c0bafeee86
Merged from revision: 2169 Externalized (by Buggler): - Kingpin's faction sector and roaming gridno around tony shop if they become hostile - Queen's alternate grid no if basement sector is cleared - Hotkey corrections in LoadScreenHints.xml
Wanne2014-10-17 16:26:36 +00:00
2b8f21b167
removed wirecutter concertina deconstruction, as it can be confused with the regular wirecutting (both work on the same tileset)
Flugente2014-10-15 21:08:24 +00:00
4479da09f6
- Fix: Mauser M-03 gets the SF-42 scope. - Altered IMPItemChoices.xml: more reasonable weapon choices, items teasing food and other new features.
Flugente2014-10-14 21:11:50 +00:00
0ba2b3eeb3
ExShell (New Version: 0.02(018.14282)) (by StaticZ) - Fixed: FPS limit ignored after minimize\restore application - Fixed: SuperEagle filter crashed application. - Fixed: Related paths for $StartPEPath: don't work. - Change startup initialization for more safety - Change using instruction sets: MMX, SSE, SSE2, AVX - Added: EPX upscale filter - Added: info about selected filters and game mode in OSD - Added: saving screenshots by PrntScr hotkey (Ctrl+PrntScr to save original image) - Added: separating FPS limit for focused and unfocused application window - Added: sending customise keyboard keys scancode at lose and get focus. - Added: minor checks and validations
Wanne2014-10-11 16:38:33 +00:00
092580a228
Merged from revision: 2163 - Added support for new resolution: 960x540 (see ja2.ini) - Custom Resolution (25) can now set to any user specific resolution (X, Y) value, but must be at least 640x480 resolution - Added new INI Editor (Version: 2.9) which supports the new 960x540 resolution
Wanne2014-10-04 15:56:53 +00:00
4375aebf0a
Fix: From testing volatility was left at 0 for land mines. Changed back to 2.
silversurfer2014-10-04 07:56:59 +00:00
4595480aed
Changed fragmentation explosives to emit fragments like they should. All values are experimental.
silversurfer2014-10-03 10:51:35 +00:00
572895fb7c
Essence XWnd Shell - Tool (Version: (2014.09.28) ver 0.01 rev 011 build 14271) (by StaticZ) - This tool can upscale and use different graphic filters to display JA2 1.13 with better graphics - For more infos see "Tools\ExShell\read_me.txt" - Additional infos and screenshot results (for different filters) on the Bears Pit: http://www.ja-galaxy-forum.com/ubbthreads.php/topics/336350/1 - INFO: Using upscaling and filters improves the graphics, but on the other side slows down the game!!
Wanne2014-10-03 10:29:19 +00:00
3a99f17d0f
Driveable Vehicles Tanks Update (by Ocular) - New ja2_options.ini entry: TANK_MINIMUM_PROGRESS - This defines the progress (0-100), when the enemy can use tanks for attacks and patrols - For Data-1.13, the progress value is set to 30.
Wanne2014-10-03 09:51:35 +00:00
12deb9ae5a
Fix (by Ocular and Strohmann): wrong aim levels and handling for Sphinx pistol wrong Need for sleep values for Lance Fisher and Turtle
silversurfer2014-10-03 07:44:48 +00:00
adce0ae6b8
cleanup of old data after move of difficulty settings to new DifficultySettings.xml
silversurfer2014-10-02 19:02:14 +00:00
d80d452446
Added 3 new opinion events (OPINIONEVENT_BRUTAL_GOOD, OPINIONEVENT_BRUTAL_BAD and OPINIONEVENT_TEACHER)
Flugente2014-09-27 20:21:30 +00:00
c6cae22fc4
Merged from revision: 2153 - Fixed missing STI offsets for new item pictures in '..\tilesets\0' folder, required for displaying on the ground & tactical screen pickup menu (by Buggler)
Wanne2014-09-25 18:42:40 +00:00
03cca9591c
New Feature: IMP gear selectino allows choosing what items an IMP starts with instead of relying upon randomness
Flugente2014-09-23 22:10:26 +00:00
bf36bee3d2
Merged from revision: 2150 - Amended Win8 Compatibility txt file and minor edits to Hotkeys Manual (by Buggler)
Wanne2014-09-22 04:40:30 +00:00
36f2d46528
- Fixed items lacking an outline in smp2 tilesets (by Off_Topic) - Fixed 7rd Shotgun Pocket to hold 3x 2 Shells and 1x 4 Shells (by Off_Topic) - A slight change to Rifle Sling Pocket also (by Off_Topic)
Wanne2014-09-15 18:15:09 +00:00
fe2111a401
Merged from revision: 2146 - Updated Russian comments for INIEditor (by Valiant)
Wanne2014-09-14 17:10:43 +00:00
3e9d2515b3
Externalised amount of debt to MERC at which Speck complains. Note: this does NOT affect wether MERC goes bankrupt, as this is independent of the amount of debt.
