Commit Graph
262 Commits
Author SHA1 Message Date
Flugente 36e9d15edc New feature: Diseaes affect your mercenaries. They can be contracted in varíous ways and have varying effects.
For more info, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/334918#Post334918

Requires GameDir >= r2099.

Does not break savegame compatibility.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-08-10 13:45:11 +00:00
Flugente 24a78e5dc3 If <BloodiedItem> is set on a blade, the blade weapon wil be replaced with th specified item when a person is hit with it.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7337 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-07-14 20:55:26 +00:00
Flugente 0efc3b7241 - When ordering a merc to interrogate, one can now select what type of prisoners should be interrogated primarily. Thus one no longer has to empty the prison just to get to the one remaining officer.
- Generals are now a separate prisoner type. They cannot join militia, but yield an impressive ransom.
- various prisoner fixes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7327 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-07-10 21:19:26 +00:00
Flugente 3a9cb5ecc3 New Feature: dynamic dialogue is played when dynamic opinions are active. Mercs can comment on each others actions, and this can influence their opinions further. IMP character answers can even be chosen by the player.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7297 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-27 22:12:29 +00:00
Wanne dbc852ea74 Vehicle Update: Roadkill with vehicles and ramming (by anv)
- new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when shift is pressed planned vehicle route will go through people. Those who will stay on its path will be hit, causing wounds and knock-outs.
- new feature: ramming structures - when shift is pressed planned vehicle route will go through obstacles. When vehicle hits the structure on its path it will be destroyed, causing small damage to vehicle too (with exception of tank). Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR settings control how well armoured structure can be driven through and amount of potential damage for vehicle.
- see: http://www.ja-galaxy-forum.com/ubbthreads.php/topics/333829/Drivable_Vehicles#Post333829


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7284 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-21 10:07:11 +00:00
Wanne 981c81b4b4 Moving Tanks Feature (by anv)
- feature: tanks can move around in tactical. Set with Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE.
- feature: tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. Set with Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP.
- feature: tanks can use cannon even against single mercs and in perfect health. Set with Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS.
- feature: tanks can noticed as soon as any part of it is visible. Set with Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE.
- feature: depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. Set with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS.
- feature: depending on game difficulty enemy groups created during offensives can include tanks. Set with trategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS.
- feature: mercs in vehicles automatically rest their guns,
- fix: guns can be rested on vehicles,
- rewritten code to allow putting enemies inside vehicles,
- added missing descriptions for all vehicle options to INIEditorJA2Options.xml.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-18 18:10:07 +00:00
Flugente 9242b972c9 Fix: dynamic opinion data was not cleared correctly upon starting a new game
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7269 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-06 00:41:53 +00:00
Wanne 5d5e02f207 Merged from revision: 7262
Fixes (by anv)
- fix: comparison feature would sometimes show comparison with empty sector inventory slots,
- fix: enemy taunts aimed at NOBODY could cause out of range,
- fix: list of boxers fought per day is properly reset when fight club reopens,
- fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses),
- fix: boxing opponents won't try to call reinforcements any more.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-03 18:42:29 +00:00
Wanne fa29d9be26 Merged from revision: 7258
- Translated russian source code comments (by Sevenfm)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-03 18:13:23 +00:00
Flugente 5e9289b450 - New Feature: dynamic opinions allows mercs to form opinions about each other depening on actions they/the player take or do not take. These can be viewed in the 'MeLoDY 'website. See also http://www.bears-pit.com/board/ubbthreads.php/topics/333259.html#Post333259
- Requires GameDir r2050.
- new background property: <dislikebackground> allows mercs to dislike specific backgrounds
- Fix: snitches did not correctly prevent misbehaviour
- Fix: morale event was not handled
- Fix: DropDowns did not refresh when using the arrow buttons

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7240 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-28 22:10:42 +00:00
Flugente 038b559c3e - New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians
- cleaned up DrawSelectedUIAboveGuy()
- Fix: missing header
- when jumping through windows, damage received is somewhat randomized

