diff --git a/gamedir/Data-1.13/CTHConstants.ini b/gamedir/Data-1.13/CTHConstants.ini index 2a468da03..fcf16e2c9 100644 --- a/gamedir/Data-1.13/CTHConstants.ini +++ b/gamedir/Data-1.13/CTHConstants.ini @@ -1,215 +1,223 @@ -;/////////////////////////////////////////////////////////////// -;// New CTH System and Shooting Mechanism -;// -;// These settings control the various parts of the new CTH and Shooting systems. -// Most of these settings are used as multipliers for the various factors that -// control CTH calculation and shooting accuracy. -// -// By raising or lowering a setting, you can influence the importance of a factor, -// for example how Marksmanship affects the total Base CTH you can have, or how -// bad it is to have wounds when trying to fire a gun. -// -// Other settings control the system more abstractly. For instance, you can control -// how hard it is to shoot moving targets, or the maximum possible deviation -// (inaccuracy) generated by guns. -// -// Each setting is accompanied by an explanation if possible. Make sure you know -// what the setting does, and how high or low you can set the value, before -// making any changes. -// Also please note that some values are FLOATS, meaning they need a decimal -// point behind them, even if that decimal point is followed by a 0. Other -// values are INTEGERS, and do not accept a decimal point at all. -///////////////////////////////////////////////////////////////////////////////// + +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism +;****************************************************************************************************************************** + +; These settings control the various parts of the new CTH and Shooting systems. +; Most of these settings are used as multipliers for the various factors that +; control CTH calculation and shooting accuracy. +; +; By raising or lowering a setting, you can influence the importance of a factor, +; for example how Marksmanship affects the total Base CTH you can have, or how +; bad it is to have wounds when trying to fire a gun. +; +; Other settings control the system more abstractly. For instance, you can control +; how hard it is to shoot moving targets, or the maximum possible deviation +; (inaccuracy) generated by guns. +; +; Each setting is accompanied by an explanation if possible. Make sure you know +; what the setting does, and how high or low you can set the value, before +; making any changes. +; Also please note that some values are FLOATS, meaning they need a decimal +; point behind them, even if that decimal point is followed by a 0. Other +; values are INTEGERS, and do not accept a decimal point at all. +;------------------------------------------------------------------------------------------------------------------------------ + [General] -// These settings control the shooting mechanism as a whole. In other words, -// changing these settings will affect every shooter under any conditions. -// You can use these settings to make shooting more or less accurate as you -// see fit. +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the shooting mechanism as a whole. In other words, +; changing these settings will affect every shooter under any conditions. +; You can use these settings to make shooting more or less accurate as you +; see fit. +;------------------------------------------------------------------------------------------------------------------------------ -// This setting represents the longest distance at which Iron Sights are 100% effective. -// Beyond this range, shooting accuracy begins to drop, and a scope will be required -// to avoid that drop. -// ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will -// negate penalties for shooting at twice this distance. A 10x scope will -// negate penalties for shooting at ten times this distance. -// By decreasing this value, you can make all shots more accurate, and naturally -// make scopes more powerful. -// -// This value is an INTEGER, with a range of 10 to 1000. The distance is -// measured in METERS, not tiles, so 100 means 10 tiles. +; This setting represents the longest distance at which Iron Sights are 100% effective. +; Beyond this range, shooting accuracy begins to drop, and a scope will be required +; to avoid that drop. +; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will +; negate penalties for shooting at twice this distance. A 10x scope will +; negate penalties for shooting at ten times this distance. +; By decreasing this value, you can make all shots more accurate, and naturally +; make scopes more powerful. +; This value is an INTEGER, with a range of 10 to 1000. The distance is +; measured in METERS, not tiles, so 100 means 10 tiles. NORMAL_SHOOTING_DISTANCE = 70 -// This is the maximum angle, to either side of the shooter, that a bullet may fly. -// The CTH system works by shooting bullets randomly inside this angle. Increasing -// your aim will make the angle smaller, thus making rounds more likely to hit the -// target. -// -// This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will -// be 100% on target, regardless of aiming. -// Decreasing this value causes all shots to be more accurate. +; This is the maximum angle, to either side of the shooter, that a bullet may fly. +; The CTH system works by shooting bullets randomly inside this angle. Increasing +; your aim will make the angle smaller, thus making rounds more likely to hit the +; target. +; +; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will +; be 100% on target, regardless of aiming. +; Decreasing this value causes all shots to be more accurate. DEGREES_MAXIMUM_APERTURE = 11 -// The Range Coefficient works with the listed weapon range to determine the weapons -// maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards -// the ground. - +; The Range Coefficient works with the listed weapon range to determine the weapons +; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards +; the ground. RANGE_COEFFICIENT = 2.0 -// The Gravity Coefficient determines how powerful