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Updated /Data folder
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2364 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -321,6 +321,11 @@ BAD_AP_COST = 36
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;***********************************************************************
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AP_UNJAM = 2
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;***********************************************************************
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;* AP value to set grenade mode
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;***********************************************************************
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AP_GRENADE_MODE = 1
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;***********************************************************************
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;* The APs needed when you jump through a window *
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;***********************************************************************
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@@ -399,7 +404,6 @@ DEFAULT_AIMSKILL = 80
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;***********************************************************************
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AP_FORTIFICATION = 250
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AP_REMOVE_FORTIFICATION = 150
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AP_FILL_SANDBAG = 200
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;***********************************************************************
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;* The APs needed to eat *
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@@ -436,6 +440,26 @@ AP_INVENTORY_ARM = 20
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;***********************************************************************
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AP_SPOTTER = 20
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;***********************************************************************
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;* The APs for hacking a computer *
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;***********************************************************************
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AP_HACK = 75
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;***********************************************************************
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;* The APs for reading a file *
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;***********************************************************************
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AP_READFILE = 12
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;***********************************************************************
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;* The APs for drinking from a watertap *
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;***********************************************************************
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AP_WATERTAP = 5
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;***********************************************************************
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;* The APs buying soda from a vending machine *
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;***********************************************************************
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AP_SODAMACHINE = 7
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[BPConstants]
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;***********************************************************************
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;* Ratio of breath points to 1 energy (default = 100) *
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@@ -512,7 +536,6 @@ BP_JUMPOFFWALL = 250
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BP_JUMPWALL = 500
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BP_FORTIFICATION = 700
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BP_REMOVE_FORTIFICATION = 400
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BP_FILL_SANDBAG = 500
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BP_HANDCUFF = 100
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BP_APPLYITEM = 50
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BP_INVENTORY_ARM = 10
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@@ -107,7 +107,8 @@ RANGE_AR_MODIFIER = 1.0
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RANGE_LMG_MODIFIER = 1.0
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RANGE_SHOTGUN_MODIFIER = 1.0
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RANGE_LAUNCHER_MODIFIER = 1.0
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RANGE_GRENADE_MODIFIER = 1.0
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RANGE_THROWINGKNIFE_MODIFIER= 1.0
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RANGE_GRENADE_MODIFIER = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -285,6 +286,22 @@ RECOILX_SHOTGUN_MODIFIER = 1.0
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RECOILY_SHOTGUN_MODIFIER = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; Weapon Jam Damage Thresholds
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;
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; These values define the status threshold where a gun can take damage when it jams.
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; The lower this value is the lower the status of the gun has to be before it will take damage during a gun jam.
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; Valid values are 0 to 100.
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JAM_DAMAGE_THRESHOLD_PISTOL = 50
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JAM_DAMAGE_THRESHOLD_MP = 75
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JAM_DAMAGE_THRESHOLD_SMG = 70
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JAM_DAMAGE_THRESHOLD_RIFLE = 40
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JAM_DAMAGE_THRESHOLD_SNIPER = 45
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JAM_DAMAGE_THRESHOLD_AR = 65
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JAM_DAMAGE_THRESHOLD_LMG = 60
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JAM_DAMAGE_THRESHOLD_SHOTGUN = 30
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Armor Settings]
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@@ -297,7 +314,7 @@ RECOILY_SHOTGUN_MODIFIER = 1.0
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;******************************************************************************************************************************
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; These modifiers set the amount of camouflage on armor that applies when LBE is worn over the armor (NIV only).
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; Valid values are from 0.0 to 1.0. 0.0 means no camo bonus from armor, 1.0 means full bonus even if LBE is worn over the armor.
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; Default is 0.2
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; Default for vests is 0.2, for pants it is 0.6
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CAMO_LBE_OVER_VEST_MODIFIER = 0.2
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CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
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;******************************************************************************************************************************
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@@ -328,22 +345,4 @@ DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER = 0.1
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DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Energy Settings]
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;******************************************************************************************************************************
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;
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; Energy consumption settings for non-vanilla batteries.
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;
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; various energy costs for the radio set
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ENERGY_COST_RADIOSET_ACTIVATE = 600.00
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ENERGY_COST_RADIOSET_JAM = 100.00
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ENERGY_COST_RADIOSET_SCAN = 45.00
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ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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+500
-77
@@ -122,6 +122,14 @@ MAX_ITEM_SIZE = 34
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MAX_WEAPON_SIZE = 9
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OLD_INVENTORY_ITEM_NUMBER = 99
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;------------------------------------------------------------------------------------------------------------------------------
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; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
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; prone targets (until now, hits were always considered on torso).
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; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
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; This switch will be removed once this code change has been accepted (or deemed unacceptable).
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_TARGET_HEADANDLEG_IFPRONE = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -425,6 +433,23 @@ MINE_INCOME_PERCENTAGE = 100
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MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
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;------------------------------------------------------------------------------------------------------------------------------
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; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town.
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; The maximum number of workers for each sector can be set in SectorNames.xml.
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; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier
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; is at a 100%.
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;------------------------------------------------------------------------------------------------------------------------------
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MINE_REQUIRES_WORKERS = FALSE
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; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0.
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WORKERRATE_PRESENT_INITIALLY = 0.25
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; the cost of training a single worker
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WORKER_TRAINING_COST = 30
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; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait
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WORKER_TRAINING_POINTS = 100
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;------------------------------------------------------------------------------------------------------------------------------
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; Enable/Disable the ability to sell unneeded equipment to the locals.
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;
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@@ -537,7 +562,7 @@ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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; Automatically save the game every N GAME-hours. 0 = disable.
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;------------------------------------------------------------------------------------------------------------------------------
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AUTO_SAVE_EVERY_N_HOURS = 0
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AUTO_SAVE_EVERY_N_HOURS = 12
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@@ -586,7 +611,7 @@ USE_EXTERNALIZED_LOADSCREENS = TRUE
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; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_LOADSCREENHINTS = FALSE
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USE_LOADSCREENHINTS = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
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@@ -715,6 +740,12 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
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AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger.
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;------------------------------------------------------------------------------------------------------------------------------
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TIME_BOMB_WARNING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
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; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
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@@ -847,15 +878,6 @@ SHOW_ENEMY_HEALTH = 1
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SHOW_HEALTHBARSOVERHEAD = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
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; 0 - do not show cover
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; 1 - show using color of merc's name
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; 2 - same as 1, show only in stealth or when disguised
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_COVER_INDICATOR = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; How should the game display the enemy/player hit counter?
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@@ -948,15 +970,15 @@ ALTERNATE_MOUSE_COMMANDS = FALSE
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; Positive values: item id from items.xml
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;------------------------------------------------------------------------------------------------------------------------------
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QUICK_ITEM_1 = 0
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QUICK_ITEM_2 = 0
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QUICK_ITEM_3 = 0
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QUICK_ITEM_4 = 0
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QUICK_ITEM_5 = 0
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QUICK_ITEM_6 = 0
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QUICK_ITEM_7 = 0
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QUICK_ITEM_8 = 0
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QUICK_ITEM_9 = 0
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QUICK_ITEM_1 = -1
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QUICK_ITEM_2 = -2
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QUICK_ITEM_3 = -3
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QUICK_ITEM_4 = -4
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QUICK_ITEM_5 = -5
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QUICK_ITEM_6 = -6
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QUICK_ITEM_7 = -7
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QUICK_ITEM_8 = -8
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QUICK_ITEM_9 = -9
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QUICK_ITEM_0 = 0
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1015,6 +1037,17 @@ ALLOW_LAZY_CIVILIANS = FALSE
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CIVILIANS_AVOID_PLAYER_MINES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry()
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; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_EXTRA_CIVILIANS = FALSE
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; Allow placing of new merchants
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; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE
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ALLOW_EXTRA_MERCHANTS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
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@@ -1038,6 +1071,14 @@ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
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ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
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; will detonate on next turn instead of instant explosion
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;------------------------------------------------------------------------------------------------------------------------------
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DELAYED_GRENADE_EXPLOSION = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 100
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; Chance to say annoying phrase.
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@@ -1061,10 +1102,19 @@ NEW_AI_TACTICAL = FALSE
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; AI tweaks and improvements
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;------------------------------------------------------------------------------------------------------------------------------
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; allow AI to shoot more often for suppression in OCTH by faking minimum CTH=1
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; for autofire capable weapons
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AI_EXTRA_SUPPRESSION = FALSE
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; less aggressive AI morale with some additional tweaks
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AI_NEW_MORALE = FALSE
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; AI will try to avoid enemy sight, fresh corpses and overcrowded locations
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AI_BETTER_COVER = FALSE
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AI_EXTRA_FLANKING = FALSE
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; disabled by default as it can be time consuming when playing covert
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; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations
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AI_YELLOW_FLANKING = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: 3
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@@ -1542,7 +1592,7 @@ ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
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; Allow walking and sidesteps with raised weapons?
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
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ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1644,7 +1694,7 @@ DISPLAY_SCOPE_MODES = FALSE
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; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
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; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
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SPOTTER_PREPARATIONTURNS = 3
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SPOTTER_PREPARATIONTURNS = 2
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; This variable intentionally has two meanings.
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; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
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@@ -1901,10 +1951,9 @@ SHOW_ENEMY_WEAPON = FALSE
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SHOW_ENEMY_EXTENDED_INFO = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show color coded enemy awareness sign when sneaking or covert
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; Use color name to show soldier's status
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_AWARENESS = FALSE
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IMPROVED_TACTICAL_UI = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
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@@ -1930,12 +1979,6 @@ INDIVIDUAL_ENEMY_NAMES = FALSE
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INDIVIDUAL_ENEMY_RANK = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Show enemy rank (exp. level) as icon
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_ENEMY_RANK_ICON = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1949,6 +1992,14 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
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SOLDIER_PROFILES_ENEMY = FALSE
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SOLDIER_PROFILES_MILITIA = FALSE
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|
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;------------------------------------------------------------------------------------------------------------------------------
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; Settings related to enemy armed vehicles (tanks and jeeps).
