Home » MODDING HQ 1.13 » v1.13 Feature Requests » externalisations
 Re: externalisations Thu, 22 March 2012 23:50
 nhja2fan Messages:27 Registered:March 2012
Thanks, I didn't know about CTHConstants.ini (obviously). I'll check it out. I guess I'd also need to know how the constants are used (unless it is obvious). Is there a web based access to the SVN repository? Where in the code is the new NTCH system? [I haven't used the SVN repository for years, so I'd rather not download the whole thing to see changes to a couple of files].
 Re: externalisations Thu, 22 March 2012 23:54
 DepressivesBrot Messages:3779 Registered:July 2009
>>>repo<<< mainly LOS.cpp
Besides, that ini has a comment-to-settings ratio of 5 or so.

 Re: externalisations Fri, 23 March 2012 00:14
 nhja2fan Messages:27 Registered:March 2012
Awesome, thanks again.
 Re: externalisations Sun, 26 May 2013 23:38
 MasterN Messages:44 Registered:February 2011 Location: Berlin - Ger
Yay... 7 Year old thread, one year since last post and still another request.

While I'm not sure if this thread is of any concern to anyone anymore, I still need to get this out of my system.

As I have just been made aware, there is no option for adjusting the minimum attribute requirements for certain skills during IMP creation.
With all that's been done during the past years, I am utterly puzzled as to why this isn't externalized.

Skills_Settings.INI example:

[Auto Weapons]
; Modified Attributes
AW_MIN_MARKSM_REQUIREMENT_PER_STAGE = 25
AW_MIN_STRENG_REQUIREMENT_PER_STAGE = 15

; Percentage APs reduction needed to fire LMGs on burst or autofire modes
FIRING_SPEED_BONUS_LMGS = 10

; CtH bonuses for specialization
BONUS_CTH_ASSAULT_RIFLES = 5
BONUS_CTH_SMGS = 5
BONUS_CTH_LMGS = 5

; Percentage reduction of auto fire penalty
AUTOFIRE_PENALTY_REDUCTION = 30

; Increased autofire control
; (in Ja2 1.13 this was 2, but better keep it around 4)
UNWANTED_BULLETS_REDUCTION = 5

; Percentage reduction for APs needed to ready/raise LMGs



Leading to Marksmanship bein set to 50 and strength to 30 when Machinegunner is chosen.
Let there be a Modifier, that, for example, sets explosives +20 on top (up to max) for Demolitions.

All skills get all requirements and modifiers, thus maximizing customization.
Settings be ignored when not needed.
 Re: externalisations Thu, 01 August 2013 21:43
 Sark Messages:6 Registered:July 2013 Location: N/A
Externalized music and ambient sound effects.
 Re: externalisations Sun, 08 September 2013 22:14
 Parkan Messages:440 Registered:April 2010 Location: Russia,Sevastopol
Is it possible to externalized item\gun\equipment modfiers of enemy soldiers?Playing on insane with normal speed of item choices i meet elites\regulars with too cool weapons(sniper rifles,assault rifles from coolnes of level 5 and higher).I really want to see\to modify for myself appearing of weapons on enemy.Is it possible in near future?.Thanks for help.
 Re: externalisations Sun, 08 September 2013 23:22
 Kriplo Messages:261 Registered:February 2008 Location: Zagreb - Croatia
You can try with XML editor in Inventories-->Enemy Items,
but don't expect much, as equip function for enemy and militia sucks giving them equipment in too good shape.
 Re: externalisations Sun, 08 September 2013 23:33
 Parkan Messages:440 Registered:April 2010 Location: Russia,Sevastopol
i know about xml editor.on insane with normal progress elites in first sector of drassen get to very cool weapons.with that thing i don't understand of useful using of other guns during game because player can obtain a very good weapons at start till end.The option not tons of guns almost remove all attachemnts and other pretty things.so i really upset with such things like getting cool weapons at the start of game.

