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A Small Compilation of New Features[message #308884] Fri, 10 August 2012 01:01 Go to previous message
Sandro is currently offline Sandro

 
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Registered:November 2008
Location: Mars
Sandro's Compilation of New (Small) Features

Here is a small "feature pack", from my recent days.
I have finally brought the firing from hip to release state (that one is not really "small" feature amongst the others). And together with it made some other rather random stuff. No big deal though.
Here is a list:
  • Dual Burst/Autofire Enabled
  • Alternative Weapon Holding (firing from hip + pistol with one hand)
  • Energy Cost on Weapon Manipulation (holding it shouldered, firing)
  • Suppression Effectiveness Modified by Caliber and Gun Loudness
  • No Enemy Auto-ready Weapon Option
  • Fancy Big Merc Rifle Holding Animations
  • More Random Idle Animations
  • Kick in HtH Implemented
  • Jumping Implemented
  • (Included Fix for IIS with Martial Arts Bonus)
Because the forum does not allow me to post more than 10 pics in one post, I had to split it into two.
(Note: If needed I may open separate thread for the alternative weapon holding, but so far I haven't felt it.)

And excuse my imperfect English.

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Dual Burst/Autofire
Double burst/autofire when shooting from two guns at once is now possible.

To be able to shoot double bursts, both weapons must have the same burst sizes. To fire double autofire, both must be be able to use autofire mode (so no burst on one and autofire on second).
The "BRST"/"AUTO" is shown on the second gun as well, so you know you are gonna shoot from both.
The amount of bullets you choose to fire on auto-fire is PER hand, meaning you will shoot double the amount total, since you shoot from two weapons.
The recoil control is harder by 20% (unless you have Ambidextrous trait).

And btw. under NCTH, the recoil is handled for each hand separately, which is cool.. (under OCTH that is not possible without heavy changes to the autofire behavior)


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Alternative Weapon Holding
With this feature active, you can now fire from alternative weapon holding - rifle-type guns fired from hip or pistol-type guns fired one-handed (making standard being two-handed).
In this alternative mode, we ignore scopes completely, and attempt to make the shot faster, with quick aiming just "by an eye". This result in paying less APs for readying the gun and less APs to shoot, however the accuracy is penalized.

This feature is only available in standing position (for now... I lack animations for crouched stance).

There are currently several ways how to set (in the ini) the feature to behave:
1) Default is "Scope Mode" behaviour. It means, that this alternative weapon holding is selected via scope mode change ('.' key). If you select the alternative holding this way, your shots will simply be fired the alternative way. Furthermore, readying gun by the 'L' hotkey will ready the gun to the alternative stance. This as said, is only available in standing position though.
2) Another option is to set it to be used only on non-aimed (no aim clicks) shots, making it just a small rather aesthetic feature.
3) And there is also an option to set its behaviour to "hybrid" one, when there are SOME aimclicks allowed, and when you fire within these, the alternative stance is automatically used. If you fire with more aimclicks, the standard stance is used. You can always use the 'L' to raise your gun to shoulder, then the alternative stance is ignored regardless of aim clicks.[/list]

To determine the alternative stance in game, different animation sets are used. Here are two pics, with comparison of the two holding modes:
For firing from hip: .......... And for firing pistol one handed:
http://s12.postimage.org/5zlvb452h/Alt_Hip_Show1.jpg http://s12.postimage.org/rajffdn6x/Alt_Pistol_Show1.jpg
You must right-click it and select view image to see it in full detail, because it goddamn resizes my image at its own will here.

Apart from that, the NCTH cursor says that you are going to shoot from the alternative stance, by yellow-colored aiming dots (currently only on NCTH, I haven't been able to figure how to change the OCTH cursor color yet, honestly).
Toggle Spoiler


__
New INI settings (I've just cut it out from the ini with the description as well):
Toggle Spoiler


__
New tag in Weapons.xml:

"HeavyGun" (boolean, 0/1 only, only applies to twohanded guns)
-> if this is declared, the gun cannot be shouldered, it will always be fired from hip.

__
For this feature new animations were made. By me.. so target me when you don't like them. It was the most tedious, time consuming and motivation-killing thing I ever made for JA2. I've made them frame by frame, and even that a lot of it was a copy-paste job, I had to draw many things by hand. The result... doesn't look as good as all the other JA2 animations... in my opinion. Oh well.


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Energy cost on shooting
This "feature" makes weapon manipulating to cost some energy points in certain cases.
It consists from two parts - the effort on keeping the weapon up based on its weight, and the weapon recoil kick impact during fire.
This feature actually comes in par with alternative weapon holding. Firing gun from hip is not as much effort as from shoulder, especially when it is rather heavy gun, like most LMGs. This means, some guns become more suitable to fire from hip (like those LMGs). You can still shoulder them (unless they are tagged as "HeavyGun" in xml), but you may soon recognize it is rather difficult to fire them like that. The similar goes to sniper rifles/anti-material rifles. They are not supposed to casualy walk with them shouldered and head-shooting people. For them, not only the weight, but also the recoil kick, makes you suffer pretty fast, thus you are advise to rest them on bipod or something when shooting.
You may also notice, that if you place every possible attachment on your weapon lightweight AR of choice, the gun becomes so heavy, that you can see some energy drop when using it. Well.. tell me if that's not logical, heh.
The energy costs are mainly significant when standing or crouched (without support of bippod or an obstacle), and of course your gun is of the heavier sort.