Flugente2014-09-13 15:07:42 +00:00
214da652c5
Covert Ops trait change: if a spy is closer than COVERT_ELITES_UNCOVER_RADIUS to an elite or officer, they can uncover the spy, depending on uniform worn an experience levels.
Flugente2014-09-13 12:49:57 +00:00
9d38c83473
set BASE_SIGHT_RANGE = 14 for Data-1.13 like the official 2014 release
silversurfer2014-09-10 12:15:47 +00:00
b26e652f64
Merged from revision: 2141 - ja2_options.ini: Fixed wrong ";" after AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD (thx to LootFragg)
Wanne2014-09-07 14:46:07 +00:00
4a39df6b47
Feature improvement: - via StructureConstruct.xml and StructureDeconstruct.xml, one can now define which structures can be removed and created via items and the fortifications feature. - added building materials to create wooden debris and walls
Flugente2014-09-06 23:58:11 +00:00
fe2feeb114
Lowered duration of Trip Flare and Break Lights from 35 to 10
Flugente2014-09-02 20:15:16 +00:00
bbd29a4469
Merged from revision: 2137 Moved the vanilla Merc Edt files from "Data-1.13" to "Data" folder (thx to Sevenfm)
Wanne2014-09-01 04:24:55 +00:00
13698b96fd
Merged revision(s) 2135 from branches/ja2_data_official_2014: Fix: vanilla magazine class indizes were wrong
Flugente2014-08-31 14:22:05 +00:00
66d7c6d715
Merged from revision: 2133 Deleted Temp file/folders for "Merc Profile Editor 2" (thx to Buggler)
Wanne2014-08-31 12:12:27 +00:00
2010891f22
Merged from revision: 2131 Updated French comments in INIEditorJA2Options.xml (by hrvg & Grim)
Wanne2014-08-30 21:22:44 +00:00
d5deb981ac
"Carrier Bladder" (by Off_Topic) 1. Added a hydration system, the ArmorBak can be worn as a backpack, which allows you to place a "bladder" inside it. This carries twice as much water as a canteen. The US ILBE Rucksack has an integral carrier but needs the bladder, it can be attached to certain MOLLE items also. Created a new attachment point: 4 for the carrier and 7 to include all MOLLE and the hydration carrier. There is also a new food item. 2. There is a Tactical sling now that acts like a backpack pocket which allows you to carry ONE Rifle etc... on your back. (Need to get a different image, will upload soon.) 3. Added a better image for the MOLLE single pistol mag and Sniper Ammo. 4. Added 3 new MOLLE pouches: Speed Loader, Ammo Drum, and Single Rifle. 5 Added silhouettes for above and also for Throwing Knives.
Wanne2014-08-28 21:13:18 +00:00
190de755e5
New xml: FoodOpinion.xml allows individual opinions on individual food items for each merc, the <bMoraleMod>-tag in Food.xml was removed.
