Incendiary shotgun ammo from SDO mod:
- creates small fire
- can ignite grass
- tracer type, so shows red bullets and can ignite burnable objects
- no instant damage, enemy will receive damage next turn when trying to run out of fire
New tag <shotAnimation> in AmmoTypes.xml allows defining custom shot animation, for example incendiary ammo uses MINIBOOM.sti animation:
<shotAnimation>TILECACHE\MINIBOOM.sti</shotAnimation>
hi can i ask why sometimes my weapon fire only one bullet in burst mode? i am not aiming (right clicking) but still gun fires only one bullet. this is happening sometimes not all the time. i couldnt figure it out...
hi can i ask why sometimes my weapon fire only one bullet in burst mode? i am not aiming (right clicking) but still gun fires only one bullet. this is only happening sometimes not all the time. i couldnt figure it out...
It's old bug. If you find how to reproduce it, please tell me or send a save with reproducible bug.
^ i just remembered this post sorry but it was my noobness because i didnt know right click and mouse wheel are different things and never ever chambered a round with right click lol. in my noob view, i thought we can only fire lots of bullets if we dont aim so i wasnt aiming when i wanted to fire lots of bullets lolzzzzzz.
i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)
^ i just remembered this post sorry but it was my noobness because i didnt know right click and mouse wheel are different things and never ever chambered a round with right click lol. in my noob view, i thought we can only fire lots of bullets if we dont aim so i wasnt aiming when i wanted to fire lots of bullets lolzzzzzz.
i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)
There was a code to prevent enemy from appearing too close to mercs, but players were heavily exploiting it, so this code was mostly disabled.
Also, if you come from left side, and enemy reinforcements appear from the left side too, how could you attack from sector already having enemies?
Messages:64
Registered:August 2019 Location: At the beach
gougluinn wrote on Fri, 14 August 2020 17:45
^ i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)
For me, part of planning an attack is looking at the surrounding squares and anticipating reinforcements arriving from that direction. Unless I can prepare for, and defend against, enemies that appear (especially at inconvenient times or locations) I don't deploy too close to that edge. If my team isn't capable of dealing with all possible reinforcements in addition to the original defenders I wouldn't do the attack.
^ i just remembered this post sorry but it was my noobness because i didnt know right click and mouse wheel are different things and never ever chambered a round with right click lol. in my noob view, i thought we can only fire lots of bullets if we dont aim so i wasnt aiming when i wanted to fire lots of bullets lolzzzzzz.
i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)
There was a code to prevent enemy from appearing too close to mercs, but players were heavily exploiting it, so this code was mostly disabled.
Also, if you come from left side, and enemy reinforcements appear from the left side too, how could you attack from sector already having enemies?
well let me tell again, i am coming from cleaned sector (west) to the right one (east) like from l4 to l5.
example pic of strategy map:
i put my mercs on most southern place. i killed a few soldiers then as you see in below pic reinforcements came from southern sector to right into within the earshot of my soldiers. my suggestion these enemies who came from southern sector should enter this sector from southeast (right) side.
I'm playing with the militia use sector equipment on. The problem is that sometimes they don't drop their weapon when they die.
Is there a fix for this?
Im have USE_EXTERNALIZED_ENEMY_ITEM_DROPS set to 0, (default drop all off) if that matters.
Messages:64
Registered:August 2019 Location: At the beach
Ortis wrote on Tue, 25 August 2020 19:59
I'm playing with the militia use sector equipment on. The problem is that sometimes they don't drop their weapon when they die.
Is there a fix for this?
Im have USE_EXTERNALIZED_ENEMY_ITEM_DROPS set to 0, (default drop all off) if that matters.
This happens with unofficial modpack, JA+Ai, SDO
In the Tactical Difficulty Settings there is an entry for NPC's to drop all. After that there are listings for Militia, Civilians and NPC autoresolve. You can fine tune who drops what here.
Re-enabled roof collapse animation (requires Tilecache\roofdestbrown1x1.sti and roof collapse explosion item in items.xml with <ItemFlag>268435456</ItemFlag>).
Lowered explosion power requirement for flyback animation to 40.
AI: when deciding to use reverse movement mode, check if current spot or movement spot can be seen or attacked by enemy, or if soldier is under attack or there is fresh corpse nearby.
Soldiers with HTH, Martial Arts skills: PUNCH_APS_REDUCTION reduces APs for attack when using <BrassKnuckles> item.
