previously a glitch could happen when one attachment used batteries while weapon did have a stock attachment as well
now batteries have their own attachment slot, no longer in conflict with slot for weapon stocks
A.L.I.C.E. backpack
First Response KIt
gave tag AttachmentSystem and set it to 1 (OAS only)
with this they won't show without using OAS
there are probably more that should get it, but gotta start somewhere
- npc script 101 Fatima
Pacos won't go into hiding in A10 anymore, instead will follow to basement entrance and enter it with us
- npc script 114 Pacos
can give us gifts when talked to, if Food quest is active (male and female variation)
current items are Marbels and LameBoyDisplay, considered palceholders for now
will change them in later commit for adding crafting recipes to player files (like RIS report)
record 18 was used to prevent boxing before delivering letter, changed that to record 20
(same content as former 18)
- map A10_b1
small adjsutment to placements to have Pacos at a fitting place
- added ALWAYS_FOOD, allows to choose wether food items appear even when not using FOOD
- set Extra Civilians and Extra Merchants (blackmarket, etc.) to TRUE as default
- climbing with backpacks: no climbing, except if backpack is less or at 0.5 kg
- with current items, that's only the Tactical Sling (0.2 kg)
- two enemies in Tixa do have a Steyr Aug A2 set as dropable in
their MapEditor placement
- this did use a version of the Steyr Aug A2 with outdated attachments
- replaced those with up-to-date versions of Steyr Aug A2
items.xml
- Soda (from vending machine), added drugtype
- Sawed-off and Super Shorty, item size changed to fit SG Holster
- Pepper spary and canister, item size added, prior didn't have one
- Added covert-tag to a few pistols with matching description text
drugs.ml
- added drugtype for Soda (vending machine)
pockets.xml
- changed pocket 25 for SG Holster
- lower itemsize allowed to restrict to short shotguns
Previously that choice required users themself to add tags to items.
Added those tags, <AllowClimbing> and <BackpackWeightModifier>, to relevant backpack items in items.xml.
Changed the description in ja2options.ini to reflect that change.
map contained a Steyr Aug A2 with outdated attachments, fixed to use up-to-date version of Steyr Aug A2
added some loot variation to the locker the Steyr Aug A2 is found in, loot will vary depending on chosen game difficulty (but always a Steyr Aug A2)
LOBOT:
- Added graphics for the Officer's Coat
- Added a separate palette for tan-colored firearms (the SCAR and XM8 families and the Milkor)
- Added a separate palette for the Guardian Vest
Items:
- The Officer's Coat can now also be attached to most vest armors
LOBOT:
- Fixed and renamed several filters in Filters.xml and the related LogicalBodyType .xml files
- Leather jackets now display longsleeved graphics
Items:
- Added a new Army Cap hat, uses the existing ballcap LOBOT graphics
LOBOT:
- Added cowboy hat graphics
- Added a palette swap for the SVDS
- Fixed female SWAT Helmet palette
- Ghillie cover, jacket and leggings now display ghillie suit graphics when attached to armor items
Other:
- Added a new Cowboy Hat item, available from BR's later in the game and in Tex's starting gear kits
LOBOT:
- Added a new blunt melee weapon strike animation, currently used by the Retractable Baton, Shovel and Pipe Wrench
- Touched up some .sti files
- Changed SWAT Vest, Leggings and Helmet color to a more subdued one
LOBOT:
- Fixed SPAS 12 and basic shotgun ground shadows and water animation palettes
- Added palettes and filters for desert and urban camouflage jackets and pants, originally made by shadics
- Added palettes and filters for green and blue berets, originally made by shadics
Items:
- Changed Field Uniform into Woodland BDU jacket, can be worn in the vest slot and also attached to most body armors, +15% woodland camo, +5% desert camo, reduced armor values, can't take ceramic/titanium plates anymore
- Added Desert (+15 desert camo, +5 woodland camo) and Urban (+15 urban camo) BDU jackets, otherwise identical to above
- Added Woodland (+10 woodland camo, +3 desert camo), Desert (+10 desert camo, +3 woodland camo) and Urban (+10 urban camo) BDU pants, can be worn in the legs slot and also attached to most leg armors
