- New camo handling:

Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo.
CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted.

CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
These two set the amount of camo that armor vest/pants can provide if LBE is worn over them.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902

- New Mine avoidance for civilians (by Sevenfm)
Civilians can now avoid player placed mines.
CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817

- Smoke effects and explosive attachments (by Sevenfm)
Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that:
ADD_SMOKE_AFTER_EXPLOSION = FALSE
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918


git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1866 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
silversurfer
2013-11-11 12:50:06 +00:00
parent 9f9b9ebfa4
commit abdd68adc2
5 changed files with 195 additions and 2 deletions
+61
View File
@@ -1920,4 +1920,65 @@
<ubHorizontalDegree>0</ubHorizontalDegree>
<ubVerticalDegree>0</ubVerticalDegree>
</EXPLOSIVE>
<EXPLOSIVE> <!--SMALL_SMOKE-->
<uiIndex>96</uiIndex>
<ubType>6</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>7</ubAnimationID>
<ubDuration>2</ubDuration>
<ubStartRadius>0</ubStartRadius>
<ubMagSize>1</ubMagSize>
<fExplodeOnImpact>0</fExplodeOnImpact>
<usNumFragments>0</usNumFragments>
<ubFragType>0</ubFragType>
<ubFragDamage>0</ubFragDamage>
<ubFragRange>0</ubFragRange>
<ubHorizontalDegree>0</ubHorizontalDegree>
<ubVerticalDegree>0</ubVerticalDegree>
</EXPLOSIVE>
<EXPLOSIVE> <!--GAS_EXPLOSION-->
<uiIndex>97</uiIndex>
<ubType>8</ubType>
<ubDamage>40</ubDamage>
<ubStunDamage>30</ubStunDamage>
<ubRadius>5</ubRadius>
<ubVolume>15</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>10</ubAnimationID>
<ubDuration>5</ubDuration>
<ubStartRadius>2</ubStartRadius>
<ubMagSize>1</ubMagSize>
<fExplodeOnImpact>0</fExplodeOnImpact>
<usNumFragments>0</usNumFragments>
<ubFragType>0</ubFragType>
<ubFragDamage>0</ubFragDamage>
<ubFragRange>0</ubFragRange>
<ubHorizontalDegree>0</ubHorizontalDegree>
<ubVerticalDegree>0</ubVerticalDegree>
<bIndoorModifier>0.25</bIndoorModifier>
</EXPLOSIVE>
<EXPLOSIVE> <!--FRAG_EXPLOSION-->
<uiIndex>98</uiIndex>
<ubType>0</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>1</ubRadius>
<ubVolume>5</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>1</ubAnimationID>
<ubDuration>0</ubDuration>
<ubStartRadius>0</ubStartRadius>
<ubMagSize>1</ubMagSize>
<fExplodeOnImpact>0</fExplodeOnImpact>
<usNumFragments>30</usNumFragments>
<ubFragType>0</ubFragType>
<ubFragDamage>3</ubFragDamage>
<ubFragRange>40</ubFragRange>
<ubHorizontalDegree>0</ubHorizontalDegree>
<ubVerticalDegree>0</ubVerticalDegree>
</EXPLOSIVE>
</EXPLOSIVELIST>