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; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG.
|
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; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks.
|
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;
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; Unless there is a separate setting, tank-settings also govern jeeps.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
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; If set to TRUE, vehicles can be driven around tactical maps.
|
||||
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
|
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|
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@@ -1983,6 +2034,8 @@ CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
|
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; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
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TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
|
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|
||||
ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38
|
||||
|
||||
; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
|
||||
ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
|
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; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
|
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@@ -2252,6 +2305,46 @@ ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
|
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;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Individual Militia Settings]
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Settings for individual militia
|
||||
;
|
||||
; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their
|
||||
; - name
|
||||
; - visuals
|
||||
; - record of all battles they participated
|
||||
; - kills and assists
|
||||
; - health ratio
|
||||
; - and a few other things
|
||||
;
|
||||
; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent
|
||||
; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles).
|
||||
;
|
||||
; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; if TRUE this feature is on
|
||||
INDIVIDUAL_MILITIA = FALSE
|
||||
|
||||
; For each kill, a militia gets 2 promotion points.
|
||||
; For each assist, a militia gets 1 promotion point.
|
||||
; Here we define how many promotion points a militia needs to be promoted.
|
||||
; Values from 1 to 100.
|
||||
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4
|
||||
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 10
|
||||
|
||||
; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the
|
||||
; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded.
|
||||
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
|
||||
INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE
|
||||
|
||||
; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0.
|
||||
INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Tactical Cover System Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -2363,7 +2456,7 @@ SUPPRESSION_EFFECTIVENESS = 0
|
||||
;
|
||||
; 0 = JA2 Default: Suppression is DISABLED.
|
||||
; 100 = Suppression is fully activated.
|
||||
;
|
||||
;
|
||||
; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
|
||||
;
|
||||
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
||||
@@ -2468,7 +2561,7 @@ EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
|
||||
NOTIFY_WHEN_PINNED_DOWN = FALSE
|
||||
NOTIFY_WHEN_PINNED_DOWN = TRUE
|
||||
|
||||
; Minimum distance at which friendly characters become suppressed their own forces.
|
||||
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
|
||||
@@ -2487,34 +2580,26 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Rain settings
|
||||
;
|
||||
; (For slow CPUs, you may want to disable rain entirely.
|
||||
; (For slow CPUs, you may want to disable this)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Enable/Disable rain appearing in the game.
|
||||
; Enable/Disable weather appearing in the game.
|
||||
ALLOW_RAIN = FALSE
|
||||
|
||||
; Chance of rain to be triggered once per day.
|
||||
RAIN_CHANCE_PER_DAY = 0
|
||||
; Possible number of weather events happening per day
|
||||
RAIN_EVENTS_PER_DAY = 5
|
||||
|
||||
; Minimum/Maximum length of rain.
|
||||
; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY.
|
||||
RAIN_CHANCE_PER_DAY = 70
|
||||
|
||||
; Minimum/Maximum length of waether.
|
||||
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
||||
RAIN_MAX_LENGTH_IN_MINUTES = 300
|
||||
RAIN_MAX_LENGTH_IN_MINUTES = 240
|
||||
|
||||
; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type
|
||||
; For slow CPUs decrease the MAX_RAIN_DROPS.
|
||||
MAX_RAIN_DROPS = 80
|
||||
|
||||
; Controls how rain affects visual distance
|
||||
; Range: 0-100%
|
||||
; 0% = Rain doesn't decrease sightrange.
|
||||
; 100% = Can't see anything in the rain.
|
||||
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30
|
||||
|
||||
; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often.
|
||||
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
|
||||
|
||||
; Reduction of the speed of regaining your breath (stamina) when it is raining.
|
||||
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
|
||||
|
||||
; This is the base setting for each weather
|
||||
MAX_RAIN_DROPS = 100
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Lightning settings
|
||||
@@ -2539,6 +2624,94 @@ DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
|
||||
; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
|
||||
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Sandstorm settings
|
||||
;
|
||||
; (For slow CPUs, you may want to disable this)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Enable/Disable this weather appearing in the game.
|
||||
ALLOW_SANDSTORM = FALSE
|
||||
|
||||
; Possible number of weather events happening per day
|
||||
SANDSTORM_EVENTS_PER_DAY = 3
|
||||
|
||||
; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY.
|
||||
SANDSTORM_CHANCE_PER_DAY = 70
|
||||
|
||||
; Minimum/Maximum length of weather.
|
||||
SANDSTORM_MIN_LENGTH_IN_MINUTES = 120
|
||||
SANDSTORM_MAX_LENGTH_IN_MINUTES = 240
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Snow settings
|
||||
;
|
||||
; (For slow CPUs, you may want to disable this)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Enable/Disable this weather appearing in the game.
|
||||
ALLOW_SNOW = FALSE
|
||||
|
||||
; Possible number of weather events happening per day
|
||||
SNOW_EVENTS_PER_DAY = 1
|
||||
|
||||
; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY.
|
||||
SNOW_CHANCE_PER_DAY = 70
|
||||
|
||||
; Minimum/Maximum length of weather.
|
||||
SNOW_MIN_LENGTH_IN_MINUTES = 120
|
||||
SNOW_MAX_LENGTH_IN_MINUTES = 360
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Various environment modifiers during weather
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10.
|
||||
WEAPON_RELIABILITY_REDUCTION_RAIN = 0
|
||||
WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1
|
||||
WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4
|
||||
WEAPON_RELIABILITY_REDUCTION_SNOW = 2
|
||||
|
||||
; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0.
|
||||
BREATH_GAIN_REDUCTION_RAIN = 0.05
|
||||
BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4
|
||||
BREATH_GAIN_REDUCTION_SANDSTORM = 0.7
|
||||
BREATH_GAIN_REDUCTION_SNOW = 0.2
|
||||
|
||||
; Sightrange reduction, range 0.0-1.0
|
||||
; 0.0 = Weather doesn't decrease sightrange.
|
||||
; 1.0 = Can't see anything at all.
|
||||
VISUAL_DISTANCE_DECREASE_RAIN = 0.05
|
||||
VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15
|
||||
VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4
|
||||
VISUAL_DISTANCE_DECREASE_SNOW = 0.3
|
||||
|
||||
; Hearing reduction, range 0.0-1.0
|
||||
; 0.0 = No reduction
|
||||
; 1.0 = Can't hear anything at all.
|
||||
HEARING_REDUCTION_RAIN = 0.3
|
||||
HEARING_REDUCTION_THUNDERSTORM = 0.8
|
||||
HEARING_REDUCTION_SANDSTORM = 0.6
|
||||
HEARING_REDUCTION_SNOW = 0.1
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Environment Hazard Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; In this section you can enable various hazards to soldiers. These depend on the sector they are in.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Snake settings
|
||||
;
|
||||
; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water.
|
||||
; The chance of snakes being active can be set via <snakechance> in SectorNames.xml. This chance is evaluated anew each turn.
|
||||
; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_SNAKES = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -2554,7 +2727,7 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
||||
OVERHEATING = FALSE
|
||||
|
||||
; Should a 'thermometer' for guns and replacable barrels be displayed?
|
||||
OVERHEATING_DISPLAY_THERMOMETER = FALSE
|
||||
OVERHEATING_DISPLAY_THERMOMETER = TRUE
|
||||
|
||||
; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
|
||||
OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
|
||||
@@ -2593,13 +2766,13 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60
|
||||
ZOMBIE_CAN_CLIMB = TRUE
|
||||
|
||||
; Can zombies jump through windows?
|
||||
ZOMBIE_CAN_JUMP_WINDOWS = FALSE
|
||||
ZOMBIE_CAN_JUMP_WINDOWS = TRUE
|
||||
|
||||
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
|
||||
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
|
||||
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
|
||||
; This still results in deadlocks!
|
||||
ZOMBIE_EXPLODING_CIVS = TRUE
|
||||
ZOMBIE_EXPLODING_CIVS = FALSE
|
||||
|
||||
; Damage is reduced by this percentage. Valid values from -50 to 95
|
||||
ZOMBIE_DAMAGE_RESISTANCE = 0
|
||||
@@ -2618,11 +2791,11 @@ ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
|
||||
ZOMBIE_DIFFICULTY_LEVEL = 3
|
||||
|
||||
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
|
||||
ZOMBIE_RISE_WITH_ARMOUR = FALSE
|
||||
ZOMBIE_RISE_WITH_ARMOUR = TRUE
|
||||
|
||||
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
|
||||
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
|
||||
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
|
||||
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -2780,11 +2953,15 @@ PMC_MAX_VETERANS = 20
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
|
||||
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE
|
||||
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE
|
||||
|
||||
; can roofs collapse when they or their supporting walls are hit?
|
||||
ROOF_COLLAPSE = FALSE
|
||||
|
||||
; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it
|
||||
; This is quite useful when adding fortification or interactive action data
|
||||
PRINTOUTTILESET = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -3069,7 +3246,14 @@ ARMY_USES_TANKS_IN_ATTACKS = FALSE
|
||||
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
|
||||
ARMY_USES_TANKS_IN_PATROLS = FALSE
|
||||
; Minimum progress required for tanks to appear.
|
||||
TANK_MINIMUM_PROGRESS = 0
|
||||
TANK_MINIMUM_PROGRESS = 60
|
||||
|
||||
; Depending on game difficulty enemy groups created during offensives can include jeeps.
|
||||
ARMY_USES_JEEPS_IN_ATTACKS = FALSE
|
||||
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
|
||||
ARMY_USES_JEEPS_IN_PATROLS = FALSE
|
||||
; Minimum progress required for jeep to appear.
|
||||
JEEP_MINIMUM_PROGRESS = 30
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Vehicle Inventory
|
||||
@@ -3134,15 +3318,6 @@ ADVANCED_REPAIR = FALSE
|
||||
; the only items we can repair are guns and armour
|
||||
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
|
||||
|
||||
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
|
||||
DIRT_SYSTEM = FALSE
|
||||
|
||||
; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
|
||||
FULL_REPAIR_CLEANS_GUN = FALSE
|
||||
|
||||
; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
|
||||
SECTOR_DIRT_DIVIDER = 700
|
||||
|
||||
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
|
||||
DIRT_GLOBAL_MODIFIER = 1.25
|
||||
|
||||
@@ -3191,7 +3366,7 @@ ALLOW_TAKE_PRISONERS = FALSE
|
||||
ENEMY_CAN_SURRENDER = FALSE
|
||||
|
||||
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds.
|
||||
DISPLAY_SURRENDER_VALUES = FALSE
|
||||
DISPLAY_SURRENDER_VALUES = TRUE
|
||||
|
||||
; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
|
||||
SURRENDER_MULTIPLIER = 5.0
|
||||
@@ -3223,11 +3398,12 @@ PRISONER_NOTHING_CHANCE = 25
|
||||
|
||||
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
|
||||
; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
|
||||
PRISONER_INTERROGATION_POINTS_ADMIN = 80
|
||||
PRISONER_INTERROGATION_POINTS_REGULAR = 100
|
||||
PRISONER_INTERROGATION_POINTS_ELITE = 140
|
||||
PRISONER_INTERROGATION_POINTS_OFFICER = 250
|
||||
PRISONER_INTERROGATION_POINTS_ADMIN = 30
|
||||
PRISONER_INTERROGATION_POINTS_REGULAR = 50
|
||||
PRISONER_INTERROGATION_POINTS_ELITE = 80
|
||||
PRISONER_INTERROGATION_POINTS_OFFICER = 150
|
||||
PRISONER_INTERROGATION_POINTS_GENERAL = 250
|
||||
PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
|
||||
|
||||
; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
|
||||
; See also Tactical Enemy Role Settings for what generals are
|
||||
@@ -3314,7 +3490,7 @@ MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
|
||||
; If set to TRUE, you can browse to the briefing room website on the laptop
|
||||
BRIEFING_ROOM = FALSE
|
||||
|
||||
; If set to TRUE, you can browse to the encyclopedia website on the laptop
|
||||
; If set to TRUE, you can browse to the encyclopedia website on the laptop (Note: Feature is currently deactivated and does not do anything)
|
||||
ENCYCLOPEDIA = FALSE
|
||||
|
||||
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
|
||||
@@ -3495,6 +3671,179 @@ ENEMY_INVESTIGATE_SECTOR = FALSE
|
||||
REASSIGN_PENDING_REINFORCEMENTS = FALSE
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Strategic Additional Enemy AI Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These settings change the behavior of the queen's additional AI on the Strategy Map.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Arulco Special Division
|
||||
;
|
||||
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
|
||||
; This should control if, how and when these new features are used by the AI.