gravity is once it kicks into -// action - this happens when the bullet reaches the "maximum range" of the gun -// that fired it. -// The lower this coefficient, the faster will bullets change their trajectory -// towards the ground, hitting it sooner. -// 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. - +; The Gravity Coefficient determines how powerful gravity is once it kicks into +; action - this happens when the bullet reaches the "maximum range" of the gun +; that fired it. +; The lower this coefficient, the faster will bullets change their trajectory +; towards the ground, hitting it sooner. +; 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 = 2.0 -// 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 -// a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and -// a crouching target is midway between the two. - +; 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 +; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and +; a crouching target is midway between the two. VERTICAL_BIAS = 0.5 -// The Scope Range Multiplier is applied against a scopes magnification to determine -// 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. - +; The Scope Range Multiplier is applied against a scopes magnification to determine +; 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 = 0.7 -// 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) -// to the shooter. This is to account for a visual error in the NCTH system. The -// Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy -// to hit a target from the side as from head on, just set this value to 1.0 - +; 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) +; to the shooter. This is to account for a visual error in the NCTH system. The +; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy +; to hit a target from the side as from head on, just set this value to 1.0 SIDE_FACING_DIVISOR = 2.0 + [Base CTH] -// Base CTH is an amount of CTH given freely to the shooter for any shot he makes. -// The basic value is determined by skills, and later the modifiers reduce or -// increase it appropriately. Characters with low skills, or with bad factors -// affecting their performance, will receive bad base CTH. -// The maximum amount of Base CTH you can have is 33 points. This is only -// achievable by super-mercs in excellent conditions. +;------------------------------------------------------------------------------------------------------------------------------ +; Base CTH is an amount of CTH given freely to the shooter for any shot he makes. +; The basic value is determined by skills, and later the modifiers reduce or +; increase it appropriately. Characters with low skills, or with bad factors +; affecting their performance, will receive bad base CTH. +; The maximum amount of Base CTH you can have is 33 points. This is only +; achievable by super-mercs in excellent conditions. -// These settings determine the importance of each character skill in calculating -// your Base CTH. By default, Experience is 3 times more important than the other -// skills. Base CTH, before modifiers, is equal to the sum of the player's skills, -// each multiplied by the appropriate value from these, and then divided by the -// sum of all these four values. -// -// These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 -// will render the appropriate skill irrelevant for calculating base CTH. DO NOT -// set all four values to 0, unless you want to see lots of crashes. +; These settings determine the importance of each character skill in calculating +; your Base CTH. By default, Experience is 3 times more important than the other +; skills. Base CTH, before modifiers, is equal to the sum of the player's skills, +; each multiplied by the appropriate value from these, and then divided by the +; sum of all these four values. +; +; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 +; will render the appropriate skill irrelevant for calculating base CTH. DO NOT +; set all four values to 0, unless you want to see lots of crashes. +;------------------------------------------------------------------------------------------------------------------------------ BASE_EXP = 3.0 BASE_MARKS = 1.0 BASE_WIS = 1.0 BASE_DEX = 1.0 -// These settings control the effect that various factors have on the shooter's -// Base CTH. By increasing a value, you can increase that factor's importance -// on raising or lowering Base CTH. -// -// These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention -// to the positive/negative and read the explanations carefully. Some factors are -// better when HIGHER, others better when LOWER. -// -// After calculating Base CTH from skills (see above), the factors governing it -// (below) are all pooled together into one penalty value. That penalty value is -// then used as a percentage to increase or decrease your Base CTH. In other words, -// if all factors amount to -50.0, you'll lose half your Base CTH. If they amount -// to 20.0, you'll gain 20% extra base CTH. +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the effect that various factors have on the shooter's +; Base CTH. By increasing a value, you can increase that factor's importance +; on raising or lowering Base CTH. +; +; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention +; to the positive/negative and read the explanations carefully. Some factors are +; better when HIGHER, others better when LOWER. +; +; After calculating Base CTH from skills (see above), the factors governing it +; (below) are all pooled together into one penalty value. That penalty value is +; then used as a percentage to increase or decrease your Base CTH. In other words, +; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount +; to 20.0, you'll gain 20% extra base CTH. +;------------------------------------------------------------------------------------------------------------------------------ -// This is a modifier given per each morale point below 50. +; This is a modifier given per each morale point below 50. BASE_LOW_MORALE = -1.0 -// This modifier is