- 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
Each setting in ini now has the effect that the user expects, he now sees the correct restrictions on the map, and is able to adjust manually as neccessary
- RESTRICT_ROAMING = TRUE
activates the manual adjustable restrictions based on exploration and/or conquest.
Any of the following settings can be mixed as you like
- ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE
Exploration based: any liberated sector is potentially accessible for mobile militia.
You need to load the map and defeat all enemies. Walking through on strategic view is unsufficient!
- ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
Conquest based: Liberating a town will increase the accessible sector count.
See Data-1.13/TableData/Map/DynamicRestrictions.XML
- ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE
Mobile militia can move thru cities where militia training is not allowed(e.g. Tixa, San Mona, Omerta,...)
In earlier versions those cities where allready included in DynamicRestrictions.XML which rendered this setting allmost useless.
NOTE:
Older savegames have still the 'gray' sector restriction set.
Those will be converted to 'red' according to the settings in Ja2_Options.INI on load.
see: http://www.bears-pit.com/board/ubbthreads.php/topics/325133/Re_Fix_Catched_the_mobiles.html#Post325133
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
* hopefull disable of grenades
* added a LOS check from your mercs to a door to see if it should be animated or not.
* looked into the "ENEMY_ENABLED" issue, it is not double defined, the one in network.h is part of a struct and not connected. made some changes to do tests for ==0 or ==1 rather than boolean. but i believe there must be some misunderstanding possibly. ENEMY_ENABLED only enables or disables the enemy AI, And only when coop is enabled... when its not there is no ai whatsoever, but you can still get into deathmatch battle under the various ini settings.
enjoy, the bullets are finishing themselves off much better now ! :)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2168 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Editor: Fix for use of uninitialized variable in undo
Editor: Fix for clipping bounds that are offscreen (causes crash)
Fix for AP bonus reading from INI
Fix mine indexes when looking for creature infestation of mines
Final (?) fix for militia reinforcements. Also a change: If you refuse reinforcements, none will come for the entirety of the battle
Increase size of cover and LOS grids to fit max radius
Fix for uninitialized light level in DistanceVisible
Move CheckForEndOfBattle to end of ReduceAttackBusy, to remove a possible militia invalidate upon promotion
Change the way Alt-L handles reloading
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1142 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fix: If only some of mercs go to a lower level (mine, basement, etc) but do not choose to "GO TO SECTOR", sector is still inaccessible from strategic map. However, watch for triggers that might happen on first visit to a sector, that fail.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1076 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Added missing #includes
Added LUA scripting and console
Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain
Fixed signedness of many grid variables used in GetMouseMapPos calls
Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure
Added checks so enemies don't try to chuck RPG grenades with their hands
Now possible to shoot a someone in the head if he's in water
Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.
Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have
Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired.
Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock
Change to greatly speed up closing the sector inventory window in an unloaded sector
Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting
Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.
LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521