The two separate ini settings:

Weapon weight:
The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
the effect may become rather high. This is mainly important when trying to shoulder heavy weaponry (LMGs, anti-material SNs),
as those are more likely adviced to be fired from hip (LMGs) or on bipod.
Strugling with the weapon weight is reduced greatly in crouching position, and it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. The effect is also strongly reduced if holding rifle-type guns on hip rather than shoulder, however for pistols, holding them in one hand is somewhat more exhausting (however most pistols are so light, that there is almost no effect anyway).
The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
0 = disabled. 100 = default. Max is 250 (rather excessive).

ENERGY_COST_FOR_WEAPON_WEIGHT = 100

Weapon recoil kick:
This is a little different from struggling with weapon weight, it is about how much the gun "kicks" our shoulder (or hand).
Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when firing from hip), foregrip etc.
The ini setting represents percentual modifier to the final cost, so you can tweak it up or down as you like.
0 = disabled. 100 = default. Max is 250 (rather excessive).

ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100


Some tests, I've made during the coding:
Toggle Spoiler


Now, if someone would want more precise values for the recoil kick part (since calculating it like that ain't perfect), there could be made a new xml tag to weapons.xml (something like RecoilZ or RecoilBack), specifying how powerful recoil back power the gun has. But that's very modder-unfriendly, and I haven't found it so important.
(There are values for recoil X and Y, but those are not exactly what I needed. Besides, basing the calculation on them would be a pain, so I decided to base it on impact, which makes everything much simplier.)


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Suppression Effectiveness Modified by Caliber and Gun Loudness
A small tweak to differenciate guns suppression effectivness. It is good for making large caliber LMGs more meaningful over the smaller caliber variants. So if you hold something BIG in your hands, it shows "some" (small at least) benefits on suppression.
1) To make it simple, I've used gun damage as the way to track down caliber size. The larger caliber = more damage, so I've made the bonus based on (unmodified) gun impact value. To make it really based on caliber would require new tag in weapons.xml, which I find unneccessary and unpleasant for moders out there.

The bonus is scaled like:
For each point of damage above 20, 1% more suppression effectiveness is added (up to 30).
For each point of damage above 30, 2% more suppression effectiveness are added (up to 40).
For each point of damage above 40, 3% more suppression effectiveness are added (up to 50).
For each point of damage above 50, 4% more suppression effectiveness are added. (Some crazy guns here.)

So for example a gun with 40 damage, is 30% more effective on suppression than a gun with 20 or lower damage.
A gun with 55 damage (uh... some future stationary machineguns maybe) would be 80% more effective at suppression, but that's rather extreme.
The differents between most pistols (cca 25 impact) and most ARs (cca 30 impact) is just +- 5%, which is not really much, so don't worry.

(Note: The INI bonus to all guns damage, is not considered towards this, only the basic Impact value specified in Weapons.xml.)

2) A small (rather tiny) modifier was also implemented for gun loudness. It may go up to +25% at 100 weapon loudness, but there is no gun like this in the current 1.13. The most noisy weapons currently have 85 loudness top (excluding some GLs with 90), which gives +10% suppression effectiveness over guns with 50 or lower loudness. So this is really tiny.
If someone likes it, I may fiddle with it more later.

I haven't made any INI settings for this, as it is really a small thing. But if someone sees a point in it, I may expand this so it makes larger differences, include more factors, and make an INI setting for it.


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No Enemy Auto-ready Weapon + "I see you" Taunts + Being Spot Marker
This was in JA2 for eternity - enemies automatically raise their weapons when they see our mercs (even if they don't have enough APs for it). However, there are probably several reasons, why we may not actually want this to be happening anymore. With IIS, enemies acting within our turn, that is something we don't really want, because their APs spent are counted towards our reaction timer (but only within their actual turn). With the alternative weapon holding (but not only), it is also unwelcomed, because the guy may not know how, on whom and if he wants to fire yet, so why would he raise the weapon.
Generally, there is little logic in it. Our mercs do not do automatic things when see an enemy either. You can act, as soon as you get an interrupt, or your turn.

The only thing it is good for, is to let us (the players) know, that we have been spotted, mostly during our sneakiness. So to compensate this, when an enemy sees us unexpectadly, an indicator (the radio locator - i.e. several red circles over him) is shown, and the guy most probably yell some quote ("Enemy!!!" etc.) - if Taunts are enabled.

I've made an ini setting:

NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0/1/2

...which either disables it (1), or (if someone prefers) it makes enemies to only TURN towards our direction, not raise their weapons (2).


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Fancy ("Badass") Big Merc Rifle Holding Animations
This alternative animation set for big merc is present inside JA2. There are also some parts scattered around the code regarding it, but someone messed it up, resulting it to never show up in game. It was probably intended to be used for the badass mercs.

http://s12.postimage.org/4m3vqo1ih/M_BREATH.gifhttp://s12.postimage.org/ittkfbe7d/M_R_RUN2.gifhttp://s12.postimage.org/a02ny7r8p/M_R_WALK.gif
I have reenabled this animation set, and made it to be used at specific situations, so you can meet both animation sets in game.
  • If the big merc is not in combat and his morale is at least above avarage, he will use the alternative stance
  • If in combat but morale is at least nearly at top, he will use the alternative stance
  • Badass merc will ALWAYS use the alternative stance
  • In all other situations the standard stance is used
This is purely cosmetical and does not do anything to gameplay. All transitions from this stance to another are covered - raise/lower gun, ready weapon to shoulder/hip, being hit, crouch etc. I've made some new STIs for that.

http://s12.postimage.org/i2w8vsmg9/Badass1.jpg

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