Commit Graph
83 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
Wanne 9a23f84bae Merged from revision: 7201
Fixes (by anv)
- fix: preset explosives having owner id 254, getting out of MercPtrs range and dealing no damage as a result (e.g. in Meduna Labirynth),
- fix: clicking on any empty slot in team panel would select merc with id 0,
- fix: 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@7202 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-11 06:05:27 +00:00
Wanne 9c7e84a81b Merged from revision: 7132
Enhancements (by Buggler)
- Dynamic tactical squad hotkeys only take into account squads present in sector; freed back 11-20 tactical squad hotkeys as 10 dynamic squad hotkeys would be sufficient (thanks to Sevenfm)
- Externalized 'blinded by blast' hardcoded text 

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7133 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-04-06 14:26:49 +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
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
Kriplo a3a9b29ead Brief: //dnl ch83
- Fix BigMaps cliff-prone problem.
Details:
- Bug which prevent merc to go prone and crawl in big maps with cliffs was reported by Buggler who already find source of problem which lies in DB_STRUCTURE_TILE struct variable sPosRelToBase. This variable contains relative position to base tile which and cannot simply be change to INT32 as data from JSD files are loaded into it. However reason for problem is because sPosRelToBase is not updated for quite bunch of structures when map size is changed so add macro which in real time perform conversion and update sPosRelToBase value.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-08 21:16:35 +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
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
Wanne 57dd52a839 Small changes and fixes for grenades and explosives (by Sevenfm)
1) Fixed small bug when MAPELEMENT_PLAYER_MINE_PRESENT was set after planting explosives with remote detonator.
2) Arming bomb with only remote defuse attached is not allowed. 
3) Showing item locator before "add blueflag" messagebox is disabled for our mines as it was annoying and you anyway know that it is here.
4) Total weight for throwing range is calculated for all items (previously it was calculated only for grenades).
5) Grenade-throwing formula and demolitions bonus applied only for hand-thrown grenades (check for TOSSCURS). Previously it was applied for launched grenades too.
6) Changed grenade throwing range formula from

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6606 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-15 19:51:12 +00:00
silversurfer 8257d11276 -Fix for throwing explosives with attachments (by Sevenfm)
Weight is now considered correctly.

-Civilians now take care not to step on player placed tripwire. (by Sevenfm)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6585 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-12 11:46:45 +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
Kriplo b91bc7b209 Brief: //dnl ch75
- More map editor fixes and map inventory pool performance improvement for big maps.
Details:
- Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit.
- Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments.
- Fix CTD when delete all enemies or civilians or all of them in map.
- Fix some std exception when reporting for missing optional xml file.
- Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else.
- As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector<WORLDITEM> it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed.
- Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes.
- Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-03 16:26:30 +00:00
Flugente f17829fac9 New feature: radio operator trait allows calling in artillery, requesting reinforcements, scanning for enemies and a few other skills.
Also includes mechansim for easy implementation of new skills.

For more info see http://www.bears-pit.com/board/ubbthreads.php/topics/327348.html#Post327348

Requires GameDir >= r1848.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6547 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-10-30 23:05:37 +00:00
silversurfer 3346fddf09 - New behaviour for gas grenades:
Gas grenades now don't cause direct damage on hit anymore. They will cause damage on start of turn or if you move inside a gas cloud. Of course gas mask still helps (except for creature gas and fire).
Every tile moved inside a gas cloud deals a percentage of the normal damage (default 10%). This is set in Item_Settings.ini (DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER).
Tiles can now have multiple gas effects on them. Unfortunately this is not visualized (yet).
Smoke doesn't make a character immune to other gas types anymore.
The 25% chance of taking damage while moving through a gas cloud has been removed. Damage is now applied 100% of the time.

- New modifiers for explosive damage in Item_Settings.ini (DAMAGE_HEALTH_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_EXPLOSIVE_MODIFIER). These could fully replace EXPLOSIVES_DAMAGE_MODIFIER in Ja2_Options.ini but I left that general modifier untouched for now.