|
||||
;
|
||||
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
|
||||
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
|
||||
; For example, part of the AI budget might come from mine income, which the player can take away.
|
||||
;
|
||||
; If possible, the AI should have to buy and maintain its assets.
|
||||
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
|
||||
; Ideally this gives the player another immersive way to do sth. in the game.
|
||||
; For example, enemy helicopters have to be bought, fuelled and repaired.
|
||||
; In order to stop enemy heli raids, the player could
|
||||
; - shoot them down
|
||||
; - steal enemy fuel deliveries
|
||||
; - sabotage enemy helis in their airfield
|
||||
;
|
||||
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
|
||||
; These assets then have to be ordered and can only be used once arrived.
|
||||
; 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 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.
|
||||
; It is planned that at some point, the player and the AI will be able to influence these.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; one unit of fuel, valid from 1 to 100
|
||||
ASD_COST_FUEL = 10
|
||||
|
||||
; a helicopter, valid from 1 to 1000000
|
||||
ASD_COST_HELI = 30000
|
||||
|
||||
; a jeep (armed with a MG), valid from 1 to 1000000
|
||||
ASD_COST_JEEP = 20000
|
||||
|
||||
; a tank, valid from 1 to 1000000
|
||||
ASD_COST_TANK = 50000
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Once bought, it takes time for resources to get to the country.
|
||||
; These are the base times in minutes for the goods to arrive.
|
||||
; It is planned that at some point, the player and the AI will be able to influence these.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; one unit of fuel, valid from 1 to 60 * 48
|
||||
ASD_TIME_FUEL = 480
|
||||
|
||||
; a helicopter, valid from 1 to 60 * 48
|
||||
ASD_TIME_HELI = 1200
|
||||
|
||||
; a jeep (armed with a MG), , valid from 1 to 60 * 48
|
||||
ASD_TIME_JEEP = 720
|
||||
|
||||
; a tank, , valid from 1 to 60 * 48
|
||||
ASD_TIME_TANK = 1440
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
ASD_ASSIGNS_TANKS = TRUE
|
||||
ASD_ASSIGNS_JEEPS = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
ASD_FUEL_REQUIRED_TANK = 100
|
||||
ASD_FUEL_REQUIRED_JEEP = 20
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Enemy Helicopter Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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.
|
||||
;
|
||||
; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
|
||||
; done manually and happens automatically once a heli is known and in range.
|
||||
; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
|
||||
; (downed pilots are counted as officers with regards to Prisoner Interrogation).
|
||||
;
|
||||
; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
|
||||
; are parking in their home base.
|
||||
;
|
||||
; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
|
||||
; 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
|
||||
|
||||
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
|
||||
ENEMYHELI_HP_REPAIRTIME = 6
|
||||
|
||||
; cost to repair 1 HP at the home base in &, valid from 10 to 1000
|
||||
ENEMYHELI_HP_COST = 200
|
||||
|
||||
; heli maximum fuel, valid from 25 to 200
|
||||
ENEMYHELI_FUEL = 50
|
||||
|
||||
; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
|
||||
ENEMYHELI_FUEL_REFUELTIME = 3
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Settings related to SAMs
|
||||
; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
|
||||
;
|
||||
; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
|
||||
; There are two kinds of anti-air-defense:
|
||||
; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
|
||||
; They require control of the sector. They can be rendered inactive by damaging their control computer.
|
||||
; Damaged SAM sites can be repaired by the player in the strategic map.
|
||||
; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
|
||||
; CTH depends on quality of the staff and range to the target.
|
||||
; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
|
||||
; They can only be used on targets in the same or adjacent sectors.
|
||||
; 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), 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
|
||||
; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
|
||||
; Valid from 0 to 10.
|
||||
ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
|
||||
|
||||
; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
|
||||
ENEMYHELI_SAM_DAMAGE_BASE = 25
|
||||
|
||||
; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
|
||||
ENEMYHELI_SAM_DAMAGE_VAR = 30
|
||||
|
||||
; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
|
||||
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
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
@@ -3869,6 +4218,9 @@ MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
|
||||
; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
|
||||
MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
|
||||
|
||||
; determines whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced
|
||||
MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = TRUE
|
||||
|
||||
; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
|
||||
MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
|
||||
|
||||
@@ -3890,6 +4242,74 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Militia Resource Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These settings control whether we require resources to train and upgrade militia
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; If this feature is used, the player can convert items to get 3 resources:
|
||||
; Guns: obtained from weapons, ammo
|
||||
; Armour: obtained from helmets, vests, pants, LBE and face items
|
||||
; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs
|
||||
;
|
||||
; Whenever we train or promote militia, we spend these resources:
|
||||
; - A green militia requires 1 Gun.
|
||||
; - A promotion from green to regular militia requires 1 Gun + 1 Armour.
|
||||
; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc..
|
||||
;
|
||||
; If we don't have enough resources, the training/promotion won't happen.
|
||||
;
|
||||
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
|
||||
;
|
||||
; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
|
||||
; SELL_ITEMS_WITH_ALT_LMB works.
|
||||
; Resources will be shown in the strategic map while the Militia view is active.
|
||||
;
|
||||
; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress.
|
||||
;
|
||||
; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
MILITIA_REQUIRE_RESOURCES = FALSE
|
||||
|
||||
; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far.
|
||||
; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far
|
||||
; values between 1.0 and 100.0, 10.0 recommended default
|
||||
MILITIA_RESOURCES_PROGRESSFACTOR = 10.0
|
||||
|
||||
; class specific modifiers, values between 0.0 and 1.0
|
||||
|
||||
; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01
|
||||
|
||||
; the gun modifier covers all guns and launchers
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03
|
||||
|
||||
; Different attachments have multiple modifiers. They also attribute to different resources
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1
|
||||
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2
|
||||
|
||||
; guns are further modified by a weapon class specific modifier
|
||||
MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6
|
||||
MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7
|
||||
MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8
|
||||
MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9
|
||||
MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0
|
||||
MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0
|
||||
MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0
|
||||
MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Shopkeeper Inventory Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -4024,9 +4444,12 @@ ALLOW_BANDAGING_DURING_TRAVEL = FALSE
|
||||
; Cost to unjam a weapon in repair pts
|
||||
REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
|
||||
|
||||
; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
|
||||
; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa
|
||||
REPAIR_RATE_DIVISOR = 2500
|
||||
|
||||
; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
|
||||
CLEANING_RATE_DIVISOR = 500
|
||||
|
||||
; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
|
||||
; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
|
||||
; down repair. A lower value speeds it up.
|
||||
|
||||
@@ -270,4 +270,21 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE
|
||||
;victory celebration stuff
|
||||
VICTORY_SECTOR_X = 3
|
||||
VICTORY_SECTOR_Y = 16
|
||||
VICTORY_POSITION = 5687
|
||||
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
|
||||
@@ -40,6 +40,7 @@ MORALE_FOOD = 1
|
||||
MORALE_GOOD_FOOD = 5
|
||||
MORALE_BAD_FOOD = -1
|
||||
MORALE_LOATHSOME_FOOD = -5
|
||||
MORALE_FEAR_OF_HEIGHTS = -8
|
||||
|
||||
[Strategic Morale Settings]
|
||||
; long term effect (influenced by HOURS_BETWEEN_STRATEGIC_DECAY)
|
||||
@@ -50,6 +51,11 @@ MORALE_BATTLE_WON = 4
|
||||
|
||||
; ran from sector during battle
|
||||
MORALE_RAN_AWAY = -5
|
||||
; cowards can actually gain morale by running away
|
||||
MORALE_RAN_AWAY_COWARD = 5
|
||||
|
||||
; penalty for cowards upon meeting hostiles in strategic that outnumber our forces by a factor >= 2
|
||||
MORALE_ENEMYGROUP_COWARD = -3
|
||||
|
||||
MORALE_HEARD_BATTLE_WON = 2
|
||||
MORALE_HEARD_BATTLE_LOST = -2
|
||||
@@ -112,15 +118,14 @@ MORALE_PLAYER_INACTIVE_DAYS = 3
|
||||
MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS = -1
|
||||
MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS = 2
|
||||
|
||||
; merc was prevented from getting drunk, high or scrounging
|
||||
MORALE_PREVENTED_MISBEHAVIOUR = -1
|
||||
|
||||
[Morale Modifiers Settings]
|
||||
|
||||
; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100)
|
||||
MORALE_MOD_MAX = 50
|
||||
|
||||
; modifies how strong effect alcohol and drugs have on morale (in percents, 0 - 10000)
|
||||
DRUG_EFFECT_MORALE_MOD = 150
|
||||
ALCOHOL_EFFECT_MORALE_MOD = 160
|
||||
|
||||
PHOBIC_LIMIT = 20
|
||||
|
||||
; modifiers to morale gain depending on merc character (only if new trait system is on)
|
||||
@@ -162,4 +167,118 @@ MORALE_MODIFIER_OT_COWARD_BAD_EVENT = -2
|
||||
|
||||
; SANDRO - morale is going down faster if not fighting for malicious characters
|
||||
; modifies morale change for malicious mercs during hourly update
|
||||
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
|
||||
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1
|
||||
|
||||
[Dynamic Opinion Modifiers Settings]
|
||||
|
||||
; if someone else did something to us, our opinion of them is modified
|
||||
; values between -50 and 0 for bad stuff and 0 and 50 for good stuff
|
||||
; If a modifier is set to 0, this event is not used, thereby allowing to turn specific events off.