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7221 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-19 20:47:42 +00:00
Wanne bbff053fc5 Driveable vehicle Update: Externalized vehicle seats (by anv)
- externalised vehicle seats (TableData\Vehicles.xml) influence position of passenger, field of view, ability to shoot and being hidden,
- seat can chosen by using ctrl+RMB on vehicle (ctrl + LMB just takes the first visible seat)
- seats can be changed or swapped while inside vehicle,
- remade JSD files for cars,
- vehicles aren't transparent anymore,
- vehicles are louder than people, depending how fast they move.
see: http://www.bears-pit.com/board/ubbthreads.php/topics/332790/5.html


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7212 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-18 15:26:15 +00:00
Flugente 1fe56555eb Drivable Cars update (by anv):
- Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If you click on vehicle in tactical, also its driver will be selected automatically. Besides driving car, driver can perform other actions normally.
- Vehicle's APs, health and fuel are displayed on the steering wheel - thanks to Buggler for idea. Vehicle APs are treated as a resource (so if car changes driver mid-turn, it won't go any further than it would).
- Added option Tactical Interface Settings > ADD_PASSENGER_TO_ANY_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, he'll be added to new squad, so if you ordered six passengers to exit one by one, you'd end up with six new squads. With ADD_PASSENGER_TO_ANY_SQUAD = TRUE, passenger will be added to any existing squad with empty slot if possible.
- Added option Tactical Interface Settings > PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, by default you get switched to his new squad. With PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE you'll switch only if exiting passenger is the selected one.
- Cosmetic fix: changed display above vehicle from "*Merc's name* (VEHICLE)" to "*Merc's name* (*Vehicle's name*)" and colour from yellow to white (since mercs in vehicle are controllable and yellow is reserved for mercs on assignments).
- Fixed passengers rotation. Again.
- Fixed vehicles getting "tired" - lowered APs due to fuel below max. They can move the same as long as they have any fuel.
- Fixed unrelated bug: clicking on any empty slot in team panel would select merc with id 0.
- Fixed unrelated bug: switching to squad with less mercs would cause team panel to still show skill tooltips for mercs from previous squad on empty slots.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7204 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-13 20:50:16 +00:00
Wanne fe995dc2f3 New Feature: Allow driving vehicles in tactical (by anv)
- To control vehicle, click on it or on the steering wheel in team panel under driver's portrait.
- Vehicles have two gears - slow drive and fast drive, switchable just like walking and running ('S', 'R', double-click).
- Vehicles working: Ice Cream Van, Hummer, Jeep, El Dorado and, potentially, tanks.
- Passengers can be selected and ordered to open fire from the inside
- You can also open inventory screen for passengers, pass or throw items, etc.

Normally vehicle is treated as any other merc and has its own APs. It has obvious disadvantages - it's possible to drive in the middle of the enemy group using vehicle's 100AP,
and then use all your mercs inside vehicle with their still full APs to kill everything that moves at point blank range - with even the driver participating!
- To prevent that you can set Tactical Gameplay Settings > AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE with following calculation methods

more infos: http://www.bears-pit.com/board/ubbthreads.php/topics/332208/1.html


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7193 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-06 08:46:26 +00:00
Flugente 6edf7dd079 - New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior.
- Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE.
- renamed special prisoners to officers. 
- lowered the priority of enemy troops becoming medics
- prisoners in player-controlled prisons now use the prioner-colour scheme used by Shank and Dynamo


Requires GameDir >= r2028.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7179 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-01 13:28:33 +00:00
Flugente 30060f0595 Merged revision(s) 7166-7177 from branches/ja2_source_official_2014:
- Flagmasks are unsigned, and should be called and treated as such
- Fix: experience gain from interrogation was too high
- Fix: chance of a prisoner becoming militia was calculated wrong
- default weight maximum for MOVE ITEM assignment increased from 30 to 40 kg
- Fix: snitches report the same event multiple times
- Fix: snitches treat vehicles as persons
- Fix: selection of launchables is inefficient, an does not take into account wether items are depending on day/night cycle
- new key combination: in strategic, pressing [CTRL] + [E] wile both a merc's inventory and the sector inventory are open will fill the merc's inventory with sector items
- trivial code cleanup
- if prisoners are taken in a sector that houses a prison, that prison can also be selected to house them
- Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones
- GetClosestFlaggedSoldierID can also be called without evaluation of sight
- Fix: Covert Ops: throwing/lobbing items or shooting rockets is deemed suspicious behaviour
- Fix: boxing was broken by loading a savegame
- Fix: campaign history rarely recorded kills in autoresolve
- There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder. Required script change in stable GameDir r2024.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-04-30 21:36:18 +00:00
Wanne 4f7e06b75e Merged from revision: 7153
- Externalized hardcoded radio operator texts to language specific text files

