- Fix: squad names were not used correctly
- Change: spotter minimum preparation time lowered to 2 turns (was 3)
- Change: spotter ct bonus has been doubled
- Cahnge: spotter cth bonus now works for rifles and sniper rifles
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7774 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
- 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
- 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
- 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
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
- 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
- Externalized BR shipping destination
- Externalized Drassen item dropoff grid no
- Used profile name instead of hardcoded value on message prompt for marrying Daryl, sparing Krott and finding queen's POW sector
- Hid names on message prompt when attempt to talk to out of LOS hidden NPC
Mapeditor (by Buggler)
- Show index no within usItemClass on item selection screen for another easy reference
- Lighten quantity and selected tiles color in tile selection screen
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6500 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fixing bad APs deduction when using blade or blunt weapons and punching in general from different stances when need turn to your target.
Details:
- Fix wrong APs deduction and animation change when go to attack with knife or punch from prone.
- Fix no APs cost for martial artist when perform turning.
- When target was prone there was several problems in defining turnover and stance cost as range to them could vary depending of obstacles between, and as punch or stub in general use same logic put all stubbing and punching under one function MinAPsToPunch which should solve current problems with APs calculations.
- Still there are no turning cost when going to stub or punch from moving, but this problem is not related with MinAPsToAttack but with UIPlotPath which don't add turning cost, hope someone in the future will add this feature which never exist.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6465 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Some APs fixing for throwing knives and backpack, with doing some correction to my previous changes.
Details:
- Do some correction and missing parts to ch58 and ch69.
- Throwing knives will add you bonus for throwing knives to same target as was suppose from v1.12 but never works.
- Fix AI use gun calculation for throwing knives instead for throw.
- Fix incorrect showing and deducting APs when try to shoot from prone with backpack or throw from prone and crouch positions with turning in general.
- Fix cheating when sLastTarget is set just for raise gun in that direction, this was always done after you fire.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6409 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Before it was not possible to aim in realtime mode because the UI didn't support it. It still doesn't support it but from now on the game will assume that we used the maximum number of aim clicks. Turn based combat is not affected by this.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
- 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
- fixed a bug that caused wrong cursors to be dispalyed in NCTH
- fixed an oversight that caused the scope mode toggle not to be working
- corrected fortification cursor issues
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5345 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- if the terrain allows it, an empty sandbag (item 1540) can be filled to a full sandbag (item 1541). You need to have a shovel (item 1015) in your second hand. You will notice the new hammer cursor
- by using a full sandbag, you can build a sandbag barrier
- by using a concertina stack, you can build a concertina wire barrier
- this only works if the current map has sandbags/concertina wire in its tileset
- with a shovel in your hand, you can remove a sandbag barrier
- changed the size of shovel so it can actually be put in inventories. It was also necessary to remove its ability to be used as a melee weapon.
- for further info, see this thread: http://www.bears-pit.com/board/ubbthreads.php/topics/305822.html#Post305822
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5340 3b4a5df2-a311-0410-b5c6-a8a6f20db521