|
||||
|
||||
; friendly fire
|
||||
OPINIONEVENT_FRIENDLYFIRE = -10
|
||||
|
||||
; a snitch told the player about our complaining
|
||||
OPINIONEVENT_SNITCHSOLDMEOUT = -3
|
||||
|
||||
; a snitch stopped us from stealing/taking drugs
|
||||
OPINIONEVENT_SNITCHINTERFERENCE = -5
|
||||
|
||||
; someone else is friends with someone we really don't like
|
||||
OPINIONEVENT_FRIENDSWITHHATED = -4
|
||||
|
||||
; someone else got a contract extension before we did, even though we had less time to begin with
|
||||
OPINIONEVENT_CONTRACTEXTENSION = -2
|
||||
|
||||
; we blame our leader for a retreat order
|
||||
OPINIONEVENT_ORDEREDRETREAT = -6
|
||||
|
||||
; someone killed a non-hostile civilian/militia
|
||||
OPINIONEVENT_CIVKILLER = -8
|
||||
|
||||
; someone carries too much and slows down the squad
|
||||
OPINIONEVENT_SLOWSUSDOWN = -2
|
||||
|
||||
; we are hungry and someone else has food and obviously does not share
|
||||
OPINIONEVENT_NOSHARINGFOOD = -1
|
||||
|
||||
; someone else's disability kicked in
|
||||
OPINIONEVENT_ANNOYINGDISABILITY = -2
|
||||
|
||||
; other merc is an addict and consumes drugs
|
||||
OPINIONEVENT_ADDICT = -6
|
||||
|
||||
; other merc is stealing
|
||||
OPINIONEVENT_THIEF = -5
|
||||
|
||||
; we blame our leader for huge battle losses
|
||||
OPINIONEVENT_WORSTCOMMANDEREVER = -9
|
||||
|
||||
; someone else earns a lot more, we feel it's unfair. See also WAGE_ACCEPTANCE_FACTOR in JA2_Options.ini
|
||||
OPINIONEVENT_RICHGUY = -1
|
||||
|
||||
; Someone else has way better gear than we do
|
||||
OPINIONEVENT_BETTERGEAR = -2
|
||||
|
||||
; someone else used our body as a rifle rest
|
||||
OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS = -3
|
||||
|
||||
; someone treated our wounds, also counts for doctoring
|
||||
OPINIONEVENT_BANDAGED = 1
|
||||
|
||||
; each time mercs drink alcohol together, this can go either good (67%) or bad (33%).
|
||||
; Good on good causes super, bad on bad causes worse. Bad and good cancel each other out.
|
||||
OPINIONEVENT_DRINKBUDDIES_GOOD = 1
|
||||
OPINIONEVENT_DRINKBUDDIES_SUPER = 4
|
||||
OPINIONEVENT_DRINKBUDDIES_BAD = -1
|
||||
OPINIONEVENT_DRINKBUDDIES_WORSE = -4
|
||||
|
||||
; sometimes another mercs can interject in an ongoing argument. If it is an IMP, the player can choose what to say
|
||||
; There is a chance that parties in the argument alter their opinion towards the 'interjector' depending on the statement
|
||||
|
||||
; someone argued against/for us
|
||||
OPINIONEVENT_AGAINST_US = -2
|
||||
OPINIONEVENT_FOR_US = 2
|
||||
|
||||
; someone argued against/for the other side of the argument
|
||||
OPINIONEVENT_AGAINST_ENEMY = 1
|
||||
OPINIONEVENT_FOR_ENEMY = -1
|
||||
|
||||
; someone attempted to solve the argument by taking a reasonable stance, and we like/dislike that
|
||||
OPINIONEVENT_SOLVECONFLICT_REASON_GOOD = 2
|
||||
OPINIONEVENT_SOLVECONFLICT_REASON_BAD = -2
|
||||
|
||||
; someone attempted to solve the argument by taking an aggressive stance, and we like/dislike that
|
||||
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD = 3
|
||||
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD = -3
|
||||
|
||||
; someone is sick, and we find that disgusting (whether disease is disgusting can be set in Disease.xml)
|
||||
OPINIONEVENT_DISEASE_DISGUSTING = -3
|
||||
|
||||
; someone treated our disease
|
||||
OPINIONEVENT_DISEASE_TREATMENT = 1
|
||||
|
||||
; someone killed someone in a brutal fashion, and we like/dislike that
|
||||
OPINIONEVENT_BRUTAL_GOOD = 1
|
||||
OPINIONEVENT_BRUTAL_BAD = -2
|
||||
|
||||
; someone taught us and we are grateful
|
||||
OPINIONEVENT_TEACHER = 1
|
||||
|
||||
; our leader led us to a magnificent victory
|
||||
OPINIONEVENT_BESTCOMMANDEREVER = 8
|
||||
|
||||
; someone saved us in battle by killing whoever attacked (and likely wounded) us
|
||||
OPINIONEVENT_BATTLE_SAVIOUR = 6
|
||||
|
||||
; someone stole our kill. That guy was OURs to take down!
|
||||
OPINIONEVENT_FRAGTHIEF = -2
|
||||
|
||||
; someone helped us take down an enemy
|
||||
OPINIONEVENT_BATTLE_ASSIST = 1
|
||||
|
||||
; someone captured the enemy instead of killing them, and we approve
|
||||
OPINIONEVENT_BATTLE_TOOK_PRISONER = 3
|
||||
|
||||
; someone injured a non-hostile civilian/militia
|
||||
OPINIONEVENT_CIV_ATTACKER = -3
|
||||
|
||||
@@ -48,8 +48,8 @@
|
||||
**************
|
||||
** Examples **
|
||||
**************
|
||||
|
||||
if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX (13,4) ) == false ) then
|
||||
|
||||
if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(13,4) ) ) == false then
|
||||
-- instructions
|
||||
else
|
||||
-- instructions
|
||||
|
||||
@@ -116,22 +116,22 @@ CreatureMusic = {
|
||||
local sectorList = {
|
||||
|
||||
-- Miguel's basement
|
||||
{ location = "A10-1", loadscreen = "LS_Basement", },
|
||||
{ location = "A10-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
|
||||
|
||||
|
||||
-- Tixa
|
||||
{ location = "J9-1", loadscreen = "LS_Basement", },
|
||||
{ location = "J9-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
|
||||
|
||||
-- feeding zone
|
||||
{ location = "J9-2", loadscreen = "LS_Cave", },
|
||||
|
||||
|
||||
-- Orta
|
||||
{ location = "K4-1", loadscreen = "LS_Basement", },
|
||||
{ location = "K4-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
|
||||
|
||||
-- Meduna
|
||||
{ location = "O3-1", loadscreen = "LS_Basement", },
|
||||
{ location = "P3-1", loadscreen = "LS_Basement", },
|
||||
{ location = "O3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
|
||||
{ location = "P3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
|
||||
|
||||
|
||||
-- San Mona mine
|
||||
@@ -352,18 +352,34 @@ Return values
|
||||
|
||||
function GetLoadscreen(location, timeOfDay)
|
||||
|
||||
local function Return(name)
|
||||
return "Loadscreens\\" .. name, "sti"
|
||||
end
|
||||
|
||||
local s = sectorList[location]
|
||||
|
||||
if s ~= nil and s.loadscreen ~= nil then
|
||||
return "Loadscreens\\" .. s.loadscreen, "sti"
|
||||
else
|
||||
-- resorting to defaults
|
||||
if s ~= nil then
|
||||
|
||||
-- multiple screens to choose from?
|
||||
if s.loadscreens ~= nil and #s.loadscreens > 0 then
|
||||
local screen = s.loadscreens[math.random(#s.loadscreens)]
|
||||
return Return(screen)
|
||||
end
|
||||
|
||||
-- single screen?
|
||||
if s.loadscreen ~= nil then
|
||||
return Return(s.loadscreen)
|
||||
end
|
||||
end
|
||||
|
||||
-- resorting to defaults
|
||||
do
|
||||
-- get last character, aka z level
|
||||
level = location:sub(#location, #location)
|
||||
local level = location:sub(#location, #location)
|
||||
if level == "1" then
|
||||
return "Loadscreens\\LS_Mine", "sti"
|
||||
return Return("LS_Mine")
|
||||
else
|
||||
return "Loadscreens\\LS_Cave", "sti"
|
||||
return Return("LS_Cave")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -79,8 +79,6 @@ Facts = {
|
||||
FACT_ALL_TERRORISTS_KILLED = 156,
|
||||
}
|
||||
|
||||
local NOBODY = 254
|
||||
|
||||
History = {
|
||||
HISTORY_ENTERED_HISTORY_MODE = 0,
|
||||
HISTORY_HIRED_MERC_FROM_AIM = 1,
|
||||
@@ -169,9 +167,93 @@ Profil =
|
||||
ELLIOT = 135,
|
||||
CONRAD = 70,
|
||||
CARMEN = 78,
|
||||
KINGPIN = 86,
|
||||
MADLAB = 146,
|
||||
ROBOT = 62,
|
||||
MIGUEL = 57,
|
||||
KYLE = 95,
|
||||
}
|
||||
|
||||
SoldierClass =
|
||||
{
|
||||
SOLDIER_CLASS_NONE = 0,
|
||||
SOLDIER_CLASS_ADMINISTRATOR = 1,
|
||||
SOLDIER_CLASS_ELITE = 2,
|
||||
SOLDIER_CLASS_ARMY = 3,
|
||||
}
|
||||
|
||||
CivGroup =
|
||||
{
|
||||
REBEL_CIV_GROUP = 1,
|
||||
KINGPIN_CIV_GROUP = 2,
|
||||
WARDEN_CIV_GROUP = 11,
|
||||
BOUNTYHUNTER_CIV_GROUP = 25,
|
||||
SCIENTIST_GROUP = 27,
|
||||
RADAR_TECHNICIAN_GROUP = 28,
|
||||
AIRPORT_STAFF_GROUP = 29,
|
||||
BARRACK_STAFF_GROUP = 30,
|
||||
FACTORY_GROUP = 31,
|
||||
ADMINISTRATIVE_STAFF_GROUP = 32,
|
||||
LOYAL_CIV_GROUP = 33,
|
||||
}
|
||||
|
||||
Bodytype =
|
||||
{
|
||||
REGMALE = 0,
|
||||
BIGMALE = 1,
|
||||
STOCKYMALE = 2,
|
||||
REGFEMALE = 3,
|
||||
FATCIV = 11,
|
||||
MANCIV = 12,
|
||||
MINICIV = 13,
|
||||
DRESSCIV = 14,
|
||||
HATKIDCIV = 15,
|
||||
KIDCIV = 16,
|
||||
CRIPPLECIV = 17,
|
||||
}
|
||||
|
||||
Skin =
|
||||
{
|
||||
PINKSKIN = 0,
|
||||
TANSKIN = 1,
|
||||
DARKSKIN = 2,
|
||||
BLACKSKIN = 3,
|
||||
}
|
||||
|
||||
Hair =
|
||||
{
|
||||
WHITEHEAD = 0,
|
||||
BLACKHEAD = 1,
|
||||
BROWNHEAD = 2,
|
||||
BLONDEHEAD = 3,
|
||||
REDHEAD = 4,
|
||||
}
|
||||
|
||||
Vest =
|
||||
{
|
||||
WHITEVEST = 0,
|
||||
GYELLOWSHIRT = 1,
|
||||
YELLOWVEST = 2,
|
||||
GREYVEST = 3,
|
||||
BROWNVEST = 4,
|
||||
PURPLESHIRT = 5,
|
||||
BLUEVEST = 6,
|
||||
JEANVEST = 7,
|
||||
GREENVEST = 8,
|
||||
REDVEST = 9,
|
||||
BLACKSHIRT = 10,
|
||||
}
|
||||
|
||||
Pants =
|
||||
{
|
||||
BLUEPANTS = 0,
|
||||
BLACKPANTS = 1,
|
||||
JEANPANTS = 2,
|
||||
TANPANTS = 3,
|
||||
BEIGEPANTS = 4,
|
||||
GREENPANTS = 5,
|
||||
}
|
||||
|
||||
local gsRobotGridNo
|
||||
|
||||
function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
|
||||
@@ -183,11 +265,9 @@ function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
|
||||
SetCharacterSectorX(Profil.ANGEL, 0)
|
||||
SetCharacterSectorY(Profil.ANGEL, 0)
|
||||
end
|
||||
|
||||
|
||||
if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
|
||||
gubBoxerID( 0, NOBODY )
|
||||
gubBoxerID( 1, NOBODY )
|
||||
gubBoxerID( 2, NOBODY )
|
||||
ResetBoxers()
|
||||
end
|
||||
|
||||
if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then
|
||||
@@ -235,4 +315,4 @@ function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
|
||||
-- reset the state of the museum alarm for Eldin's quotes
|
||||
SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@@ -406,6 +406,10 @@ REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
|
||||
; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only)
|
||||
NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
|
||||
|
||||
; If ADVANCED_REPAIR is set to in JA2_Options.ini, items can normally only be repaired up to their item treshold.