And i talked about modifiers like Militia_eqipment_modifier in ja2_option.ini.

[Updated on: Sun, 08 September 2013 23:34] by Moderator

 Re: externalisations Mon, 09 September 2013 00:08
 Kriplo Messages:261 Registered:February 2008 Location: Zagreb - Croatia
Well, that means two of us who don't like current situation with enemy equipment choosing and progress.
Many years ago start writing different choosing functionality which give all possible weapons depend of progress and calculated value of weapon not only those from XML, well I stuck

Anyway if you want to see source of problems just open:
..\Build\Tactical\Inventory Choosing.cpp
 Re: externalisations Mon, 09 September 2013 00:58
 Parkan Messages:440 Registered:April 2010 Location: Russia,Sevastopol
i am not familiar with coding aand etc.i not understand this
 Re: externalisations Mon, 09 September 2013 01:12
 Kriplo Messages:261 Registered:February 2008 Location: Zagreb - Croatia
Not sure if anybody plans of doing externalization for enemy and militia item choosing, but currently we can do very little through ini settings or xml.
e.g. attachments are handled in ChooseWeaponForSoldierCreateStruct function and if rifle could have attachment then it will get one in 100% condition, yes that's annoying :rifle:
 Re: externalisations Sun, 29 September 2013 11:03
 E3245 Messages:46 Registered:August 2013
I have a few questions.

1) Can the animations be externalized instead of being hardcoded?

2) Possiblility to add new creatures/sprites via xml editing?
 Re: externalisations Mon, 13 January 2014 11:05
 AvianSavara Messages:34 Registered:December 2013 Location: Montr
We have vehicle invetories now, but I'm preeeeeetty sure no one's mentioned the Helicopter's character capacity yet.

For now, I believe the default value is 6?

Would be interesting to be able to either restrict or expand on that (within reason, ofc.. maybe a range of 1-10?)

 Re: externalisations Wed, 15 January 2014 11:48
 silversurfer Messages:2207 Registered:May 2009
You can change vehicle capacity already. Check Data-1.13\TableData\Vehicles.xml and look for index 163. This is the heli.

Set the following if you want a capacity of 10 for example:
10


 Re: externalisations Thu, 16 January 2014 08:07
 AvianSavara Messages:34 Registered:December 2013 Location: Montr
silversurfer
You can change vehicle capacity already. Check Data-1.13\TableData\Vehicles.xml and look for index 163. This is the heli.

Set the following if you want a capacity of 10 for example:
10


Well that solves that
 Re: externalisations Thu, 16 January 2014 12:10
 sidew Messages:50 Registered:June 2012
If you want reproduce the Bell 206 series ( like the heli seen in Drassen) :

Bell 206 JetRanger: configuration 2 + 3 (tot 5 one is reserved for the pilot)
Bell 206-L LongRanger: 2 + 2 + 3 (tot 7, same as above)

Bell 205 (aka Bell UH-1H) 2 + 10
 Re: externalisations Tue, 13 May 2014 19:35
 rummtata Messages:104 Registered:April 2011 Location: Germany
It would be awesome if it were possible to make changes to skills via xml, like the backgrounds =)
 Re: externalisations Tue, 13 May 2014 19:47
 Gorro der Grüne Messages:1570 Registered:March 2009 Location: Broadwurschd-City
 Re: externalisations Tue, 13 May 2014 20:18
 rummtata Messages:104 Registered:April 2011 Location: Germany
If I understand what I have read in other posts correctly, the .ini mereley allows to change the numeric variables of the predefined skill effects. So it's impossible to add new skills or even edit existing skills beyond gradually changing the impact of their effects. Right? (*hoping I'm wrong* ^^)
 Re: externalisations Tue, 13 May 2014 20:27
 DepressivesBrot Messages:3779 Registered:July 2009
No, you're right.

