- 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
- Flagmasks are unsigned, and should be called and treated as such
- Fix: experience gain from interrogation was too high
- Fix: chance of a prisoner becoming militia was calculated wrong
- default weight maximum for MOVE ITEM assignment increased from 30 to 40 kg
- Fix: snitches report the same event multiple times
- Fix: snitches treat vehicles as persons
- Fix: selection of launchables is inefficient, an does not take into account wether items are depending on day/night cycle
- new key combination: in strategic, pressing [CTRL] + [E] wile both a merc's inventory and the sector inventory are open will fill the merc's inventory with sector items
- trivial code cleanup
- if prisoners are taken in a sector that houses a prison, that prison can also be selected to house them
- Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones
- GetClosestFlaggedSoldierID can also be called without evaluation of sight
- Fix: Covert Ops: throwing/lobbing items or shooting rockets is deemed suspicious behaviour
- Fix: boxing was broken by loading a savegame
- Fix: campaign history rarely recorded kills in autoresolve
- There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder. Required script change in stable GameDir r2024.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7178 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
- 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
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
- If a merc repairs up to a threshold below 100, display a slightly different message
- Due to radio operator jamming, AI red alert can fail (intentional part of the trait). In that case, forbid the soldier from using radio again this turn, as this would be a fruitless waste of APs.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7025 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
- Food system change: if a soldier autofeeds, he will refill his canteens if the sector has drinkable water
- do not display corruption backgriund in 1.13
- removed hardcoded direction number
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6977 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
- With new option IMPROVED_BOMB_PLANTING = TRUE, if you hold SHIFT key while planting new mine, then another mine with same item id will be taken automatically from your merc's inventory. If no such item found, any mine will be taken. If you plant tripwire-triggered mine, then only tripwire-triggered items will be taken. This new feature work only in realtime.
If you are making tripwire network, then this feature can be used to plant another tripwire item with network and hierarchy settings taken from previously planted tripwire. You just plant tripwire as usual, selecting it's settings from dialogue, then if you plant another one while holding SHIFT key, those settings will be used for new tripwire, instead of showing you dialogue
- I hope this small improvement will save you some time for building large and complicated defensive minefields.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6647 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- ridiculous amount of tags: attack, hit, miss, kill, head pop, blinded, type of attack, is target a zombie...
- ripostes to merc quotes,
- taunts can now make noise,
- bumped up amount of taunts to respectable 733, mostly thanks to your contributions guys,
- accidently squashed bug with incorrect noise notifications ("hears scream" instead of "hears explosion" etc.)
Ripostes
At the moment enemies can react to quotes "enemy detected", "1st enemy detected", "multiple enemies detected", "bullet flew by", "under heavy fire", as these are most likely to be used in combat. In the first three cases, riposting enemy will be chosen randomly from all enemy witnesses, latter two - last enemy to attack this merc will taunt.
Enemy's riposte will come as soon as merc quote is finished.
Noisy taunts
Taunts can be handled like other noises in game - shots, explosions, etc., meaning:
- they will be displayed only if someone from our team is close enough to hear them,
- they can be heard even if you don't see enemy (with twist of his name changed to "unknown voice". Yay.)
- volume of taunts is configurable in .ini.
see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327830/4.html
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Currently MercProfiles.xml contains 5 records for buddies and 5 for foes + 1 per "learn to", but in code only 2 first + "learn to" are handled. I changed it so all possible buddies and foes can be used, and it's possible to add their specific like/dislike quotes to quote .edts.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6538 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- mercs with average refinement get a morale penalty if they care extremely about refinement and the other merc is a slob or snob
- added code for soldier-specific interrupt modifier
- added belgian and portoguese nationalities
- Fix: race, sexism etc. xml data didn't correctly overwrite PROF.DAT data
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6519 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- renamed weapon overheating modifiers to get a common naming scheme
- added weapon overheating modifiers for launchers
- renamed TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB to TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB for search reasons
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6469 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
- <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation
- <cth_vs_creatures> modifies gun CTH when aiming at creatures
- added wisdom stat modifier
- Fix: maximum cth can never exceed 100
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6359 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- SHIFT + K: switch to and from riflesling
- SHIFT + K + ALT: switch to knife, or from knife to gun
- SHIFT + K + CTRL: switch to sidearm, or from sidearm to non-sidearm gun
the switches will search for a valid spot for the replaced hand items, thus a LAW won't go into a holster etc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5900 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fix: sometimes, capturing the last enemy did not end combat as it should
- code change: POW are no longer considered visible opponents. This avoids the error of incorrect sight counters (a bit similar to dying enemies)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fix: changing clothes in sight of enemies no longer auto-hides
- Fix: opponent refresh for captured soldiers should work now
- Fix: prisons must have been liberated once to be able to send prisoners there
- adjusted spy trait for new animations
- Fix: allied militia no longer uncovers player spies
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5751 3b4a5df2-a311-0410-b5c6-a8a6f20db521