Home » MODDING HQ 1.13 » v1.13 Coding Talk » Ja2+AI: FAQ (Frequently asked questions about Ja2+AI project)
Ja2+AI: FAQ[message #363724]
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Wed, 22 September 2021 19:46
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Since Ja2+AI is very different in some aspects compared to stock 1.13, here's the thread which will try to answer most common questions about how to do things in +AI.
1. Which clothes color should I use to disguise?
To disguise as soldier, you need to have clothes matching colors of enemy, you can find the exact colors in TableData\Army\UniformColors.xml of your mod or Data-1.13
For example, in SDO mod:
<ENEMY_ADMIN>
<Vest>YELLOWVEST</Vest>
<Pants>BLACKPANTS</Pants>
</ENEMY_ADMIN>
<ENEMY_TROOP>
<Vest>GREENVEST</Vest>
<Pants>GREENPANTS</Pants>
</ENEMY_TROOP>
<ENEMY_ELITE>
<Vest>greyVEST</Vest>
<Pants>BLACKPANTS</Pants>
</ENEMY_ELITE>
So you need grey vest and black pants to disguise as elite soldier.
To disguise as civilian, you need to use colors that are not used by the army, for example in SDO army uses yellow, black, green and grey color,
so using white vest + blue pants will work, but grey vest + blue pants is not allowed (unlike stock 1.13, where you can just use any colors except those that make together army uniform).
2. Enemy is throwing red smoke at me! Does it mean artillery strike is activated?
Not necessarily. In +AI, enemy can throw red smoke just to scare you, so it does not result in actual bombardment. Remember though, that if artillery strike is activated by you or enemy, it will randomly select one of active red smokes in sector as bombard area.
When artillery strike is really ordered, red smoke will fly from outside of the screen as mortar shell, you can also hear radio activation sound during enemy turn.
3. How do I throw grenade at longer range?
Grenade throwing range depends on merc's strength, weight of grenade, merc skills and INI settings.
Skills_Settings.INI
In +AI, throwing range bonus for grenades may be set for demolition or/and throwing skill. By default in unofficial modpack it applies only to throwing skill.
[Demolitions]
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 0
...
[Throwing]
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 10
Also, you can tweak Item_Settings.ini to change modifier for all hand throwing ranges (works in stock 1.13, too)
RANGE_GRENADE_MODIFIER = 1.0
Note that this option applies to all teams, allowing enemy to throw grenades at greater distance too.
4. How do I refill canteens in +AI?
Unlike stock 1.13, in +AI canteens are refilled automatically every hour, so you don't need to do it manually, the only exception is if there is water drum in the sector, in this case you can refill canteens any time.
Also, in +AI mercs will drink from canteen when in realtime if they have low energy, you can know it by hearing drinking sounds time after time.
5. How to armour plates (titanic/ceramic plates, face masks) work in +AI?
They work only from front directions (3 front directions) and when not prone. Also, like in regular exe, if vest hit misses the plate and the ammo doesn't have <ignoreArmour> tag, damage is halved as it's assumed that plate covers most important areas.
[Updated on: Sat, 13 November 2021 06:33]
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Re: Ja2+AI: FAQ[message #363732 is a reply to message #363725]
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Thu, 23 September 2021 14:45
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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How the EXTENDED_ITEM_IMAGES option works
All needed pictures should be placed in Data-User\ExtImages.
First, the game will draw base picture, after that every possible attachment will be drawn over base picture with transparent background, so what you need is to prepare base picture and all attachment pictures and place them in ExtImages folder with correct names.
Not: if you plan to show silencer, make sure base picture has enough free space on the left.
