- New camo handling:

Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo.
CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted.

CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
These two set the amount of camo that armor vest/pants can provide if LBE is worn over them.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902

- New Mine avoidance for civilians (by Sevenfm)
Civilians can now avoid player placed mines.
CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817

- Smoke effects and explosive attachments (by Sevenfm)
Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that:
ADD_SMOKE_AFTER_EXPLOSION = FALSE
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-11-11 12:51:33 +00:00
parent c2549bf279
commit d7fa19068f
18 changed files with 379 additions and 172 deletions
+15 -1
View File
@@ -1340,6 +1340,18 @@ void LoadGameExternalOptions()
// Civils don't make too much actions (for faster civils turn)
gGameExternalOptions.bLazyCivilians = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_LAZY_CIVILIANS",FALSE);
// Neutral civilians can detect and avoid player's mines
gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines = iniReader.ReadBoolean("Tactical Interface Settings","CIVILIANS_AVOID_PLAYER_MINES",FALSE);
// Add smoke after regular explosions
gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE);
// Attachments now can explode
gGameExternalOptions.bAllowExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_EXPLOSIVE_ATTACHMENTS",FALSE);
// <GasCan>, <Marbles> and <Alcohol> add special bonuses to explosion
gGameExternalOptions.bAllowSpecialExplosiveAttachments = iniReader.ReadBoolean("Tactical Interface Settings","ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS",FALSE);
// Chance to Say Annoying Phrase (you can just turn of it by button in game)
gGameExternalOptions.iChanceSayAnnoyingPhrase = iniReader.ReadInteger("Tactical Interface Settings","CHANCE_SAY_ANNOYING_PHRASE",100);
@@ -1372,6 +1384,7 @@ void LoadGameExternalOptions()
// SANDRO - Improved camo applying and camo can be removed
gGameExternalOptions.fCamoRemoving = iniReader.ReadBoolean("Tactical Gameplay Settings", "CAMO_REMOVING", TRUE);
gGameExternalOptions.bCamoKitArea = iniReader.ReadInteger("Tactical Gameplay Settings", "CAMO_KIT_USABLE_AREA", 5, 0, 100);
// SANDRO - Enhanced close combat system
gGameExternalOptions.fEnhancedCloseCombatSystem = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENHANCED_CLOSE_COMBAT_SYSTEM", TRUE);
@@ -2748,7 +2761,8 @@ void LoadItemSettings()
gItemSettings.fHandlingModifierLauncher = iniReader.ReadFloat ("Weapon Settings","HANDLING_LAUNCHER_MODIFIER", 1.0f, 0.1f, 5.0f);
// -------------- ARMOR MODIFIERS ----------------
gItemSettings.fCamoLBEoverArmorModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_ARMOR_MODIFIER", 0.2f, 0.0f, 1.0f);
gItemSettings.fCamoLBEoverVestModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_VEST_MODIFIER", 0.2f, 0.0f, 1.0f);
gItemSettings.fCamoLBEoverPantsModifier = iniReader.ReadFloat ("Armor Settings","CAMO_LBE_OVER_PANTS_MODIFIER", 0.2f, 0.0f, 1.0f);
// ------------ EXPLOSIVE MODIFIERS --------------
gItemSettings.fDamageHealthModifierExplosive = iniReader.ReadFloat ("Explosives Settings","DAMAGE_HEALTH_EXPLOSIVE_MODIFIER", 1.0f, 0.1f, 5.0f);