Don't allow ninja kick animation if using punch weapon (use ninja punch instead).
Also improved offset for roof collapse animation, see Data\roofdestbrown1x1.sti on google drive.
Messages:1533
Registered:January 2015 Location: Home Free
I have a request. Ambient Facilities affect every character in the sector -- but the Player has no idea because nowhere during play can they find that information. Ambient Facility description tags do not show up in game. So my request is to have the Ambient Facility description show up in game like non-ambient Facility descriptions do. I'm hoping it's an easy modification.
I have a request. Ambient Facilities affect every character in the sector -- but the Player has no idea because nowhere during play can they find that information. Ambient Facility description tags do not show up in game. So my request is to have the Ambient Facility description show up in game like non-ambient Facility descriptions do. I'm hoping it's an easy modification.
I'm afraid it's not that easy, especially for someone who never worked with assignments/facilities code. If this feature will be implemented in the trunk, I could port it to +AI, but developing it for my project is low priority at the moment.
Also, you can probably just add facilities which no one can use but which will show the player the effects of ambient facilities in this sector.
Messages:1533
Registered:January 2015 Location: Home Free
Quote:
I have a request. Ambient Facilities affect every character in the sector -- but the Player has no idea because nowhere during play can they find that information. Ambient Facility description tags do not show up in game. So my request is to have the Ambient Facility description show up in game like non-ambient Facility descriptions do. I'm hoping it's an easy modification.
I'm afraid it's not that easy, especially for someone who never worked with assignments/facilities code. If this feature will be implemented in the trunk, I could port it to +AI, but developing it for my project is low priority at the moment.
Also, you can probably just add facilities which no one can use but which will show the player the effects of ambient facilities in this sector.
OK, I was hoping it was a simple command not to display the description for an ambient facility. Unfortunately, you can't make an ambient facility, which effects every character (enemies, civs, and everybody), into a non-ambient, normal facility. Normal facilities require the player to put characters into their roles/jobs, and do not effect NPCs, civs, enemies, etc. Oh well, such is JA2.
Unfortunately, you can't make an ambient facility, which effects every character (enemies, civs, and everybody), into a non-ambient, normal facility. Normal facilities require the player to put characters into their roles/jobs, and do not effect NPCs, civs, enemies, etc. Oh well, such is JA2.
I didn't say replace ambient with normal facilities, what I mean is when there is ambient facility, also add normal assignment which has ubStaffLimit > 0 but requirements so high that no one can actually use it, and use it's name and description to show effects of hidden ambient facility.
New tags in SectorNames.xml:
<szFirstTimeDescription>
<szFirstTimeDescription1>
<szFirstTimeDescription2>
<szFirstTimeDescription3>
Show sector description message when entering sector for the first time, 1..3 are used for underground sectors.
Description length should be less than 256 chars.
Doesn't work in UB because of lack of free sector flags.
First of all, thank You very much for your outstanding work for entire JA2. You are becoming a real legend. So many people are using Your work without Your knowing, but if they all would to thank You, than You should create another forum for this
I tried to study all this thread and others but I did not found an answer.
1. Is there any link to download only NWSS mod.
2. Is there any link to download only New Ambient Sound (NAS)
What I am trying to do, is to play only JA2+AI+NWSS+NAS. I just did not find appropriate files to combine. Could You help mi with that?
To use NWSS together with Ja2+AI, you need the following:
1. Activate it in Ja2_Options.ini:
[Extended Options]
NWSS = TRUE
2. Download NWSS folder and put it somewhere the game can find, for example Data\AltSounds, Data-1.13\AltSounds, you can find the folder on my Ja2+AI google drive (link in the sig) in Data\NWSS.7z, or download any of my unofficial modpacks and find this folder in Data-User\AltSounds.
The folder structure should be like:
Data\AltSounds\Caliber
Data\AltSounds\Common
To use new ambients, you need the following:
1. Activate this feature (Sector Steady Ambients) in Ja2_Options.ini
you may also want to activate tactical fire ambient with
ENABLE_TA = TRUE
VOLUME_TA = 100
2. Find and download the ambients folder from my Ja2+AI google drive, you can find it in Data\Ambient.7z, or download any unofficial modpack, you will find ambient files in Data-User\Ambient folder.