- Some compiler warning fixes.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6517 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-10-21 07:13:15 +00:00
Wanne a5abf4d91a - UB Improvements / Cleanup (by Jazz)
o Now there are 2 ways to play UB (1.13 and Vanilla): vfs_config.UB113.ini, vfs_config.UBVanilla.ini
o UB: Source Code cleanup: Replaced hardcoded merc profiles with proper ENUMS, ...
o Updated / added UB-Config values


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6330 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-08-28 17:06:43 +00:00
Flugente 580f6b4984 Fix: monsters did not take damage from fire
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6220 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-07-13 00:17:47 +00:00
Flugente 38308680db Fix: AMMOTYPE::highExplosive was sometimes interpreted as an item number, sometimes as boolean, and sometimes a an index over explosives. It is now treated as an item number
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6124 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-06-16 15:05:41 +00:00
Flugente f92f70c78d cleaned up code: various stuff (out-of-bounds, null-pointer, uninitialized vars,...) (by CleaningWoman)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6101 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-05-27 20:38:52 +00:00
Flugente 3bc5ff75cc significantly cleaned up includes (by IoP)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6056 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-05-02 22:42:08 +00:00
Flugente 2455c2c467 changed hardcoded numbers to enums in preparation for total merc number increase
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6042 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-04-30 21:31:04 +00:00
Flugente d0b9c0a032 Fix: underbarrel weapons did not properly cause explosions according to their ammotype
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5988 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-04-07 22:54:43 +00:00
Flugente 2f1c433c22 wrapped the SOLDIERTYPE member variable name in GetName(). This will allow easier manipulation with pre/suffixes, ranks, titles etc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-04-02 22:00:02 +00:00
Flugente 787c085b47 Fix: check for a room before punishing a team for damaging a room
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5909 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-03-09 00:18:17 +00:00
Flugente ce0a49e4b4 - added ini option to turn off eating sounds
- morale now influences surrender strength
- placing prisoners now accounts for missing xml values
- damaging a building with eplosives alters loyalty depending on attacker's team

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5899 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-03-05 21:26:58 +00:00
Flugente 59b2549bd6 - new feature: we can now equip militia with gear from sectors, see http://www.bears-pit.com/board/ubbthreads.php/topics/315664.html#Post315664 for more information
- increased the object flag size to UINT64, this breaks savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5869 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-02-23 18:32:55 +00:00
Flugente fb3d410dd9 - a few dialogue box button texts can now be easily changed
- Fix: improved bomb defusal

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5795 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-01-20 05:12:19 +00:00
Flugente a107e80c39 - added info on which item caused a spy to be uncovered
- fixed a few warnings
- EPCs are now disguised when recruited
- uniform worn now has influence on allowed gear coolness

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5750 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-12-28 15:27:38 +00:00
Flugente b9615ff597 Fix: Jim was missing in several assassin-related checks
The assassins now come in random clothes and are covert initially, making it harder for the player to detect them. Ini option: ASSASSINS_DISGUISED = TRUE/FALSE

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5666 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-11-05 02:03:10 +00:00
Flugente 04278c7ad9 - new item flag NO_METAL_DETECTION (131072) makes mines an bombs undetectable via metal detector. Also works on action item bombs and mines. Sparing usage is advised.
- new item flag JUMP_GRENADE (262144) increases the explosion heigth of explosives, can be used to simulate bouncing grenades or jumping mines.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5656 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-10-29 23:08:44 +00:00
Flugente 14561917ec Fix: bombs action items on newer map versions did not get the correct settings
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5651 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-10-28 19:23:15 +00:00
Flugente 3fdecfbcf4 - fixed an error that could cause clothes to spwan that were not worn
- upon shooting/stabbing someone, their vest/pants will get unusable. It can be taken off, but no item will appear.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5572 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-09-17 20:42:38 +00:00
Flugente 3d6bc97289 Feature improvement: tripwire, tripwire mines and directional eplosives can now be planted with the map editor.
- The action item system has been repaired for this. It has never worked correctly prior to this, but the errors never occured.
- New items from GameDir 1538 are required for this to work. They are direct copies of existing items, except for a new tag, <usActionItemFlag>.
- The name of the new action items should clarify in the editor what an item does.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5565 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-09-15 02:28:18 +00:00
Flugente d0e27b0229 Enhancements of the MOLLE Feature (by DepressivesBrot):
- Added: Separate message for 'no space' (used 'already there' as a placeholder before)
- Fixed: Exchanging attachments when we are near capacity for the carrier
- Fixed: The LBE shown in the description box now changes as well and as soon as you add/remove an attachment
- Changed: The attachment now transfers the first non-zero pocket to the carrier instead of simply the first
- Added: Tooltips now show the currently used and the available space of a carrier.

