Text changes for multi-grenade stacks (Cylinders, 4, 3) used with OIS/OAS to avoid confusion with modern grenade variations.
Text changes for built-in Grenade Launchers (i.e. OICW internal launcher), to avoid confusion with other launchers.
Text changes to M18 Claymore and Tripwire variations (multiple items used for placing those in networks or MapEditor), to avoid confusion with regular items of that kind.
Added AP cost to attachment point batteries.
Updated tags for Che G. Canteen to make it functional.
Text changes to Folding Stock and Retractable Stock variations (there are two pairs of each), to allow players to see ingame which one they found.
Adjustments to Flamethrower, to allow better functionalty. Palnned to flesh out further, considering this just a step.
Text changes to Flamethrower.
Changed graphic numbers for coated/treated (green/red) variations of EOD and SWAT armor parts. Thos now have graphics in correct colour.
Added missing tags to some items.
Added M18 Claymore to allow to transform variations placed via network or MapEditor.
That way, if player finds and disarms them, they can transform to the standard M18 Claymore.
This will allow them to accept attachments and be stackable, simular to tripwire transformation.
Adjusted tooltip texts for tripwire and claymore.
fixes issue #498 where retreating from combat in a sector that has a merc
inbound via the airdrop marker causes combat not to end
the reason this fails is that a the inbound soldier counts as being in
the sector being retreated from, even though he isn't
I add a check for `MercPtrs[i]->bInSector` so this doesn't happen
that way the function doesn't leave early and CheckForEndOfCombatMode is
reached
Previously, a glitch could happen when one attachment used batteries while weapon did have a stock attachment as well.
Now batteries have their own attachment slot, no longer in conflict with slot for weapon stocks
previously a glitch could happen when one attachment used batteries while weapon did have a stock attachment as well
now batteries have their own attachment slot, no longer in conflict with slot for weapon stocks
A.L.I.C.E. backpack
First Response KIt
gave tag AttachmentSystem and set it to 1 (OAS only) with this they won't show without using OAS
there are probably more that should get it, but gotta start somewhere
A.L.I.C.E. backpack
First Response KIt
gave tag AttachmentSystem and set it to 1 (OAS only)
with this they won't show without using OAS
there are probably more that should get it, but gotta start somewhere
* Externalize the Divisor for usBackPackWeight
A new ini value BACKPACK_WEIGHT_FACTOR is introduced to replace the hard coded 50.
The value goes from 1 to 250 and its default value is 50 as before.
* Refactor usBPPenalty into its own function GetBackbackAPPenaltyFromBackpack
The same code is also used in GetAPsCrouch as well as GetAPsProne
The intent of the change is to make sure that backpacks including their content
do not add an additional AP cost of +1. Now it checks if
the backpack weight is > ubBackPackWeightFactorForAPPenalty (default value 50).
The min exists to make sure that the AP cost does not become higher than previously.
Previously the bool fBackpackCheck was used to add +1 if there is any backpack.
But this also includes an empty tactical sling (backpack with 0.2 kg) and
therefore makes the item much less interesting to use.
- added Tracona for use with UB, etc
- sorted alphabetical (english) for more ease of use during IMP creation
- that sorting starts only after original nationalities (from after Metaviran)
- expanded and adjusted the existing ones
- tried to achieve a decent amount from every continent
- while sorting the language specific files, preserved existing translations
- adjusted MercProfiles in related gamedir change