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7154 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-04-16 19:48:30 +00:00
Wanne ec481e8209 Allow different rules for climbing (and jumping) with backpacks (by JMich)
- ja2_options.ini: MAX_BACKPACK_WEIGHT_TO_CLIMB, USE_GLOBAL_BACKPACK_SETTINGS
- First setting is sBackpackWeightToClimb which is the maximum weight a backpack can weigh and still allow you to climb with. The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused.
Second setting is fUseGlobalBackpackSettings which if true (default) uses the same rules for all backpacks, while if false it checks for the fAllowClimbing tag in items.xml, and if that is true you can climb with said backpack.
Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg (or 50 hg) but not climb with a radio set.



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7146 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-04-11 07:16:46 +00:00
Wanne 4c0bd0e03a Merged from revision: 7134
- Externalized country name and noun to cities.xml (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7135 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-04-06 14:43:48 +00:00
Wanne f13a096f1e Merged from revision: 7129
Updates/Improvements (by Sevenfm)
1. Quick inventory items:
Press [ALT] + [1..0] for quick access to predefined items in tactical (ja2_options.ini: QUICK_ITEM_0 to QUICK_ITEM_9)

Press [ALT] + [`] (tilde key left to [1]) to put item back to inventory and switch hands.
The item will be put in the same slot it was taken from (unless it was stacked or game was reloaded).

2. Also a few quick hotkeys:
[ALT] + [q] - switch to sling (same as [SHIFT] + [k])
[CTRL] + [q] - switch hands
[SHIFT] + [q] - drop item from main hand to the ground

Additional info:
-some hotkeys do not work in cheat mode
-only NIV
-only one-handed items supported
-stacked items currently not supported
-remembered item slot is lost when you reload game

3. A few small fixes for dynamic tooltips and other things


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7130 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-31 09:33:51 +00:00
Flugente c9b0c6fc12 Merged revision(s) 7088 from branches/ja2_source_official_2014:
Radio operator improvements:
- if RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS is TRUE, radio operator jamming will prevent remote activation or defusing of bombs. Quest-related remotes are still active.
- if RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS is TRUE, there is a small chance that jamming enemy radio operators will set of remote bombs/defuses
- removing a radio set from inventory ends scanning/jamming

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7089 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-18 22:20:56 +00:00
Flugente e1b581e466 Enemy roles improvement:
- lowered ENEMYROLES_TURNSTOUNCOVER
- increased ENEMY_MEDICS_SEARCHRADIUS
- new option: ENEMY_MEDICS_WOUND_MINAMOUNT controls how serious a wound must be before a medic considers it worthy of attention
- new option: ENEMY_MEDICS_HEAL_SELF: medics can heal themselves
- new option: ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS adds a team surrender strength bonus for officers
- tanks cannot become medics, and can't be treated by them either
- Menubutton for Role symbol toggle is red if off and green if on
- wounded soldiers seek medics, max range is ENEMY_MEDICS_SEARCHRADIUS / 2
- direct sight line between medic and target is no longer required

- if hostile civilians allied to the army are in sector, their surrender strength is added to the enemy team

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7080 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-17 21:27:19 +00:00
Wanne 815c44d439 Merged from revision: 7077
More visual enemy gear info (by Sevenfm)
- Show additional info in NCTH cursor (press ALT) (ADDITIONAL_NCTH_CURSOR_INFO = 2)
-> You can only use this feature at certain distance
- Updated 'show enemy weapon' feature (SHOW_ENEMY_WEAPON = TRUE, SHOW_ENEMY_EXTENDED_INFO = TRUE)
- Now it can show armour and face items, too. Useful for OCTH users (SHOW_ENEMY_AWARENESS = TRUE)
- Show total value of damage, absorbed by armour in last attack (SHOW_HIT_INFO = TRUE)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7078 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-16 19:34:16 +00:00
Flugente 2e773a029d - New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.
Requires GameDir >= r1987.