 Re: externalisations Tue, 13 May 2014 21:00
 Gambigobilla Messages:719 Registered:July 2008
Technically it's not impossible. Considering 1.13 is open source, with enough coding knowledge & experience you can do anything you want.
 Re: externalisations Tue, 13 May 2014 23:45
 rummtata Messages:104 Registered:April 2011 Location: Germany
Gambigobilla
Technically it's not impossible. Considering 1.13 is open source, with enough coding knowledge & experience you can do anything you want.

It'd be really cool if I had that

I'm afraid my technical expertise is limited to photoshopping. Otherwise, I'll have to rely on the coding magicians (:magician:) to provide modding tools for the uninitiated (:dongetit:)
 Re: externalisations Wed, 14 May 2014 05:27
 Buggler Messages:214 Registered:November 2009
@rummtata
You can help fix up the shadow glitches (by replacing the errant red transparency pixels with the green shadow pixels) in the vehicle animations for Eldorado, Hummer & Jeep.

https://www.mediafire.com/?z5jfyj76l8w43ef

Edit using the current Indexed color palette, do not convert to RGB. Send back the edited files either here or through PM. I will then process them to the STI format.

Let me know by end of the week if you wish to volunteer.

Thanks.

Edit:
Quote:
In some places it looks like it would be more appropriate to use a colour rather than the shadow transparency

Feel free to use the available colors in the palette. If you have more queries, can communicate by PM.
(This thread is for externalization stuff.)

Edit2:
The downloaded gifs from 'http://randomrummstuff.funpic.de/' are corrupted. If they are working fine on your side, can you please zip them up and upload to either of these 'no-signup required' filesharing services.
http://ge.tt/
http://dropcanvas.com/

[Updated on: Thu, 15 May 2014 03:58] by Moderator

 Re: externalisations Wed, 14 May 2014 16:02
 rummtata Messages:104 Registered:April 2011 Location: Germany
Primitive and tedious, but unavoidable pixel labour? Hell, yeah, I'm in ROFL

I'll upload my results and notify you here

---

Since this doesn't really belong in this thread, I'll keep it contained to this post ^^

I've cleaned up the Hummer for starters. Haven't done anything with Fireworks for a long time, I hope I didn't accidentally change anything I didn't want to. In some places it looks like it would be more appropriate to use a colour rather than the shadow transparency (around the tires, mainly, but also a few random red pixels here and there), do you want me to do that? Sticking to the palette, of course. For now, I have only used the shadow-green to get rid of everything I conceived as an artifact. Is this usable?

And the other two:

The Jeep is weird around the back. Maybe just simplify the shadow so it's more uniform?

--

P.S.: How did you make the .gif work in the forum...?
nvm, found out myself. wtf, sometimes they show and then they don't... here are just the links:
Hummer
Jeep

[Updated on: Wed, 14 May 2014 20:08] by Moderator

 Re: externalisations Fri, 08 August 2014 20:30
 Kirill_OverK Messages:263 Registered:September 2010
Skills_Settings.INI

MAX_RANGE_TO_INTERRUPT=

(if range > you can't INTERRUPT target -
too far)

=========
MAX_RANGE_TO_INTERRUPT_AT_MOVE=

(if range > you can't INTERRUPT moving target -
too far&too fast)

=======
ASSAULT_RIFLES_RANGE_MODIFIER =
SNIPER_RIFLES_RANGE_MODIFIER =
RIFLES_RANGE_MODIFIER =
SMGS_RANGE_MODIFIER =
LMGS_RANGE_MODIFIER =
SHOTGUNS_RANGE_MODIFIER =
PISTOLS_RANGE_MODIFIER =
MACHINE_PISTOLS_RANGE_MODIFIER =
ROCKET_LAUNCHERS_RANGE_MODIFIER =
MORTAR_RANGE_MODIFIER =
THROWING_KNIVES_RANGE_MODIFIER =

=======
TANKS_RANGE_MODIFIER =

=====
DAMAGE_NEEDED_TO_LOSE_ALL_STAMINA =

====
CRITICAL_LEGS_DAMAGE = true\false

you can not move at all, without serious medical assistance...