given per each morale point above 50. +; This modifier is given per each morale point above 50. BASE_HIGH_MORALE = 2.0 -// This modifier is given to any character with the "PSYCHO" trait. +; This modifier is given to any character with the "PSYCHO" trait. BASE_PSYCHO = -3.0 -// This is the modifier given when shooting one "cube" upwards. A cube is -// 1/3 of a tile high. This takes into account both stance and level. For -// example, a standing merc shooting at the legs of a target on the roof -// gets 1*this modifier. A prone merc on ground level shooting at the -// head of a target on ground level gets 2*this modifier. -// -// The shooting upwards modifier is then divided by the range to the target -// (in tiles). In other words, at a range of 2 tiles the modifier is -// HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. -// This means that the further the target is, the less relevant the upwards -// angle is. +; This is the modifier given when shooting one "cube" upwards. A cube is +; 1/3 of a tile high. This takes into account both stance and level. For +; example, a standing merc shooting at the legs of a target on the roof +; gets 1*this modifier. A prone merc on ground level shooting at the +; head of a target on ground level gets 2*this modifier. +; +; The shooting upwards modifier is then divided by the range to the target +; (in tiles). In other words, at a range of 2 tiles the modifier is +; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. +; This means that the further the target is, the less relevant the upwards +; angle is. BASE_SHOOTING_UPWARDS = -15.0 -// This is the MAXIMUM modifier given to a shooter when injured. To get this -// much, the shooter must be dead (0% health...). It's linear, -// so at 50% health the shooter gets exactly half the penalty. -// Note that "Bandaged" damage counts as half as much as bleeding damage. -// Therefore, 50% bandaged damage is as bad as only25% bleeding damage. +; This is the MAXIMUM modifier given to a shooter when injured. To get this +; much, the shooter must be dead (0% health...). It's linear, +; so at 50% health the shooter gets exactly half the penalty. +; Note that "Bandaged" damage counts as half as much as bleeding damage. +; Therefore, 50% bandaged damage is as bad as only25% bleeding damage. BASE_INJURY = -30.0 -// These are the modifiers given for different levels of drunkness. Naturally, -// the more drunk you are, the more your CTH suffers. +;------------------------------------------------------------------------------------------------------------------------------ +; These are the modifiers given for different levels of drunkness. Naturally, +; the more drunk you are, the more your CTH suffers. +;------------------------------------------------------------------------------------------------------------------------------ + BASE_DRUNK_TIPSY = -5.0 BASE_DRUNK = -20.0 BASE_DRUNK_WASTED = -50.0 BASE_DRUNK_HUNGOVER = -10.0 -// This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). -// It's linear, so at 50% breath you get half the modifier. +; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). +; It's linear, so at 50% breath you get half the modifier. BASE_FATIGUE = -15.0 -// This modifier is applied when shooting at the same target again. If the target -// has moved between shots, or the shooter does anything but shoot at the target, -// the modifier is lost. +; This modifier is applied when shooting at the same target again. If the target +; has moved between shots, or the shooter does anything but shoot at the target, +; the modifier is lost. BASE_SAME_TARGET = 5.0 -// This is the modifier given when the shooter is in a cloud of gas and does -// not have a gas mask on. +; This is the modifier given when the shooter is in a cloud of gas and does +; not have a gas mask on. BASE_GASSED = -15.0 -// This modifier is applied when the shooter is being bandaged by someone else. +; This modifier is applied when the shooter is being bandaged by someone else. BASE_BEING_BANDAGED = -5.0 -// This is the MAXIMUM modifier given when the target reaches the maximum number -// of Suppression Shock points, which by default would be 30. It's linear, so at -// 15 shock points you get half the penalty. -// Note that characters with high experience stop accumulating shock much earlier, -// and so are much less subject to this modifier than other characters. +; This is the MAXIMUM modifier given when the target reaches the maximum number +; of Suppression Shock points, which by default would be 30. It's linear, so at +; 15 shock points you get half the penalty. +; Note that characters with high experience stop accumulating shock much earlier, +; and so are much less subject to this modifier than other characters. BASE_SHOCK = -150.0 -// This modifier is applied if the target has exceptional agility or experience -// level. +; This modifier is applied if the target has exceptional agility or experience level. BASE_AGILE_TARGET = -5.0 -// This modifier is applied if the shooter can't see the target. This happens -// when shooting at a target spotted by someone else. +; This modifier is applied if the shooter can't see the target. This happens +; when shooting at a target spotted by someone else. BASE_TARGET_INVISIBLE = -100.0 -// These modifiers work very differently from the others. The are related to a -// concept called Gun Handling, which is still being adjusted. Basically, -// Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more -// cumbersome guns like sniper rifles or machine guns get a high Gun Handling -// value, and thus decrease Base CTH proportionally. Pistols, on the other hand, -// have very low Gun Handling values. -// -// BASE_DRAW_COST is applied per each Gun Handling point. -// -// The other values act as multipliers applied directly to the Gun Handling -// value. For example, by default a pistol fired with one hand (other hand -// full or holding another pistol) gets its Gun Handling value doubled. -// -// Please note that all of these except BASE_DRAW_COST should be POSITIVE. -// The higher they