New feature (by DepressivesBrot): Molle Items

- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
- If there's a free pocket slot and enough space -> attach item and enable pocket.
- for further description, see Doc/Design Document- MOLLE.txt

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1486 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2012-08-02 22:31:20 +00:00
parent 5b0d1bda8b
commit ec468eaa8e
6 changed files with 160 additions and 3 deletions
+23
View File
@@ -1528,6 +1528,9 @@ ALLOW_COLLECTIVE_INTERRUPTS = TRUE
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;Should the Robot be exempt from paying AP-to-Ready?
ROBOT_NO_READYTIME = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2983,3 +2986,23 @@ FAST_FORWARD_PERIOD = 500
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_KEY = SUBTRACT
[Overhead Map Settings]
;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
;Modes:
; 0 Off
; 1 Draw Rectangles
; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
MARKER_MODE = 2;
;Precision governs how small the marked area will be
; 0 Hostiles are in a general area 180 tiles across
; 1 Hostiles are in a general area 120 tiles across
; 2 Hostiles are in a general area 90 tiles across
; 3 Hostiles are in a general area 60 tiles across
; 4 Hostiles are in a general area 45 tiles across
; 5 Hostiles are in a general area 30 tiles across
DAYTIME_PRECISION = 4;
;Same as above, this time for Night
NIGHTTIME_PRECISION = 5;
;Number of remaining Soldiers before their location gets marked
MAX_SOLDIERS_LEFT = 1;
+34 -1
View File
@@ -41,4 +41,37 @@ BASEMENT_EXIT_12 = 0
;changes to the map for the crate moving effect
FINAL_CRATE_GRID = 8207
CRATE_TILE_DEF = 411
TRAPDOOR_TILE_DEF = 2041
TRAPDOOR_TILE_DEF = 2041
[San Mona]
;some rooms in the porn shop and Hans' location (I think this is before moving)
PORN_SHOP_ROOM_HANS = 49
HANS_POSTION = 13523
PORN_SHOP_ROOM_BRENDA = 47
PORN_SHOP_ROOM_TONY = 50
;Angel's leathershop, escort Maria to this room
ANGELS_LEATHERSHOP = 2
;doors to the girl's rooms in the brothel
DOOR_TO_BAMBIS_ROOM = 12290
DOOR_TO_CARLAS_ROOM = 13413
DOOR_TO_CINDYS_ROOM = 11173
DOOR_TO_MARIAS_ROOM = 10852
;these rooms belong to the brothel
FIRST_ROOM_IN_BROTHEL = 91
LAST_ROOM_IN_BROTHEL = 119
BROTHEL_GUARD_ROOM = 110
;if you stand on one of these tiles and mess with a door and one of the KP guys sees you -> bad
BROTHEL_DOOR_1 = 11010
BROTHEL_DOOR_2 = 11176
BROTHEL_DOOR_3 = 11177
[Gear Dropoff]
;if you tell a leaving merc to drop his gear in Omerta, this is where it'll end up
OMERTA_DROPOFF_X = 9
OMERTA_DROPOFF_Y = 1
OMERTA_DROPOFF_Z = 0
OMERTA_DROPOFF_GRIDNO = 4868
Binary file not shown.
+23 -1
View File
@@ -1524,6 +1524,8 @@ ALLOW_COLLECTIVE_INTERRUPTS = TRUE
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;Should the Robot be exempt from paying AP-to-Ready?
ROBOT_NO_READYTIME = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -2973,4 +2975,24 @@ FAST_FORWARD_PERIOD = 500
; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_KEY = SUBTRACT
FAST_FORWARD_KEY = SUBTRACT
[Overhead Map Settings]
;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
;Modes:
; 0 Off
; 1 Draw Rectangles
; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
MARKER_MODE = 2;
;Precision governs how small the marked area will be
; 0 Hostiles are in a general area 180 tiles across
; 1 Hostiles are in a general area 120 tiles across
; 2 Hostiles are in a general area 90 tiles across
; 3 Hostiles are in a general area 60 tiles across
; 4 Hostiles are in a general area 45 tiles across
; 5 Hostiles are in a general area 30 tiles across
DAYTIME_PRECISION = 4;
;Same as above, this time for Night
NIGHTTIME_PRECISION = 5;
;Number of remaining Soldiers before their location gets marked
MAX_SOLDIERS_LEFT = 1;
+34 -1
View File
@@ -41,4 +41,37 @@ BASEMENT_EXIT_12 = 0
;changes to the map for the crate moving effect
FINAL_CRATE_GRID = 8207
CRATE_TILE_DEF = 411
TRAPDOOR_TILE_DEF = 2041
TRAPDOOR_TILE_DEF = 2041
[San Mona]
;some rooms in the porn shop and Hans' location (I think this is before moving)
PORN_SHOP_ROOM_HANS = 49
HANS_POSTION = 13523
PORN_SHOP_ROOM_BRENDA = 47
PORN_SHOP_ROOM_TONY = 50
;Angel's leathershop, escort Maria to this room
ANGELS_LEATHERSHOP = 2
;doors to the girl's rooms in the brothel
DOOR_TO_BAMBIS_ROOM = 12290
DOOR_TO_CARLAS_ROOM = 13413
DOOR_TO_CINDYS_ROOM = 11173
DOOR_TO_MARIAS_ROOM = 10852
;these rooms belong to the brothel
FIRST_ROOM_IN_BROTHEL = 91
LAST_ROOM_IN_BROTHEL = 119
BROTHEL_GUARD_ROOM = 110
;if you stand on one of these tiles and mess with a door and one of the KP guys sees you -> bad
BROTHEL_DOOR_1 = 11010
BROTHEL_DOOR_2 = 11176
BROTHEL_DOOR_3 = 11177
[Gear Dropoff]
;if you tell a leaving merc to drop his gear in Omerta, this is where it'll end up
OMERTA_DROPOFF_X = 9
OMERTA_DROPOFF_Y = 1
OMERTA_DROPOFF_Z = 0
OMERTA_DROPOFF_GRIDNO = 4868
+46
View File
@@ -0,0 +1,46 @@
Design Document MOLLE
###Principles###
For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
For each Pocket, there's a definition how much space it takes up on a carrier.
If there's a free pocket slot and enough space -> attach item and enable pocket.
E.G.:
A Carrier leg rig may have an available Volume of 25 and 5 available pockets (=5 attachmentslots)
An AR-Mag pocket has a volume of 8
A Small Utility pocket has a volume of 5
You may add 3 AR-Mag pockets to the Carrier
OR
5 SU pockets
OR
1 AR and 3 SU
OR
2 AR and 2 SU
BUT
not 4 AR, as their total volume would be 32
###Tags###
===Pockets.xml===
<pVolume></pVolume>
How large is this pocket? This is used internally to check if a carrier can't fit anymore pockets, even if there are empty slots.
===LoadBearingEquipment.xml===
<lbeAvailableVolume></lbeAvailableVolume>
How much space is there to add pockets?
<lbePocketsAvailable></lbePocketsAvailable>
A bitfield that determines if a free spot can be used at all (limits the number of slots on smaller carriers)
===AttachmentSlots.xml===
<ubPocketMapping></ubPocketMapping>
The pocket that this slot changes
Range 1-12
Corresponds to PocketIndex1...12
===Items.xml===
<AttachmentClass>16777216</AttachmentClass>
Not a new tag, but this AC denotes pouch attachments and accepts duplicates like Grenade and Rocket do