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Re: JA2 Night OPS Translation[message #223510] Fri, 26 June 2009 13:17 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
I'm not sure why certain lines are ignored, as i said i'll have more time this weekend to see if i can add/find the missing lines.


Re: JA2 Night OPS Translation[message #224115] Mon, 29 June 2009 12:16 Go to previous messageGo to next message
inshy

 
Messages:181
Registered:November 2007
Location: Belarus, Minsk

Off_Topic
@Whoami: If you get a chance, could you explain the highlighted entries a bit more, thanks.

At all: Anyone know the abbreviations for explosive tipped ammo, High armour and armour fire?


0 - обычные (FMJ)
1 - экспансивные (Hollow Point - HP)
2 - бронебойные (Armor Piercing - AP)
3 - повышенной бронебойности 1 (?)
4 – крупная дробь (BuckShot)
7 - повышенной бронебойности 2 (?)
8 - супербронебойные (Super AP)
9 - разрывные (HE)
10 - бронебойно-зажигательные (HEAP)
11 - транквилизатор (Dart or tranquilizer)
Re: JA2 Night OPS Translation[message #224116] Mon, 29 June 2009 12:19 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
повышенной бронебойности 1 - is some sort of enhanced AP round?


Re: JA2 Night OPS Translation[message #224120] Mon, 29 June 2009 12:34 Go to previous messageGo to next message
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Messages:1052
Registered:January 2009
Shanga
повышенной бронебойности 1 - is some sort of enhanced AP round?


Well, in game there is only one gun with this round (IIRC), it is an enhanced AP round of some sort.

I was looking for an abbreviation/description. The Ammo is still a bit messy, i'll have a look at it today. I think the best thing to to do is if someone is playing and sees a "colour" ammo, they can elaborate here.

5 armour piercing 12.7mm anti-material cartidges. NO. 10 HEAP

100 round box of 7.62x54 full metal jacket ammo. NO. 9 HE

Thanks Inshy,

Could you tell me what this is, gave me a lot of trouble... (The material)



Re: JA2 Night OPS Translation[message #224149] Mon, 29 June 2009 14:24 Go to previous messageGo to next message
inshy

 
Messages:181
Registered:November 2007
Location: Belarus, Minsk

Shanga
повышенной бронебойности 1 - is some sort of enhanced AP round?
yep.

2 - бронебойные (Armor Piercing - AP)
3 - повышенной бронебойности 1 - it's like AP with extra power (type 1)
7 - повышенной бронебойности 2 - AP with extra power (type 2)

Off_Topic

Could you tell me what this is, gave me a lot of trouble... (The material)

Re: JA2 Night OPS Translation[message #224153] Mon, 29 June 2009 14:51 Go to previous messageGo to next message
inshy

 
Messages:181
Registered:November 2007
Location: Belarus, Minsk

Off_Topic
Are there any Russian members who could translate these options into English? It doesn't have to be perfect, just an idea of what is said...

http://i657.photobucket.com/albums/uu293/off_topic/Options10B-1.jpg
http://i657.photobucket.com/albums/uu293/off_topic/Options10A-1.jpg
i will. if you have problem with russian in programms, use Aplocale from MS.
Re: JA2 Night OPS Translation[message #224158] Mon, 29 June 2009 15:45 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
Tiffany has Russian subs,. He also has 110 over his head before it switches to Tiffany

110 is his soundnumber.
Re: JA2 Night OPS Translation[message #224161] Mon, 29 June 2009 16:04 Go to previous messageGo to next message
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Messages:1052
Registered:January 2009
I'll change the Proedit entry (Won't be seen in new game). FIXED NOW

Toggle Spoiler


While i'm there, what does everyone playing Night Ops feel about adding a few Breaklights/Level 1 NV goggles to a few AIM/Merc members?

I'm in two minds about it,

A. Since the idea is a Night Ops Mission they should go in prepared for that.

B. They are caught off-guard and unprepared for serious resistance.

@Inshy: That would be great, it's not a big deal but it would be fantastic to have a complete translation of everything.

[Updated on: Mon, 29 June 2009 17:01] by Moderator



Re: JA2 Night OPS Translation[message #224173] Mon, 29 June 2009 18:28 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
If you have Word full install, there's a trick to unscrambling those characters. Paste them into a text file (not directly into Word), rename it blabla.doc, open it with Word. It should bring up the option to select character set and you should go for Windows Cyrillic.

Of course you can tweak Word to ask for the charset on all files open, but that's too much trouble.

Btw: ain't the last one:

Polymer made helmet (or Polymer Helmet)? I've seen those nice armours ingame already.


Re: JA2 Night OPS Translation[message #224178] Mon, 29 June 2009 18:45 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Quote:
Polymer made helmet (or Polymer Helmet)? I've seen those nice armours ingame already.


Yep, i put them in but i just wanted to see if there is a better translation.

Ira & Dimitri's Sound files are in the right places but yet they aren't used in game, anyone know of a reason/solution?


Re: JA2 Night OPS Translation[message #224179] Mon, 29 June 2009 18:50 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
only thing i can think of id someone messed it up when re-slf-ing the soundfiles - have you tested it with those files in the speech-folder. if that works there is a good chance that speech.slf is corrupt - if not it's probably the exe
Re: JA2 Night OPS Translation[message #224196] Mon, 29 June 2009 20:16 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Drop all provides plenty of night stuff early on , then just turn it off..........


