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Re: Absurdly small code changes[message #356653 is a reply to message #356590] Mon, 11 February 2019 00:02 Go to previous messageGo to next message
Flugente

 
Messages:3453
Registered:April 2009
Location: Germany
I've added a few new things this month. And the thing isn't even over.



  • r8658: If a gun has a magazine size < 5, the 'out of ammo' soundfile is only displayed with a chance of CHANCE_SAY_ANNOYING_PHRASE (JA2_Options.ini). This should make using guns with tiny magazine sizes less annoying.
  • r8659: Skinning a bloodcat yields a bloodcat pelt. The status of said fur depends on how messily you murdered the poor thing, and how skilled you are at flaying stuff.
  • r8660: A new additional dialogue event allows adding voice lines whenever zombies rise, as seen at the end of the video.
  • GameDir r2466: Molotov cocktails now have an added light effect. This was already present in most mods, not sure why it wasn't in stock.
  • r8662/GameDir r2467: A paramedic/doctor can fill a bloodbag from a willing, fully-healed, not-knowingly-diseased, non-drugged teammate. These can then be used to boost surgery - in stock the health regained is increased by another 15%. A full bag is used every time you decide to use this option. Which makes things easier for me and is how it is in life.
    Because you people would otherwise prey on the civilians like a tabloid preys on dick pics, this only works on your teammates. It also does not work on corpses. Blood donation people are serious about freshness. True fact: they don't appreciate it when you come to the donation station with a clean jam jar full of blood you already took, even if you made sure to wash it hot (with dish liquid and all!).
    Anyway, if the person donating the blood has diseases, this will be spread to the patient (though only for disease #0 for now due to coding reasons).
  • GameDir r2468: I don't know what the people who ages ago filled the starting gear kits where smoking, but given that quite a few doctors have no first aid kits/medkits to speak of... it wasn't that good. Though note that the previous addition of makeshift bandages also eases this problem a bit... Anyway, added first aid kits and empty blood bags to several kits.
  • r8664/GameDir r2470: Armour and its attachments can have a fire resistance value, which lowers (or increases!) fire damage received. For demonstration purposes I set it to 100% for full EOD armor, which allows Sara to play Targaryen. This won't work with stock values, where I added a 50% resistance to full EOD suits.

[Updated on: Mon, 11 February 2019 00:08]




You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356715 is a reply to message #356653] Sat, 16 February 2019 01:10 Go to previous messageGo to next message
Flugente

 
Messages:3453
Registered:April 2009
Location: Germany
Not entirely what I was aiming for this evening, but at least somewhat useful, as of r8666, stun effect explosions briefly remove gas effects from any tile they affect.

https://i.imgur.com/CIDDlln.png

As the smoke code is... not as accommodating as I had hoped, all smoke deleted will come back the next time it updates, which is every turn. A more 'realistic' smoke effect spreading would require more recoding of that part than I am currently motivated to do.

Still, this does allows us to, say, extinguish fire long enough for mercs to traverse the blast zone, possible to even drag someone else out.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356736 is a reply to message #356715] Sun, 17 February 2019 01:32 Go to previous messageGo to next message
Flugente

 
Messages:3453
Registered:April 2009
Location: Germany
  • r8667: The duration and size of smoke clouds is reduced depending on weather. Using gas attacks would be hindered by weather, no?
  • r8668: If DISABLE_EVOLUTION = FALSE, a merc's evolution is shown on their 'More Stats' page in the laptop. So now you can check the laptop instead of hunting the value in MercProfiles.xml.

    https://i.imgur.com/c7uwpml.png




You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356750 is a reply to message #356736] Sun, 17 February 2019 21:53 Go to previous messageGo to next message
Flugente

 
Messages:3453
Registered:April 2009
Location: Germany
A small idea from Taro in Discord that might be good, might be bad, but is trivial enough to implement on a test basis:

As of r8669 & GameDir r2473, vision range is lowered by 25% while running due to a new JA2_Options.ini setting:
;------------------------------------------------------------------------------------------------------------------------------
; If set to 0, nothing happens.
; If set to 1, vision is lowered while running.
; If set to 2, this only applies to the player team.
;------------------------------------------------------------------------------------------------------------------------------
LOWER_VISION_WHILE_RUNNING = 2

This means that rapidly closing in on the enemy will more likely cause them to see you first - you can't win an interrupt duel if you can't see them after all (okay, you can, but that's rather hard).
As the AI doesn't always run, their odd idea of walking instead of running might actually benefit them here. Of course attacking against fixed positions is now even deadlier... that's why you can set the value to 2 to at least force yourself to use tactics.

As said, I'm not sure whether this is useful. If it turns out it isn't I can always remove this later on, for now, test this out.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356758 is a reply to message #356750] Mon, 18 February 2019 17:55 Go to previous messageGo to next message
sevenfm

 
Messages:1827
Registered:December 2012
Location: Soviet Russia
Vision range is one of the biggest problems of AI as it cannot use scopes effectively and player can always have better scopes than average AI soldier.
I even wanted to remove scope vision bonus completely from Ja2+AI for better game balance.
I don't think that limiting sight range for running soldiers can help to improve balance as running solder already has penalty for interrupt level.

One possibility for running penalty could be increasing tunnel vision effect.
There's also a question if sight range is always updated correctly when solder starts\stops to run, also with disabled switching to standing animation at destination tile limited vision can be confusing for some players.

As for AI refusing to run in combat situation, I think that integrating movement mode code from Ja2+AI into the trunk can help with it as in my project enemy soldiers nearly always run when alerted except when swatting or crawling is more effective for hiding. Walking is only allowed when cautious mode flag is set (walking around the corner) or soldier has weapon raised so he can not lose raise AP cost and scope sight bonus while walking.



7609+fix | 7609+AI (r946) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Absurdly small code changes[message #356761 is a reply to message #356758] Mon, 18 February 2019 22:21 Go to previous message
Flugente

 
Messages:3453
Registered:April 2009
Location: Germany
Hmm. Tunnel vision would be an alternative I guess. Hmm.

I should probably mention that this is set to 0 by default.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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