- Moved ASD & Enemy Heli-related settings from JA2_Options.ini to Mod_Settings.ini.

- Enemy Helis can also be unlocked if a certain game progress is reached.

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2280 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2016-01-10 14:45:38 +00:00
parent 2ad68a812f
commit b87800793f
2 changed files with 28 additions and 28 deletions
+10 -27
View File
@@ -3532,16 +3532,13 @@ REASSIGN_PENDING_REINFORCEMENTS = FALSE
; The AI also decides how to use these assets.
;
; This feature is not recommended for new players.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division is active
ASD_ACTIVE = FALSE
; The sector resources arrive in - if the AI no longer controls this, it cannot replenish its resources.
; Sector number is (x - 1) + (y - 1) * 16, example: Meduna Airfield - x = 3, y = 14 -> Sector number 210
; Valid from 0 to 255
ASD_SUPPLY_ARRIVAL_SECTOR = 210
;------------------------------------------------------------------------------------------------------------------------------
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
; These are the base costs in $ for AI resources.
@@ -3574,7 +3571,8 @@ ASD_TIME_HELI = 1200
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), it can purchase some for itself.
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress,
; it can purchase some for itself.
; Just like the player, it can then fly a small squad around on the map and deploy them.
; Helicopters have to be fuelled and repaired, which consumes AI resources.
;
@@ -3590,10 +3588,15 @@ ASD_TIME_HELI = 1200
; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
;
; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division can use helicopters
ENEMYHELI_ACTIVE = TRUE
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
; heli hitpoints, valid from 1 to 500
ENEMYHELI_HP = 100
@@ -3625,7 +3628,7 @@ ENEMYHELI_FUEL_REFUELTIME = 3
; CTH depends on weapon status, range and the user's cth with launchers.
; The launchers have to be armed in the inventory, it is not required to have them in the hands.
;
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), derault MANPADS damage is a lot higher than
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than
; SAM damage.
;------------------------------------------------------------------------------------------------------------------------------
; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
@@ -3645,26 +3648,6 @@ ENEMYHELI_MANPADS_DAMAGE_BASE = 40
; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_VAR = 80
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to placement of helicopters in maps
;------------------------------------------------------------------------------------------------------------------------------
; The base of the helicopters where they are refueled, repaired and based during missions
; Sector number is (x - 1) + (y - 1) * 16, example: Meduna Airfield - x = 3, y = 14 -> Sector number 210
; Valid from 0 to 255
ENEMYHELI_BASE = 210
; If the tileset of the helicopter base contains helicopter graphics, they can appear in the map when they are currently at the base.
; They can then be destroyed (for example by an infiltrating spy with C4).
; Up to two helicopter positions can be given
; Tiles in tactical where the helis should be parked. Use -1 to never show a heli
ENEMYHELI_BASE_PARKPOSITION_1 = 18475
ENEMYHELI_BASE_PARKPOSITION_2 = 18469
; heli teile index in the map tileset (see also HeliSites.xml). In changed maps, you will need at least a map editor to figure this one out
ENEMYHELI_BASE_PARK_TILEINDEX = 1689
;******************************************************************************************************************************
;******************************************************************************************************************************
+18 -1
View File
@@ -268,4 +268,21 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE
;victory celebration stuff
VICTORY_SECTOR_X = 3
VICTORY_SECTOR_Y = 16
VICTORY_POSITION = 5687
VICTORY_POSITION = 5687
[ASD]
; supply sector (resources for the AI arrive here)
ASD_SUPPLY_ARRIVAL_SECTOR_X = 3
ASD_SUPPLY_ARRIVAL_SECTOR_Y = 14
[Enemy Heli]
; enemy heli base and park positions
ENEMYHELI_BASE_X = 3
ENEMYHELI_BASE_Y = 14
; If the tileset of the helicopter base contains helicopter graphics, they can appear in the map when they are currently at the base. Use -1 to not use
ENEMYHELI_BASE_PARKPOSITION_1 = 18475
ENEMYHELI_BASE_PARKPOSITION_2 = 18469
; heli teile index in the map tileset (see also HeliSites.xml). In changed maps, you will need at least a map editor to figure this one out
ENEMYHELI_BASE_PARK_TILEINDEX = 1689