A.L.I.C.E. backpack
First Response KIt
gave tag AttachmentSystem and set it to 1 (OAS only) with this they won't show without using OAS
there are probably more that should get it, but gotta start somewhere
A.L.I.C.E. backpack
First Response KIt
gave tag AttachmentSystem and set it to 1 (OAS only)
with this they won't show without using OAS
there are probably more that should get it, but gotta start somewhere
* Externalize the Divisor for usBackPackWeight
A new ini value BACKPACK_WEIGHT_FACTOR is introduced to replace the hard coded 50.
The value goes from 1 to 250 and its default value is 50 as before.
* Refactor usBPPenalty into its own function GetBackbackAPPenaltyFromBackpack
The same code is also used in GetAPsCrouch as well as GetAPsProne
The intent of the change is to make sure that backpacks including their content
do not add an additional AP cost of +1. Now it checks if
the backpack weight is > ubBackPackWeightFactorForAPPenalty (default value 50).
The min exists to make sure that the AP cost does not become higher than previously.
Previously the bool fBackpackCheck was used to add +1 if there is any backpack.
But this also includes an empty tactical sling (backpack with 0.2 kg) and
therefore makes the item much less interesting to use.
- added Tracona for use with UB, etc
- sorted alphabetical (english) for more ease of use during IMP creation
- that sorting starts only after original nationalities (from after Metaviran)
- expanded and adjusted the existing ones
- tried to achieve a decent amount from every continent
- while sorting the language specific files, preserved existing translations
- adjusted MercProfiles in related gamedir change
- npc script 101 Fatima
Pacos won't go into hiding in A10 anymore, instead will follow to basement entrance and enter it with us
- npc script 114 Pacos
can give us gifts when talked to, if Food quest is active (male and female variation)
current items are Marbels and LameBoyDisplay, considered palceholders for now
will change them in later commit for adding crafting recipes to player files (like RIS report)
record 18 was used to prevent boxing before delivering letter, changed that to record 20
(same content as former 18)
- map A10_b1
small adjsutment to placements to have Pacos at a fitting place
IniOption ALWAYS_FOOD and some default changes
- added ALWAYS_FOOD, allows to choose wether food items appear even when not using FOOD
- set Extra Civilians and Extra Merchants (blackmarket, etc.) to TRUE as default
- climbing with backpacks: no climbing, except if backpack is less or at 0.5 kg
- with current items, that's only the Tactical Sling (0.2 kg)
- added ALWAYS_FOOD, allows to choose wether food items appear even when not using FOOD
- set Extra Civilians and Extra Merchants (blackmarket, etc.) to TRUE as default
- climbing with backpacks: no climbing, except if backpack is less or at 0.5 kg
- with current items, that's only the Tactical Sling (0.2 kg)
IniOption: Food items can show without using Food
food items are usualy not shown in game without using Food
option ALWAYS_FOOD allows them to be shown even without
default is false, no food items without Food
- food items are usualy not shown in game without using Food
- option ALWAYS_FOOD allows them to be shown even without
- default is false, no food items without Food
Added missing AmmoTypes to Choices and Drop xml
Those xml didn't contain all the latest ammotypes, added them.
Also added comments for ease of modding files.
(comment with item name for item-id)
Reverting Commit 9122d7a
it made: CAN_FAN_THE_HAMMER = FALSE now disables the burst mode on pistols
which effectivly resulted in pistols burst mode only being avaialbale with can fan the hammer active
which further resulted in being required to fire from hip mode when using burst with pistols
that's not a desired behaviour for burst on pistols, their burst should not depend on fan the hammer
therefore reverted
it made: CAN_FAN_THE_HAMMER = FALSE now disables the burst mode on pistols
which effectivly resulted in pistols burst mode only being avaialbale with can fan the hammer active
which further resulted in being required to fire from hip mode when using burst with pistols
that's not a desired behaviour for burst on pistols, their burst should not depend on fan the hammer
therefore reverted
- two enemies in Tixa do have a Steyr Aug A2 set as dropable in
their MapEditor placement
- this did use a version of the Steyr Aug A2 with outdated attachments
- replaced those with up-to-date versions of Steyr Aug A2
Item updates
items.xml
Soda (from vending machine), added drugtype
Sawed-off and Super Shorty, item size changed to fit SG Holster
Pepper spray and canister, item size added, prior didn't have one
Added covert-tag to a few pistols with matching description text
drugs.xml
added drugtype for Soda (vending machine)
pockets.xml
changed pocket 25 for SG Holster
lower itemsize allowed to restrict to short shotguns
items.xml
- Soda (from vending machine), added drugtype
- Sawed-off and Super Shorty, item size changed to fit SG Holster
- Pepper spary and canister, item size added, prior didn't have one
- Added covert-tag to a few pistols with matching description text
drugs.ml
- added drugtype for Soda (vending machine)
pockets.xml
- changed pocket 25 for SG Holster
- lower itemsize allowed to restrict to short shotguns
Qol Made choice about climbing with backpack easier
Previously that choice required users themself to add tags to items.
Added those tags, and , to relevant backpack items in items.xml.
Changed the description in ja2options.ini to reflect that change.
Previously that choice required users themself to add tags to items.
Added those tags, <AllowClimbing> and <BackpackWeightModifier>, to relevant backpack items in items.xml.
Changed the description in ja2options.ini to reflect that change.
Fixed outdated Steyr Aug A2 at I13, added loot variations to I13:
map contained a Steyr Aug A2 with outdated attachments, fixed to use up-to-date version of Steyr Aug A2
added some loot variation to the locker the Steyr Aug A2 is found in, loot will vary depending on chosen game difficulty (but will always have a Steyr Aug A2)
map contained a Steyr Aug A2 with outdated attachments, fixed to use up-to-date version of Steyr Aug A2
added some loot variation to the locker the Steyr Aug A2 is found in, loot will vary depending on chosen game difficulty (but always a Steyr Aug A2)