|
||||
; Local weaponsmiths can restore this up to 100% during repair.
|
||||
; If set to TRUE, mercs with this trait can also do this.
|
||||
MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -729,6 +733,11 @@ COVERT_ELITES_UNCOVER_RADIUS = 6
|
||||
; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
|
||||
COVERT_DETECTEDIFBLEEDING = FALSE
|
||||
|
||||
; if set to TRUE, if a spy is uncovered, he will automatically strip his uniform
|
||||
; if set to FALSE, if a spy is uncovered, he will not automatically strip his uniform,
|
||||
; and redisguise automatically after 3 turns not seen by the enemy
|
||||
COVERT_STRIPIFUNCOVERED = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
[Radio Operator]
|
||||
@@ -761,6 +770,14 @@ RADIO_OPERATOR_MORTAR_RADIUS = 10
|
||||
; the initial signal shell lands within x tiles radius of their target
|
||||
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
|
||||
|
||||
; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors
|
||||
; This also requires AllowReinforcements to be 1 in DifficultySettings.xml
|
||||
; 0: not at all
|
||||
; 1: if they are in the same town
|
||||
; 2: if either this or the adjacent sector is in a town
|
||||
; 3: possible in all sectors
|
||||
RADIO_OPERATOR_REINFORCEMENT_SETTING = 2
|
||||
|
||||
; scan assignment: detect enemies up to x sectors away
|
||||
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
|
||||
|
||||
@@ -830,8 +847,8 @@ MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
|
||||
; (This only applies for survivalist himself.)
|
||||
ENERGY_SPENT_TRAVEL_REDUCTION = 50
|
||||
|
||||
; Percentage of weather penalties reduced
|
||||
WEATHER_PENALTIES_REDUCTION = 35
|
||||
; Percentage of weather penalties reduced. Values from 0.0 to 1.0.
|
||||
WEATHER_PENALTIES_REDUCTION = 0.35
|
||||
|
||||
; Camouflage wear out percentage speed reduction
|
||||
CAMO_WORNOUT_SPEED_REDUCTION = 75
|
||||
@@ -841,4 +858,16 @@ CAMO_WORNOUT_SPEED_REDUCTION = 75
|
||||
TRACKER_MAX_RANGE = 30
|
||||
|
||||
; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30.
|
||||
TRACKER_ABILITY = 30
|
||||
TRACKER_ABILITY = 30
|
||||
|
||||
; reduce likelihood of getting diseases by x percent
|
||||
; values from 0% to 100%
|
||||
DISEASE_RESISTANCE = 10
|
||||
|
||||
; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50%
|
||||
; values from -100% to 100%
|
||||
FOOD_CONSUMPTION = -20
|
||||
DRINK_CONSUMPTION = -10
|
||||
|
||||
; bonus to evade snake attacks in water
|
||||
SNAKE_EVADE_BONUS = 10
|
||||
@@ -1,217 +1,241 @@
|
||||
<!--
|
||||
|
||||
In this file you can define, which mercs should be available on AIM website.
|
||||
This works for USE_PROFILE_DATA_FROM_XML = TRUE (using MercProfiles.xml) and FALSE (using BinaryData\Prof*.dat), but with FALSE, only the first 40 entries in this file will be used.
|
||||
Important: When USE_PROFILE_DATA_FROM_XML = FALSE, you can only remove mercs from AIM and cannot add new mercs to AIM.
|
||||
|
||||
uiIndex (0 - 254): Do not delete any entries from the file.
|
||||
|
||||
ProfileId (0 - 254): Set this value to the matching profile from prof.dat/MercProfiles.xml. You should add the profile on the correct uiIndex (uiIndex = ProfileId)!
|
||||
Set this value to -1, and the merc will not be available in AIM.
|
||||
|
||||
AimBioID: The matching record in BinaryData\AIMBIOS.EDT file
|
||||
Set the value to -1, when no AIMBios entry is available for the merc.
|
||||
|
||||
-->
|
||||
|
||||
<AIM_AVAILABLES>
|
||||
<AIM>
|
||||
<uiIndex>0</uiIndex>
|
||||
<description>Barry</description>
|
||||
<ProfilId>0</ProfilId>
|
||||
<AimBioID>0</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>1</uiIndex>
|
||||
<description>Blood</description>
|
||||
<ProfilId>1</ProfilId>
|
||||
<AimBioID>1</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>2</uiIndex>
|
||||
<description>Lynx</description>
|
||||
<ProfilId>2</ProfilId>
|
||||
<AimBioID>2</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>3</uiIndex>
|
||||
<description>Grizzly</description>
|
||||
<ProfilId>3</ProfilId>
|
||||
<AimBioID>3</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>4</uiIndex>
|
||||
<description>Vicki</description>
|
||||
<ProfilId>4</ProfilId>
|
||||
<AimBioID>4</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>5</uiIndex>
|
||||
<description>Trevor</description>
|
||||
<ProfilId>5</ProfilId>
|
||||
<AimBioID>5</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>6</uiIndex>
|
||||
<description>Grunty</description>
|
||||
<ProfilId>6</ProfilId>
|
||||
<AimBioID>6</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>7</uiIndex>
|
||||
<description>Ivan</description>
|
||||
<ProfilId>7</ProfilId>
|
||||
<AimBioID>7</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>8</uiIndex>
|
||||
<description>Steroid</description>
|
||||
<ProfilId>8</ProfilId>
|
||||
<AimBioID>8</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>9</uiIndex>
|
||||
<description>Igor</description>
|
||||
<ProfilId>9</ProfilId>
|
||||
<AimBioID>9</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>10</uiIndex>
|
||||
<description>Shadow</description>
|
||||
<ProfilId>10</ProfilId>
|
||||
<AimBioID>10</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>11</uiIndex>
|
||||
<description>Red</description>
|
||||
<ProfilId>11</ProfilId>
|
||||
<AimBioID>11</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>12</uiIndex>
|
||||
<description>Reaper</description>
|
||||
<ProfilId>12</ProfilId>
|
||||
<AimBioID>12</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>13</uiIndex>
|
||||
<description>Fidel</description>
|
||||
<ProfilId>13</ProfilId>
|
||||
<AimBioID>13</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>14</uiIndex>
|
||||
<description>Fox</description>
|
||||
<ProfilId>14</ProfilId>
|
||||
<AimBioID>14</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>15</uiIndex>
|
||||
<description>Sidney</description>
|
||||
<ProfilId>15</ProfilId>
|
||||
<AimBioID>15</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>16</uiIndex>
|
||||
<description>Gus</description>
|
||||
<ProfilId>16</ProfilId>
|
||||
<AimBioID>16</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>17</uiIndex>
|
||||
<description>Buns</description>
|
||||
<ProfilId>17</ProfilId>
|
||||
<AimBioID>17</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>18</uiIndex>
|
||||
<description>Ice</description>
|
||||
<ProfilId>18</ProfilId>
|
||||
<AimBioID>18</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>19</uiIndex>
|
||||
<description>Spider</description>
|
||||
<ProfilId>19</ProfilId>
|
||||
<AimBioID>19</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>20</uiIndex>
|
||||
<description>Cliff</description>
|
||||
<ProfilId>20</ProfilId>
|
||||
<AimBioID>20</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>21</uiIndex>
|
||||
<description>Bull</description>
|
||||
<ProfilId>21</ProfilId>
|
||||
<AimBioID>21</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>22</uiIndex>
|
||||
<description>Hitman</description>
|
||||
<ProfilId>22</ProfilId>
|
||||
<AimBioID>22</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>23</uiIndex>
|
||||
<description>Buzz</description>
|
||||
<ProfilId>23</ProfilId>
|
||||
<AimBioID>23</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>24</uiIndex>
|
||||
<description>Raider</description>
|
||||
<ProfilId>24</ProfilId>
|
||||
<AimBioID>24</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>25</uiIndex>
|
||||
<description>Raven</description>
|
||||
<ProfilId>25</ProfilId>
|
||||
<AimBioID>25</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>26</uiIndex>
|
||||
<description>Static</description>
|
||||
<ProfilId>26</ProfilId>
|
||||
<AimBioID>26</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>27</uiIndex>
|
||||
<description>Len</description>
|
||||
<ProfilId>27</ProfilId>
|
||||
<AimBioID>27</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>28</uiIndex>
|
||||
<description>Danny</description>
|
||||
<ProfilId>28</ProfilId>
|
||||
<AimBioID>28</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>29</uiIndex>
|
||||
<description>Magic</description>
|
||||
<ProfilId>29</ProfilId>
|
||||
<AimBioID>29</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>30</uiIndex>
|
||||
<description>Stephen</description>
|
||||
<ProfilId>30</ProfilId>
|
||||
<AimBioID>30</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>31</uiIndex>
|
||||
<description>Scully</description>
|
||||
<ProfilId>31</ProfilId>
|
||||
<AimBioID>31</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>32</uiIndex>
|
||||
<description>Malice</description>
|
||||
<ProfilId>32</ProfilId>
|
||||
<AimBioID>32</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>33</uiIndex>
|
||||
<description>Dr. Q</description>
|
||||
<ProfilId>33</ProfilId>
|
||||
<AimBioID>33</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>34</uiIndex>
|
||||
<description>Nails</description>
|
||||
<ProfilId>34</ProfilId>
|
||||
<AimBioID>34</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>35</uiIndex>
|
||||
<description>Thor</description>
|
||||
<ProfilId>35</ProfilId>
|
||||
<AimBioID>35</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>36</uiIndex>
|
||||
<description>Scope</description>
|
||||
<ProfilId>36</ProfilId>
|
||||
<AimBioID>36</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>37</uiIndex>
|
||||
<description>Wolf</description>
|
||||
<ProfilId>37</ProfilId>
|
||||
<AimBioID>37</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>38</uiIndex>
|
||||
<description>MD</description>
|
||||
<ProfilId>38</ProfilId>
|
||||
<AimBioID>38</AimBioID>
|
||||
</AIM>
|
||||
<AIM>
|
||||
<uiIndex>39</uiIndex>
|
||||
<description>Meltdown</description>
|
||||
<ProfilId>39</ProfilId>
|
||||
<AimBioID>39</AimBioID>
|
||||
</AIM>
|
||||
|
||||
+5963
-697
File diff suppressed because it is too large
Load Diff
+1810
-1786
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,204 +1,213 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
|
||||
This file contains the email text for each merc (that is available on the M.E.R.C website),
|
||||
when Speck sends us the mail, when the salary of a M.E.R.C merc increases.
