Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Replaced Windows console with freeware console implementation. Activate in windowed mode with \
Added error and quit if JA2 started in window mode in >16bpp color depth
Fix to enemy sector investigation: Was deducting from redshirts when elites investigated
Fix AWOL militia (need additional fix to prevent them from being redistributed during after reinforcements)
Fix to tanks to add them in their original spot when a new one cannot be found. Should modify to remove old wreckage in this case.
AI no longer tries to fire mortar when no room for it
Tanks no longer try to throw knives
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1030 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
-moved the running out of lighted areas code to after the main Red AI - this will prevent enemies from running into and back out of lighted areas; however, it might also mean that they end up running straight through the light sometimes
-enabled AI to fire at opponents seen by other AIs on Expert & Insane
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
-rewrote the AI sniper code to take advantage of readying weapons. Added new SNIPER order for soldiers that's assigned when a soldier has a sniper rifle (80% chance) or a scope (40% chance).
-spreadsheet update
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@216 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- updated breaklight effect to use the radius and duration values from Explosives.xml
- updated tracer bullet lighting effect (will probably require more tweaking)
- updated AI - when trapped in gas in Insane the AI goes nuts instead of getting scared. AI in all levels is more likely to use autofire over burst/single fire when in gas (panicking).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@190 3b4a5df2-a311-0410-b5c6-a8a6f20db521