- 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:
silversurfer
2014-02-02 10:20:34 +00:00
parent 6651105f13
commit a080b06257
2 changed files with 70 additions and 20 deletions
+35 -10
View File
@@ -51,18 +51,18 @@ NORMAL_SHOOTING_DISTANCE = 70
;
; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
; The default is 0.0
IRON_SIGHT_PERFORMANCE_BONUS = 0.0
; The default is 20.0
IRON_SIGHT_PERFORMANCE_BONUS = 20.0
; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
; The bonus only applies if the target is in laser range and the given sight is used.
; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
; can be seen and the higher the resulting bonus will be.
; The defaults are 0.0 If all values are 0.0 the old NCTH laser behaviour is used.
; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
; Values can go from 0.0 to 50.0
LASER_PERFORMANCE_BONUS_HIP = 0.0
LASER_PERFORMANCE_BONUS_IRON = 0.0
LASER_PERFORMANCE_BONUS_SCOPE = 0.0
LASER_PERFORMANCE_BONUS_HIP = 25.0
LASER_PERFORMANCE_BONUS_IRON = 15.0
LASER_PERFORMANCE_BONUS_SCOPE = 10.0
;------------------------------------------------------------------------------------------------------------------------------
; This is the maximum angle, to either side of the shooter, that a bullet may fly.
@@ -88,7 +88,7 @@ RANGE_COEFFICIENT = 1.1
; Conversely, by increasing this value you can let bullets fly further beyond
; the max range of the gun. That will effectivelly let guns hit targets further
; beyond their max range, though it is not a reliable way to hit any target.
GRAVITY_COEFFICIENT = 4.0
GRAVITY_COEFFICIENT = 6.0
; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
; by which a bullet can travel. Vertical bias is ultimately based on stance where
@@ -100,7 +100,32 @@ VERTICAL_BIAS = 0.5
; the scopes minimum effective range. Sniper and Hunter training has a slight effect
; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
; this multiplier, the less effective scopes become.
SCOPE_RANGE_MULTIPLIER = 1.0
SCOPE_RANGE_MULTIPLIER = 0.7
; Scope effectiveness multiplier defines the upper limit of the scopes magnification
; that is achievable by any shooter. Scope magnification makes the size of the
; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
; half as large). A low skill shooter will only be able to achieve a much smaller
; effective magnification. Scope effectiveness is determined by a shooters experience
; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
; Valid values are from 0.5 to 1.5 with a default of 1.1
SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
; that any merc will achieve no matter how bad/good his skills are (see also description
; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
; will provide at least 1x magnification. The rest comes from the shooters experience
; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
; 100 means that the shooters skills are irrelevant and he can use any scope to its
; full potential.
; Valid values are from 0 to 100 with a default of 50
SCOPE_EFFECTIVENESS_MINIMUM = 50
; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
; If the shooter wants to exceed these he will have to do so by the normal formula.
SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100
; The Side Facing Divisor is applied against the shooting offsets when a target is
; facing directly perpendicular (i.e., East or West when shooter faces North or South)
@@ -398,6 +423,6 @@ RANGE_EFFECTS_DEV = TRUE
; Whether to apply the reduction as a flat reduction or as gradient
; Default: FALSE which is flat reduction when exceeding range
;------------------------------------------------------------------------------
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4
MAX_EFFECTIVE_RANGE_REDUCTION = 0.5
MAX_EFFECTIVE_USE_GRADIENT = FALSE
MAX_EFFECTIVE_USE_GRADIENT = TRUE