New option in CTHConstants.ini:
IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = FALSE/TRUE
When activated it will make iron sights more powerful over longer distances. This is an experimental switch. The formula might need to be tweaked.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7358 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
- 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
- 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
- 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
- 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
- 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
- Selectable at campaign start under "Extra Difficulty" label
- Soft Iron Man: No saving when in turn-based combat. Can save with enemies around (in sector) but only if still in real-time mode.
- Extreme Iron Man: No saving, except punctually at midnight - save screen opens by itself, so Player won't accidentally miss saving time window. Besides Player's save, game will be auto-saved at midnight too if auto-saving is on.
- New ja2_options.ini values for Extreme Iron Man setting: EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION,
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7167 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fixed inventory artefacts in widescreen (by anv)
- Automatically return to team panel on turn end (better situation overview during enemy turn) (by anv)
ja2_options.ini: AUTO_COLLAPSE_INVENTORY_ON_TURN_END
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7158 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
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
Updates/Fixes (by Sevenfm)
1. Added grenade throwing range modifier to item_settings.ini:
RANGE_GRENADE_MODIFIER = 1.0
This modifier is applied to grenades and regular thrown items.
2. Changed 100 to bBreathMax in throwing range penalty calculation. This should make grenades more useful.
3. Minor visual fixes (alt healthbar placement, 'roof' text placement when SHOW_ENEMY_WEAPON is true )
4. Added xml tags for merge type <13>: you can use u.knife on tripwire roll to get 2 tripwires. Status of tripwire roll will be reduced by 2 points.
Also lookup table for merges is updated for xml editor to work correctly.
5. Added several new loadscreenhints.
6. Press 'y' in tactical for quick transformation of item in hand - useful for switching flashlights on and off.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7116 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Minor fixes/improvements for existing features (by Sevenfm)
1) Slightly reduced the size of merc's healthbar to fit general ja visual style.
2) Removed some unnecessary options for SHOW_HEALTHBARSOVERHEAD, SHOW_COVER_INDICATOR.
3) Several minor fixes.
4) New option: ENEMY_CLOCK_SPEED_PERCENT - set clock speed during enemy turns.
With this option, player can set default speed to comfortable value (100-120) and set increased speed for enemy turns (150-200).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7100 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
- 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
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
- COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES under [Tactical Cover System Settings] set to true will let "f" cover tooltip to present detailed information about tile. Only relevant (non-zero) info will be shown.
- fixed bug causing trap level to be ignored and limited final maximum and minimum camo of given map grid between 0 and 100.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7073 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
Fixes (by Buggler)
- Added ALL_MEANWHILE_CUTSCENE to Mod_Settings.ini to enable/disable meanwhile cutscenes
- Changed LMB behavior to open description box of item-under-mouse for valid attachment in cursor in strategic screen; hold ALT hotkey to swap valid attachment items instead (due to item under mouse will auto-move to higher priority pockets if valid attachment in cursor cannot be swapped in)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7066 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Militia improvement: If MILITIA_TRAINING_CARRYOVER_PROGRESS is set to TRUE, militia training progress is carried over to the next training session once a session finishes. This way no training is lost.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7033 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- fix: data read from Data/AdditionalProperties,
- new tag: <bTrapBonus> + updated data for tiles, trap level influenced by terrain,
- new feature/option: COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7016 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
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
Fixes (by Buggler)
- draw NCTH cursor indicator after health bar indicator due to potential overlap (thanks to Sevenfm)
- removed IMPROVED_BOMB_PLANTING option, enabled by default
- removed AIMED_BURST_ALTERNATE_KEY option, enabled by default. Alternate Aiming Hotkey reassigned to ',' (comma) for increasing aim
- streamlined burst & auto mode right click aim mechanism
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6793 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1) Improved cover indicator:
SHOW_COVER_INDICATOR
0 - nothing
1 - show as small square to the right of health bar
2 - show using color of merc's name
3 - same as 1, show only in stealth or when disguised
4 - same as 2, show only in stealth or when disguised
2) Enemy rank (exp. level) icons:
SHOW_ENEMY_RANK_ICON
0 - do not show
1 - show icon
2 - show icon from .sti (not yet implemented)
3) Enemy health bar:
SHOW_ENEMY_HEALTH
0 - do not show
1 - show health as text (default)
2 - show health bar
3 - show health + ap
4 - show health + ap + shock
5 - show health + ap + shock + morale
6 - show health + ap + shock + morale + bp
4) Minor improvements:
Enemy awareness sign now shows up only in stealth/disguised mode.
Turned on Extended Disarm Dialog for turnbased (it was implemented but turned off)
see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/329674/Re:_Code_Snippets.html#Post329674
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6747 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- creature xml to use other insertion directions if per-determined direction is invalid
- swapped East and South Insertion_Code enum to be align with Strategic_Move enum
- option for crepitus to attack a random player-controlled town, not just the originating town
- externalized creatures spreading hardcoded defines to Creatures_Settings.ini
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6732 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Option SHOW_HEALTHBARSOVERHEAD is now integer:
0 - no bar
1 - default health bar
2 - small version of new bar
3 - large version of new bar
4 - small health bar + AP indicator
5 - large health bar + AP indicator
New health bar offers you:
- Suppression shock indicator (shock affects your CTH)
- Optional larger version (useful for hires playing)
- Cover indicator that will tell you if your cover is not perfect
- Target movement tile cover indicator (hold SHIFT)
- Sneaking indicator (sneaking is shown by brown border color)
- AP indicator (red if AP<10, dark grey if AP<MIN_APS_TO_INTERRUPT )
Note: cover indicators are enabled only in turnbased combat or when sneaking
see: http://www.bears-pit.com/board/ubbthreads.php/topics/172712/17.html
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6727 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
New option SHOW_ENEMY_ADDITIONAL_INFO in ja2_options.ini
0 - nothing
1 - show awareness sign above enemy soldier (useful for sneaking and covert operations)
Eye sign means that enemy sees you.
Color shows enemy alert level (green, yellow, orange, red)
2 - show if enemy wears gas mask or nvg
3 - show if enemy has any armour (helmet, vest, leggings)
Note: additional info is shown only at limited range (based on current vision distance and merc's experience), similar to dynamic tooltips.
see: http://www.bears-pit.com/board/ubbthreads.php/topics/172712/17/Code_Snippets.html
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6722 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- New options in ja2_options.ini
AUTO_FAST_FORWARD_ENEMIES:
0 - default behavior
1 - auto fast forward only enemies that are not seen by player's team
2 - auto fast forward only invisible enemies
3 - auto fast forward all enemies
AUTO_FAST_FORWARD_MILITIA:
0 - default behavior
1 - auto fast forward only militia that does not see enemies
2 - auto fast forward militia always
Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6693 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
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
- tweaked the stats generation so should see less super high level marks/agi, especially on low level mercs
- randomization will now only affect AIM/MERC mercs.
- randomized gear kits are now an ini setting: MERCS_RANDOM_GEAR_KITS = TRUE/FALSE.
I made the gear randomization optional because it seems to cause trouble for people that don't use AIMNAS. SO hopefully this still lets them enjoy the random merc feature!
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6686 3b4a5df2-a311-0410-b5c6-a8a6f20db521