|
||||
|
||||
uiIndex: This represents the merc index from MercProfiles.xml (Prof.dat)
|
||||
Subject: The email subject
|
||||
Message: The email message body
|
||||
|
||||
-->
|
||||
|
||||
<EMAIL_MERC_LEVEL_UP>
|
||||
<EMAIL>
|
||||
<uiIndex>0</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>1</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>2</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>3</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>4</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>5</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>6</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>7</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>8</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>9</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>10</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>11</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>12</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>13</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>14</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>15</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>16</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>17</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>18</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>19</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>20</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>21</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>22</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>23</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>24</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>25</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>26</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>27</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>28</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>29</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>30</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>31</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>32</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>33</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>34</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>35</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>36</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>37</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>38</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>39</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
@@ -269,37 +278,37 @@
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>51</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>52</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>53</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>54</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>55</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>56</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
<uiIndex>57</uiIndex>
|
||||
<Subject>Subject : None</Subject>
|
||||
<Subject>Subject: None</Subject>
|
||||
<Message>Message : None</Message>
|
||||
</EMAIL>
|
||||
<EMAIL>
|
||||
|
||||
@@ -231,11 +231,11 @@ Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
|
||||
</NAME>
|
||||
<NAME>
|
||||
<uiIndex>51</uiIndex>
|
||||
<Name>None</Name>
|
||||
<Name>Kerberus Inc</Name>
|
||||
</NAME>
|
||||
<NAME>
|
||||
<uiIndex>52</uiIndex>
|
||||
<Name>None</Name>
|
||||
<Name>Angel DaSilva</Name>
|
||||
</NAME>
|
||||
<NAME>
|
||||
<uiIndex>53</uiIndex>
|
||||
|
||||
@@ -1095,8 +1095,8 @@
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>212</uiIndex>
|
||||
<Type>0</Type>
|
||||
<szFile></szFile>
|
||||
<Type>4</Type>
|
||||
<szFile>FACES\FACESGEAR\Face_SunGoggles</szFile>
|
||||
</ITEM>
|
||||
<!-- Gas Mask -->
|
||||
<ITEM>
|
||||
|
||||
@@ -107,8 +107,8 @@
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<uiIndex>21</uiIndex>
|
||||
<AmmoCaliber>12.7mm</AmmoCaliber>
|
||||
<BRCaliber>12.7mm</BRCaliber>
|
||||
<AmmoCaliber>12.7x108mm</AmmoCaliber>
|
||||
<BRCaliber>12.7x108mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<uiIndex>22</uiIndex>
|
||||
@@ -122,8 +122,8 @@
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<uiIndex>24</uiIndex>
|
||||
<AmmoCaliber>7.62x54R</AmmoCaliber>
|
||||
<BRCaliber>7.62x54R</BRCaliber>
|
||||
<AmmoCaliber>7.62x54mmR</AmmoCaliber>
|
||||
<BRCaliber>7.62x54mmR</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<uiIndex>25</uiIndex>
|
||||
@@ -137,8 +137,8 @@
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<uiIndex>27</uiIndex>
|
||||
<AmmoCaliber>10mm</AmmoCaliber>
|
||||
<BRCaliber>10mm</BRCaliber>
|
||||
<AmmoCaliber>10x25mm</AmmoCaliber>
|
||||
<BRCaliber>10x25mm</BRCaliber>
|
||||
</AMMO>
|
||||
<AMMO>
|
||||
<uiIndex>28</uiIndex>
|
||||
|
||||
@@ -1,4 +1,57 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!---
|
||||
This xml defines the properties of different ammo types.
|
||||
|
||||
<uiIndex> ammotype number. Referred to with <ubAmmoType> in Magazines.xml
|
||||
<fontColour> Colour used when displaying ammo count, taken from FONTS\\TINYFONT1.sti
|
||||
|
||||
<grayed> determines what picture to use for the ammo button (no, this doesn't make a lot of sense)
|
||||
<offNormal>
|
||||
<onNormal>
|
||||
<structureImpactReductionMultiplier> / <structureImpactReductionDivisor>
|
||||
modifies how much bullet damage is reduced when hitting a structure.
|
||||
|
||||
<armourImpactReductionMultiplier> / <armourImpactReductionDivisor>
|
||||
modifies protection value of body armour we hit with the bullet
|
||||
|
||||
<beforeArmourDamageMultiplier> / <beforeArmourDamageDivisor>
|
||||
modifies damage before armour is hit. Is only used if <highExplosive> is > 0
|
||||
|
||||
<afterArmourDamageMultiplier> / <afterArmourDamageDivisor>
|
||||
modifies damage after armour is hit. Not used against armed vehicles.
|
||||
|
||||
<zeroMinimumDamage> 0/1 setting. If set to 1, bullet damage can be 0.
|
||||
<usPiercePersonChanceModifier>
|
||||
if > 0, extra chance for bullet to continue flying if gun isn't a rocket launcher or cannon (and bullet is still powerful enough)
|
||||
<standardIssue> 0/1 setting. If set to 1, magazines of this ammo are considered when determining ammo for the AI inventory.
|
||||
<numberOfBullets> number of projectiles fired per shot. If > 1, this is considered buckshot
|
||||
|
||||
<multipleBulletDamageMultiplier> / <multipleBulletDamageDivisor>
|
||||
modifies damage immediately when fired if > 1 projectile is fired per bullet
|
||||
|
||||
<highExplosive> number of explosive item used when exploding
|
||||
<explosionSize> explosion size: 0=none, 1=small, 2=medium, 3=large
|
||||
<dart> 0/1 setting. If set to 1, damage dealt > 0, target is not an armed vehicle and is hit very accurate, target might be put to sleep.
|
||||
<knife> 0/1 setting. If set to 1, target is seen by shooter, bullet is not a fragment, and this is a stealth attack, chance to instakill the target
|
||||
<monsterSpit> bullet gets increased damage according to creature gas items, can blind targets, damage head gear and spawn creature gas
|
||||
<acidic> 0/1 setting. If set to 1, armour is destroyed 4 times as fast
|
||||
<ignoreArmour> 0/1 setting. If set to 1, torso and leg armour is ignored
|
||||
<lockBustingPower> extra damage done to locks
|
||||
<tracerEffect> 0/1 setting. If set to 1, bullets can be tracers. Flash suppressors don't work, not selected on AI single shot guns.
|
||||
<spreadPattern /> spread pattern used from SpreadPatterns.xml
|
||||
<temperatureModificator> additive modifier for temperature generation. 1.0 means +100%
|
||||
<dirtModificator> additive modifier for dirt generation. 1.0 means +100%
|
||||
<ammoflag> flagmask for various ammo properties:
|
||||
AMMO_CRYO 1 this ammo shock-freezes target (scifi)
|
||||
AMMO_BLIND 2 this ammo will blind if it hits the head
|
||||
AMMO_ANTIMATERIEL 4 this ammo is anti-materiel, bullets can destroy structures
|
||||
<dDamageModifierLife> multiplier for damage to health
|
||||
<dDamageModifierBreath> multiplier for damage to breath
|
||||
<dDamageModifierTank> additional multiplier for damage to health if target is a tank
|
||||
<dDamageModifierArmouredVehicle> additional multiplier for damage to health if target is not a tank but armed vehicle or robot
|
||||
<dDamageModifierCivilianVehicle> additional multiplier for damage to health if target is unarmed vehicle
|
||||
<dDamageModifierZombie> additional multiplier for damage to health if target is zombie
|
||||
-->
|
||||
<AMMOTYPELIST>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>0</uiIndex>
|
||||
@@ -16,14 +69,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -32,9 +84,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.0</temperatureModificator>
|
||||
<dirtModificator>0.0</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>1</uiIndex>
|
||||
@@ -52,14 +110,13 @@
|
||||
<afterArmourDamageMultiplier>17</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -68,9 +125,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>-0.17</temperatureModificator>
|
||||
<dirtModificator>0.1</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>2</uiIndex>
|
||||
@@ -88,14 +151,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -104,9 +166,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.13</temperatureModificator>
|
||||
<dirtModificator>0.2</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.4</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>3</uiIndex>
|
||||
@@ -124,14 +192,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -140,9 +207,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.3</temperatureModificator>
|
||||
<dirtModificator>0.2</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.6</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>4</uiIndex>
|
||||
@@ -160,14 +233,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>9</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>4</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -175,10 +247,16 @@
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<spreadPattern>Buckshot</spreadPattern>
|
||||
<temperatureModificator>0.0</temperatureModificator>
|
||||
<dirtModificator>0.0</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>5</uiIndex>
|
||||
@@ -196,14 +274,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>50</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>6</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>3</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -211,10 +288,16 @@
|
||||
<ignoreArmour>0</ignoreArmour>
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<spreadPattern>Flechette</spreadPattern>
|
||||
<temperatureModificator>0.03</temperatureModificator>
|
||||
<dirtModificator>-0.25</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>6</uiIndex>
|
||||
@@ -232,14 +315,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>1</highExplosive>
|
||||
<explosionSize>2</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -248,9 +330,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.08</temperatureModificator>
|
||||
<dirtModificator>0.0</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.5</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>7</uiIndex>
|
||||
@@ -268,14 +356,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>1</monsterSpit>
|
||||
@@ -284,9 +371,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.0</temperatureModificator>
|
||||
<dirtModificator>0.0</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>8</uiIndex>
|
||||
@@ -304,14 +397,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>1</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -320,9 +412,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.0</temperatureModificator>
|
||||
<dirtModificator>0.0</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>9</uiIndex>
|
||||
@@ -340,14 +438,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>1</highExplosive>
|
||||
<explosionSize>1</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -356,9 +453,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.15</temperatureModificator>
|
||||
<dirtModificator>0.0</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>10</uiIndex>
|
||||
@@ -376,14 +479,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>1</highExplosive>
|
||||
<explosionSize>1</explosionSize>
|
||||
<antiTank>1</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -392,9 +494,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.3</temperatureModificator>
|
||||
<dirtModificator>0.4</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>1.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.75</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>11</uiIndex>
|
||||
