From b5b5944363423bb73faa40cb969991a7e01755fb Mon Sep 17 00:00:00 2001 From: Wanne Date: Sat, 25 Aug 2012 14:13:54 +0000 Subject: [PATCH] - Updated UB ja2_options.ini git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1531 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data-UB/Ja2_Options.ini | 210 +++++++++++++++++++++++++++++--- 1 file changed, 193 insertions(+), 17 deletions(-) diff --git a/gamedir/Data-UB/Ja2_Options.ini b/gamedir/Data-UB/Ja2_Options.ini index e89529610..c1358d8dd 100644 --- a/gamedir/Data-UB/Ja2_Options.ini +++ b/gamedir/Data-UB/Ja2_Options.ini @@ -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