- If an enemy is spawned with a radio set, he is more likely to become a radio operator.
- It is now possible to mount a gun on prone allies if you are facing them on the right angle.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-16 18:24:40 +00:00
Flugente fddb72a94e Merged revision(s) 7057 from branches/ja2_source_official_2014:
- increased background-based chance to steal to 50%, money/gold/solver will be preferred targets
- lowered exp stat gain for handling tripwire
- new background ability: disarm_trap alters effectivity at defusing bombs
- Fix: incorrectly deleted soldiers could still be counted as jamming/scanning

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7058 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-12 22:29:56 +00:00
Flugente 12d45fcfa2 Merged revision(s) 7024 from branches/ja2_source_official_2014:
- If a merc repairs up to a threshold below 100, display a slightly different message
- Due to radio operator jamming, AI red alert can fail (intentional part of the trait). In that case, forbid the soldier from using radio again this turn, as this would be a fruitless waste of APs.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7025 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-04 22:20:32 +00:00
Flugente f91d1a0be9 Merged revision(s) 7006 from branches/ja2_source_official_2014:
Fix: in certain conditions, radio operators were not correctly identified to be jamming communications

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7007 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-02 14:12:05 +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
Flugente 3ae95a6c20 Merged revision(s) 6997-6998 from branches/ja2_source_official_2014:
- Campaign stats take spy actions and SAM sabotages into account
- spy encounters are not reproted if nothing of interest happened
- Fix: error in food system automatic canteen refill
- Fix: if min enemy group size is too high, the AI never replensishes garrisons, thereby severely dumbing down the game.
- Fix: enemy groups do not receive minimum size
- Fix: enemy groups sizes are cut down needlessly


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6999 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-01 01:48:43 +00:00
Wanne cfed0ed8a1 Merged from revision: 6981
Enabled auto-taking for concertina/sandbags (by Sevenfm)
- items are taken from current merc's inventory
- works only in realtime
- when filling sandbags, filled sandbag is dropped, and new empty is taken from inventory
- you need to press [shift] while clicking with hammer for this feature to be activated

Autofire bullets (by Sevenfm)
Set default number of autofire bullets:
0 = Max bullets allowed with max aiming
1..10 = Set default number of bullets

1. For MPs and SMGs
SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1
2. For ARs, Rifles and Shotguns
SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1
3. For MGs
SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6982 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-02-26 18:56:22 +00:00
Flugente cb3304e93f Merged revision(s) 6894 from branches/ja2_source_official_2014:
Fixes (by Buggler)
- IMPPrejudice page not showing when reviewing in finish mode
- Added message when minor traits are unselectable due to all IMP available slots taken up by major traits
- Display message when pressing hotkey 'G' to toggle artificial merc light
- refactor hotkey weapon switching and make function available in OIV too
- hold ALT key to swap item instead of opening description box for valid attachment on cursor

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6895 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-02-10 00:28:04 +00:00
Flugente d6186aca15 Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:
- Minor code improvements and cleanup
- Fix from r6775 is no longer necessary.
- Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-26 12:18:43 +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
Wanne 5f92048f5a Merged from revision: 6764
Fixes (by Buggler)
- fixed hotkey switch weapons AP cost and empty hand swap
- adjusted colors for militia equipment item shading
- fixed IMP background button states and previous button array list

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6765 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-15 13:20:31 +00:00
Wanne d5b4599e9c New Trait: Snitch (Trait 22) (by anv)
Every midnight snitches will give you a report about their collegues' opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).

List of snitches (trait 22)
Beth
Bud
Buzz
Carp
Ears
Gary
Hurl
Lance
Leon
Weasel

see: http://www.bears-pit.com/board/ubbthreads.php/topics/329412/Snitches_+_Externalised_morale.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6723 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-01 12:02:23 +00:00
Wanne 44cf72a2e0 - Fixed compilation error for JA2UB define (by anv)
- Added missing string to _FrenchText.cpp
- Renamed the "#if (defined JA2UB)" to "#ifdef JA2UB" so we are consistent through the code


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-28 18:27:09 +00:00
Flugente f4dcc15ffa New Feature: Campaign History collects combat data and displays battle reports on the website.
requires GameDir >= r1901.

