- second cleaning button in menu now orders entire team to clean their guns
- global overheating modifier now also multiplies attachment modifiers
- cleaning kits always use up 1% on use
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5913 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- if using militia equipment, items stolen by militia are dropped after combat if their class is distributed to militia by the player
- Fix: do not delete world items with invalid gridno
- Fix: militia drop gear on valid GridNo
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5892 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
- Moved key commands: 'Ctrl' + '.' now opens a message box. The commands to fill canteens and to clean weapons can be called from there. In the future, similar commands can be placed here
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5485 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 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
- fixed a bug that prohibited building a structure in turnbased mode
- fixed a bug that caused a wrong AP cost for fortification actions
- fixed itemflag
- fixed cursor animations for fortifications
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5343 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
- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing
WARING! This will break savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
- 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
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
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