From d34243d1ffc3bd3f9476aa932a29af9bee78144b Mon Sep 17 00:00:00 2001 From: Flugente Date: Tue, 13 May 2014 20:40:38 +0000 Subject: [PATCH] Drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If you click on vehicle in tactical, also its driver will be selected automatically. Besides driving car, driver can perform other actions normally. - Vehicle's APs, health and fuel are displayed on the steering wheel - thanks to Buggler for idea. Vehicle APs are treated as a resource (so if car changes driver mid-turn, it won't go any further than it would). - Added option Tactical Interface Settings > ADD_PASSENGER_TO_ANY_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, he'll be added to new squad, so if you ordered six passengers to exit one by one, you'd end up with six new squads. With ADD_PASSENGER_TO_ANY_SQUAD = TRUE, passenger will be added to any existing squad with empty slot if possible. - Added option Tactical Interface Settings > PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, by default you get switched to his new squad. With PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE you'll switch only if exiting passenger is the selected one. - Cosmetic fix: changed display above vehicle from "*Merc's name* (VEHICLE)" to "*Merc's name* (*Vehicle's name*)" and colour from yellow to white (since mercs in vehicle are controllable and yellow is reserved for mercs on assignments). - Fixed passengers rotation. Again. - Fixed vehicles getting "tired" - lowered APs due to fuel below max. They can move the same as long as they have any fuel. - Fixed unrelated bug: clicking on any empty slot in team panel would select merc with id 0. - Fixed unrelated bug: switching to squad with less mercs would cause team panel to still show skill tooltips for mercs from previous squad on empty slots. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2033 4f8fa57e-7814-0410-bad4-adc449f26b7c --- gamedir/Data/Ja2_Options.INI | 45 +++++++++++++++++++++++++----------- 1 file changed, 31 insertions(+), 14 deletions(-) diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI index 2d76745df..caf0f636b 100644 --- a/gamedir/Data/Ja2_Options.INI +++ b/gamedir/Data/Ja2_Options.INI @@ -1097,6 +1097,20 @@ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE AUTO_COLLAPSE_INVENTORY_ON_TURN_END = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE). +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_PASSENGER_TO_ANY_SQUAD = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE). +;------------------------------------------------------------------------------------------------------------------------------ + +PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE + ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2050,24 +2064,27 @@ AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 ; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 +; If set to TRUE, vehicles can be driven through tactical maps. +ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE + +; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). +; 0 - No change. +; 1 - AP deducted from vehicle are also deducted from all passengers. +; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. +; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 + +; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). +AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 + +;****************************************************************************************************************************** + +[Tactical Cover System Settings] + ;****************************************************************************************************************************** ; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. ;****************************************************************************************************************************** -; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. -COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 - -; This tell how much a stealth value of 100 will decrese the sight range of an enemy. -; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. -COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 - -; This is similar to STEALTH_EFFECTIVENESS. -; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. -COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 - -; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. -COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 - ; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, ; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. COVER_SYSTEM_LBE_EFFECTIVENESS = 20