are, the greater their effect. +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers work very differently from the others. The are related to a +; concept called Gun Handling, which is still being adjusted. Basically, +; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more +; cumbersome guns like sniper rifles or machine guns get a high Gun Handling +; value, and thus decrease Base CTH proportionally. Pistols, on the other hand, +; have very low Gun Handling values. +; +; BASE_DRAW_COST is applied per each Gun Handling point. +; +; The other values act as multipliers applied directly to the Gun Handling +; value. For example, by default a pistol fired with one hand (other hand +; full or holding another pistol) gets its Gun Handling value doubled. +; +; Please note that all of these except BASE_DRAW_COST should be POSITIVE. +; The higher they are, the greater their effect. +;------------------------------------------------------------------------------------------------------------------------------ BASE_DRAW_COST = 2.0 BASE_TWO_GUNS = 5.0 @@ -219,43 +227,49 @@ BASE_CROUCHING_STANCE = 3.0 BASE_PRONE_STANCE = 4.0 BASE_HEAVY_WEAPON = 2.0 -// These modifiers are applied based on game difficulty, and only affect -// the base CTH of ENEMY COMBATANTS. +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers are applied based on game difficulty, and only affect +; the base CTH of ENEMY COMBATANTS. +;------------------------------------------------------------------------------------------------------------------------------ BASE_DIFFICULTY_NOVICE = -30.0 BASE_DIFFICULTY_EXPERIENCED = 0.0 BASE_DIFFICULTY_EXPERT = 20.0 BASE_DIFFICULTY_INSANE = 50.0 + [Aiming CTH] -// Aiming CTH is the amount of CTH you get for adding extra aiming to your -// shot, by paying extra APs. -// -// First, the game calculates the maximum CTH our shooter can have, using -// the shooter's skills as a guide. This is called the CTH cap, and the shooter -// can NEVER have more CTH than this cap, ever. -// -// The program then subtracts the Base CTH value from the CTH Cap, coming up -// with a number called the Maximum Aiming Bonus. At peak condition, and with -// the maximum number of aiming levels applied, the shooter will reach his -// CTH Cap, meaning he will be as accurate as he can be. -// -// Note that for each AP you spend on aiming, you only get PART of the Maximum -// Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the -// second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 -// of the total bonus, but that little bit can sometimes be crucial. - -// These values control +;------------------------------------------------------------------------------------------------------------------------------ +; Aiming CTH is the amount of CTH you get for adding extra aiming to your +; shot, by paying extra APs. +; +; First, the game calculates the maximum CTH our shooter can have, using +; the shooter's skills as a guide. This is called the CTH cap, and the shooter +; can NEVER have more CTH than this cap, ever. +; +; The program then subtracts the Base CTH value from the CTH Cap, coming up +; with a number called the Maximum Aiming Bonus. At peak condition, and with +; the maximum number of aiming levels applied, the shooter will reach his +; CTH Cap, meaning he will be as accurate as he can be. +; +; Note that for each AP you spend on aiming, you only get PART of the Maximum +; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the +; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 +; of the total bonus, but that little bit can sometimes be crucial. +;------------------------------------------------------------------------------------------------------------------------------ AIM_EXP = 1.0 AIM_MARKS = 3.0 AIM_WIS = 1.0 AIM_DEX = 2.0 -// This value is multiplied against 1/2 the scopes mag factor to determine the -// actual penalty applied. Setting it too low will make it impossible to use -// scopes within effective range +;------------------------------------------------------------------------------------------------------------------------------ +; This value is multiplied against 1/2 the scopes mag factor to determine the +; actual penalty applied. Setting it too low will make it impossible to use +; scopes within effective range +;------------------------------------------------------------------------------------------------------------------------------ + AIM_TOO_CLOSE_SCOPE = -4.0 AIM_GUN_CONDITION = -2.0 @@ -289,6 +303,7 @@ AIM_DIFFICULTY_EXPERIENCED = 0.0 AIM_DIFFICULTY_EXPERT = 20.0 AIM_DIFFICULTY_INSANE = 50.0 + [Shooting Mechanism] MOVEMENT_MRK = 3.0 @@ -323,15 +338,21 @@ RECOIL_COUNTER_FREQUENCY_AGI = 3.0 RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 -// These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) -// to reach best offset improvement. +;------------------------------------------------------------------------------------------------------------------------------ +; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) +; to reach best offset improvement. +;------------------------------------------------------------------------------------------------------------------------------ + RECOIL_COUNTER_INCREMENT = 20 RECOIL_COUNTER_INCREMENT_TRACER = 25 -// This value determines the distance ratio for recoil. Higher values result in -// less overall recoil movement at longer ranges. -// This value is an INTEGER, with a range of 10 to 1000. The distance is -// measured in METERS, not tiles, so 100 means 10 tiles. +;------------------------------------------------------------------------------------------------------------------------------ +; This value determines the distance ratio for recoil. Higher values result in +; less overall recoil movement at longer ranges. +; This value is an INTEGER, with a range of 10 to 1000. The distance is +; measured in METERS, not tiles, so 100 means 10 tiles. +;------------------------------------------------------------------------------------------------------------------------------ + NORMAL_RECOIL_DISTANCE = 140 MAX_BULLET_DEV = 5.0 diff --git a/gamedir/Data/CTHConstants.ini b/gamedir/Data/CTHConstants.ini index 2a468da03..fcf16e2c9 100644 --- a/gamedir/Data/CTHConstants.ini +++ b/gamedir/Data/CTHConstants.ini @@ -1,215 +1,223 @@ -;/////////////////////////////////////////////////////////////// -;// New CTH System and Shooting Mechanism -;// -;// These settings control the various parts of the new CTH and Shooting systems. -// Most of these settings are used as multipliers for the various factors that -// control CTH calculation and shooting accuracy. -// -// By raising or lowering a setting, you can influence the importance of a factor, -// for example how Marksmanship affects the total Base CTH you can have, or how -// bad it is to have wounds when trying to fire a gun. -// -// Other settings control the system more abstractly. For instance, you can control -// how hard it is to shoot moving targets, or the maximum possible deviation -// (inaccuracy) generated by guns. -// -// Each setting is accompanied by an explanation if possible. Make sure you know -// what the setting does, and how high or low you can set the value, before -// making any changes. -// Also please note that some values are FLOATS, meaning they need a decimal -// point behind them, even if that decimal point is followed by a 0. Other -// values are INTEGERS, and do not accept a decimal point at all. -///////////////////////////////////////////////////////////////////////////////// + +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism +;****************************************************************************************************************************** + +; These settings control the various parts of the new CTH and Shooting systems. +; Most of these settings are used as multipliers for the various factors that +; control CTH calculation and shooting accuracy. +; +; By raising or lowering a setting, you can influence the importance of a factor, +; for example how Marksmanship affects the total Base CTH you can have, or how +; bad it is to have wounds when trying to fire a gun. +; +; Other settings control the system more abstractly. For instance, you can control +; how hard it is to shoot moving targets, or the maximum possible deviation +; (inaccuracy) generated by guns. +; +; Each setting is accompanied by an explanation if possible. Make sure you know +; what the setting does, and how high or low you can set the value, before +; making any changes. +; Also please note that some values are FLOATS, meaning they need a decimal +; point behind them, even if that decimal point is followed by a 0. Other +; values are INTEGERS, and do not accept a decimal point at all. +;------------------------------------------------------------------------------------------------------------------------------ + [General] -// These settings control the shooting mechanism as a whole. In other words, -// changing these settings will affect every shooter under any conditions. -// You can use these settings to make shooting more or less accurate as you -// see fit. +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the shooting mechanism as a whole. In other words, +; changing these settings will affect every shooter under any conditions. +; You can use these settings to make shooting more or less accurate as you +; see fit. +;------------------------------------------------------------------------------------------------------------------------------ -// This setting represents the longest distance at which Iron Sights are 100% effective. -// Beyond this range, shooting accuracy begins to drop, and a scope will be required -// to avoid that drop. -// ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will -// negate penalties for shooting at twice this distance. A 10x scope will -// negate penalties for shooting at ten times this distance. -// By decreasing this value, you can make all shots more accurate, and naturally -// make scopes more powerful. -// -// This value is an INTEGER, with a range of 10 to 1000. The distance is -// measured in METERS, not tiles, so 100 means 10 tiles. +; This setting represents the longest distance at which Iron Sights are 100% effective. +; Beyond this range, shooting accuracy begins to drop, and a scope will be required +; to avoid that drop. +; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will +; negate penalties for shooting at twice this distance. A 10x scope will +; negate penalties for shooting at ten times this distance. +; By decreasing this value, you can make all shots more accurate, and naturally +; make scopes more powerful. +; This value is an INTEGER, with a range of 10 to 1000. The distance is +; measured in METERS, not tiles, so 100 means 10 tiles. NORMAL_SHOOTING_DISTANCE = 70 -// This is the maximum angle, to either side of the shooter, that a bullet may fly. -// The CTH system works by shooting bullets randomly inside this angle. Increasing -// your aim will make the angle smaller, thus making rounds more likely to hit the -// target. -// -// This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will -// be 100% on target, regardless of aiming. -// Decreasing this value causes all shots to be more accurate. +; This is the maximum angle, to either side of the shooter, that a bullet may fly. +; The CTH system works by shooting bullets randomly inside this angle. Increasing +; your aim will make the angle smaller, thus making rounds more likely to hit the +; target. +; +; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will +; be 100% on target, regardless of aiming. +; Decreasing this value causes all shots to be more accurate. DEGREES_MAXIMUM_APERTURE = 11 -// The Range Coefficient works with the listed weapon range to determine the weapons -// maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards -// the ground. - +; The Range Coefficient works with the listed weapon range to determine the weapons +; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards +; the ground. RANGE_COEFFICIENT = 2.0 -// The Gravity Coefficient determines how powerful gravity is once