Flugente2014-08-28 20:08:28 +00:00
5665662676
Merged from revision: 2122 Added new "Tools" folder which contains additional Editors - Added new Version of the "Merc Profile Editor 2.0" (by Jazz) - Moved "Faces Viewer" to Tools folder
Wanne2014-08-28 11:02:23 +00:00
504544ced3
New Feature: Added up to 15 game difficulty settings (by Jazz) - Externalized the difficulty setings to "TableData\DifficultySettings.xml" file - Some INI Settings (ja2_options.ini, CTHConstants.ini and Creature_Settings.ini) moved from INI file to this xml file
Wanne2014-08-28 10:51:26 +00:00
e3b1f1fabd
Fix: missing disease face and item icons
Flugente2014-08-28 00:34:52 +00:00
c4855c7cc1
Merged from revision: 2118 Updated description for AGGRESSIVE_STRATEGIC_AI - Added the info, that it is currently hardcoded for city sectors
Wanne2014-08-27 07:37:00 +00:00
05cb34dbd6
Merged from revision: 2116 INIEditor Bugfix: Fixed MessageBox-Message when trying to click on "START" and no executable file is selected
Wanne2014-08-26 20:39:23 +00:00
81e3271e18
Pocket Fixes (by Off_Topic) 1. Fixed Gen Misc. Pocket. 2. Removed excess pockets from newly added LBE. 3. Added silhouette of small revolver. (Just Aesthetic for R:Holster. 4. Added silhouette for rifle molle. 5. Minor changes to weight of newly added LBE. 6. Adjusted some pocket values to better suit their purpose.
Wanne2014-08-24 19:34:05 +00:00
aac4cc0e86
Merged from revision: 2107 INI Editor V 2.8.0 Bugfixes Bugfixes - Relaunching INI Editor does not read the new values in Ja2.ini, defaults to 800x600. They do saved to Ja2.ini. - Clicking the up/down arrows now increments with value 2 instead of 1
Wanne2014-08-24 19:20:02 +00:00
ec3fd1cfe6
Merged from revision: 7404 New Version 2.8.0 - Added support for custom resolutions (width, height) - Added support for FRENCH INI descriptions
Wanne2014-08-22 12:07:09 +00:00
aafb39445c
Merged from revision: 2103 - Added comments to history.xml (by Buggler)
Wanne2014-08-20 19:27:45 +00:00
c9ab23b443
Merged from revision: 2101 Externalized History Log texts (by Jazz) - see TableData\History.xml - added support for language specific history (German.History.xml, French.History.xml, ...)
Wanne2014-08-20 04:28:38 +00:00
cab264f9a5
Disease feature is off by default.
Flugente2014-08-10 14:40:32 +00:00
66fc68ef67
New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.
Flugente2014-08-10 13:05:18 +00:00
a308ec2ec6
Merged from revision: 2096 XML Editor can now work with the "Data" folder - Fixed "Data\TableData\*.xml" files - Added missing BigItems STI files - Added Lookup XML files for the XML Editor
Wanne2014-08-05 21:46:57 +00:00
02c4ed3ee1
Merged from revision: 2092 - Removed <GameDir_Taiwanese_Path_1> from XMLEditorInit.xml, because TAIWANESE is not supported anymore
Wanne2014-08-05 18:32:41 +00:00
925fa36d01
Merged from revision: 2090 New XML Editor: 0.105 - Added backpack climbing support. - Fixed bug with individual choices.