Base picture naming:
XX_base.sti
Base picture can change if certain attachment is used, for example folding stock or high capacity ammo adapter, in this case base picture name can be modified:
XX_stockID_adapterID.sti
XX_stockID.sti
XX_adapterID.sti
or you can use general names (that are used for any attachment of certain type, regardless of ID):
XX_stock_adapter.sti
XX_stock.sti
XX_adapter.sti
XX_stock_adapterID.sti
XX_stockID_adapter.sti
After base image is drawn, every possible attachment will be drawn over it:
XX_ID.sti or XX_sling.sti (sling)
XX_ID.sti or XX_scope.sti (scope)
XX_ID.sti or XX_sight.sti (only if scope not found)
XX_ID.sti or XX_ironsight.sti (only if sight not found)
XX_ID.sti or XX_grip.sti (foregrip)
XX_ID.sti or XX_laser.sti (any laser sight)
XX_ID.sti or XX_silencer.sti (for silencer) or XX_sup.sti (for flash suppressors) or XX_muzzle.sti (for any other muzzle type attachments)
XX_ID.sti or XX_extender.sti (barrel extender)
XX_ID.sti or XX_rgl.sti (rifle grenade launcher)
XX_ID.sti or XX_bayonet.sti (bayonet)
XX_ID.sti or XX_ub.sti (underbarrel weapons)
XX_ID.sti or XX_bipod.sti (bipod)
XX_ID.sti or XX_internal.sti (internal attachments like Rod&Spring or trigger group)
XX_ID.sti or XX_external.sti (external attachments)
XX_ID.sti or XX_feeder.sti (external ammo feeder)
So, if we have item XX, for any attachment time, the game will first search for exact id picture XX_ID.sti, for example XX_1029.sti for small scope, then, if ID not found, use generic attachment type, in this case XX_scope.sti, which will be used for any attached scope.
Example files for HK 53A3:
13_base.sti (base file without attachments)
13_241.sti (for Laser Sight)
13_1029.sti (Small Scope)
13_grip.sti (any foregrip)
13_laser.sti (any laser)
13_scope.sti (any scope)
13_sight.sti (any sight)
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Re: Ja2+AI: FAQ[message #363765 is a reply to message #363732]
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Sat, 25 September 2021 20:37
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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EXT_TOOLTIP_CTH option allows to see more information on how chance to hit is calculated (OCTH system), this may be useful for understanding why merc can't hit enemy or for balancing mods.
Here's the list of displayed values:
Target ID - ID of targeted soldier
Target Turn/Total Moved - how much tiles the target soldier has moved during his turn / more general "mobility" value which represents tiles moved during last several turns, with previous turns having much less value
Can't See Target - shooter cannot see target (or the aiming part), that means visual distance is greater than vision distance to the target tile
Sight Blocked - line of sight to target is blocked (for example, with a wall), so the shooter cannot see target even if he uses better optics or moves closer to target
Assisted Shot - shooter cannot see target, but target is seen by someone from his team (so he can assist with shot)
Effective Marksmanship - shooter's marksmanship, modified by drunk status, background, adrenaline and suppression shock.
Morale Bonus - bonus (morale more than 50)/ penalty (morale less than 50) from morale, max bonus +5, max penalty 20.
Fatigue Penalty - penalty from low max breath (not current breath, but max breath which lowers from traveling or doing something and can be restored by sleep), no penalty in max breath >= 85.
Gun Status/Condition - gun status is the actual status of the used weapon, gun condition is equal to gun status if it's lower than 85%, and 100 if it's 85..100.
Base Chance - base chance, calculated as effective marksmanship modified by morale, fatigue and weapon status
Target/Weapon Range - distance to target / weapon range
Max Visual Range - max visual distance for shooter when looking at target tile
Visual Bonus - visual bonus to shooter's sight (in percents) when looking at tile with given light level
Sight Range/Effective - visual distance to target (may be higher than actual distance because of smoke/grass/cover preventing clear sight) / effective visual distance to target (which can be modified by scope, giving vision bonus in current light conditions, depends on number of aiming clicks)
Scope Mag/Factor - scope magnification for active scope (<ScopeMagFactor> from Items.xml for active scope)
Effective Sight Mod - visual distance effective modifier (depending on number of aiming clicks can be from 1 / ScopeMagFactor for 1 click to 1 / (ScopeMagFactor * ScopeMagFactor ) for 8 clicks)
Min Aim Range - min distance for the scope to start giving positive effects (<MinRangeForAimBonus> from Items.xml)
Scope Too Close - penalty when shooting closer than MinRangeForAimBonus, max 40% for 8x scope when shooting at zero range, 10% for 2x scope for zero range shot, drops to 0 at MinRangeForAimBonus distance
Body Part Penalty - penalty for shooting at selected body part (head/legs), for head it's calculated as (SHOT_HEAD_PENALTY - number of sniper skills) * (effective visual distance / 10), for legs it's calculated as (effective visual distance / 10)