- Added: A modifier for the explosive damage in confined spaces (by DepressivesBrot). Implemented on a per-item basis using the new float tag <bIndoorModifier> in Explosives.xml (0.5 means 150% damage, 1.0 means 200% etc.)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5552 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-09-04 19:27:01 +00:00
Flugente 41bc80dc3c - reworked the tripwire nework flags. This will allow much more complex networks in the future. WARNING: planted tripwires in savegames from previous savegames will behave strangely with this version.
- externalised texts for cleaning, food, corpse handling and covert ops
- tripwire can now be defused even if it does not have a blue flag. When having a wirecutter in the main hand, click on the planted tripwire while crouched, the defuse dialogue will show up.
- corpses spawned from items will behave according to the zombie spawn rules
- fixed a few glitches with the covert ops trait
- fixed a bug that gave the 'mounted' bonus on a roof

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5546 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-09-02 20:38:17 +00:00
Flugente 6a05d44d85 - added second weapon cleaning operation to clean all guns
- added missing texts
- cleaned up tripwire-related code

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5538 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-27 20:25:50 +00:00
Flugente 3077e27d9f 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/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-02 22:30:15 +00:00
Wanne a618bd241c - ActionItems Fix: Increased number of action items from 255 (0-254) to 501 (0-500) (by Jazz)
o See file: ActionItems.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5425 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-07-29 11:47:36 +00:00
Wanne f40e7fb118 - Made the "Zombie MOD" optional, so we can decide if we like to build an executable with/without the appearance of zombies
o See: builddefines.h: #define ENABLE_ZOMBIES (then you can turn on/off Zombies in the ingame option screen)
o Poison system is still in the code and not combined with the option "Zombie MOD"
o Gamers reported on the Bears Pit, that an executable compiled WITH the Zombies mod enabled makes the game unplayable slow in tactical screen after a few minutes in turn based/realtime



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5356 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-07-04 10:30:13 +00:00
Wanne 88155e52d0 Bugfixes (by Flugente)
- fixed a bug that prevented zombies from rising in turnbased mode
- fixed a bug that prevented weapons on the floor from cooling down in turnbased mode
- fixed a bug that caused gun traps with buckshot ammo to deduct to much ammo
- fixed a bug that could crash the game when firing a lot of gun traps at the same time

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5346 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-16 22:57:53 +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 de09d4e80f New Feature: Bombs can now be armed from the inventory. This requires an attached detonator or remote detonator. (by Flugente)
- they can then be thrown, dropped or whatever else you can think of.
- to arm/disarm a bomb, enter the Enhanced description box and click on the item's picture.
- timed bombs will blow up once the time is up, wether they are in the sector or in your inventory. Remote bombs can be also detonated in your inventory.
- see this thread for more info: http://www.bears-pit.com/board/ubbthreads.php/topics/305534.html#Post305534

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5327 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-03 16:53:03 +00:00
MaddMugsy 49a590ed34 1. PItems are now variable, from 3-20 and can be set in JA2Options.ini via NUM_P_ITEMS
2. USE_XML_TILESETS moved from JA2.ini to JA2Options.ini
3. New Feature - Ctrl+Click on an item with an item in hand to auto-attach/merge them.  Attach works with stacks.  Merge only works on single items, for now at least.
4. New Feature - To accompany Quiet Training, there are now Quiet Repairing and Quiet Doctoring options.
5. Bugfix - inseparable attachments of attachments were getting lost again when using ctrl+f/the map screen button to remove attachments
6. Bugfix - INT8 overflow error causing vehicle repair to actually lower its status
7. GasMask tag in items.xml can now be applied to helmets as well as face items.
8. Bugfix - AI code was referencing hard coded GASMASK item number instead of looking for the tag
9. Bugfix - "break;" was removed in Explosion Control.cpp, thereby causing mustard gas to deal out fire damage. (Not sure if this was deliberate?  But the new implementation differs from the JA2 standard, so it should be added to JA2Options.ini at least)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5320 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-30 10:19:53 +00:00
Wanne c90f4bce47 - New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-29 22:49:17 +00:00
Wanne 11cc056601 - Bugfix: Now it is not possible anymore, that TANKS loose any stats (wisdom, agility, ...) when hit with an explosive weapon (LAW, ...)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5230 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-27 20:43:31 +00:00
Wanne 20d677c519 New Feature: Layered hierarchical tripwire networks (by Flugente)
- allows creating of complex tripwire networks, that behave differently depending on where they are activated. Different networks can overlap, allowing a wide range of trap network designs
- added network-specific view methods (ALT + Shift + C)
- added new dialogues when planting tripwire

