Files
source/gamedir/Data/AdditionalProperties/template.xml
T
Wanne 242b44989c New Feature: Additional Tile Properties (by anv)
- Feature can be completely disabled in .ini as COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES under Tactical Cover System Settings.

- With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.

- With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road.

- It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer. 

- More infos: http://www.bears-pit.com/board/ubbthreads.php/topics/330942.html#Post330942


git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1969 4f8fa57e-7814-0410-bad4-adc449f26b7c
2014-03-01 09:51:17 +00:00

17 lines
1.5 KiB
XML

<ADDITIONALTILEPROPERTIES>
<ubTerrainID>1</ubTerrainID> <!-- terrain type, 1-10: FLAT_GROUND, FLAT_FLOOR, PAVED_ROAD,
DIRT_ROAD, LOW_GRASS, HIGH_GRASS, TRAIN_TRACKS, LOW_WATER, MED_WATER, DEEP_WATER-->
<!-- Note: ubTerrainID will be assigned dynamically if tile is used in tileset as texture, road, floor or roof. Set this tag only for other objects you want to treat as surfaces. -->
<bWoodCamoAffinity>0</bWoodCamoAffinity><!-- how powerful will be wood camo on this tile (in percents, can be negative) -->
<bDesertCamoAffinity>0</bDesertCamoAffinity><!-- how powerful will be desert camo on this tile (in percents, can be negative) -->
<bUrbanCamoAffinity>0</bUrbanCamoAffinity><!-- how powerful will be urban camo on this tile (in percents, can be negative) -->
<bSnowCamoAffinity>0</bSnowCamoAffinity><!-- how powerful will be snow camo on this tile (in percents, can be negative) -->
<!-- note: affinities for all tiles put on the same map grid stack (unless specific tile is a surface, then all layers below it are ignored) -->
<bCamoStanceModifer>0</bCamoStanceModifer><!-- how much less important will be merc's stance in calculating camo (-10 - 10)-->
<bSoundModifier>0</bSoundModifier><!-- how much louder will be footstep sound on this tile (in tile range ) (-10 - 10) -->
<bStealthDifficultyModifer>0</bStealthDifficultyModifer><!-- how much more difficult will be sneaking through this tile (in percents, can be negative) -->
</ADDITIONALTILEPROPERTIES>
<!-- note: for "regwater" tiles (texture 6) properties will be set for edges only -->