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- Externalized heli refuel sites (Map/HeliSites.xml)
- Added more default tags to empty startinggearkits - Added comments to minerals.xml git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1871 4f8fa57e-7814-0410-bad4-adc449f26b7c
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<!--
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This file defines helicopter refuel sites in game.
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Fields index:
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refuelIndex - it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
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Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
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to be available on top of usual conditions of freeing enemy sector and airspace control.
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refuelSector - refuel site coordinates.
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refuelHidden - code not used/saved at the moment.
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refuelHeliGridNo - Show heli graphics when landed in sector. Require heli tiles in map tileset
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to display correctly. Else, will show tiles that occupies the same tile index.
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refuelSkyriderGridNo - Skyrider standing gridno
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NOTE:
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Helicopter can be initialized in Overhead.lua script.
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Maximum 2 refuel sites can be used in game.
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-->
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<HELI_INFO>
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<REFUELLIST>
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<REFUEL>
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<refuelIndex>1</refuelIndex>
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<refuelSector>
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<x>13</x>
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<y>2</y>
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</refuelSector>
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<refuelHeliGridNo>9001</refuelHeliGridNo>
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<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
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</REFUEL>
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<REFUEL>
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<refuelIndex>2</refuelIndex>
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<refuelSector>
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<x>6</x>
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<y>9</y>
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</refuelSector>
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<refuelHeliGridNo>13067</refuelHeliGridNo>
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<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
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</REFUEL>
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</REFUELLIST>
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</HELI_INFO>
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@@ -1,13 +1,26 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file defines the mine name on strategic screen and resource type name in mine infobox.
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Fields index:
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uiIndex - it is the number identifier in initmines.lua. (max 255 entries)
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e.g. MineType = { Silver = 0, Gold = 1.... }
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MineType assignment for each mines is done at function InitializeMines()
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within the same LUA script.
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sNameType - mine name to be displayed on strategic screen.
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sMineral - resource type name to be displayed in mine infobox
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-->
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<MINERALS>
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<TYPE>
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<uiIndex>0</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Silver</sMineral>
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</TYPE>
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<TYPE>
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<uiIndex>1</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Gold</sMineral>
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</TYPE>
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<TYPE>
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<uiIndex>0</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Silver</sMineral>
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</TYPE>
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<TYPE>
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<uiIndex>1</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Gold</sMineral>
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</TYPE>
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</MINERALS>
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@@ -0,0 +1,43 @@
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<!--
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This file defines helicopter refuel sites in game.
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Fields index:
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refuelIndex - it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
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Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
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to be available on top of usual conditions of freeing enemy sector and airspace control.
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refuelSector - refuel site coordinates.
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refuelHidden - code not used/saved at the moment.
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refuelHeliGridNo - Show heli graphics when landed in sector. Require heli tiles in map tileset
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to display correctly. Else, will show tiles that occupies the same tile index.
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refuelSkyriderGridNo - Skyrider standing gridno
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NOTE:
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Helicopter can be initialized in Overhead.lua script.
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Maximum 2 refuel sites can be used in game.
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-->
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<HELI_INFO>
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<REFUELLIST>
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<REFUEL>
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<refuelIndex>1</refuelIndex>
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<refuelSector>
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<x>13</x>
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<y>2</y>
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</refuelSector>
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<refuelHeliGridNo>9001</refuelHeliGridNo>
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<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
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</REFUEL>
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<REFUEL>
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<refuelIndex>2</refuelIndex>
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<refuelSector>
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<x>6</x>
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<y>9</y>
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</refuelSector>
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<refuelHeliGridNo>13067</refuelHeliGridNo>
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<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
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</REFUEL>
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</REFUELLIST>
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</HELI_INFO>
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@@ -1,13 +1,26 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file defines the mine name on strategic screen and resource type name in mine infobox.
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Fields index:
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uiIndex - it is the number identifier in initmines.lua. (max 255 entries)
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e.g. MineType = { Silver = 0, Gold = 1.... }
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MineType assignment for each mines is done at function InitializeMines()
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within the same LUA script.
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sNameType - mine name to be displayed on strategic screen.
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sMineral - resource type name to be displayed in mine infobox
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-->
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<MINERALS>
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<TYPE>
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<uiIndex>0</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Silver</sMineral>
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</TYPE>
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<TYPE>
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<uiIndex>1</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Gold</sMineral>
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</TYPE>
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<TYPE>
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<uiIndex>0</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Silver</sMineral>
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</TYPE>
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<TYPE>
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<uiIndex>1</uiIndex>
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<sNameType>Mine</sNameType>
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<sMineral>Gold</sMineral>
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</TYPE>
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</MINERALS>
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