Jerry Melo complains about too many mercs if player has hired over 6 mercs and refuses to fly. This allows player to dismiss mercs until the pilot is happy.
The mapscreen "drop everything" hotkey (Shift+W) looped over every
inventory slot from HELMETPOS to NUM_INV_SLOTS and dumped each one.
Madlab's robot stores its installed gear in those same slots - ammo (14),
targeting (15), chassis/armour (16) and utility (17). Dropping these left
the robot defenceless, and the player cannot re-install the components
through normal inventory, so the loss was permanent.
Skip the robot's component slots in the drop loop; only its general cargo
slot (ROBOT_INVENTORY_SLOT) may still be emptied. Regular mercs are
unaffected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* Load required mapinfo for checking suitable gridnos
* Modify SOLDIERTYPE::DropSectorEquipment( ) to take an external gridno when placing items into an unloaded sector
- These gameclock variables were not updated properly so it created a discrepancy between it and the proper gameclock variables, and it was causing issues with the lua hourly update script
- Function that heals boxers after they finish resting
Emails from new GameDir file TableData/Email/Emails.xml can be added via lua scripting using calls to AddEmailFromXML & AddPreReadEmailFromXML. The order of emails in Emails.xml acts as the index to be referenced and provided when calling lua functions.
An error message will be displayed if an email is added with an out-of-scope index but game will be able to continue.
Localization is supported and was tested on Chinese localization.
* Clicking destination column in teamlist for a squad in a helicopter will switch to first airspace view that shows safe / unsafe air sectors instead of the second sector.
* Clicking destination column in teamlist for a squad not in a helicopter while in either airspace view will now correctly turn it off
* Allow adding jeeps and robots to sectors now
* From Lua side, it is now possible to add differing amount of arguments to the function. Minimum required is 3 (sector x & y and amount of admins)
So all of the following examples will work correctly:
- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins )
- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops )
- - UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites )
- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks )
- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks , ubNumJeeps )
- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks , ubNumJeeps, ubNumRobots )