Commit Graph
31 Commits
Author SHA1 Message Date
Sevenfm fa557a0dea New option AI_SHOOT_UNSEEN (disabled by default): allow AI to shoot at recently seen/heard enemies (targets that nobody from soldier's team sees currently).
CalcBestShot:
- improved hit rate calculation, take into account possible options INCREASE_AIMING_COSTS, FIRST_AIM_READY_COST_DIVISOR
- minor code improvements
New AI function LOS_Raised checks LOS with forced raised gun status, to get max view distance with scope

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-18 08:23:39 +00:00
Sevenfm 6b706f2747 Increased max possible soldiers stored for friendly fire check to 256.
Friendly fire chance code also checks for soldiers of the same side and optionally neutral civilians.
CalcCoverValue: check friendly fire chance for each position, penalize position if friendly fire chance is high (needs AI_BETTER_COVER = TRUE)

UnderFire::Add: 
- store friendly fire CTH for new added person
- use max value when replacing friendly fire CTH for existing person

CalcBestShot:
- check CTGT and friendly fire chance for every stance
- ignore possible shot if can hit friends in this stance

CalcMoraleNew: improved code to make enemy slightly more aggressive.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-07-31 10:26:07 +00:00
Sevenfm 04a66f8b7c New experimental NCTH options: LIMIT_MAX_DEVIATION, LIMIT_GROUND_SHOTS.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8801 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-05-14 15:53:31 +00:00
silversurfer 037e877013 Fix (by Asdow): Enemy cover display performance improved.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8685 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-08-11 07:49:47 +00:00
Flugente 50d7b679c1 Added safety checks
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8626 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-09-30 19:40:55 +00:00
Flugente 11729a132e New feature: riot shields protect against damage from some directions.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23452&start=0&

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8434 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2017-07-29 21:18:13 +00:00
Flugente dba9e3eb88 AI update (by sevenfm):
- removed AI_EXTRA_FLANKING option
- LocationToLocationLineOfSightTest allows to check sight with specified height
- IsActionAffordable allows to specify action to check without faking it
- ClosestReachableDisturbance: correctly calculate path to each disturbance, added safety checks, update for noise checks
- CalcMoraleNew: update
- CalcBestShot: allow shooting at empty vehicles, but they have low priority
- allow AI to fire at dying opponents to avoid AI decision problems
- CheckIfShotPossible: allow any soldier with long range weapon to shoot in RED state (if he can hit)
- Flanking update
- WATCH decision update
- removed distance check for HELP decision to allow vanilla behavior, don't help if seen enemy recently or under fire
- suppression fire update
- pick up item decision: check that location is safe

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8125 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-03-26 13:41:54 +00:00
Flugente 330925b0ef When displaying a merc's maximum assignment points, factor in backgrounds values.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8050 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2016-02-05 22:18:05 +00:00
silversurfer 60bffb1352 Fix: Removed invalid item property "counterforcefrequencymodifier" and all code parts associated with it. It was not used anymore by the game but fragments of it were still displayed in EDB which lead to confusion.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7644 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-11-03 13:23:05 +00:00
Wanne d2130494da New Feature: Additional Tile Properties (by anv)
- Feature can be completely disabled in .ini as COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES under Tactical Cover System Settings.

- With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.

- With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road.

- It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer. 

- More infos: http://www.bears-pit.com/board/ubbthreads.php/topics/330942.html#Post330942


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7001 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-01 09:50:40 +00:00
Wanne 11037729f0 Merged from revision: 6905
Improved Snitch Trait (by anv)
- The snitch actions can be selected in the strategy view "Assignment" menu
o Spreading Propaganda: Accessible in town sectors
o Gathering Rumours: Accessible in town sectors
o Undercover Prison Snitch: Accessible from Facilities menu (Prison)
o Preventing Misbehaviour: New Snitch Menu
o Passive Reputation Increase
see: http://www.bears-pit.com/board/ubbthreads.php/topics/329412/1.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6906 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-02-12 17:22:40 +00:00
silversurfer 5d953b550c - updated NCTH targeting optics in Interface.cpp to use the same order and formulas as LOS.cpp. It's easier to read and compare this way.
- added scope effectiveness which defines the maximum magnification bonus a shooter can get using scopes. With the default settings a poor shooter like Juan will not benefit much from scopes while a good shooter will use the full potential. See also:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/330194/Re:_Cth/INI_Settings_for_new_s.html#Post330194
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/330236/Re:_Cth/INI_Settings_for_new_s.html#Post330236