it kicks into -// action - this happens when the bullet reaches the "maximum range" of the gun -// that fired it. -// The lower this coefficient, the faster will bullets change their trajectory -// towards the ground, hitting it sooner. -// 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. - +; The Gravity Coefficient determines how powerful gravity is once it kicks into +; action - this happens when the bullet reaches the "maximum range" of the gun +; that fired it. +; The lower this coefficient, the faster will bullets change their trajectory +; towards the ground, hitting it sooner. +; 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 = 2.0 -// 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 -// a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and -// a crouching target is midway between the two. - +; 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 +; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and +; a crouching target is midway between the two. VERTICAL_BIAS = 0.5 -// The Scope Range Multiplier is applied against a scopes magnification to determine -// 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. - +; The Scope Range Multiplier is applied against a scopes magnification to determine +; 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 = 0.7 -// 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) -// to the shooter. This is to account for a visual error in the NCTH system. The -// Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy -// to hit a target from the side as from head on, just set this value to 1.0 - +; 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) +; to the shooter. This is to account for a visual error in the NCTH system. The +; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy +; to hit a target from the side as from head on, just set this value to 1.0 SIDE_FACING_DIVISOR = 2.0 + [Base CTH] -// Base CTH is an amount of CTH given freely to the shooter for any shot he makes. -// The basic value is determined by skills, and later the modifiers reduce or -// increase it appropriately. Characters with low skills, or with bad factors -// affecting their performance, will receive bad base CTH. -// The maximum amount of Base CTH you can have is 33 points. This is only -// achievable by super-mercs in excellent conditions. +;------------------------------------------------------------------------------------------------------------------------------ +; Base CTH is an amount of CTH given freely to the shooter for any shot he makes. +; The basic value is determined by skills, and later the modifiers reduce or +; increase it appropriately. Characters with low skills, or with bad factors +; affecting their performance, will receive bad base CTH. +; The maximum amount of Base CTH you can have is 33 points. This is only +; achievable by super-mercs in excellent conditions. -// These settings determine the importance of each character skill in calculating -// your Base CTH. By default, Experience is 3 times more important than the other -// skills. Base CTH, before modifiers, is equal to the sum of the player's skills, -// each multiplied by the appropriate value from these, and then divided by the -// sum of all these four values. -// -// These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 -// will render the appropriate skill irrelevant for calculating base CTH. DO NOT -// set all four values to 0, unless you want to see lots of crashes. +; These settings determine the importance of each character skill in calculating +; your Base CTH. By default, Experience is 3 times more important than the other +; skills. Base CTH, before modifiers, is equal to the sum of the player's skills, +; each multiplied by the appropriate value from these, and then divided by the +; sum of all these four values. +; +; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 +; will render the appropriate skill irrelevant for calculating base CTH. DO NOT +; set all four values to 0, unless you want to see lots of crashes. +;------------------------------------------------------------------------------------------------------------------------------ BASE_EXP = 3.0 BASE_MARKS = 1.0 BASE_WIS = 1.0 BASE_DEX = 1.0 -// These settings control the effect that various factors have on the shooter's -// Base CTH. By increasing a value, you can increase that factor's importance -// on raising or lowering Base CTH. -// -// These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention -// to the positive/negative and read the explanations carefully. Some factors are -// better when HIGHER, others better when LOWER. -// -// After calculating Base CTH from skills (see above), the factors governing it -// (below) are all pooled together into one penalty value. That penalty value is -// then used as a percentage to increase or decrease your Base CTH. In other words, -// if all factors amount to -50.0, you'll lose half your Base CTH. If they amount -// to 20.0, you'll gain 20% extra base CTH. +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the effect that various factors have on the shooter's +; Base CTH. By increasing a value, you can increase that factor's importance +; on raising or lowering Base CTH. +; +; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention +; to the positive/negative and read the explanations carefully. Some factors are +; better when HIGHER, others better when LOWER. +; +; After calculating Base CTH from skills (see above), the factors governing it +; (below) are all pooled together into one penalty value. That penalty value is +; then used as a percentage to increase or decrease your Base CTH. In other words, +; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount +; to 20.0, you'll gain 20% extra base CTH. +;------------------------------------------------------------------------------------------------------------------------------ -// This is a modifier given per each morale point below 50. +; This is a modifier given per each morale point below 50. BASE_LOW_MORALE = -1.0 -// This modifier is given per