Files
source/gamedir/Base/Taunts_Settings.INI
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

128 lines
4.1 KiB
INI

[Taunts Settings]
; Should lighter version of taunts be used?
TAUNT_CENSORED_MODE = FALSE
; Should enemy taunts be shown in popup boxes?
TAUNT_SHOW_POPUP_BOX = TRUE
; Should enemy taunts be shown in log?
TAUNT_SHOW_IN_LOG = TRUE
; If true, taunts are treated like noises - will be shown only if there's someone close enough to hear them.
TAUNT_MAKE_NOISE = TRUE
; If true, only enemies seen by player taunt (blocks possibilty of enemy betraying his position by taunting).
TAUNT_ONLY_VISIBLE_ENEMIES = FALSE
; If true, popup box will be shown over enemy if he's heard but not seen (only works if TAUNT_MAKE_NOISE is true).
TAUNT_SHOW_POPUP_BOX_IF_HEARD = TRUE
; If true, taunt will be shown in log even if it's heard but taunting enemy is unseen (only works if TAUNT_MAKE_NOISE is true).
TAUNT_SHOW_IN_LOG_IF_HEARD = TRUE
; If true, popup box will be always shown (only works if TAUNT_MAKE_NOISE is false).
TAUNT_ALWAYS_SHOW_POPUP_BOX = FALSE
; If true, popup box will be always shown (only works if TAUNT_MAKE_NOISE is false).
TAUNT_ALWAYS_SHOW_IN_LOG = FALSE
; If true, will play sound file instead of showing text.
TAUNT_VOICE = FALSE
; If true, will show debug info when playing voice taunt.
TAUNT_VOICE_SHOW_INFO = FALSE
; How loud enemy taunt? (For comparison - Desert Eagle shot = 60)
TAUNT_VOLUME = 30
; Add how much longer every taunt should be displayed (in ms)
TAUNT_MOD_DELAY = 500
; Minimum delay before taunt automatically disappears (in ms)
TAUNT_MIN_DELAY = 500
; Maximum delay before taunt automatically disappears (in ms)
TAUNT_MAX_DELAY = 5000
; Chance that enemy says a taunt when firing a weapon (in percents)
TAUNT_FIRE_GUN_CHANCE = 12
; Chance that enemy taunts when firing a launcher (in percents)
TAUNT_FIRE_LAUNCHER_CHANCE = 33
; Chance that enemy taunts when attacking with knife (in percents)
TAUNT_ATTACK_BLADE = 15
; Chance that enemy taunts when attacking hand to hand (in percents)
TAUNT_ATTACK_HTH = 15
; Chance that enemy taunts when throwing a knife (in percents)
TAUNT_THROW_KNIFE_CHANCE = 15
; Chance that enemy taunts when throwing a grenade (in percents)
TAUNT_THROW_GRENADE_CHANCE = 33
; Chance that enemy taunts when charging with knife (in percents)
TAUNT_CHARGE_BLADE_CHANCE = 33
; Chance that enemy taunts when charging with bare hands (in percents)
TAUNT_CHARGE_HTH_CHANCE = 33
; Chance that enemy taunts stealing (in percents)
TAUNT_STEAL_CHANCE = 0
; Chance that enemy taunts when running away (in percents)
TAUNT_RUN_AWAY_CHANCE = 33
; Chance that enemy taunts when hearing an intentified noise (in percents)
TAUNT_SEEK_NOISE_CHANCE = 33
; Chance that enemy taunts when alerted (in percents)
TAUNT_ALERT_CHANCE = 33
; Chance that enemy taunts when suspicious (in percents)
TAUNT_SUSPICIOUS_CHANCE = 33
; Chance that enemy taunts when getting hit (in percents)
TAUNT_GOT_HIT_CHANCE = 15
; Chance that enemy taunts when getting blinded or deafened (in percents)
TAUNT_GOT_BLINDED_DEAFENED_CHANCE = 33
; Chance that enemy taunts when getting robbed (in percents)
TAUNT_GOT_ROBBED_CHANCE = 33
; Chance that enemy taunts when getting missed by merc (in percents)
TAUNT_GOT_MISSED_CHANCE = 15
; Chance that enemy taunts when hitting (in percents)
TAUNT_HIT_CHANCE = 15
; Chance that enemy taunts after kill (in percents)
TAUNT_KILL_CHANCE = 33
; Chance that enemy taunts after kill with head pop (in percents)
TAUNT_HEAD_POP_CHANCE = 100
; Chance that enemy taunts when missing hit (in percents)
TAUNT_MISS_CHANCE = 10
; Chance that enemy taunts when completely out of ammo (in percents)
TAUNT_OUT_OF_AMMO = 33
; Chance that enemy taunts when reloading (in percents)
TAUNT_RELOAD = 10
; Chance that enemy taunts when noticing merc while unalerted (in percents)
TAUNT_NOTICED_UNSEEN_MERC_CHANCE = 33
; Chance that enemy taunts when noticing merc while alerted (in percents)
TAUNT_SAY_HI = 20
; Chance that enemy taunts when notifying other about merc changed position (in percents)
TAUNT_INFORM_ABOUT = 20
; Chance that enemy taunts answers to merc quotes (in percents)
TAUNT_RIPOSTE = 5