========
POSSIBLE_inventory_manipulation_when_INTERRUPT= true\false

so, possible to block any inventory_manipulation if you is
in INTERRUPT mode .. - you can not even change the weapon in the hands.

proceed immediately, with what you have.

This will be more realistically...

========
 Re: externalisations Fri, 08 August 2014 20:46
 Kirill_OverK Messages:263 Registered:September 2010

__
other .. -

EXPLOSIVES_DAMAGE_MODIFIER =
MELEE_DAMAGE_MODIFIER =
GUN_DAMAGE_MODIFIER =

==

GUN_RANGE_MODIFIER =

move from Ja2_Options.INI to -

Skills_Settings.INI

=========

STUN_DAMAGE_MODIFIER =

THROWING_KNIVES_DAMAGE_MODIFIER =

-------
ASSAULT_RIFLES_DAMAGE_MODIFIER =
SNIPER_RIFLES_DAMAGE_MODIFIER =
RIFLES_DAMAGE_MODIFIER =
SMGS_DAMAGE_MODIFIER =
LMGS_DAMAGE_MODIFIER =
SHOTGUNS_DAMAGE_MODIFIER =
PISTOLS_DAMAGE_MODIFIER =
MACHINE_PISTOLS_DAMAGE_MODIFIER =

____

[Updated on: Fri, 08 August 2014 20:47] by Moderator

 Re: externalisations Fri, 08 August 2014 22:54
 Flugente Messages:3165 Registered:April 2009 Location: Germany
Skills_Settings.ini is used for settings that affect skill settings. Waht you propose are no skills. Thus they don't belong there.

The gun damage/range modifiers already exist in Item_Settings.ini. Seems reasonable, considering that guns are items, no?

 Re: externalisations Fri, 08 August 2014 23:46
 Kirill_OverK Messages:263 Registered:September 2010
Flugente
Skills_Settings.ini is used for settings that affect skill settings. Waht you propose are no skills. Thus they don't belong there.

The gun damage/range modifiers already exist in Item_Settings.ini. Seems reasonable, considering that guns are items, no?

guns yes ... but for ALL guns ... not for specific type of gun.

also & damage ... it rise up for all ..
not for specific type ...

this is problem...
 Re: externalisations Fri, 08 August 2014 23:51
 DepressivesBrot Messages:3779 Registered:July 2009
XML Editor -> apply to column
No problem.

 Re: externalisations Fri, 08 August 2014 23:52
 Flugente Messages:3165 Registered:April 2009 Location: Germany
DAMAGE_PISTOL_MODIFIER		= 1.0
DAMAGE_MP_MODIFIER			= 1.0
DAMAGE_SMG_MODIFIER			= 1.0
DAMAGE_RIFLE_MODIFIER		= 1.0
DAMAGE_SNIPER_MODIFIER		= 1.0
DAMAGE_AR_MODIFIER			= 1.0
DAMAGE_LMG_MODIFIER			= 1.0
DAMAGE_SHOTGUN_MODIFIER		= 1.0

 Re: externalisations Sat, 09 August 2014 03:43
 Kirill_OverK Messages:263 Registered:September 2010
Flugente
DAMAGE_PISTOL_MODIFIER		= 1.0
DAMAGE_MP_MODIFIER			= 1.0
DAMAGE_SMG_MODIFIER			= 1.0
DAMAGE_RIFLE_MODIFIER		= 1.0
DAMAGE_SNIPER_MODIFIER		= 1.0
DAMAGE_AR_MODIFIER			= 1.0
DAMAGE_LMG_MODIFIER			= 1.0
DAMAGE_SHOTGUN_MODIFIER		= 1.0

thanks !!

yes I found this !

===
why the file is displayed flattened at notepad ? (porridge)

___
 Re: externalisations Sat, 09 August 2014 03:54
 Kirill_OverK Messages:263 Registered:September 2010

===
ok ..

sorry again ..

