE_EFFECTS_DEV = TRUE
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; Whether to apply the reduction as a flat reduction or as gradient
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; Default: FALSE which is flat reduction when exceeding range
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;------------------------------------------------------------------------------
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MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1
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MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4
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MAX_EFFECTIVE_RANGE_REDUCTION = 0.5
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MAX_EFFECTIVE_USE_GRADIENT = FALSE
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MAX_EFFECTIVE_USE_GRADIENT = TRUE
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