Re: JA2 Night OPS Translation[message #224200] Mon, 29 June 2009 20:25 Go to previous messageGo to next message
inshy

 
Messages:181
Registered:November 2007
Location: Belarus, Minsk

i know... i'm crying... it is becouse of your hex fixing. I have beta english exe (compiled using source), it works fine.

It is becouse russian release from firm BUKA (it sounds like japanese word "BAKA" - fool Smile) was made the real fools. They rename all characters soundfiles to R_057*.WAV-R_072*.WAV (in original 057*.WAV-072*.WAV). It was releas ja2 v1.02 codename "Aгония Bласти" (Agoniya Vlasti) or jast Ja2 v1.02 AB.

This strange thing was fixed in next release - ja2 v1.12 GoldPack.

Since NO - it is Russian mod, the author made it with support for this two version. But something goues wrong with english version Smile
Re: JA2 Night OPS Translation[message #224201] Mon, 29 June 2009 20:25 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Well, the speech files definitely work in the Speech Folder, i even tried copying the .slf from JA2 vanilla, same thing.

A couple of Ira's and Dimitri's lines are missing, must be the exe but i'm not too bothered by it at the moment. It doesn't really affect gameplay that much.


@Inshy: Cool, thanks for the info...

@Lockie: I hate Drop All with a passion, just have to do it the hard way :karate:

Got my first NVG 1 after an air assault on Drassen SAM, up until then i had Wolf as my sole eyes at night. Taken that SAM site and the sector south of Drassen Mine (Alternative) was a challenge to say the least.

[Updated on: Mon, 29 June 2009 20:29] by Moderator



Re: JA2 Night OPS Translation[message #224205] Mon, 29 June 2009 20:31 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Would this have anything to do with my missing gunsounds ?
Cause I'm not really missing them , but...... if it could be sorted ?


Re: JA2 Night OPS Translation[message #224206] Mon, 29 June 2009 20:32 Go to previous messageGo to next message
inshy

 
Messages:181
Registered:November 2007
Location: Belarus, Minsk

damn, i just look at speech.slf from russian Gold... now files have a names U_057*.WAV-U_072*.WAV Smile))
Re: JA2 Night OPS Translation[message #224207] Mon, 29 June 2009 20:32 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
Taken that SAM site and the sector south of Drassen Mine (Alternative) was a challenge to say the least.


How are you managing to pay for militia to guard Drassen with so little income , I'm struggling !


Re: JA2 Night OPS Translation[message #224208] Mon, 29 June 2009 20:32 Go to previous messageGo to next message
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Messages:1052
Registered:January 2009
lockie
Would this have anything to do with my missing gunsounds ?
Cause I'm not really missing them , but...... if it could be sorted ?


I didn't come across any missing Gun Sounds...


Re: JA2 Night OPS Translation[message #224212] Mon, 29 June 2009 20:38 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
As I said a few weeks ago , sounds are all in their folder , but just not 'activating' ?

Oh well............


Re: JA2 Night OPS Translation[message #224215] Mon, 29 June 2009 20:43 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
lockie


How are you managing to pay for militia to guard Drassen with so little income , I'm struggling !


Perhaps You could sell some fertilizer?
Re: JA2 Night OPS Translation[message #224219] Mon, 29 June 2009 21:29 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
lol!

Confused?
Re: JA2 Night OPS Translation[message #224224] Mon, 29 June 2009 21:58 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
lockie
Quote:
Taken that SAM site and the sector south of Drassen Mine (Alternative) was a challenge to say the least.


How are you managing to pay for militia to guard Drassen with so little income , I'm struggling !



Experienced/Drop All off/No S&%t.

Started with Nails, Wolf, Hitman, & MD on week long contracts + IMP

Day 2/3 hired Gasket & Grizzly.

Depending on second squad of Dimitri, Sergey, Ira, & Gasket to hold Drassen more so than Militia, poorly equipped but have good strategic placement of sandbags & plenty of Ammo.

I've only trained Green Militia in Drassen Airport (30) & Middle (30)with Ira, Dimitri, Gasket and Sergey holding the fort/repairing, backing up Militia if needed. I think at the start of the game your money is better off spent on Mercs rather than Militia, 6,000 to train 60 pieces of cannon fodder, give me Grizzly anytime for the same money!

Can't afford to train more anyway as i need cash for AIM contracts. At the moment paying Nails by the day until i can afford a longer contract. Only bought essentials from B.Rays: Grenades, Break Lights, Ammo, Canteen, can't afford anything extravagant!

Imp, Nails, Wolf, Hitman, & Grizzly took the SAM site, 1/2 Militia trained there.

Money is tight and there's lots of pressure from Air Assaults/Roaming Enemy, but managing ok, even paid for a few Heli Evacs. My only worry was Wolf or Nails turning down my contracts.



Re: JA2 Night OPS Translation[message #224233] Mon, 29 June 2009 22:24 Go to previous messageGo to next message
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Messages:1052
Registered:January 2009
Here are some changes i made over the weekend: (Small File) http://www.mediafire.com/?jzjzddjnhun

Corrected Typos

Cleaned up new E-Mail from B.Rays + King Pin.