@@ -412,14 +520,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>1</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -428,9 +535,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>-0.1</temperatureModificator>
|
||||
<dirtModificator>-0.5</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>12</uiIndex>
|
||||
@@ -448,14 +561,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
|
||||
<standardIssue>1</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -464,9 +576,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.5</temperatureModificator>
|
||||
<dirtModificator>0.8</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>0.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>13</uiIndex>
|
||||
@@ -484,14 +602,13 @@
|
||||
<afterArmourDamageMultiplier>17</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>5</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -500,9 +617,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.35</temperatureModificator>
|
||||
<dirtModificator>0.3</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.5</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>14</uiIndex>
|
||||
@@ -520,14 +643,13 @@
|
||||
<afterArmourDamageMultiplier>30</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -536,9 +658,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>-0.2</temperatureModificator>
|
||||
<dirtModificator>0.08</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>0.3</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>15</uiIndex>
|
||||
@@ -556,14 +684,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -572,9 +699,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>1</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.25</temperatureModificator>
|
||||
<dirtModificator>0.4</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>16</uiIndex>
|
||||
@@ -592,14 +725,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -608,9 +740,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>1</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.35</temperatureModificator>
|
||||
<dirtModificator>0.5</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.4</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>17</uiIndex>
|
||||
@@ -628,14 +766,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>5</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -644,9 +781,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.08</temperatureModificator>
|
||||
<dirtModificator>0.15</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>18</uiIndex>
|
||||
@@ -664,14 +807,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>15</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -680,9 +822,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.18</temperatureModificator>
|
||||
<dirtModificator>0.35</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.4</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>19</uiIndex>
|
||||
@@ -700,14 +848,13 @@
|
||||
<afterArmourDamageMultiplier>95</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>100</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -716,9 +863,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>-0.1</temperatureModificator>
|
||||
<dirtModificator>-0.15</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>20</uiIndex>
|
||||
@@ -736,14 +889,13 @@
|
||||
<afterArmourDamageMultiplier>16</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -752,9 +904,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>-0.15</temperatureModificator>
|
||||
<dirtModificator>-0.05</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>21</uiIndex>
|
||||
@@ -772,14 +930,13 @@
|
||||
<afterArmourDamageMultiplier>75</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>100</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>5</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -788,9 +945,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.04</temperatureModificator>
|
||||
<dirtModificator>0.1</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.2</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>22</uiIndex>
|
||||
@@ -808,14 +971,13 @@
|
||||
<afterArmourDamageMultiplier>75</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>100</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>10</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -824,9 +986,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.07</temperatureModificator>
|
||||
<dirtModificator>0.1</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.3</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>23</uiIndex>
|
||||
@@ -844,14 +1012,13 @@
|
||||
<afterArmourDamageMultiplier>26</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -860,9 +1027,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>-0.05</temperatureModificator>
|
||||
<dirtModificator>-0.1</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>24</uiIndex>
|
||||
@@ -880,14 +1053,13 @@
|
||||
<afterArmourDamageMultiplier>26</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>10</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>1</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -896,9 +1068,15 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.13</temperatureModificator>
|
||||
<dirtModificator>0.03</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.0</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>25</uiIndex>
|
||||
@@ -916,14 +1094,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>0</canGoThrough>
|
||||
<usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -932,9 +1109,15 @@
|
||||
<lockBustingPower>100</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.06</temperatureModificator>
|
||||
<dirtModificator>0.35</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.3</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
<AMMOTYPE>
|
||||
<uiIndex>26</uiIndex>
|
||||
@@ -944,7 +1127,7 @@
|
||||
<offNormal>21</offNormal>
|
||||
<onNormal>23</onNormal>
|
||||
<structureImpactReductionMultiplier>1</structureImpactReductionMultiplier>
|
||||
<structureImpactReductionDivisor>2</structureImpactReductionDivisor>
|
||||
<structureImpactReductionDivisor>4</structureImpactReductionDivisor>
|
||||
<armourImpactReductionMultiplier>1</armourImpactReductionMultiplier>
|
||||
<armourImpactReductionDivisor>2</armourImpactReductionDivisor>
|
||||
<beforeArmourDamageMultiplier>3</beforeArmourDamageMultiplier>
|
||||
@@ -952,14 +1135,13 @@
|
||||
<afterArmourDamageMultiplier>1</afterArmourDamageMultiplier>
|
||||
<afterArmourDamageDivisor>1</afterArmourDamageDivisor>
|
||||
<zeroMinimumDamage>0</zeroMinimumDamage>
|
||||
<canGoThrough>1</canGoThrough>
|
||||
<usPiercePersonChanceModifier>60</usPiercePersonChanceModifier>
|
||||
<standardIssue>0</standardIssue>
|
||||
<numberOfBullets>1</numberOfBullets>
|
||||
<multipleBulletDamageMultiplier>1</multipleBulletDamageMultiplier>
|
||||
<multipleBulletDamageDivisor>1</multipleBulletDamageDivisor>
|
||||
<highExplosive>0</highExplosive>
|
||||
<explosionSize>0</explosionSize>
|
||||
<antiTank>0</antiTank>
|
||||
<dart>0</dart>
|
||||
<knife>0</knife>
|
||||
<monsterSpit>0</monsterSpit>
|
||||
@@ -968,8 +1150,14 @@
|
||||
<lockBustingPower>0</lockBustingPower>
|
||||
<tracerEffect>0</tracerEffect>
|
||||
<spreadPattern />
|
||||
<temperatureModificator>1</temperatureModificator>
|
||||
<temperatureModificator>0.23</temperatureModificator>
|
||||
<dirtModificator>0.27</dirtModificator>
|
||||
<ammoflag>0</ammoflag>
|
||||
<dDamageModifierLife>1.0</dDamageModifierLife>
|
||||
<dDamageModifierBreath>1.0</dDamageModifierBreath>
|
||||
<dDamageModifierTank>0.0</dDamageModifierTank>
|
||||
<dDamageModifierArmouredVehicle>0.8</dDamageModifierArmouredVehicle>
|
||||
<dDamageModifierCivilianVehicle>1.0</dDamageModifierCivilianVehicle>
|
||||
<dDamageModifierZombie>1.0</dDamageModifierZombie>
|
||||
</AMMOTYPE>
|
||||
</AMMOTYPELIST>
|
||||
@@ -24,7 +24,12 @@
|
||||
-->
|
||||
|
||||
<CLOTHESLIST>
|
||||
|
||||
<CLOTHES>
|
||||
<uiIndex>0</uiIndex>
|
||||
<szName>None</szName>
|
||||
<Vest />
|
||||
<Pants />
|
||||
</CLOTHES>
|
||||
<CLOTHES>
|
||||
<uiIndex>1</uiIndex>
|
||||
<szName>YELLOWVEST</szName>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -97,7 +97,7 @@
|
||||
<DamageKeyFrame>18</DamageKeyFrame>
|
||||
<ExplosionSoundID>286</ExplosionSoundID>
|
||||
<AltExplosionSoundID>-1</AltExplosionSoundID>
|
||||
<BlastFilename>TILECACHE\FLAM_EXP.STI</BlastFilename>
|
||||
<BlastFilename>TILECACHE\ZGRAV_C.STI</BlastFilename>
|
||||
<BlastSpeed>80</BlastSpeed>
|
||||
</EXPDATA>
|
||||
<EXPDATA>
|
||||
|
||||
@@ -1,11 +1,290 @@
|
||||
<FOODSLIST>
|
||||
<FOOD>
|
||||
<uiIndex>0</uiIndex>
|
||||
<szName>None</szName>
|
||||
<szName>(none)</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<ubPortionSize>0</ubPortionSize>
|
||||
<bMoraleMod>0</bMoraleMod>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>1</uiIndex>
|
||||
<szName>Canteen</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>2000</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>2</uiIndex>
|
||||
<szName>Alcohol</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>6000</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>3</uiIndex>
|
||||
<szName>Beer</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>2200</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>4</uiIndex>
|
||||
<szName>Wine</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>4400</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>5</uiIndex>
|
||||
<szName>Calory bars</szName>
|
||||
<bFoodPoints>150</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>6</uiIndex>
|
||||
<szName>MRE</szName>
|
||||
<bFoodPoints>1200</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>7</uiIndex>
|
||||
<szName>EPA</szName>
|
||||
<bFoodPoints>1600</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>8</uiIndex>
|
||||
<szName>Calorie Mate</szName>
|
||||
<bFoodPoints>100</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>9</uiIndex>
|
||||
<szName>Peak EPA</szName>
|
||||
<bFoodPoints>80</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>10</uiIndex>
|
||||
<szName>Hotdog</szName>
|
||||
<bFoodPoints>380</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.8</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>11</uiIndex>
|
||||
<szName>Hamburger</szName>
|
||||
<bFoodPoints>420</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.6</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>12</uiIndex>
|
||||
<szName>Fries</szName>
|
||||
<bFoodPoints>160</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.5</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>13</uiIndex>
|
||||
<szName>Pizza</szName>
|
||||
<bFoodPoints>620</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.8</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>14</uiIndex>
|
||||
<szName>Spam</szName>
|
||||
<bFoodPoints>600</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>15</uiIndex>
|
||||
<szName>Spam 2</szName>
|
||||
<bFoodPoints>800</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>16</uiIndex>
|
||||
<szName>C. vegetables</szName>
|
||||
<bFoodPoints>600</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>17</uiIndex>
|
||||
<szName>C. scorpions</szName>
|
||||
<bFoodPoints>360</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>18</uiIndex>
|
||||
<szName>Cat food</szName>
|
||||
<bFoodPoints>320</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>80</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>19</uiIndex>
|
||||
<szName>Baked beans</szName>
|
||||
<bFoodPoints>620</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>20</uiIndex>
|
||||
<szName>Steak</szName>
|
||||
<bFoodPoints>920</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>2.1</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>21</uiIndex>
|
||||
<szName>Bean stew</szName>
|
||||
<bFoodPoints>800</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>2.0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>22</uiIndex>
|
||||
<szName>French toast</szName>
|
||||
<bFoodPoints>300</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.6</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>23</uiIndex>
|
||||
<szName>Crepes</szName>
|
||||
<bFoodPoints>340</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.9</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>24</uiIndex>
|
||||
<szName>Pasta</szName>
|
||||
<bFoodPoints>860</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>2.2</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>25</uiIndex>
|
||||
<szName>Omelet</szName>
|
||||
<bFoodPoints>700</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>2.1</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>26</uiIndex>
|
||||
<szName>Cow meat</szName>
|
||||
<bFoodPoints>2000</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>3</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>27</uiIndex>
|
||||
<szName>Bloodcat meat</szName>
|
||||
