From b87800793f8a0c2ed68efd98cfd75470bd97b610 Mon Sep 17 00:00:00 2001 From: Flugente Date: Sun, 10 Jan 2016 14:45:38 +0000 Subject: [PATCH] - 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 --- gamedir/Data-1.13/Ja2_Options.INI | 37 ++++++++---------------------- gamedir/Data-1.13/Mod_Settings.ini | 19 ++++++++++++++- 2 files changed, 28 insertions(+), 28 deletions(-) diff --git a/gamedir/Data-1.13/Ja2_Options.INI b/gamedir/Data-1.13/Ja2_Options.INI index 041ab1d75..bc8f0961f 100644 --- a/gamedir/Data-1.13/Ja2_Options.INI +++ b/gamedir/Data-1.13/Ja2_Options.INI @@ -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 - - ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/gamedir/Data-1.13/Mod_Settings.ini b/gamedir/Data-1.13/Mod_Settings.ini index ac91c659d..240182ac6 100644 --- a/gamedir/Data-1.13/Mod_Settings.ini +++ b/gamedir/Data-1.13/Mod_Settings.ini @@ -268,4 +268,21 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE ;victory celebration stuff VICTORY_SECTOR_X = 3 VICTORY_SECTOR_Y = 16 -VICTORY_POSITION = 5687 \ No newline at end of file +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 \ No newline at end of file