Tweaked Sergeys lines.

Clarified a few weapons/items/ammo.

More small stuff...

Won't affect game in progress.

*Fixed terrorists in Proedit, needs new game to see changes.


Re: JA2 Night OPS Translation[message #224248] Mon, 29 June 2009 23:08 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Wouldn't that be Gorro's Brown Mine.......... oh dear Smile


Re: JA2 Night OPS Translation[message #224250] Mon, 29 June 2009 23:15 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I'm starting to wonder why they didn't just call it "Night poOps". Wink

I'm liking the sound of it more and more. The shit thing is funny and may be annoying after a while, but overall this sounds like a nice tight movement mod.
Re: JA2 Night OPS Translation[message #224257] Mon, 29 June 2009 23:37 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Toilet humour , what we Brits are best at.............. crappy joke there........


Re: JA2 Night OPS Translation[message #224260] Mon, 29 June 2009 23:40 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
@ lockie

Braunkohle (brown coal) is much more solide and it smells better.
Re: JA2 Night OPS Translation[message #224373] Tue, 30 June 2009 14:10 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
A2 Civs have Russian and English subs

Yanni, John, Marie: Russian subs

[Updated on: Tue, 30 June 2009 21:50] by Moderator

Re: JA2 Night OPS Translation[message #224639] Wed, 01 July 2009 18:23 Go to previous messageGo to next message
whoami

 
Messages:77
Registered:May 2009
Location: Russia, Uljanovsk
Full list of Features NO:
================================
Управление


- Вскидка оружия по кнопке 'j'. Также нужна для работы зрительных бонусов оптических прицелов.
- Показ вероятности попадания с зажатой кнопкой Alt или триггерно (вкл./выкл.) по 'y'.
- Удаление предмета в инвентаре сектора с зажатой ALT.
- Очистка клавишей Del активной страницы инвентаря сектора.
- Принудительный вход в пошаговый режим на тактическом экране по клавише 'd', если в секторе есть противник.
- Возможность вызова экрана загрузки сохранённой игры на чужом ходе.
- Вскидка оружия с помощью мыши. Щелчком ПКМ получаем курсор-прицел. Затем удерживаем ПКМ до появления квадратного меню 3х3. Выбираем атаку. Происходит вскидка оружия. Или два раза вызываем меню 3х3, каждый раз выбирая атаку. Первый вызов этого меню только меняет курсор на прицел.
- Извлечение гранаты из реактивного гранатомёта, находящегося в главной руке (Alt+U).
- Изменение уровня общего ночного освещения Alt + '-', Alt + '='.


Микроменеджмент


- Карманы в одежде и броне (жилеты, поножи) без затрат АР.
- Автоматическое присоединение к предметам аттачей из инвентаря при найме наёмников из AIM и MERC.
- Увеличена стартовая сумма денег на 10000.
- Работа отмычек и миноискателя из карманов одежды.
- Разрешён инвентарь машин.
- Спарка магазинов путём присоединения одного к другому при наличии в инвентаре скотча.
- Пересчёт веса предмета при помещении его в инвентарь.
- Постановка в тактике мешков с песком. Мешки производятся в секторах с ополчением с 7 до 19 часов. Для низких мешков используются кнопки '[' и ']', для высоких их комбинация с Alt. Удаляются мешки повторной установкой.
- Порог восстановления для предметов, при переходе через который ремонт невозможен (TTX).
- Платный инвентарь. Затрачивается 3АР для вложения предметов в руки, 5АР - в головные слоты, 10АР - в слоты тела и ног.
- Запрещено размножение аттачей у торговцев.
- Автоматическое наполнение фляжек 4 раза в сутки. Уменьшен расход воды при их использовании.


Оружие


- У каждого ствола индивидуальные затраты АР на очередь (TTX).
- Отключён ускоритель очереди.
- Смещённый импульс отдачи у оружия, как характеристика в ТТХ.
- При стрельбе из пулемётов лёжа штраф минимален. Тоже для техники (джипы, танки).
- Таблица раздачи оружия (противнику, милиции) по прогрессу (ТТХ).
- Автоматическая установка предустановленных (интегрированных) аттачей при доставке покупки.
- Запрет снятия предустановленных (интегрированных) аттачей.
- Не учитывается вес предустановленных (интегрированных) аттачей.
- Зарядка оружия патронами различной эффективности по прогрессу игры.
- Отключён удлиннитель.
- Четырёхзарядный гранатомёт ГМ-94 из М79.
- Переменный штраф на выстрел в голову, зависящий от расстояния до цели.
- Дульная вспышка подавляется глушителем. Актуально ночью.
- Перегрев оружия.
- Заклинивание оружия в зависимости от износа и нагрева.
- Цвет патронов. Каждый тип боеприпаса имеет индивидуальный цвет в зависимости от свойств.