each morale point above 50. +; This modifier is given per each morale point above 50. BASE_HIGH_MORALE = 2.0 -// This modifier is given to any character with the "PSYCHO" trait. +; This modifier is given to any character with the "PSYCHO" trait. BASE_PSYCHO = -3.0 -// This is the modifier given when shooting one "cube" upwards. A cube is -// 1/3 of a tile high. This takes into account both stance and level. For -// example, a standing merc shooting at the legs of a target on the roof -// gets 1*this modifier. A prone merc on ground level shooting at the -// head of a target on ground level gets 2*this modifier. -// -// The shooting upwards modifier is then divided by the range to the target -// (in tiles). In other words, at a range of 2 tiles the modifier is -// HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. -// This means that the further the target is, the less relevant the upwards -// angle is. +; This is the modifier given when shooting one "cube" upwards. A cube is +; 1/3 of a tile high. This takes into account both stance and level. For +; example, a standing merc shooting at the legs of a target on the roof +; gets 1*this modifier. A prone merc on ground level shooting at the +; head of a target on ground level gets 2*this modifier. +; +; The shooting upwards modifier is then divided by the range to the target +; (in tiles). In other words, at a range of 2 tiles the modifier is +; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. +; This means that the further the target is, the less relevant the upwards +; angle is. BASE_SHOOTING_UPWARDS = -15.0 -// This is the MAXIMUM modifier given to a shooter when injured. To get this -// much, the shooter must be dead (0% health...). It's linear, -// so at 50% health the shooter gets exactly half the penalty. -// Note that "Bandaged" damage counts as half as much as bleeding damage. -// Therefore, 50% bandaged damage is as bad as only25% bleeding damage. +; This is the MAXIMUM modifier given to a shooter when injured. To get this +; much, the shooter must be dead (0% health...). It's linear, +; so at 50% health the shooter gets exactly half the penalty. +; Note that "Bandaged" damage counts as half as much as bleeding damage. +; Therefore, 50% bandaged damage is as bad as only25% bleeding damage. BASE_INJURY = -30.0 -// These are the modifiers given for different levels of drunkness. Naturally, -// the more drunk you are, the more your CTH suffers. +;------------------------------------------------------------------------------------------------------------------------------ +; These are the modifiers given for different levels of drunkness. Naturally, +; the more drunk you are, the more your CTH suffers. +;------------------------------------------------------------------------------------------------------------------------------ + BASE_DRUNK_TIPSY = -5.0 BASE_DRUNK = -20.0 BASE_DRUNK_WASTED = -50.0 BASE_DRUNK_HUNGOVER = -10.0 -// This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). -// It's linear, so at 50% breath you get half the modifier. +; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). +; It's linear, so at 50% breath you get half the modifier. BASE_FATIGUE = -15.0 -// This modifier is applied when shooting at the same target again. If the target -// has moved between shots, or the shooter does anything but shoot at the target, -// the modifier is lost. +; This modifier is applied when shooting at the same target again. If the target +; has moved between shots, or the shooter does anything but shoot at the target, +; the modifier is lost. BASE_SAME_TARGET = 5.0 -// This is the modifier given when the shooter is in a cloud of gas and does -// not have a gas mask on. +; This is the modifier given when the shooter is in a cloud of gas and does +; not have a gas mask on. BASE_GASSED = -15.0 -// This modifier is applied when the shooter is being bandaged by someone else. +; This modifier is applied when the shooter is being bandaged by someone else. BASE_BEING_BANDAGED = -5.0 -// This is the MAXIMUM modifier given when the target reaches the maximum number -// of Suppression Shock points, which by default would be 30. It's linear, so at -// 15 shock points you get half the penalty. -// Note that characters with high experience stop accumulating shock much earlier, -// and so are much less subject to this modifier than other characters. +; This is the MAXIMUM modifier given when the target reaches the maximum number +; of Suppression Shock points, which by default would be 30. It's linear, so at +; 15 shock points you get half the penalty. +; Note that characters with high experience stop accumulating shock much earlier, +; and so are much less subject to this modifier than other characters. BASE_SHOCK = -150.0 -// This modifier is applied if the target has exceptional agility or experience -// level. +; This modifier is applied if the target has exceptional agility or experience level. BASE_AGILE_TARGET = -5.0 -// This modifier is applied if the shooter can't see the target. This happens -// when shooting at a target spotted by someone else. +; This modifier is applied if the shooter can't see the target. This happens +; when shooting at a target spotted by someone else. BASE_TARGET_INVISIBLE = -100.0 -// These modifiers work very differently from the others. The are related to a -// concept called Gun Handling, which is still being adjusted. Basically, -// Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more -// cumbersome guns like sniper rifles or machine guns get a high Gun Handling -// value, and thus decrease Base CTH proportionally. Pistols, on the other hand, -// have very low Gun Handling values. -// -// BASE_DRAW_COST is applied per each Gun Handling point. -// -// The other values act as multipliers applied directly to the Gun Handling -// value. For example, by default a pistol fired with one hand (other hand -// full or holding another pistol) gets its Gun Handling value doubled. -// -// Please note that all of these except BASE_DRAW_COST should be POSITIVE. -// The higher they are, the