From 0cee3c378309db1212a547c855459bb2dafeeeab Mon Sep 17 00:00:00 2001 From: Flugente Date: Sun, 23 Jun 2013 21:41:57 +0000 Subject: [PATCH] added missing options to ini git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1681 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data-UB/Ja2_Options.ini | 58 +++++++++++++++++++++++++++++++-- 1 file changed, 55 insertions(+), 3 deletions(-) diff --git a/gamedir/Data-UB/Ja2_Options.ini b/gamedir/Data-UB/Ja2_Options.ini index 7231e9743..d82357866 100644 --- a/gamedir/Data-UB/Ja2_Options.ini +++ b/gamedir/Data-UB/Ja2_Options.ini @@ -890,6 +890,9 @@ SHOT_HEAD_DIVISOR = 2 SHOOT_UNSEEN_PENALTY = 100 +; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) +; This saves AP if we decide to immediately continue moving to another location. +NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1126,6 +1129,28 @@ ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 SPECIAL_NPCS_STRONGER = 75 +; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them +ASSASSINS_DISGUISED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Assassins +; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait +; new trait system is required for this, and new inventory is system is heavily advised +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE: assassins can appear +ENEMY_ASSASSINS = FALSE + +; minimum progress required for assassins to appear +ASSASSIN_MINIMUM_PROGRESS = 20 + +; assassins can only spawn if at least x militia are in sector +ASSASSIN_MINIMUM_MILITIA = 10 + +; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the +; sector, there is a 10% chance of assassins showing up +; 200 means that the chance is 20%, 50 means 5%, and so on +ASSASSIN_PROPABILITY_MODIFIER = 100 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -1337,7 +1362,7 @@ DISPLAY_SCOPE_MODES = TRUE ; external feeding ;------------------------------------------------------------------------------------------------------------------------------ -; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only fro other mercs 2 = from other mercs and dedicated slots from ourself +; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself EXTERNAL_FEEDING = 2 ;------------------------------------------------------------------------------------------------------------------------------ @@ -1547,6 +1572,9 @@ CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE CAN_JUMP_THROUGH_WINDOWS = TRUE +; allows jumping through closed windows, smashing them while jumping +CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. ;------------------------------------------------------------------------------------------------------------------------------ @@ -2029,6 +2057,9 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60 ; Can zombies climb roofs? ZOMBIE_CAN_CLIMB = TRUE +; Can zombies jump through windows? +ZOMBIE_CAN_JUMP_WINDOWS = TRUE + ; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch ; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) ; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. @@ -2054,6 +2085,9 @@ ZOMBIE_DIFFICULTY_LEVEL = 3 ; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from ZOMBIE_RISE_WITH_ARMOUR = FALSE +; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. +; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this +ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2088,7 +2122,7 @@ POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 ; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 -ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 ; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). ; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier @@ -2320,7 +2354,10 @@ GAME_PROGRESS_MIKE_AVAILABLE = 50 ; Default 70 GAME_PROGRESS_IGGY_AVAILABLE = 70 - +; The queen decides to go on the offensive. WARNING: This will be hard! +; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect +GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 +GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 @@ -2339,6 +2376,13 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70 TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE +; This enables massive counterattacks in all cities, just like in Drassen. +; NOTE: These attacks will be huge. You have been warned. +; 0: no attacks +; 1: counterattacks on all cities possible +; 2: 1 + major offensives depending on game progress +AGGRESSIVE_STRATEGIC_AI = 2 + ;------------------------------------------------------------------------------------------------------------------------------ ; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) @@ -2681,6 +2725,8 @@ ATTACHMENT_DROP_RATE = 10 MAX_ENEMY_ATTACHMENTS = 6 +; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? +SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3270,6 +3316,12 @@ REPAIR_RATE_DIVISOR = 2500 ; down repair. A lower value speeds it up. REPAIR_SESSIONS_PER_DAY = 24 +;------------------------------------------------------------------------------------------------------------------------------ +; SquadNames +;------------------------------------------------------------------------------------------------------------------------------ + +; use squadnames from SquadNames.xml +USE_XML_SQUADNAMES = FALSE [Clock Settings]