0 - обычные: Damage - Armour. (серые)
1 - экспансивные: (Damage - Armour * 1.5) * 1.7 (светло-синие)
2 - бронебойные: Damage - Armour * .68 (светло-розовые)
3 - повышенной бронебойности 1: Damage - Armour * .5 (розовые)
4

[Updated on: Wed, 01 July 2009 18:55] by Moderator

Re: JA2 Night OPS Translation[message #224641] Wed, 01 July 2009 18:25 Go to previous messageGo to next message
whoami

 
Messages:77
Registered:May 2009
Location: Russia, Uljanovsk
- Письма про десант.
- Загрузка ранее посещённых секторов без присутствия в них наёмников.
- Люди Босса могут присутствовать только в секторах неконтролируемых милицией (меньше 5 в секторе).


Броня


- Разграничение поглощения бронёй повреждения от взрывчатки для техники и остальных.
- Воздействие пуль на броню. Выражено в различном повреждении брони в зависимости от типа боеприпаса.
- Поражение джипа и танка только 12,7мм боеприпасами.
- Защита бронёй по сторонам. Керампластины защищают только при фронтальном попадании пули. Каска может не сработать в 50% случаев фронтального попадания.


Прокачка


- Выбор навыков IMP как в JA2:UB.
- Расширение границ параметров IMP (15-90).
- Уровень персонажа в IMP (3).
- Прокачка медицины ножом. Ограничена мудростью.
- Порог медицинских знаний для стационарного лечения (60).
- Тренировка нулевых навыков методом учитель-ученик.
- Прокачка здоровья (при перегрузе) и подвижности бегом.
- Прибавка мудрости при обезвреживании вражеской взрывчатки.
- Прокачка взрывчатки или механики и ловкости при разряжании дверных ловушек.
- Прокачка мудрости при обнаружении дверных ловушек.
- Прокачка здоровья и подвижности прыжками.
- Прокачка подвижности, здоровья и силы подтягиванием.


AI


- Только автоматическая стрельба AI из пулемётов.
- Повышение вероятности автоматической стрельбы AI.
- Разрешение AI слезать с крыши в соответствии с приказом.
- Смена модели поведения AI для снайперов, гранатомётчиков и миномётчиков на менее активную.
- AI может нажать кнопку триггера только когда сам не видит противника.
- Повышена вероятность осматриваться кругом для AI.
- Запрет AI кидать фальшфеер когда светло.
- Изменено условие предложения AI игроку сдачи в плен. Завист от числа и здоровья наёмников.
- AI сначала применяет гранаты со взрывчаткой.
- Падение морали у AI от заградительного огня.
- Бронетехника поражается AI только взрывчаткой.
- Для AI стрельба без оптики только в торс.
- Отключен бесцельный подъём AI более крутых предметов.
- Быстрая самостоятельная перевязка ран AI.
- Поворот AI в сторону звука выстрела.
- Отключение светобоязни для джипа.
- AI не ходит по освещённым участкам, которые просматриваются противником.


NPC, квесты


- Дорин, которая может дать сдачи при попытке её убить.
- Ускорено появление Игги (сектора C6, B13, C13, D13, F8, G9, H1, C5).
- Рандомный Конрад (сектора F3, G3, G6) и Всадник (сектора B15, E14, D12, C16, C15, E10, G16).
- Квест Эпидемия. Нужно добраться до лаборатории М14, найти там вакцину и принести её доктору в госпиталь Камбрии.
- Новый нанимаемый персонаж Громов. Искать в Драссене.
- Новый нанимаемый персонаж Мануэль из JA2UB.
Re: JA2 Night OPS Translation[message #224642] Wed, 01 July 2009 18:27 Go to previous messageGo to next message
whoami

 
Messages:77
Registered:May 2009
Location: Russia, Uljanovsk
noptions.ini

;активное или пассивное поведение милиции
ActiveMilitia=0

"Активной" милиции с самого начала боя назначается скрипт SeekEnemy (искать врага). И менты кидаются очертя голову вперед.
"Пассивная" милиция имеет скрипт Stationary.

Напоминаю, что скрипты (поведение ментов) можно менять по ходу битвы.
Наводите курсор на мента - появляется изображение рации - нажимаете ПКМ и удерживаете, возникает табличка выбора скриптов. Выбираете по вкусу.
Если при этом удерживать ALT, выбранный скрипт будет назначен всем ополченам.

;влияние гибели ополченцев на лояльность в городах
LoyaltyMilitiaKilled=0

Гибель бойцов ополчения приводит к снижению лояльности города.
При небольших потерях падение лояльности практически незаметно. Но, кровопролитные бои могут очень осложнить ситуацию. Потому что сильное падение лояльности отражается на доходе от шахты, и, если лояльность города < 20% тренировать ополчение в этом городе не получится.
Повысить лояльность города можно: выполняя квесты, громя противника на подступах и по всей округе, тренируя новые отряды ополченцев.
Кстати, в Драссене лояльность падает медленно по сравнению с другими городами, а растёт как на дрожжах. Потому что там везде наши люди.
Ещё. Потери ополченов при обороне блокпостов и ПВО также приводят к падению лояльности. Во всех подконтрольных игроку городах. В ближних - сильнее, а в более дальних - слабее.

;альтернативный механизм расчёта затрат на прицеливание с оптикой
AltScopeAP=0
Если используется оптический/ночной прицел, то за каждую степень прицеливания ОД отнимаются следующим образом: 1+2+3+4 (арифметич. прогрессия).