For more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/329205.html#Post329205

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6705 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-22 23:22:45 +00:00
Flugente cbc661d1af Spotter skill effectivity is now affected by sniper or spotter having 'sociable' or 'loner' character
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6698 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-20 18:54:10 +00:00
Flugente 80c1b65494 - New Feature: Spotter skill (available to every merc) allows a merc to be spotter for other snipers. Spotter items have to be in hands, spending APs cancels action.
- renamed GetObjectNCTHModifier to GetObjectModifier, as function is no longer used exclusively for NCTH

Warning: GameDir >= r1896 is required.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6694 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-19 20:03:48 +00:00
Wanne f8a0a5eb2c New options in ja2_options.ini (by Sevenfm)
1) PLAYER_HIT_COUNT = 0
This works as ENEMY_HIT_COUNT option, but for player mercs.
Possible values: 0 - 4

2) SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO = TRUE
Show additional info in tactical tooltip:
- APs lost due to suppression
- Suppression Tolerance
- Effective Shock Level ( Shock level modified by traits and backgrounds. This value is compared with current suppression tolerance to determine "cowering" effect )
- AI morale level

3) SHOW_ENEMY_WEAPON = TRUE
Show enemy weapon name above soldier - after health, name and rank.
You can see exact weapon name only on short distances, range calculation is similar to dynamic tooltips and based on soldiers actual viewing range and experience.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6691 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-16 09:13:55 +00:00
Flugente 9691b728db - Fix: not checking for NOBODY
- Fix: uninitialised variable

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6690 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-12 21:20:01 +00:00
Wanne 534af956c8 Small visual changes (by Sevenfm)
see: http://www.bears-pit.com/board/ubbthreads.php/topics/172712/16/Code_Snippets.html

1) ENEMY_HIT_COUNT in ja2_options.ini accepts 2 new parameters:
  3 - show damage as white asterisks
  4 - show damage as red asterisks
  Number of asterisks is scaled (maximum 5): >0, >10, >30, >60, >100

2) Suppression tactical tooltip now shows suppression points from last attacks.
Previously it was always = 0 because ubSuppressionPoints value is cleared after each attack.

3) It is now possible to show suppression values above soldier, just as hit count.
There are new options in ja2_options.ini

Possible values:
 0 - do not show
 1 - show on moving hit counter
 2 - show above soldier
The values are color coded:
 Suppression is light gray
 Shock is yellow
 AP loss is blue
 Morale hit is green

SHOW_SUPPRESSION_COUNT = 0
SHOW_SHOCK_COUNT = 0
SHOW_AP_COUNT = 0
SHOW_MORALE_COUNT = 0

This option defines if values are shown as numbers or asterisks (1..5, using scale)
SHOW_SUPPRESSION_USE_ASTERISK = FALSE

This option defines if only 1 asterisk is shown or several (1..5) to represent value
SHOW_SUPPRESSION_SCALE_ASTERISK = TRUE

Show suppression above soldier during enemy attack. All other values are shown after attack, when HandleSuppressionFire function is calculated.
SHOW_SUPPRESSION_COUNT_ALT = TRUE

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6689 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-10 11:04:59 +00:00
Flugente 467649c7a4 Fix: crash when soldier dies without an attacker
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6688 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-06 21:46:00 +00:00
Flugente 1d49877137 - capped physical resistance at 95%
- mercs with the 'airdrop' background property do no get the interrupt penalty upon landing only if they have a positive bonus
- Fix: supression resistence wasn't applied as a percentage
- adjusted background min/max values

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6665 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-29 18:24:08 +00:00
Wanne 2cba26ab07 Explosive improvements and fixes (by Sevenfm)
- New mine disarm dialogue (only for realtime): Disarm, Inspect, Remove Blue Flag, Blow up.
- You can now attach tripwire-activated explosives to tripwire.
- attached explosives volatility is now used in chain explosion calculation: added new function CalcTotalVolatility.
- new function CheckForBuriedBombsAndRemoveFlags removes MAPELEMENT_XXX_MINE_PRESENT flags if there is no buried bomb at checked tile. This should fix problems with flag not removed correctly after chain explosions and such.
- trip klaxon no longer calls enemies if it's activated as attached explosive (instead it makes some noise).
- added check to MineSpottedDialogueCallBack. It should fix problem with game crash with tiles that have MAPELEMENT_PLAYER_MINE_PRESENT flag set but no buried mine
- disarmed item will keep it's attachments if ALLOW_ATTACHED_EXPLOSIVES is TRUE.
- IMPROVED_BOMB_PLANTING feature can be used to auto-take tripwire items from inventory.
- see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/172712/15/Code_Snippets.html


