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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
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@@ -88,6 +88,7 @@ BOOLEAN LuaUnderground::InitializeSectorList()
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sectorData.getValue("numAdmins", s->ubNumAdmins);
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sectorData.getValue("numTroops", s->ubNumTroops);
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sectorData.getValue("numElites", s->ubNumElites);
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sectorData.getValue("numTanks", s->ubNumTanks);
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sectorData.getValue("numBloodcats", s->ubNumBloodcats);
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sectorData.getValue("numCreatures", s->ubNumCreatures);
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@@ -104,6 +105,7 @@ BOOLEAN LuaUnderground::InitializeSectorList()
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m_log << "\t\tAdmins: " << static_cast<int>(s->ubNumAdmins) << LF;
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m_log << "\t\tTroops: " << static_cast<int>(s->ubNumTroops) << LF;
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m_log << "\t\tElites: " << static_cast<int>(s->ubNumElites) << LF;
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m_log << "\t\tTanks: " << static_cast<int>(s->ubNumTanks) << LF;
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m_log << "\t- Creature population" << LF;
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m_log << "\t\tBloodcats: " << static_cast<int>(s->ubNumBloodcats) << LF;
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m_log << "\t\tCrepitus: " << static_cast<int>(s->ubNumCreatures) << LF;
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