;шутка. дефекация от страха у противника
Defecation=0
Фраги и ополчены с перепугу могут наделать под себя, оставляя кучи дерьма, большие и маленькие. Естественно, что случается это в основном с зелеными лопушками, а не с серыми элитчиками, или посинелыми от перепоя ополченами.
На дерьме можно подскользнуться, упасть, потерять сознание, но гипс накладывать не будут - сразу в морг.
Чего же больше всего боятся фраги? А боятся они больше всего Ивана, сразу же вам говорю. А после него - Лаву.
Заметьте, что с мерками такого не происходит. А почему, спрашивается? Да потому, что они пользуются фирменными памперсами от Бобби Рея.
Приобретайте, граждане!

;воздушный десант для городских секторов не прикрытых ПВО
Paratroopers=0
Секретное оружие Дейдраны. Десантники прилетают внезапно и атакуют сектор с нескольких сторон.
Если время на страткарте вдруг остановилось, и вы видите, что вокруг какого-нибудь вашего сектора возникло несколько групп красных точек, то это оно самое.
Теперь у вас есть 10 мин для того, чтобы организовать оборону сектора или попытаться разбить десант по частям.
Десанты высаживаются в городские сектора, не прикрытые ПВО. Имеется в виду ПВО, которое под контролем игрока.
Кроме того, десанты могут атаковать и сами базы ПВО.

;параметр для коррекции дальности зрения
AddDistVisible=0

Введя положительное или отрицательное число, можно отрегулировать под себя дальность обнаружения противника. Вводить нужно прибавку или отнимку. Как вы помните, в оригинале было 25 тайлов. В НО по умолчанию 29 тайлов.

ЗЫ Ну, и на всякий случай: значение большинства параметров, равное "0" - отключает фичу, а "1" - включает.


Всё, что можно собрать:

AUG Para + ствол AUG = AUG
TNT + Сосуд кристаллов RDX = HMX
Ф1 + Пружина = Мина
Ф1 + Верёвка = Мина
Ф1 + Медный провод = Мина
Банка + Веревка = Банка на веревке
Рентген + Дисплей = Определитель
Командирские часы + Медный провод = Детонатор
Фальшфеер + Верёвка = Осветительная мина
Фальшфеер + Медный провод = Осветительная мина
Игра + Медный провод = Дисплей
Приставка + Рентгеновская трубка + Жвачка = Рентген
Футболка + Клей + Шкура = Маскхалат
Банка + Сигары + Сосуд кристаллов RDX = Дымовая граната


Скрипты, назначаемые ополченам.

Stationary - будет стоять на месте, пока не увидит противника или не окажется под огнём. В этом случае может маневрировать в пределах 5 тайлов.
On Guard - будет передвигаться в пределах 5 тайлов от того места, где ему был назначен скрипт. Как только станет известно о противнике, увеличит радиус перемещения до 15 тайлов.
Close Patrol - будет патрулировать в пределах 15 тайлов от места, где ему был назначен скрипт. Как только станет известно о противнике, увеличит дальность патрулирования до 25 тайлов.
Far Patrol - будет патрулировать в пределах 25 тайлов от места, где ему был назначен скрипт. Как только станет известно о противнике, увеличит дальность патрулирования до 50 тайлов.
On Call - патрулирует в радиусе 10 тайлов. Как только станет известно о противнике, увеличит радиус патрулирования до 30 тайлов и придет на помощь своим, если они его позовут (вызовут по рации).
Seek Enemy - патрулирует всю карту. Как только станет известно о противнике, сразу же пометётся к нему.
Point Patrol - патрулирование по определенному маршруту ( сам маршрут можно задать только в редакторе, поэтому в нашем случае бесполезный скрипт).
Rnd Point Patrol - патрулирование по случайному маршруту ( сам маршрут можно задать только в редакторе, поэтому в нашем случае бесполезный скрипт).


[Updated on: Wed, 01 July 2009 18:57] by Moderator

Re: JA2 Night OPS Translation[message #224643] Wed, 01 July 2009 18:28 Go to previous messageGo to next message
whoami

 
Messages:77
Registered:May 2009
Location: Russia, Uljanovsk
Как работает добавление мешков с песком?
В секторах с ополчением накапливаются мешки с песком (с некоторой скоростью, зависящей от колва ополченов). Кликнув на страткарте на сектор ПКМ можно проглядеть сколько их имеется на данный момент.
Выставляются мешки с песком вручную игроком в нужных ему местах при помощи кнопок []. Разные кнопки отвечают за разную ориентацию мешков.
При этом, если удерживать Альт, то будет выставлен высокий мешок (прикрывает по шею).
Если нажать кнопку [ или ], удерживая курсор на уже поставленном мешке, то он будет снят с карты, и помещен на "склад".

Чтобы выставить или убрать мешки в секторе, присутствие мерков в этом секторе не обязательно.
Потому что "свой" сектор можно загрузить и без мерков.

ЗЫ Хотя мешки накапливаются во всех секторах с ополчением, тем не менее выставить их и построить из них всякие укрепления можно только в тех секторах, для которых в наборе тайлсетов присутствуют объекты-мешки.