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6663 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-29 07:38:41 +00:00
Flugente 3e70a9d6dc mercs entering combat via air who do not have the 'airdrop' background receive a penalty on their interrupt level
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6651 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-25 19:43:07 +00:00
Wanne 376b174d5b Small convenience feature - improved bomb planting (by Sevenfm)
- With new option IMPROVED_BOMB_PLANTING = TRUE, if you hold SHIFT key while planting new mine, then another mine with same item id will be taken automatically from your merc's inventory. If no such item found, any mine will be taken. If you plant tripwire-triggered mine, then only tripwire-triggered items will be taken. This new feature work only in realtime.
If you are making tripwire network, then this feature can be used to plant another tripwire item with network and hierarchy settings taken from previously planted tripwire. You just plant tripwire as usual, selecting it's settings from dialogue, then if you plant another one while holding SHIFT key, those settings will be used for new tripwire, instead of showing you dialogue
- I hope this small improvement will save you some time for building large and complicated defensive minefields.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6647 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-24 11:01:45 +00:00
Wanne ba5edad40c Enemy Taunts Updates (by anv)
- taunts will be loaded from any file in TableData/ that follows EnemyTaunts*.xml naming convention (and [LanguagePrefix]EnemyTaunts*.xml for translations)
o eg: EnemyTauntsKill.xml, EnemyTauntsComeback.xml, German.EnemyTauntsKill.xml, Chinese.EnemyTauntsComeback.xml, ...
- <uiIndex> for taunts in every file should start from 0 and increase normally
- see: http://www.bears-pit.com/board/ubbthreads.php/topics/327830/5.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6640 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-22 21:50:00 +00:00
Wanne 47210f9b14 Updated Enemy taunts feature (by anv)
- ridiculous amount of tags: attack, hit, miss, kill, head pop, blinded, type of attack, is target a zombie...
- ripostes to merc quotes,
- taunts can now make noise,
- bumped up amount of taunts to respectable 733, mostly thanks to your contributions guys,
- accidently squashed bug with incorrect noise notifications ("hears scream" instead of "hears explosion" etc.)

Ripostes
At the moment enemies can react to quotes "enemy detected", "1st enemy detected", "multiple enemies detected", "bullet flew by", "under heavy fire", as these are most likely to be used in combat. In the first three cases, riposting enemy will be chosen randomly from all enemy witnesses, latter two - last enemy to attack this merc will taunt.
Enemy's riposte will come as soon as merc quote is finished.

Noisy taunts
Taunts can be handled like other noises in game - shots, explosions, etc., meaning:
- they will be displayed only if someone from our team is close enough to hear them,
- they can be heard even if you don't see enemy (with twist of his name changed to "unknown voice". Yay.)
- volume of taunts is configurable in .ini.

see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327830/4.html



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-19 07:52:51 +00:00
silversurfer d7fa19068f - New camo handling:
Camo Kits can now only be used to paint naked skin which usually means face and hands. Clothing will take care of the rest Together they can reach 100% camo.
CAMO_KIT_USABLE_AREA = 5 in Ja2_Options.ini sets the area that can be painted.

CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = 0.6
These two set the amount of camo that armor vest/pants can provide if LBE is worn over them.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327902/Re_Code_Snippets.html#Post327902

- New Mine avoidance for civilians (by Sevenfm)
Civilians can now avoid player placed mines.
CIVILIANS_AVOID_PLAYER_MINES = TRUE in Ja2_Options.INI takes care of that. I set the default to TRUE which will allow players to use mine fields in city sectors.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327817/Re_Code_Snippets.html#Post327817

- Smoke effects and explosive attachments (by Sevenfm)
Normal explosions can now cause a smoke effect. Explosives can be attached to other exlosives to create a more potent bundle. Ja2_Options.INI has some new options for that:
ADD_SMOKE_AFTER_EXPLOSION = FALSE
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327918/Re_Code_Snippets.html#Post327918


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6582 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-11 12:51:33 +00:00