greater their effect. +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers work very differently from the others. The are related to a +; concept called Gun Handling, which is still being adjusted. Basically, +; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more +; cumbersome guns like sniper rifles or machine guns get a high Gun Handling +; value, and thus decrease Base CTH proportionally. Pistols, on the other hand, +; have very low Gun Handling values. +; +; BASE_DRAW_COST is applied per each Gun Handling point. +; +; The other values act as multipliers applied directly to the Gun Handling +; value. For example, by default a pistol fired with one hand (other hand +; full or holding another pistol) gets its Gun Handling value doubled. +; +; Please note that all of these except BASE_DRAW_COST should be POSITIVE. +; The higher they are, the greater their effect. +;------------------------------------------------------------------------------------------------------------------------------ BASE_DRAW_COST = 2.0 BASE_TWO_GUNS = 5.0 @@ -219,43 +227,49 @@ BASE_CROUCHING_STANCE = 3.0 BASE_PRONE_STANCE = 4.0 BASE_HEAVY_WEAPON = 2.0 -// These modifiers are applied based on game difficulty, and only affect -// the base CTH of ENEMY COMBATANTS. +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers are applied based on game difficulty, and only affect +; the base CTH of ENEMY COMBATANTS. +;------------------------------------------------------------------------------------------------------------------------------ BASE_DIFFICULTY_NOVICE = -30.0 BASE_DIFFICULTY_EXPERIENCED = 0.0 BASE_DIFFICULTY_EXPERT = 20.0 BASE_DIFFICULTY_INSANE = 50.0 + [Aiming CTH] -// Aiming CTH is the amount of CTH you get for adding extra aiming to your -// shot, by paying extra APs. -// -// First, the game calculates the maximum CTH our shooter can have, using -// the shooter's skills as a guide. This is called the CTH cap, and the shooter -// can NEVER have more CTH than this cap, ever. -// -// The program then subtracts the Base CTH value from the CTH Cap, coming up -// with a number called the Maximum Aiming Bonus. At peak condition, and with -// the maximum number of aiming levels applied, the shooter will reach his -// CTH Cap, meaning he will be as accurate as he can be. -// -// Note that for each AP you spend on aiming, you only get PART of the Maximum -// Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the -// second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 -// of the total bonus, but that little bit can sometimes be crucial. - -// These values control +;------------------------------------------------------------------------------------------------------------------------------ +; Aiming CTH is the amount of CTH you get for adding extra aiming to your +; shot, by paying extra APs. +; +; First, the game calculates the maximum CTH our shooter can have, using +; the shooter's skills as a guide. This is called the CTH cap, and the shooter +; can NEVER have more CTH than this cap, ever. +; +; The program then subtracts the Base CTH value from the CTH Cap, coming up +; with a number called the Maximum Aiming Bonus. At peak condition, and with +; the maximum number of aiming levels applied, the shooter will reach his +; CTH Cap, meaning he will be as accurate as he can be. +; +; Note that for each AP you spend on aiming, you only get PART of the Maximum +; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the +; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 +; of the total bonus, but that little bit can sometimes be crucial. +;------------------------------------------------------------------------------------------------------------------------------ AIM_EXP = 1.0 AIM_MARKS = 3.0 AIM_WIS = 1.0 AIM_DEX = 2.0 -// This value is multiplied against 1/2 the scopes mag factor to determine the -// actual penalty applied. Setting it too low will make it impossible to use -// scopes within effective range +;------------------------------------------------------------------------------------------------------------------------------ +; This value is multiplied against 1/2 the scopes mag factor to determine the +; actual penalty applied. Setting it too low will make it impossible to use +; scopes within effective range +;------------------------------------------------------------------------------------------------------------------------------ + AIM_TOO_CLOSE_SCOPE = -4.0 AIM_GUN_CONDITION = -2.0 @@ -289,6 +303,7 @@ AIM_DIFFICULTY_EXPERIENCED = 0.0 AIM_DIFFICULTY_EXPERT = 20.0 AIM_DIFFICULTY_INSANE = 50.0 + [Shooting Mechanism] MOVEMENT_MRK = 3.0 @@ -323,15 +338,21 @@ RECOIL_COUNTER_FREQUENCY_AGI = 3.0 RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 -// These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) -// to reach best offset improvement. +;------------------------------------------------------------------------------------------------------------------------------ +; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF) +; to reach best offset improvement. +;------------------------------------------------------------------------------------------------------------------------------ + RECOIL_COUNTER_INCREMENT = 20 RECOIL_COUNTER_INCREMENT_TRACER = 25 -// This value determines the distance ratio for recoil. Higher values result in -// less overall recoil movement at longer ranges. -// This value is an INTEGER, with a range of 10 to 1000. The distance is -// measured in METERS, not tiles, so 100 means 10 tiles. +;------------------------------------------------------------------------------------------------------------------------------ +; This value determines the distance ratio for recoil. Higher values result in +; less overall recoil movement at longer ranges. +; This value is an INTEGER, with a range of 10 to 1000. The distance is +; measured in METERS, not tiles, so 100 means 10 tiles. +;------------------------------------------------------------------------------------------------------------------------------ + NORMAL_RECOIL_DISTANCE = 140 MAX_BULLET_DEV = 5.0