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