- Added Green and Blue Berets, originally made by shadics
- Gave the Underarmor Camo Shirt +5% stealth bonus
- Folding Stock (folded) and Retractable Stock (retracted) now have their own distinct inventory images
- Touched up Fire Extinguisher inventory images
LOBOT:
- Fixed more bugged LOBOT ground shadows and water animation palettes
- Added LOBOT graphics for the Pepper Spray weapon
- Added more missing melee weapon LOBOT graphics
New items:
- Added a new Balaclava item, available from BR's, fits into the helmet slot and also works as an attachment on most other headgear
- Added Woodland Camo Pants, available from BR's, fits into the legs slot and also works as an attachment on most other leg armors
Other:
- Dress Uniform can be attached to most armor vests, also reduced its armor protection to minimum
- Reduced Officer's Coat armor protection to minimum
- Reduced Underarmor Shirt coolness from 5 to 4
- Touched up the big inventory image of the Empty Sandbag item (removed the light blue pixels)
- Fixed several typos in item descriptions
- Made minor changes to item descriptions
- Added unique LOBOT graphical assets for most clothing and armor that previously lacked them
- Added assets for most bladed melee weapons
- Added assets for combat pack
- Recolored several LOBOT weapons to match the relevant inventory images (including all SCAR, XM8 and FN FAL models)
- Fixed (re-rendered) a large number of bugged two-handed weapon LOBOT .sti files: many had bugged ground shadows in several camera angles and faulty palette in most water animation camera angles
- Fixed a few miscolored pixels in two regular male EOD Vest prone stance .sti files
- Changed the Hand Mortar into a two-handed weapon
- Changed the Jatimatic's weapon type to machine pistol
- Unified regular male LOBOT .sti file names of rifle crouched walk and rifle ready crouched walk animations
- Removed unused Uzi LOBOT files
- had two times tag big0 in set "ammo", which doesn't work
- fixed doubled tag and also added additional one
- this set will now come with ammo in Ball, AP and Glaser
- using "UB tilesets for JA2" by Snap as template
- in tilesets 53-59 snow-covered graphics, such as sandbags, were replaced with
more appropriate JA2 graphics
- updated ja2set.dat in Data/BinaryData to match this change
- added updated ja2set.dat in Data-1.13/BinaryData,
as preperation for comming update to sector fortification
- adjusted ja2setdat.xml in Data and Data-1.13 to match the changes
- added a ja2setdat.xml to Data-UB, this one will match the UB-tilesets in UB
NOTE:
- The UB-tilesets in 1.13 are solely meant to be used with 1.13
- UB-1.13 and UB-vanilla DON'T use the UB-tilesets in Data-1.13
- UB-1.13 and UB-vanilla use the UB-tilesets in Data-UB instead
- to edit UB-maps, use UB-mapeditor
- to edit JA2-maps, use JA2-mapeditor
- in JA2-MapEditor, tileset Generic 1 (directory 0) will be the default tileset
- in UB-MapEditor, the default tileset will be Heavy Snow (directory 50)
- that's why ja2set.dat and ja2setdat.xml differ between JA2 and UB
- new pocket added
replaces previously used pocket for belts at LRAK-Vest
restricted useable itemsizes to focus more on belts, drums and such
- new silhouette added
used with new pocket, belt shaped to highlight belt feeding capability
- fixed Shotgun Holster
pocket for weapon was misplaced (medium sized pocket at small slot)
moved to correct slot to avoid glitch
added a small pocket to enhance useability
- removed tags at pocket 2 (knife)
pocket for default inventory knife slot, type and restriction unneeded,
already restricted to knives and throwing knives
- boxes of 7.62x54R are no longer considered ammobelt
- renamed 7.62x54R belts to "belt" instead of "box"
- added amount of rounds to belt description, if missing
- crates of 7.62x51, 5.56x45 and 7.62x54R are considered ammobelt
- such crates can be used to externally feed suitable weapons
- since they are to big for vest, can only be done out of merc hand
(second merc has them in hand, is close and looking at weaponholder)
adjusted some text to achieve a more consistent naming convention
i.e., for leg rigs used "rig" instead of "pouch", etc.
edited some description to highlight purpose and use
i.e., mentioned the included hydration system on USMC backpack, etc.