mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
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. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -337,25 +337,25 @@ void GeneratePatrolGroups()
|
||||
GROUP *pGroup;
|
||||
UINT8 ubNumTroops;
|
||||
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_C7, 0, ubNumTroops, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_C7, 0, ubNumTroops, 0, 0 );
|
||||
pGroup->ubTransportationMask = CAR;
|
||||
AddWaypointToPGroup( pGroup, 8, 3 ); //C8
|
||||
AddWaypointToPGroup( pGroup, 7, 3 ); //C7
|
||||
|
||||
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_D9, 0, ubNumTroops, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_D9, 0, ubNumTroops, 0, 0 );
|
||||
AddWaypointToPGroup( pGroup, 9, 5 ); //E9
|
||||
AddWaypointToPGroup( pGroup, 9, 4 ); //D9
|
||||
pGroup->ubTransportationMask = TRUCK;
|
||||
|
||||
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_B9, 0, ubNumTroops, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_B9, 0, ubNumTroops, 0, 0 );
|
||||
AddWaypointToPGroup( pGroup, 12, 2 ); //B12
|
||||
AddWaypointToPGroup( pGroup, 9, 2 ); //B9
|
||||
pGroup->ubTransportationMask = FOOT;
|
||||
|
||||
ubNumTroops = (UINT8)(3 + gGameOptions.ubDifficultyLevel + Random( 3 ));
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_A14, 0, ubNumTroops, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_A14, 0, ubNumTroops, 0, 0 );
|
||||
pGroup->ubMoveType = ENDTOEND_FORWARDS;
|
||||
AddWaypointToPGroup( pGroup, 13, 1 ); //A13
|
||||
AddWaypointToPGroup( pGroup, 15, 1 ); //A15
|
||||
@@ -366,13 +366,13 @@ void GeneratePatrolGroups()
|
||||
pGroup->ubTransportationMask = TRACKED;
|
||||
|
||||
ubNumTroops = (UINT8)(5 + gGameOptions.ubDifficultyLevel * 2 + Random( 4 ));
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N6, 0, ubNumTroops, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N6, 0, ubNumTroops, 0, 0 );
|
||||
AddWaypointToPGroup( pGroup, 9, 14 ); //N9
|
||||
AddWaypointToPGroup( pGroup, 6, 14 ); //N6
|
||||
pGroup->ubTransportationMask = CAR;
|
||||
|
||||
ubNumTroops = (UINT8)(5 + gGameOptions.ubDifficultyLevel * 2 + Random( 4 ));
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N10, 0, ubNumTroops, 0 );
|
||||
pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_N10, 0, ubNumTroops, 0, 0 );
|
||||
AddWaypointToPGroup( pGroup, 10, 11 ); //K10
|
||||
AddWaypointToPGroup( pGroup, 10, 14 ); //N10
|
||||
pGroup->ubTransportationMask = CAR;
|
||||
|
||||
Reference in New Issue
Block a user