- Updated UB ja2_options.ini

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1531 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2012-08-25 14:13:54 +00:00
parent dc815eabd1
commit b5b5944363
+193 -17
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@@ -168,7 +168,7 @@ WRITE_PROFILE_DATA_TO_XML = FALSE
; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
;------------------------------------------------------------------------------------------------------------------------------
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
;------------------------------------------------------------------------------------------------------------------------------
; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
@@ -277,11 +277,11 @@ EXPERTS_GET_DIFFERENT_CHOICES = TRUE
; The following values deal with M.E.R.C recruitment settings
;------------------------------------------------------------------------------------------------------------------------------
;When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE
;When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE
; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
@@ -1183,6 +1183,67 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Alternative Weapon Holding settings
;------------------------------------------------------------------------------------------------------------------------------
; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
; no use of scopes.
; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and
; here is explanation of each:
; 0 - Turned off entirely.
; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet.
; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
; the standard holding before the shot.
; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
; Of course, Scope Modes has to be allowed for this to work (they are as default).
; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs.
;
ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3
; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with
; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
;
RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
; semi-raised gun (quarter-raised by now actullay).
; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
;
RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here
; means -10% APs to shoot from hip / one-handed grip.
;
FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
; The base (N)CtH penalty when firing from alternative weapon holding.
CTH_PENALTY_FROM_ALTWEAPHOLD = 30
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
AIMING_PENALY_FROM_ALTWEAPHOLD = 30
; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
;------------------------------------------------------------------------------------------------------------------------------
; Weapon resting features
;------------------------------------------------------------------------------------------------------------------------------
@@ -1209,6 +1270,13 @@ USE_SCOPE_MODES = FALSE
; Allow display of scope modes on weapon
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
EXTERNAL_FEEDING = 2
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
@@ -1353,7 +1421,7 @@ VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
; From what aiming bonus a scope is considered high power (Battle Scope 7x)
HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
; From what aiming bonus a scope is considered medium power (ACOG 10x)
; From what aiming bonus a scope is considered medium power (ACOG 4x)
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
;------------------------------------------------------------------------------------------------------------------------------
@@ -1432,20 +1500,17 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_NAMES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_RANK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_CIVILIAN_NAMES = TRUE
@@ -1526,6 +1591,44 @@ ALLOW_COLLECTIVE_INTERRUPTS = TRUE
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;Should the Robot be exempt from paying AP-to-Ready?
ROBOT_NO_READYTIME = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
; being spotted, to compensate it a marker and enemy quote is implemented.
; This setting can be 0 or 1 or 2.
; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
; 1 = enemies will not do that
; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1
;------------------------------------------------------------------------------------------------------------------------------
; Energy cost on weapon manipulation
; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
; Weapon weight:
; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_WEIGHT = 100
; Weapon recoil kick:
; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
; (should) consider firing from hip as a more beneficial stance for it.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -1807,12 +1910,8 @@ OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
; If a barrel is not in someone's inventory, it cools down a little bit better.
OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
; Should the temperature of all items lying on the ground in a sector be set to zero upon loading a different sector?
; Due to engine limitations, the temperature will otherwise stay what I was when another sector was loaded.
; This can be exploited, but why would you do that?
; 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 = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Zombie Settings]
@@ -1844,9 +1943,12 @@ ZOMBIE_CAN_CLIMB = TRUE
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = TRUE
; Normal and energy damage is reduced by this percentage. Valid valus from -50 to 95
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Breath damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_BREATH_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
@@ -1888,7 +1990,10 @@ ZOMBIE_RISE_WITH_ARMOUR = FALSE
; 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
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
; A multiplicator that determines how many heal points are needed to cure one point of poison
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
@@ -1896,7 +2001,44 @@ 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
POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Food Settings]
;******************************************************************************************************************************
; In this section you can specify the food system
;******************************************************************************************************************************
; Your team needs water food, otherwise they'll starve...
; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food
; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts)
; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks:
; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...)
; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep
; - breath regenerates slower
; - his performance on assignments (training milita, doctoring, repairing...) is worse
; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this!
; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0)
; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250
FOOD_DIGESTION_HOURLY_BASE_FOOD = 20
FOOD_DIGESTION_HOURLY_BASE_DRINK = 130
; The digestion value is modfied with the number corresponding to your current activity
FOOD_DIGESTION_SLEEP = 0.6
FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8
FOOD_DIGESTION_TRAVEL = 1.5
FOOD_DIGESTION_ASSIGNMENT = 0.9
FOOD_DIGESTION_ONDUTY = 1.0
FOOD_DIGESTION_COMBAT = 2.0
; allow decay of food in every sector?
FOOD_DECAY_IN_SECTORS = TRUE
; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
FOOD_DECAY_MODIFICATOR = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2202,6 +2344,20 @@ FACILITY_DANGER_RATE = 50
ADDITIONAL_REPAIR_MODE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; advanced repair/dirt system
;------------------------------------------------------------------------------------------------------------------------------
; determines wether a gun can suffer permanent damage that cannot be repaired other by local smiths.
ADVANCED_REPAIR = TRUE
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
DIRT_SYSTEM = TRUE
; every trun, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
SECTOR_DIRT_DIVIDER = 1000
;******************************************************************************************************************************
; Set how to handle Skyrider "hot LZ" options
;
@@ -2936,3 +3092,23 @@ FAST_FORWARD_PERIOD = 500
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_KEY = SUBTRACT
[Overhead Map Settings]
;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
;Modes:
; 0 Off
; 1 Draw Rectangles
; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
MARKER_MODE = 2
;Precision governs how small the marked area will be
; 0 Hostiles are in a general area 180 tiles across
; 1 Hostiles are in a general area 120 tiles across
; 2 Hostiles are in a general area 90 tiles across
; 3 Hostiles are in a general area 60 tiles across
; 4 Hostiles are in a general area 45 tiles across
; 5 Hostiles are in a general area 30 tiles across
DAYTIME_PRECISION = 4
;Same as above, this time for Night
NIGHTTIME_PRECISION = 5
;Number of remaining Soldiers before their location gets marked
MAX_SOLDIERS_LEFT = 1