Громов
Во всех секторах Драссена. Как правило в кабаках.
Бывает, что Громова (якобы) не могут найти нигде. В таком случае он, скорее всего, находится в среднем секторе Драссена в самой южной угловой комнате гостиницы в центре сектора.
Re: JA2 Night OPS Translation[message #224646] Wed, 01 July 2009 18:32 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
[color:#CC0000]TRANSLATION EDITED AND IMPROVED THANKS TO WHOAMI[/color]

"Management"
Control, hotkeys

- Enhanced aiming weapons with button 'j'. Also needed for the work of the visual bonuses of optical sights.
- Display the chance to hit with Alt button or permanently with 'y'.
- Removal of the inventory in the sector with pressing ALT.
- Cleaning Del key active page tools sector.
- Forced turn based mode at the tactical display on the key 'd', if the sector is the enemy.
- Ability to load a saved game screen during opponent's turn (press "Ctrl+L")
- Ready weapon with a mouse(similar to button "j"). Clicking right button of mouse we get cursor-sight. Then deduct right button of mouse menu until you see the square menu 3x3. Choose the "attack". Merc is ready his weapon. Or twice choise a menu 3x3, each time choosing the "attack". The first call to the menu only changes the cursor to the sight.
- To remove grenades from RPG-16, located in the main hand, press (Alt + U).
- Changes in the level of general night lighting Alt + '-', Alt + '='.


Micromanagement

- Pockets for clothing and armor (vests, leggins) without the cost of AP.
- Automatic attach of items in the inventory of hiring mercenaries from AIM and MERC.
- Increased the initial amount of money by 10000.
- Use lockpicks and mine detector from the pocket.
- Cars have own inventory
- Spark magazines of ammo by adhering to one another if you have the tape in inventory.
- Recalc of the item's weight when placing it in the inventory.
- Production of the tactics of sandbags. Bags are made in sectors with a militia from 7 to 19 hours. Bags are used for low-key '[' and ']', for the highest combination of Alt. Removed bags reinstalling.
- The repair's threshold of items is set in (TTX.txt).
- Fee-based inventory. 3AP spent for embedding items in the hands, 5AP - in head-slots, 10AP - slots in the body and legs.
- Attaches are not buyable at the traders
[color:#33CC00] - Automatic filling canteens 4 times a day. Canteens hold more water.
[/color]

Weapons

- Each weapon have individual AP at burst (TTX.txt)
- Removed Rod+spring
- Weapon recoil (TTX.txt)
- When shooting from machine guns prone penalty is minimal. Jeeps and tanks constantly have minimal penalty.
- Table of distribution of weapons (the enemy, the police) on the progress (TTH).
- Automatic installation of the pre-integrated attachements at delivery of your purchase.
- Restrict the withdrawal of the pre-integrated attachments.
- Pre-(integrated) attachey have no weight
- Charging the arms cartridges of varying effectiveness to progress the game.
- Removed Pipe+tape+glue
- GM-94 grenade launcher from the M79 - has 4 grenades.
- Variable penalty to shot in the head, depending on the distance to the target.
- Muzzle flash suppressed by silencer. It's needed at night.
- Overheated weapons.
- Jamming weapons, depending on wear and heat.
- Color cartridges. Each type of weapon has an individual color, depending on the properties.

0 - normal: Damage - Armour. (gray)
1 - expansive: (Damage - Armour * 1.5) * 1.7 (light blue)
2 - armor: Damage - Armour * .68 (light pink)
3 - increased armor 1: Damage - Armour * .5 (pink)
4 - a large fraction. (yellow-brown)
7 - high armor 2: Damage - Armour * .5 (bright red)
8 - superbroneboynye: Damage - Armour * .375 (dark red)
9 - exploding: Damage * 1.33 - Armour (Yellow)
10 - armor-fire: Damage * 1.33 - Armour * .75 (orange)
11 - tranquilizer: Damage (armor ignoring) (green)

- RG-6 grenade launcher has 6 grenades.
- Experimental weapons OICW.
- Select the length of the burst (up to 12 shots) by mouse wheel.
- Replaceable barrels of weapon (machine guns - actually with feature "heated weapon").
- Blinding by all types of bullets then hitted in the face.
- Recoil of large-caliber weapons (KSVK, Barrett, Kord) can be damaging, if the shooter is not of "Big Male" type (does apply to opponent). For other bodytypes shooting with large-caliber weapons must be at prone.
- Dropped weapons are automatically reloaded with ammo which correspond the current game's progress
- Game validates(???) attachments on weapons distributed on maps.
- Aiming burst. Aim as well as with single shots. Aiming affects only the first shot in a burst.
- Game restores missing attachments built-in weapons at sale to traders. (validate all integrated attaches)


Sights

- Bonus-range view with Night Scope (+3 tiles) and Sniper Scope (+3 tiles - if weapon non Sniper Rifle, +15 tiles at Sniper Rifles), Depending on the lighting of sector (TTX.txt - parameter "RangeBonus").
- Game automatically choses between the Night Scope and Sniper Scope, depending on the lighting of Sector (i.e. if night - working Night Scope, if day - working Sniper Scope).
- Collimator sight increases accuracy and speed of sight.
- If you have Collimator and Sniper Scope when you aim at target without right clicks of mouse - Collimator is working (i.e. "fast shot"). But if you right-clicks on target, the game selects the Sniper Scope.
- Railmount to install Scopes on the weapon (for example, Sniper Scope at MP5SD3).
- Limit the range of Laser Scope (15 tiles). Accuracy bonuses of Laser Scope similar to a Collimator, so they do not need to combine weapons. (Collimator is better than Laser Scope)
- Reduced effectiveness of Scopes, if the weapon's not Sniper Rifle. If weapon's Sniper Rifle, but the shooter has not trait "Sniper" then reduced effectiveness depending on the accuracy (if Accuracy > 90 - then shooter can use Sniper Rifle but "Sniper" specialists use it much better).
- cheat-item: "Binoculars" - RangeBonus=30 (day and night)
- An alternative mechanism for calculating the cost of AR (1 +2 +3 +4) in the aim of optics.