<bFoodPoints>2200</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>3.2</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>28</uiIndex>
|
||||
<szName>Bread</szName>
|
||||
<bFoodPoints>550</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>29</uiIndex>
|
||||
<szName>Applepie</szName>
|
||||
<bFoodPoints>600</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.7</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>30</uiIndex>
|
||||
<szName>Water drum</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>100000</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>31</uiIndex>
|
||||
<szName>PET bottle</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>2000</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>32</uiIndex>
|
||||
<szName>Vegetable juice</szName>
|
||||
<bFoodPoints>60</bFoodPoints>
|
||||
<bDrinkPoints>2000</bDrinkPoints>
|
||||
<usDecayRate>1.2</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>33</uiIndex>
|
||||
<szName>Milk</szName>
|
||||
<bFoodPoints>10</bFoodPoints>
|
||||
<bDrinkPoints>2000</bDrinkPoints>
|
||||
<usDecayRate>1.8</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>34</uiIndex>
|
||||
<szName>Energy drink</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>800</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>35</uiIndex>
|
||||
<szName>Energy drink 2</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>700</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>36</uiIndex>
|
||||
<szName>Coffee</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>600</bDrinkPoints>
|
||||
<usDecayRate>0.2</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>37</uiIndex>
|
||||
<szName>Oatmeal</szName>
|
||||
<bFoodPoints>500</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>2.3</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>38</uiIndex>
|
||||
<szName>Bag of rice</szName>
|
||||
<bFoodPoints>2000</bFoodPoints>
|
||||
<bDrinkPoints>0</bDrinkPoints>
|
||||
<usDecayRate>1.5</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>39</uiIndex>
|
||||
<szName>bladder</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>4000</bDrinkPoints>
|
||||
<bMoraleMod>1</bMoraleMod>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
<FOOD>
|
||||
<uiIndex>40</uiIndex>
|
||||
<szName>Soda</szName>
|
||||
<bFoodPoints>0</bFoodPoints>
|
||||
<bDrinkPoints>600</bDrinkPoints>
|
||||
<usDecayRate>0</usDecayRate>
|
||||
</FOOD>
|
||||
</FOODSLIST>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -84,6 +84,10 @@
|
||||
<id>262144</id>
|
||||
<name>Jumping Grenade</name>
|
||||
</ItemFlag>
|
||||
<ItemFlag>
|
||||
<id>419430</id>
|
||||
<name>Scuba Mask</name>
|
||||
</ItemFlag>
|
||||
<ItemFlag>
|
||||
<id>524288</id>
|
||||
<name>Handcuffs</name>
|
||||
@@ -96,10 +100,6 @@
|
||||
<id>2097152</id>
|
||||
<name>Scuba Bottle</name>
|
||||
</ItemFlag>
|
||||
<ItemFlag>
|
||||
<id>419430</id>
|
||||
<name>Scuba Mask</name>
|
||||
</ItemFlag>
|
||||
<ItemFlag>
|
||||
<id>8388608</id>
|
||||
<name>Scuba Fins</name>
|
||||
|
||||
@@ -195,5 +195,29 @@
|
||||
<Silhouette>
|
||||
<id>48</id>
|
||||
<name>Grenade x2</name>
|
||||
</Silhouette>
|
||||
<Silhouette>
|
||||
<id>49</id>
|
||||
<name>Small Revolver</name>
|
||||
</Silhouette>
|
||||
<Silhouette>
|
||||
<id>50</id>
|
||||
<name>.50 Mag</name>
|
||||
</Silhouette>
|
||||
<Silhouette>
|
||||
<id>51</id>
|
||||
<name>Bladder</name>
|
||||
</Silhouette>
|
||||
<Silhouette>
|
||||
<id>52</id>
|
||||
<name>Drum</name>
|
||||
</Silhouette>
|
||||
<Silhouette>
|
||||
<id>53</id>
|
||||
<name>Throw Knife</name>
|
||||
</Silhouette>
|
||||
<Silhouette>
|
||||
<id>54</id>
|
||||
<name>Short Riflex1</name>
|
||||
</Silhouette>
|
||||
</JA2Data>
|
||||
@@ -13,9 +13,9 @@ Fields index:
|
||||
samHidden - defines whether sam site is hidden from player from the beginning
|
||||
of game. Changes in this field require starting a new game to take effect.
|
||||
Possible values: 0 - sam site is known and displayed, 1 - sam is hidden.
|
||||
samOrientation - comment about this value in game sources signs: "Use 3 if / orientation,
|
||||
4 if \ orientation". But I didn't notice any difference between 3 and 4.
|
||||
Probably, this value in not used. Just provide 3 or 4 to this tag.
|
||||
samOrientation - This value determines the orientation of the terminal if it is repaired.
|
||||
Use 3 for '/' orientation - from the middle to the lower left
|
||||
Use 4 for '\' orientation - from the middle to the lower right
|
||||
samGridNoA - OK. Here is needed some theory to explain these two fields ;)
|
||||
samGridNoB It is known that every sam in game should have a control terminal
|
||||
(its a terminal with blue rectangle on screen and large yellow
|
||||
@@ -36,6 +36,8 @@ Fields index:
|
||||
There is air control table at the end on this file.
|
||||
The numbers indicate what sam site controls air space of sector.
|
||||
Zero (0) means neither of sams control this sector.
|
||||
Each sector now takes a flagmask indicating the SAMs. So 1 is for SAM 1, 2 for SAM 2, 4 for SAM 3, 8 for SAM 4 and so on.
|
||||
Add numbers to have mutliple SAMs covering a sector, so 3 means that both SAM 1 and 2 cover a sector.
|
||||
|
||||
NOTE: Rows 0 and 17, and also columns 0 and 17 CANNOT BE USED.
|
||||
It is world borders.
|
||||
@@ -86,31 +88,30 @@ Others not.
|
||||
<y>14</y>
|
||||
</samSector>
|
||||
<samHidden>1</samHidden>
|
||||
<samOrientation>3</samOrientation>
|
||||
<samOrientation>4</samOrientation>
|
||||
<samGridNoA>11913</samGridNoA>
|
||||
<samGridNoB>11912</samGridNoB>
|
||||
</SAM>
|
||||
</SAMLIST>
|
||||
|
||||
<SAM_CONTROLLED_SECTORS>
|
||||
<!-- Column index: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 -->
|
||||
<!-- -->
|
||||
<MAP_ROW row="00"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
<MAP_ROW row="01"> 0 1 1 1 1 1 1 1 1 0 0 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="02"> 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 3 2 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 3 3 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="05"> 0 1 1 1 1 1 1 3 3 3 3 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="06"> 0 1 1 1 1 1 3 3 3 3 3 3 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="07"> 0 1 1 1 1 3 3 3 3 3 3 3 3 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="08"> 0 1 1 1 3 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="09"> 0 1 1 3 3 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="10"> 0 1 4 4 4 3 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="11"> 0 4 4 4 4 4 3 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="12"> 0 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="13"> 0 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="14"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="15"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="16"> 0 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 4 2 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 4 4 2 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="05"> 0 1 1 1 1 1 1 4 4 4 4 2 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="06"> 0 1 1 1 1 1 4 4 4 4 4 4 2 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="07"> 0 1 1 1 1 4 4 4 4 4 4 4 4 2 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="08"> 0 1 1 1 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="09"> 0 1 1 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="10"> 0 1 8 8 8 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="11"> 0 8 8 8 8 8 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="12"> 0 8 8 8 8 8 8 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="13"> 0 8 8 8 8 8 8 8 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="14"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="15"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="16"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 0 </MAP_ROW>
|
||||
<MAP_ROW row="17"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
|
||||
</SAM_CONTROLLED_SECTORS>
|
||||
</SAM_INFO>
|
||||
|
||||
@@ -199,12 +199,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>18</uiIndex>
|
||||
<szLocation>B2</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayChitzena</szDay>
|
||||
<szNight>Loadscreens\LS_NightChitzena</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>19</uiIndex>
|
||||
@@ -541,12 +541,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>52</uiIndex>
|
||||
<szLocation>D4</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMine</szDay>
|
||||
<szNight>Loadscreens\LS_NightMine</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>53</uiIndex>
|
||||
@@ -1175,12 +1175,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>115</uiIndex>
|
||||
<szLocation>H3</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMine</szDay>
|
||||
<szNight>Loadscreens\LS_NightMine</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>116</uiIndex>
|
||||
@@ -1225,12 +1225,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>120</uiIndex>
|
||||
<szLocation>H8</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMine</szDay>
|
||||
<szNight>Loadscreens\LS_NightMine</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MineDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MineNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>121</uiIndex>
|
||||
@@ -1275,22 +1275,22 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>125</uiIndex>
|
||||
<szLocation>H13</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMilitary</szDay>
|
||||
<szNight>Loadscreens\LS_NightMilitary</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>126</uiIndex>
|
||||
<szLocation>H14</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMilitary</szDay>
|
||||
<szNight>Loadscreens\LS_NightMilitary</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>127</uiIndex>
|
||||
@@ -1436,12 +1436,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>141</uiIndex>
|
||||
<szLocation>I13</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMilitary</szDay>
|
||||
<szNight>Loadscreens\LS_NightMilitary</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>142</uiIndex>
|
||||
@@ -2181,12 +2181,12 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed
|
||||
<SECTOR>
|
||||
<uiIndex>215</uiIndex>
|
||||
<szLocation>N7</szLocation>
|
||||
<RandomAltSector>0</RandomAltSector>
|
||||
<RandomAltSector>1</RandomAltSector>
|
||||
<szImageFormat>STI</szImageFormat>
|
||||
<szDay>Loadscreens\LS_DayMilitary</szDay>
|
||||
<szNight>Loadscreens\LS_NightMilitary</szNight>
|
||||
<szDayAlt></szDayAlt>
|
||||
<szNightAlt></szNightAlt>
|
||||
<szDayAlt>Loadscreens\LS_MissleDay</szDayAlt>
|
||||
<szNightAlt>Loadscreens\LS_MissleNight</szNightAlt>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<uiIndex>216</uiIndex>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+2628
-280
File diff suppressed because it is too large
Load Diff
@@ -80,4 +80,88 @@
|
||||
<uiIndex>19</uiIndex>
|
||||
<Squad>Tango</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>20</uiIndex>
|
||||
<Squad>Uniform</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>21</uiIndex>
|
||||
<Squad>Victor</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>22</uiIndex>
|
||||
<Squad>Whiskey</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>23</uiIndex>
|
||||
<Squad>X-Ray</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>24</uiIndex>
|
||||
<Squad>Yankee</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>25</uiIndex>
|
||||
<Squad>Zulu</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>26</uiIndex>
|
||||
<Squad>Beta</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>27</uiIndex>
|
||||
<Squad>Gamma</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>28</uiIndex>
|
||||
<Squad>Delta</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>29</uiIndex>
|
||||
<Squad>Epsilon</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>30</uiIndex>
|
||||
<Squad>Zeta</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>31</uiIndex>
|
||||
<Squad>Eta</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>32</uiIndex>
|
||||
<Squad>Theta</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>33</uiIndex>
|
||||
<Squad>Iota</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>34</uiIndex>
|
||||
<Squad>Kappa</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>35</uiIndex>
|
||||
<Squad>Lambda</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>36</uiIndex>
|
||||
<Squad>My</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>37</uiIndex>
|
||||
<Squad>Ny</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>38</uiIndex>
|
||||
<Squad>Xi</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>39</uiIndex>
|
||||
<Squad>Omicron</Squad>
|
||||
</SQUADNAME>
|
||||
<SQUADNAME>
|
||||
<uiIndex>40</uiIndex>
|
||||
<Squad>Pi</Squad>
|
||||
</SQUADNAME>
|
||||
</SQUAD_NAMES>
|
||||
Reference in New Issue
Block a user