New feature: remote defusing of mines (by Flugente)
- the new items Remote Defuse and Remote Combo allow to remotely defuse a bomb that has been planted. Simply select a frequency for defusing upon planting the mine. This frequency is of course treated differently than a detonation frequency.

New feature: directional frag explosions (by Flugente)
- the tag <Directional>1</Directional> in Items.xml allows an explosive to be directional. Frags caused by its explosion will fly in the direction determined by the merc planting them.
- the tags <ubHorizontalDegree> and <ubVerticalDegree> in Explosives.xml determine the arc in which the frags will fly.

New feature: makeshift mines (by Flugente)
- you can now create mines out of grenades: simply merge tripwire with them. You can then use them like regular mines. They can also be activated by your tripwire networks.
- With a simple item transformation in the UDB, you can transform a makeshift mine back to a grenade and a piece of tripwire.

Minor changes (by Flugente)
- metal detector now only works if used in hands
- wire cutters give a bonus if in hands while defusing tripwire or tripwire-activatable mines/bombs
- added new message boxes with 8 and 16 buttons
- increased the maximum number of bullets that can be on screen from 200 to 1000 (necessary for mass claymore explosions)
- the tags <Detonator> and <RemoteDetonator> are not used anymore, as those properties can be set via flags in <AttachmentClass>. For now, they still remain in the xmls though.

WARNING! This will break savegame compatibility!

More infos on those features:
1st post: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303556&#Post303556 






git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5217 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-20 10:40:16 +00:00
Wanne 1267101467 - New Feature: Rifle Sling (by Flugente)
o This attachment fits most ARs, Rifles and SMGs. When attached, moving the gun from the main hand to the rifle sling slot does not cost APs when 'Inventory Manipulation costs AP' is turned on.
o When a merc would drop his gun because of damage taken, it is instead moved to the rifle sling slot if possible.
o A gun in the main hand or rifle sling slot cannot be stolen when a rifle sling is attached.

- Tripwire Feature Update (by Flugente)
o proper pictures for tripwire (by smeagol)
o Tripwire no longer activates diagonally.
o When multiple bombs/tripwires are on a tile, only those activatable by tripwire get removed upon deflagged.

- Scope Mode Feature Update (by Flugente)
o Fixed a bug that would crash the game when displaying guns in inventory



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5207 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-13 08:19:26 +00:00
Wanne 756220941b - New Feature: Toggle scope modes (by Flugente)
o This allows you to toggle between a gun's different scopes via the '.' key. Y
o You get the boni for vison, tunnel vison, sight range, scope magnification etc. only for the scope you use. 
o 2 new ja2_options.ini properties: USE_SCOPE_MODES, DISPLAY_SCOPE_MODES: Allows the display of an icon on your gun, to tell what scope is currently in use. If it is a scope, the magnification factor also gets written. Both options can be found under the  [Tactical Gameplay Settings] section in the ja2_options.ini
o new tag in items.xml (<attachmentclass>) now enables to specifiy what an attachment can do. At the moment used by grenades/rockets/scopes/sights. Items.xml changed accordingly, modders need to add this tag for those items.
o More infos: First post in: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303038&#Post303038
- WARNING: This feature breaks savegame compatibility.

- New Feature: Tripwire-triggered mines (by Flugente)
o This allows creating complex networks of tripwire that can detonate multiple mines attached to them.
o 2 new Items.xml tags: tripwireactivation, tripwire
o More infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303205&#Post303205 

- Overheating addition (by Flugente)
o Severe overheating now temporarily reduces a gun's accuracy. This exact amount is displayed in the UDB.

- Bugfix (by Flugente)
o Removed foregrip as an attachment from the Saiga 12K





git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5196 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-12 08:45:36 +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 e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00