Cosmetics

- Turn off the shadows of objects in the inventory (ini).
- Changed default settings of the game.
- Option "Drop All" instead of "Metric system".
- In Arulco there are now 5 types of troops - the Army (green), Guard (gray), Royal Guards (white), the internal forces/police (blue) and Marines (blue-gray).
- Site of the BR is available from the beginning of the game.
- Changed items for IMP.
- John Culba sends you Barrett .50BMG
[color:#009900]- Disabled encryption saves. [/color]
- Enable the Ctrl + Enter and Alt + Enter.
[color:#009900]- Assign in "TTX.txt" parameter "Color" and armour/leggins in game will change dynamically to your chosen colro.
[/color]
- Drawing up a strategic map of the port Peskado.
- Displays on the strategic map of the fifth SAM-site (under construction) - near the Balime.
- In item's tooltip you have new information
- Maximum AP for aiming is displayed with red font.
- Option to chose "ProgressDropItems=1/0" in "noptions.ini". "Drop all" the only affects items with Coolness less current progress of game. Prevents uber weapons drops early in game.

Tactical gameplay

- Reduced damage of items from the water.
- Increased overall range of from 25 to 29 tiles (ini).
- Sector sight (in combat mode).
- A different degree of reduction in lateral view, depending on the sighting means: through the open sights, through the optics (OP, OP).
- Range of view from the roof (5 day, 3 night).
- Bonus "sniper" (+15%) now works form everywhere only from the roof. It also affects the more efficient use of optics.
- Camo poncho: head, torso, legs
- The probability of critical hits (headshot 80%, 10% torso, legs 5%).
- Increase the probability of

[Updated on: Thu, 02 July 2009 14:34] by Moderator



Re: JA2 Night OPS Translation[message #224647] Wed, 01 July 2009 18:36 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
That's pretty damn good for a machine translation!
Re: JA2 Night OPS Translation[message #224652] Wed, 01 July 2009 18:50 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
New idea - will edit whoami's post and place the translations at the bottom of the russian versions, this way he can edit the words the translator messed up.


Lol, UBB cannot take such long posts. Back to original idea.

[Updated on: Wed, 01 July 2009 18:56] by Moderator



Re: JA2 Night OPS Translation[message #224655] Wed, 01 July 2009 18:58 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
[color:#CC0000]IMPROVED TRANSLATION[/color]


Features (continued)

- Letters about the Paratroopers.
- Load previously visited sectors without the presence of mercenaries.
- Bossa People may be present only in the sectors of non-Militia (less than 5 in the sector).


Armor

- Delineation of armor absorb damage from explosives for Tanks, Jeeps and others (humans, bloodcats etc).
- The variously Armor-Penetration and Destruction effect on Armour (depending on the type of ammo).
- Jeeps and tanks can be hit with 12.7 mm ammunition.
- Protection of armor on the sides. Ceramic plates offer only frontal protection. Helmet may not work in 50% of front-end hit.


Flow

- Select a skill IMP (like in JA2: UB).
- Expanding the borders of parameters IMP (15-90).
- The level of character in the IMP (3).
- Increase medical skill by using knife on corpses. Restricted by wisdom.
- Minimum of Medical skill(60) for cure patients ("Doctor")
- Training of zero skills by the teacher-pupil.
- Training of Health by running in sector with weight>100%
- Training of Dexterity(??Agility??) by running in sector
- Wisdom increases when clearing enemy explosives.
- Increase of explosives, or mechanics, and dexterity with disarming door traps.
- Increase of wisdom when merc detects a trap door.
- Training of Dexterity(??Agility??) and Health by jumps over a fence
- Training of Dexterity(??Agility??), Health and Strength by climbing up/down Roofs


AI

- AI with machine guns shooting only in "burst-mode"
- Increase the probability of burst-fire by AI.
- Allow AI climb down from the roof in accordance with the order.
- Change of behavior for AI with Sniper Rifle, rocket launchers, Mortars to more cautious (more defensive).
- If AI is running to Alarm-button and will see Player, he starts shooting (in vanilla JA2 - he only runs)
- Increased chance to look around the terms of AI.
- Prevent AI throwing lightstick during daytime.
- Changed condition for show Surrendering messages by AI. Depends on the number of mercs and their health.
- AI first use high explosive grenades (HE) and only later other types.
- Morale drop of AI under suppressive fire.
- AI attack tanks/jeeps only if they have explosive ammo (grenades, mortare, RPG)
- AI shooting without optics only aim at torso.
- Disabled AI picking up items based on coolness (he picks up items only if's out of ammo).
- AI automatically bandage (use small medkit) - after fight
- Rotate the AI to sound shot.
- Jeeps not avoiding highlighted areas (at night)
- AI does not go to highlight areas that have seen the enemy.