Target Stance Penalty - this penalty depends on target's stance, for crouched target 3% per tile (20% max total) plus 1% if target is behind cover (max 20% total added), for prone target 3% per tile (40% max total) plus 2% per tile if target is behind cover (max 40% total added)
Target Dodge Penalty - penalty for target soldier trying to dodge, if he is active (not dying/unconscious) and can see shooter, depends on shooter's and target's skills and target's stance
Height Diff Penalty - bonus/penalty when shooting from roof/at roof, can be up to 20% at day vision range, halved at close range, 1/2 at double distance range, 1/4 at 4x distance range etc
Trait Bonus - default penalty for used weapon (SNIPER_RIFLES_CTH_MODIFIER etc), bonus from shooter's skill (BONUS_CTH_SNIPER_RIFLES etc)
Background Bonus - bonus when shooting at creatures (<cth_vs_creatures> tag from Backgrounds.xml)
Stance Bonus - bonus from shooter's stance (up to 20% when prone, up to 10% when crouched, depends on distance, takes into account weapon resting)
One Hand Bonus - penalty for shooting with one hand (5% for pistol, 10% for SMG, DUAL_SHOT_CTH_PENALTY when shooting with two weapons, can be reduced by PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION with ambidextrous skill)
Auto Penalty - penalty when using autofire (from weapon recoil)
Gassed Penalty - penalty 50% when shooter is gassed (when being in tear/mustard/fire/creature gas without gas mask)
Getting Aid Penalty - penalty 20% when shooter is being bandaged
Injury Penalty - penalty from shooter's wounds (bandaged wounds provide less penalty than open bleeding wounds), can be partially compensated by high experience level
Breath Penalty - penalty from low breath, can be partially compensated by high dexterity
Aim Bonus/Aim Gear Bonus - <AimBonus> value of used weapon (depends on shooting distance) / <AimBonus> for shooter's equipment like helmets/vests etc (depends on shooting distance)
Max Weapon/Shooter Aim - bonus for aiming from weapon (depends on weapon's accuracy, equipment aim bonus/penalty, <AimBonus> value of weapon and scope, scaled down with weapon's status) / shooter's bonus for aiming (depends on marksmanship, experience level, wisdom and number of skills for this weapon, reduced when breath is less than 100)
Aim Time Bonus/Max - actual aiming bonus / max possible aiming bonus
Spotter Bonus - bonus from spotter
Stability Percent - penalty for using scope without resting weapon (very small for low power scopes, high for high powers scopes)
Long Range Penalty - penalty for first shot on long range, can be compensated with second shot at the same spot
Weapon Range Penalty - penalty 1% for every tile after NORMAL_RANGE (9 tiles), additionally 2% per tile after weapon range
Weapon Too Close - penalty up to 20% when shooting with long range weapon at close range (less than NORMAL_RANGE), up to 20% (only if target is not dying/unconscious)
Same Spot Bonus - bonus 10% when shooting at the same tile
Visual Range Penalty - penalty 3% per tile of effective visual distance after NORMAL_RANGE, additionally (5 - number of sniper skills) per tile after visual range (when shooter cannot see target, doing assisted shot), penalty 100% if sight blocked, additional penalty 25-50% when shooting at unseen target, depending on additional conditions (if someone else sees target, if shooting at the same tile etc)
ToHit Weapon/Equipment - bonus/penalty <ToHitBonus> from weapon/equipment
Effective Accuracy/Bonus - weapon accuracy (modified by attachments and overheating) / current bonus to base bAccuracy from all modifications (allows to see, for example, accuracy drop from overheating)
Movement (Animation) - penalty target is in movement animation (running/swatting), depending on relative target direction to shooting direction (not used when shooting at player merc with NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT option enabled)
Movement (Directional) - penalty depending on how much tiles target has moved during it's turn and in which relative direction (max penalty when moving perpendicular direction 5-10 tiles, after that shooter can start to compensate, also penalty is increased when using optics)
Note: the game uses max(Movement (Animation), Movement (Directional)) as movement penalty, they are not applied both at the same time.
Movement (Percent) - penalty on general target movement (taking into account last and previous turns), reduced when shooting at close range
Target Cowering - penalty if target is cowering and CTH_PENALTY_PER_TARGET_SHOCK, MAX_CTH_PENALTY_FOR_TARGET_SHOCK options are > 0
Beyond Sight Penalty - square penalty when effective visual distance is greater than distance visible to target tile
Overheating Penalty - penalty if weapon is overheated
Max Range Penalty - penalty when shooting beyond weapon range
Effective Range - effective distance used to calculate weapon's technical accuracy (increased if weapon is in bad state or when shooting at head)
Raw Chance - chance to hit before applying technical accuracy
Chance/Max Chance - resulting chance to hit / max possible chance to hit at this distance (which depends on weapon's technical accuracy)
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