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