Wanne2014-08-05 17:13:55 +00:00
6266488af4
Merged from revision: 2088 - Added custom game resolution (by Buggler)
Wanne2014-08-05 17:04:12 +00:00
1bcc07fa84
Merged from revision: 2086 Added new XML Editor: Version 0.104 - Added support for individual item choices xmls
Wanne2014-07-30 18:29:20 +00:00
c8c5d4fa17
Merged from revision: 2084 - Fixed wrong decimal value instead of int value in GunChoices_*.xml
Wanne2014-07-30 18:04:00 +00:00
45849bc5a6
Merged from revision: 2082 XML Editor: Fixed error on startup by switching back to Xml editor revision 161 - Latest revision 162 causes error on startup
Wanne2014-07-30 17:38:17 +00:00
4fc4087167
Merged from revision: 2080 - Added latest Version of XML Editor
Wanne2014-07-27 11:00:30 +00:00
e97f4b54df
Merged from revision: 2078 - Fixed of gamestart missing settings and cleanup of Profiles folder INI settings (by Buggler) - Deleted 'Profiles\UserProfile_UnfinishedBusiness\UB' folder
Wanne2014-07-26 13:01:58 +00:00
44355b6d0b
New option in CTHConstants.ini: IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = FALSE/TRUE When activated it will make iron sights more powerful over longer distances. This is an experimental switch. The formula might need to be tweaked.
silversurfer2014-07-22 09:56:41 +00:00
9c758c3b69
Merged from revision: 2075 - Fixed extra spaces in names and nicknames in MercProfiles.xml (by Buggler)
Wanne2014-07-21 18:09:59 +00:00
1700bfa652
Merged from revision: 2073 Changed default screen resolution to 1024x768
Wanne2014-07-19 13:50:25 +00:00
669f982338
Throwing knifes can get bloody again.
Flugente2014-07-14 21:02:12 +00:00
534f14e457
Merged from revision: 2069 Updates (by Buggler) - Mercs, militia & enemies are now shown with 10x icons on strategic screen - Changed militia icon order display in strategic map; elite first
Wanne2014-07-14 19:38:46 +00:00
b3e5689b46
Merged from revision: 2067 - Added missing email merc availability texts for the new DG mercs (by hrvg)
Wanne2014-07-12 20:55:29 +00:00
a9a1cff510
New modifier for NCTH to alter the behaviour of the scope penalty: - AIM_TOO_CLOSE_THRESHOLD = 0.8
silversurfer2014-07-11 15:17:40 +00:00
e8f6aaf324
- Generals are now a separate prisoner type. They cannot join militia, but yield an impressive ransom. - prisoners now require less interrogation points, and mercs have less interrogation points
Flugente2014-07-10 21:20:45 +00:00
5b377b42e0
Fix: settings appeared twice
Flugente2014-07-08 20:01:35 +00:00
5607cbf766
Added icons for enemy tanks in strategic map
Flugente2014-07-07 21:55:35 +00:00
bd782231b2
Merged from revision: 2060 - Added French translation to the INI Editor xml files (by hrvg)
Wanne2014-07-07 19:38:54 +00:00
6dd26aa967
New Feature: dynamic dialogue is played when dynamic opinions are active. Mercs can comment on each others actions, and this can influence their opinions further. IMP character answers can even be chosen by the player.
Flugente2014-06-27 22:11:13 +00:00
ee57766780
Vehicle Update: Roadkill with vehicles and ramming (by anv) - new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when shift is pressed planned vehicle route will go through people. Those who will stay on its path will be hit, causing wounds and knock-outs. - new feature: ramming structures - when shift is pressed planned vehicle route will go through obstacles. When vehicle hits the structure on its path it will be destroyed, causing small damage to vehicle too (with exception of tank). Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR settings control how well armoured structure can be driven through and amount of potential damage for vehicle. - see: http://www.ja-galaxy-forum.com/ubbthreads.php/topics/333829/Drivable_Vehicles#Post333829Wanne2014-06-21 10:07:43 +00:00
10d5a056bb
Moving Tanks Feature (by anv) - feature: tanks can move around in tactical. Set with Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE. - feature: tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. Set with Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP. - feature: tanks can use cannon even against single mercs and in perfect health. Set with Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS. - feature: tanks can noticed as soon as any part of it is visible. Set with Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE. - feature: depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. Set with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS. - feature: depending on game difficulty enemy groups created during offensives can include tanks. Set with trategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS. - feature: mercs in vehicles automatically rest their guns, - fix: guns can be rested on vehicles, - rewritten code to allow putting enemies inside vehicles, - added missing descriptions for all vehicle options to INIEditorJA2Options.xml.