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6870 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-02-02 10:02:13 +00:00
Flugente f5dfddb0fc FixFix: non-merc planted explosives that fire fragments caused crashes. A few functions had to be fixed.
Note: keep in mind that we cannot assume that BULLET's pFirer will be valid. Check wether ubFirerID is NOBODY first.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6776 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-19 14:14:30 +00:00
silversurfer 5878355d61 This revision requires GameDir 1873 to work because of a new icon in ItemInfoAdvancedIcons.sti!!!
- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps.
- Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well.
- Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab.
- Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type.
- fixed UDB description for <RecoilModifierX> and <RecoilModifierY>
- All recoil calculations now use FLOAT values for more precision.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-16 16:55:32 +00:00
Kriplo 23384a9199 - Fix out of array bug in GuySawEnemyThisTurnOrBefore function which force AI to run along the latest guy who see your mercs before you manage to hide.
- HEIGHTUNITS_PER_CELL definition must be float.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 18:50:01 +00:00
Kriplo 98f9831057 Brief: //dnl ch60
- Vertical angle formula fix and accidental hits in OCTH.
Details:
- No more accidental hits at target for which OCTH calculate miss, this was especially inflicted to prone targets, cause was vertical angles and ridiculous definition in JSD stance files.
- Rollback to original v1.12 Distance2D calculation, because game use tan not cos function for vertical angle. Bad vertical angles in close distance 3 tiles or less (as Distance3D calculate 8 tiles), means that you will always hit target regardless of OCTH result.
- Also fix distance formula which had wrong factor 2.56 instead of 25.6, at close distance that was problem because height for one level is defined by 256 units per one tile which had value of 10.
- Add little adjustment to vertical bullet angles so bullets spread more in visual ranges.
- Bug fix when dice roll is equal to OCTH which means miss but currently was always treated as hit even when OCTH is pure 0.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 20:44:57 +00:00
Flugente 1a7e900df5 - Fix: security check for underflows when adding reinforcements
- Fix: added defined heights for kid's heads and torsos to correctly apply headshots
- Fix: While filling canteens, poisoned water from sectors is only consumed if no water drum is found

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5684 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-11-12 20:10:28 +00:00
Wanne 21dd880240 Sandro's feature pack (by Sandro)
- Dual Burst/Autofire Enabled
- Alternative Weapon Holding (firing from hip + pistol with one hand)
- Energy Cost on Weapon Manipulation (holding it shouldered, firing)
- Suppression Effectiveness Modified by Caliber and Gun Loudness
- No Enemy Auto-ready Weapon Option
- Fancy Big Merc Rifle Holding Animations
- More Random Idle Animations
- Kick in HtH Implemented
- Jumping Implemented
- (Included Fix for IIS with Martial Arts Bonus)
- further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884
- you also need the latest GameDir files!


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-14 12:19:57 +00:00
Wanne f200ac8d3d New Feature: Traps made out of guns and a piece of tripwire (by Flugente)
- guns can now be attached to tripwire and then be used as tripwire-activatd traps
o Attach any firearm (any gun, no RPGs, Mortars or GLs) to a piece of tripwire. You will need the newest xmls for that.
o You can plant the tripwire as you usually do.
o Once activated, the gun that is attached to the wire will fire once. It will fire in the direction that you planted the bomb, just like claymore mines do (the direction that the merc planting the wire was looking).
o The bullet fired has the range and damage it would have if fired from the gun. 
o The gun correctly heats, jams, degrades and whatever else guns do when fired. If the gun is jammed, not pumped (pumpguns) or does not have ammo, it will not fire.
o After firing, the gun lies on the floor, just where the trp was planted.
o This can be applied to any tripwire. You can ave multiple of these traps. Just put them into your normal trap setup however you like.
o At the moment, only single shots are possible, even for guns that do not have a single shot mode (MG3 etc.)
o Although I did not experience any problems with attachments, it might be a good idea to take any attachments off a gun if you attach it to tripwire.
o When the gun is attached, it is possible to attach gun attachments (lasers, scopes etc.) to the explosive. Do not attach any attachments to the explosive. They will be lost if the wire is activated.
o see: http://www.bears-pit.com/board/ubbthreads.php/topics/305634.html#Post305634
-> To support this feature, some (already existing) xml-tags have been added to the weapons in Data-1.13\TableData\Items.xml (<nasAttachmentClass>, <AttachmentPoint>, <AttachToPointAPCost>, <Attachment>)



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5331 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-06 08:27:12 +00:00
Wanne 4750b07f16 Zombie Update (by Flugente)
- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-02 15:50:54 +00:00
MaddMugsy c845f9f117 HAM5.5b2 merged in!
Notes:
-There may still be bugs!! (In fact, I almost guarantee it -- there's
-Ammo box code added to HR's crate code
-Splitting a crate/box also automatically refills half empty magazines
-new pathing arrows for map screen not included
-code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed.
-lots of gobledy gook (chinese?) comments turned back to english
-also added Bob's popups
-other languages besides english still need to have there language.cpp files updated with array changes
-AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-10 23:45:46 +00:00
Wanne 6e2bdd557c ****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-05-26 11:04:47 +00:00
Wanne 91087ca8c0 ************************************************************
* Merged Source Code from Development Trunk: Revision 4063 *
************************************************************
- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-01-18 09:11:09 +00:00
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00
Wanne 09268b81e8 Updated Version of the Cover System (by CptMoore)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3270 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-10-19 20:35:43 +00:00
Wanne 5cd81280bc Spread Patterns MOD (by Zilpin)
* You also have to update GameDir folder *

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3009 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-06-15 18:00:07 +00:00
lalien 43ca24dda8 Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-03-08 15:15:25 +00:00
AalaarDB 5df2c69d10 Readded AStar code, see email for more details.
Fixed bug in AStar code.
Fixed night combat chance to hit
Optimized worst case scenario pathing to be faster.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1438 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-09-25 21:37:01 +00:00
AalaarDB ef04b0790d Fixed bug where wrong chance to hit was displayed by completing AXP's previous bugfix.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1280 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-08-26 06:09:34 +00:00
AalaarDB 3f6ff281a3 Fix for 1% chance to hit target when distance is > 52
Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-08-21 10:21:56 +00:00
lalien e54aeb96aa Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-04-19 11:32:51 +00:00