Folder structure should look like:
Data\Ambient\SSA
Data\Ambient\fire.ogg (if you need fire ambient)
Your modpack contains VoiceTaunts and many of this new animation, You have shown us. Is there possibility to activate them on clean version of JA2 7609 + AI?
From what I have read, Your modpack contains many features mentioned in this thread. Tell me, they are working with all mods in modpack?
You can find some information on how to use new features in Docs\new options.txt and Docs\removed or changed options.txt on google drive.
Voice taunts require TAUNT_VOICE = TRUE in Taunts_Settings.INI, also enabling TAUNT_MAKE_NOISE is recommended.
I don't remember any new animations in my modpacks except maybe new explosion animations which you can just copy to your tilecache folder, they just replace vanilla explosion animations and will be used automatically.
As for mods, some features will work with all mods, like Voice Taunts, some require xml work like NWSS, some may be disabled for certain mods. I don't remember all details now, but in general most +AI features will work with all 7609 based mods.
I think SDO from my modpack has the highest level of support for +AI features, including attached explosives (which requires modification of Items.xml), for example.
Hello Sevenfm, I've found a reddit post linking to your modpack with all the different mods.
I wanted to play JA 1.13 +AI with the SDO overhaul (to use with NCTH) but right at the start of the game I've noticed a bug with the underbarrel grenade launcher. When you create an IMP with Heavy Weapons and marksmanship score of 85 you get a M1 carbine with an underbarrel and you can press B to select the GL fire mode, however you can't switch back to regular firing after pressing B, it gets stuck on the GL until you fire.
Is this something that you can fix?
Bananarepublic wrote on Fri, 18 September 2020 03:28
Hello Sevenfm, I've found a reddit post linking to your modpack with all the different mods.
I wanted to play JA 1.13 +AI with the SDO overhaul (to use with NCTH) but right at the start of the game I've noticed a bug with the underbarrel grenade launcher. When you create an IMP with Heavy Weapons and marksmanship score of 85 you get a M1 carbine with an underbarrel and you can press B to select the GL fire mode, however you can't switch back to regular firing after pressing B, it gets stuck on the GL until you fire.
Is this something that you can fix?
Hi Bananarepublic! M1 Carbine does not have any underbarrel grenade launcher, instead it uses rifle grenade device which blocks muzzle when grenade is attached, that's the reason why you cannot switch back to normal shooting.
Enemy can use wirecutters to cut path to closest enemy, also flanking soldiers can use wirecutters to cut fence if they cannot find next flanking spot.
EXTRA_ITEMS option adds small chance for enemy soldiers to have wirecutters, depending on soldier class and game difficulty.
Only attacking soldiers will use wirecutters, garrison soldiers will prefer to not destroy fortifications.
Limitations: currently soldier can cut fences only around him, he will not intentionally move to fence to cut it.
New option REPAIR_WIRE_FENCES (FALSE by default) allows repairing cut fences using wire cutters.
Works by assigning bPartnerDelta to cut fence structure information.
Wouldn't changing the bPartnerDelta also require changes inside the .jsd and therefore changes in GameDir ?
No since it only controls to which structure we swap current structure. It's the same process as with cutting fence, just reversed. The main problem was that there was no reverse offset in "cut fence" structure so I just add it from existing normal fences when the world loads.
I think you can achieve the same result even in stock exe (even ja2 vanilla) without code changes, by just adding needed partner data to "cut fence" jsd and removing "open structure" flag as it prevents the game from recognizing fence as cuttable (they both have wirefence flag).
... I think you can achieve the same result even in stock exe (even ja2 vanilla) without code changes, by just adding needed partner data to "cut fence" jsd and removing "open structure" flag as it prevents the game from recognizing fence as cuttable (they both have wirefence flag).
Check. It's working just like you explained. Did a quick test with a changed .jsd in trunk 8896/2566, and wirefences could be fixed with wirecutter (probably KCB as well).
Based on sevenfm's "7609+AI (r1597) New option REPAIR_WIRE_FENCES" and his explainations on this, I changed the wirefenc.jsd for use with trunk JA2 v1.13, so that it'll allow to fix cutted fences.
Did a quick test on 8896/2566 and so far didn't cause any problems.
You won't need this patch for sevenfm's 7609+AI. Use the latest 7609+AI-exe he is providing in his signature and it will be working.
Nothing else needed, just his exe.
This patch is added to main, trunk version of 1.13 since GameDir 2568 (8898/2568).