Wanne2014-06-18 18:10:27 +00:00
e89e1afedc
Merged from revision: 2053 - Tweaked sinking icon in EDB (by Buggler)
Wanne2014-06-05 14:38:27 +00:00
ea4f49a711
- New Feature: dynamic opinions allows mercs to form opinions about each other depening on actions they/the player take or do not take. These can be viewed in the 'MeLoDY 'website. See also http://www.bears-pit.com/board/ubbthreads.php/topics/333259.html#Post333259 - new background property: <dislikebackground> allows mercs to dislike specific backgrounds
Flugente2014-05-28 22:03:13 +00:00
76a104b951
- changed SHOT_HEAD_DIVISOR to SHOT_HEAD_MULTIPLIER. The old name was misleading
silversurfer2014-05-26 16:49:09 +00:00
2da7979349
Merged from revision: 2046 - Added first page and last page buttons to history log (by Buggler)
Wanne2014-05-23 19:07:52 +00:00
0ad234f175
Merged from revision: 2044 - Reworked/improved english texts for LoadScreenHints.xml and CampaignStatsEvents.xml (by John A Smith)
Wanne2014-05-22 18:48:55 +00:00
a0990d6f59
Merged from revision: 2042 - Fixed typo in LoadScreenHints.xml
Wanne2014-05-20 19:00:04 +00:00
841951ff62
New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians
Flugente2014-05-19 20:48:22 +00:00
0362b874d0
Driveable vehicle Update: Externalized vehicle seats (by anv) - externalised vehicle seats (TableData\Vehicles.xml) influence position of passenger, field of view, ability to shoot and being hidden, - seat can chosen by using ctrl+RMB on vehicle (ctrl + LMB just takes the first visible seat) - seats can be changed or swapped while inside vehicle, - remade JSD files for cars, - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. see: http://www.bears-pit.com/board/ubbthreads.php/topics/332790/5.htmlWanne2014-05-18 15:27:09 +00:00
2de1911218
Merged from revision: 2036 - Eldorado, hummer, jeep animation cleanup (by rummtata) - Minor language touchups for CampaignStatsEvents.xml, LoadScreenHints.xml (by Buggler)
Wanne2014-05-18 14:44:04 +00:00
6bee325c65
- The base chance for gun degradation, BASIC_DEPRECIATE_CHANCE, is now externalised to Item_Settings.ini. - adjusted radio energy consumption
Flugente2014-05-17 19:19:54 +00:00
34f19aa8f8
- Moved some wrong placed INI values in the correct section - Fixed missing INI properties in Data\Ja2_Options.INI and Data-1.13\Ja2_Options.INI - Added missing INI properties in Data\Skills_Settings.INI
Wanne2014-05-14 18:49:43 +00:00
c3a9a37604
Drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If you click on vehicle in tactical, also its driver will be selected automatically. Besides driving car, driver can perform other actions normally. - Vehicle's APs, health and fuel are displayed on the steering wheel - thanks to Buggler for idea. Vehicle APs are treated as a resource (so if car changes driver mid-turn, it won't go any further than it would). - Added option Tactical Interface Settings > ADD_PASSENGER_TO_ANY_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, he'll be added to new squad, so if you ordered six passengers to exit one by one, you'd end up with six new squads. With ADD_PASSENGER_TO_ANY_SQUAD = TRUE, passenger will be added to any existing squad with empty slot if possible. - Added option Tactical Interface Settings > PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, by default you get switched to his new squad. With PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE you'll switch only if exiting passenger is the selected one. - Cosmetic fix: changed display above vehicle from "*Merc's name* (VEHICLE)" to "*Merc's name* (*Vehicle's name*)" and colour from yellow to white (since mercs in vehicle are controllable and yellow is reserved for mercs on assignments). - Fixed passengers rotation. Again. - Fixed vehicles getting "tired" - lowered APs due to fuel below max. They can move the same as long as they have any fuel. - Fixed unrelated bug: clicking on any empty slot in team panel would select merc with id 0. - Fixed unrelated bug: switching to squad with less mercs would cause team panel to still show skill tooltips for mercs from previous squad on empty slots.