STUN_DAMAGE_MODIFIER =
THROWING_KNIVES_DAMAGE_MODIFIER =

?
 Re: externalisations Sat, 09 August 2014 03:56
 Flugente Messages:3165 Registered:April 2009 Location: Germany
If the value isn't in the ini, then it likely does not exist. Just alter the damage of melee weapons directly then in Weapons.xml.

 Re: externalisations Sat, 09 August 2014 04:06
 Kirill_OverK Messages:263 Registered:September 2010

---

TANKS_RANGE_MODIFIER =

DAMAGE_NEEDED_TO_LOSE_ALL_STAMINA =

==
CRITICAL_LEGS_DAMAGE = true\false

you can not move at all, without serious medical assistance...

==
MAX_RANGE_TO_INTERRUPT=

(if range > you can't INTERRUPT target -
too far)

__
 Re: externalisations Sat, 09 August 2014 04:13
 Flugente Messages:3165 Registered:April 2009 Location: Germany
Tank firing range will likely depend on the range of the cannon, which is a weapon that can be altered like any weapon.

There already is a setting regarding how much stamina is lost when hit. This is in Ja2_Options.ini, you could try actually searching for stuff you are proposing there.

You cannot move at all if you are out of APs (duh) or are below 15 HP. Introducing new code that prevents a soldier from moving at all isn't as easy as one would think, and I see no reason at all as to why we would need that.

Range to target is used in the interrupt system by Sandro and pretty much does what you propose. Look for the old thread where it is described.

 Re: externalisations Sat, 09 August 2014 15:25
 Kirill_OverK Messages:263 Registered:September 2010
Flugente

There already is a setting regarding how much stamina is lost when hit. This is in Ja2_Options.ini, you could try actually searching for stuff you are proposing there.

Yes, I know, but it calculate just hit or size of damage from hit ?

dafault is 6900.

so 3-4 hit. to lose all stamina. (total hit points ~75 for example )

what will be if I hit 75-80 damage from ONE bullet ?

I lose all stamina to ?

==
so, stamina lose based on size of damage or not ?
(no matter 75 damage from 3-4 bullets or from one(from big weapon for example))

__
 Re: externalisations Sat, 09 August 2014 15:27
 sevenfm Messages:1389 Registered:December 2012 Location: Under the Mountain
BTW, STAMINA_HIT is not used in the code. See APBPConstants.ini instead.

 Re: externalisations Thu, 14 August 2014 15:53
 Kirill_OverK Messages:263 Registered:September 2010
===

range in tiles for detect corpse by enemy (and than alarm)

default as I know 5 tile ..

how change it ?

I think 5 tile too small ...
 Re: externalisations Mon, 17 November 2014 21:57
 Kirill_OverK Messages:263 Registered:September 2010
Hello to all !

Have some ideas ...

% of Health Points you must have to get status dying ...

so you it set to 30% & you have 100 HP ..

when you get 30HP you get that status ...

I think a more realistic get this status earlier, if 2\3 of the body are damaged...

====
possible damage levels should be divided on 3 separate parts ...

torso
feet

each part has 100% health ...

if you lose 40% of head health or more - you go to coma ... losing 2-3 turn .. or get status dying ...

if you get 60% hit or more to legs - You can only lie, movement speed is reduced in 2 times ..
because only hand work ...

Thank you for your attention !

___

[Updated on: Mon, 17 November 2014 21:59] by Moderator

 Re: externalisations Mon, 17 November 2014 22:07
 silversurfer Messages:2207 Registered:May 2009
Body parts do not have a health value. There is only one value for the person. This value could probably be externalized IF all code parts use the correct define. Could be an expensive search.

 Previous Topic: Kaerar's Guns & Portraits Next Topic: Gun's I'd Like to See 15
Goto Forum:

Current Time: Wed Dec 13 09:15:10 EET 2017

Total time taken to generate the page: 0.01845 seconds