- New Feature: Zombie mod ingame option (by Flugente)

o The Zombie option can be enabled in the ingame option screen
o There are 2 new ini sections with a few ini properties ([Tactical Zombie Settings] and [Tactical Poison Settings])
wo ith the tag <PoisonPercentage>, you can now poison guns (Items.xml) or ammo (AmmoTypes.xml). This is the percentage of damage dealt that will be poisonous
-> New Tag in Items.xml: <PoisonPercentage>
-> New Tag in AmmoTypes.xml: <PoisonPercentage>
o see:  http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746



git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1442 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-05-29 22:56:00 +00:00
parent f3598da61c
commit 82b6cc2b9e
8 changed files with 181 additions and 0 deletions
+83
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@@ -1790,6 +1790,89 @@ OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 0
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = 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.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Poison Settings]
;******************************************************************************************************************************
; In this section you can specify the new poison system
;******************************************************************************************************************************
; The poison system is a new feature that gives a bit of variation to the life and damage system.
; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
; poison damage, he not only looses life, he also gains a poison point.
; The basic consequences are:
; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
; poison points
; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
; The lost point will be bandaged, so you do not have to immediately bandage it.
; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
; We require immediate medical assistance, or we will die!
; Yes, it is possible to die this way.
; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
; action automatically performed by your doctors and the hospital, if the merc is their patient.
; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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
; valid values from 1.0 to 10.0, 4.0 is recommended
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
;******************************************************************************************************************************
;******************************************************************************************************************************
; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
; # # # # # # # # # # # # # # # # ## # # #
@@ -33,6 +33,7 @@
<tracerEffect>0</tracerEffect>
<spreadPattern />
<temperatureModificator>0.0</temperatureModificator>
<PoisonPercentage>0</PoisonPercentage>
</AMMOTYPE>
<AMMOTYPE>
<uiIndex>1</uiIndex>
+6
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@@ -165,6 +165,8 @@
<overheatCooldownModificator>0.0</overheatCooldownModificator>
<overheatJamThresholdModificator>0.0</overheatJamThresholdModificator>
<overheatDamageThresholdModificator>0.0</overheatDamageThresholdModificator>
<BlockIronSight>0</BlockIronSight>
<PoisonPercentage>0</PoisonPercentage>
<STAND_MODIFIERS>
<FlatBase>0</FlatBase>
<PercentBase>0</PercentBase>
@@ -6275,6 +6277,7 @@
<PercentTunnelVision>90</PercentTunnelVision>
<ScopeMagFactor>10.0</ScopeMagFactor>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<BlockIronSight>1</BlockIronSight>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -30603,6 +30606,7 @@
<AttachmentSystem>1</AttachmentSystem>
<ScopeMagFactor>4.0</ScopeMagFactor>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<BlockIronSight>1</BlockIronSight>
<STAND_MODIFIERS>
<AimLevels>-1</AimLevels>
</STAND_MODIFIERS>
@@ -30721,6 +30725,7 @@
<PercentTunnelVision>70</PercentTunnelVision>
<ScopeMagFactor>7.0</ScopeMagFactor>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<BlockIronSight>1</BlockIronSight>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
@@ -31411,6 +31416,7 @@
<PercentTunnelVision>20</PercentTunnelVision>
<ScopeMagFactor>4.0</ScopeMagFactor>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<BlockIronSight>1</BlockIronSight>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
+87
View File
@@ -1790,6 +1790,93 @@ OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Note: This only applies to items lying on the ground. The inventory of your mercs will cool down wherever they are.
OVERHEATING_SET_ZERO_UPON_NEW_SECTOR = FALSE
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 0
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = 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.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Poison Settings]
;******************************************************************************************************************************
; In this section you can specify the new poison system
;******************************************************************************************************************************
; The poison system is a new feature that gives a bit of variation to the life and damage system.
; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
; poison damage, he not only looses life, he also gains a poison point.
; The basic consequences are:
; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
; poison points
; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
; The lost point will be bandaged, so you do not have to immediately bandage it.
; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
; We require immediate medical assistance, or we will die!
; Yes, it is possible to die this way.
; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
; action automatically performed by your doctors and the hospital, if the merc is their patient.
; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
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
; valid values from 1.0 to 10.0, 4.0 is recommended
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE
TOPTION_DISABLE_CURSOR_SWAP = TRUE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = TRUE
TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE
@@ -81,6 +81,7 @@ TOPTION_SHOW_TACTICAL_FACE_ICONS = FALSE
TOPTION_DISABLE_CURSOR_SWAP = FALSE
TOPTION_QUIET_TRAINING = FALSE
TOPTION_AUTO_FAST_FORWARD_MODE = FALSE
TOPTION_ZOMBIES = FALSE
TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE
TOPTION_CHEAT_MODE_OPTIONS_END = FALSE