Flugente2014-05-13 20:40:38 +00:00
9c98715cab
New Feature: Allow driving vehicles in tactical (by anv) - To control vehicle, click on it or on the steering wheel in team panel under driver's portrait. - Vehicles have two gears - slow drive and fast drive, switchable just like walking and running ('S', 'R', double-click). - Vehicles working: Ice Cream Van, Hummer, Jeep, El Dorado and, potentially, tanks. - Passengers can be selected and ordered to open fire from the inside - You can also open inventory screen for passengers, pass or throw items, etc.
Wanne2014-05-06 08:47:06 +00:00
e0cb222237
- new background property: if <loyalitylossondeath> is set to 1, global loyalty drops drastically if the character dies (used for Miguel)
Flugente2014-05-01 23:47:45 +00:00
7e10c414bc
Merged revision(s) 2029 from branches/ja2_data_official_2014: added neurotoxin darts to Howard's inventory
Flugente2014-05-01 22:04:14 +00:00
9ebc7386ae
- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior. - Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE.
Flugente2014-05-01 13:24:23 +00:00
c7b5ea26fe
Merged revision(s) 2026 from branches/ja2_data_official_2014: AI will no longer choose illumination rounds for mortars and grenade launchers during the day
Flugente2014-04-30 22:56:16 +00:00
b35dd5a1f6
Merged revision(s) 2024 from branches/ja2_data_official_2014: There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder.
Flugente2014-04-30 21:39:44 +00:00
33f97ff338
New Feature: 2 new Iron Man game modes (by anv) - Selectable at campaign start under "Extra Difficulty" label - Soft Iron Man: No saving when in turn-based combat. Can save with enemies around (in sector) but only if still in real-time mode. - Extreme Iron Man: No saving, except punctually at midnight - save screen opens by itself, so Player won't accidentally miss saving time window. Besides Player's save, game will be auto-saved at midnight too if auto-saving is on. - New ja2_options.ini values for Extreme Iron Man setting: EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION,
Wanne2014-04-27 16:16:37 +00:00
347b12f428
added the missing properties for enemy roles to INIEditorJA2Options.xml
silversurfer2014-04-27 09:31:49 +00:00
5af555b378
Merged from revision: 2019 Externalized keys and locks to xml (by anv) - Locks (TableData/Items/Locks.xml): Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally. - Keys (TableData/Items/Keys.xml): Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally. see: http://www.bears-pit.com/board/ubbthreads.php/topics/331900.htmlWanne2014-04-24 18:36:11 +00:00
4d20f08479
Merged from revision: 2017 - Fixed wrong item updates from commit 2014 (custom souns for non-guns) o Now the hedge trimmer has the correct new sound
Wanne2014-04-21 06:58:21 +00:00
6dd2127613
Merged from revision: 2015 - Automatically return to team panel on turn end (better situation overview during enemy turn) (by anv) ja2_options.ini: AUTO_COLLAPSE_INVENTORY_ON_TURN_END
Wanne2014-04-19 10:10:27 +00:00
ef54e5ebfd
Merged from revision: 2013 Custom sounds for non-guns (by anv) - knives, throwing knives, blunt weapons can use attack sounds specified with <sSound> tag - previously their sound was chosen depending on animation used and hardcoded - it should open space for exotic weapons like chainsaws, lawn mowers, jackhammers, etc. If <sSound> is left unspecified, default hardcoded sound will be used normally. - knives, throwing knives, blunt weapons, launchers on attack can cause noise specified with <ubAttackVolume>, previously it was ignored for anything but guns, - For presentation purposes: Reuban's hedge trimmer using its original DG attack sound effect and making a lot of noise.
Wanne2014-04-19 09:25:08 +00:00