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