NPC, quests

- Doreen may defend when you try to kill her.
- Speeded up the emergence of Iggi (sector C6, B13, C13, D13, F8, G9, H1, C5).
- Random sector for Conrad (sector, F3, G3, G6) and Rider (sector B15, E14, D12, C16, C15, E10, G16)."
- Quest epidemic. We need to get to the lab M14, find a vaccine and bring it to the hospital Dr. Cambria.
- New recruitable character Gromov. Search in Drassen (next day after he sends a letter).
- New recruitable character from JA2UB - Manuel (NightOps-expert!) (D10).
- New recruitable character - Eskimo (Markmanship=95, Sniper+Throwing; sector of "Alma-Prison")
- Quest hostage. Financial conflict with the boss in San Mona led to the seizure of hostages from among the mercenaries. Looking south from San Mona.
- Disabled the disappearance of Tony.
- Always full placement of the terrorists in cities.
- Two new NPC - known spammers from Real site http://www.ja2.su "Tailor" (Taylor) and "Cha" (Cha). In fashion, they also

[Updated on: Thu, 02 July 2009 14:51] by Moderator



Re: JA2 Night OPS Translation[message #224656] Wed, 01 July 2009 18:59 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
---------- BEGIN TRANSLATION ------------


noptions.ini

, active or passive conduct of the police
ActiveMilitia = 0

"Active" police from the very beginning of the battle is appointed by the script SeekEnemy (look for the enemy). And cops throw headlong forward.
"Passive" Police have a script Stationary.

I recall that the scripts (the behavior of cops), you can change the course of battle.
Roll in the Parliament - a picture radio - press and hold the PTP, a plate of choice of scripts. Choose on taste.
If this is to hold ALT, the selected script will be assigned for all militia.

; the impact of the death of the militia loyal to the urban
LoyaltyMilitiaKilled = 0

The death of militias reduces loyalty to the city.
With small losses falling loyalty almost unnoticed. But the bloody fighting could complicate a situation. Because a strong drop in loyalty is reflected in the income from the mine, and if the loyalty of the city of <20% to train the militia in the city will fail.
Increase customer loyalty city: doing quests, thundered the enemy on the approaches and the whole district, the new real-militias.
By the way, in Drassene loyalty drops slowly compared to other cities, and growing as a yeast. Because our people are there everywhere.
Else. Losses militia roadblocks in the defense and air defense also led to a drop in loyalty. All player controlled cities. In short - is stronger and more distant - is weaker.

, an alternative mechanism for calculating the cost of aiming with the optics
AltScopeAP = 0
If you use optical / night sight, a sight for each degree of OD deducted as follows: 1 +2 +3 +4 (arifmetich. progression).

; joke. bowel from the fear of the enemy
Defecation = 0
Fraga, and fight with perepugu can make yourself by, leaving a pile of crap, big and small. Naturally, this happens mostly with green lopushkami, but not with elitchikami gray, or blue from perepoya militias.
At the crap you can podskolznutsya, fall, lose consciousness, but the gypsum stack will not - immediately in the morgue.
What are the most afraid of fragments? And they are most afraid of Ivan, as soon as you say. And after him - Lavu.
Note that with such a yardstick is not the case. And why, asks? Yes, because they are brand pampers from Bobby Ray.
Purchase, citizens!

; air landing in urban sectors not covered aircraft
Paratroopers = 0
Secret weapons Deydrany. Paratroopers arrive suddenly and attack the sector with several parties.
If time stratkarte suddenly stopped, and you can see that around any of your sector, there are several groups of red dots, that it is.
Now you have 10 minutes to organize the defense sector, or try to split the landing in a piecemeal fashion.
Desant planted in the urban sector do not cover air defense. It is air-defense, which is controlled by the player.
In addition, troops might have to attack and air defense bases.

parameters for correction of distance vision
AddDistVisible = 0

Entering a positive or a negative number, you can adjust for a range of detection of the enemy. Need to introduce or increase otnimku. As you will recall, the original was 25 taylov. As though the default 29 taylov.

ЗЫ Well, just in case: the value of most parameters, equal to "0" - disables the feature, a "1" - includes.


All that can be collected:

AUG Para + trunk AUG = AUG
TNT + Receptacle crystal RDX = HMX
F1 + Spring = Mina
F1 + rope = Mina
F1 + copper wire = Mina
Bank = Bank + rope on a rope
X + display = identification
Commanding hours + = Copper wire detonator
Falshfeer + = Rope Lighting mine
Copper wire Falshfeer + = Illumination mine
Play + Copper wire = Display
Prefix + + X-ray tube cud = X
T-shirt + Clay + skin = Maskhalat
Bank + Cigars + Receptacle crystals RDX = Smoke grenade


Scripts appointed militia.

Stationary - will be in place until you see the enemy or not to be under fire. In this case, it may move within 5 taylov.
On Guard - will be moving within 5 taylov from where he was assigned a script. As soon as we will know about the enemy, increase the radius of movement of up to 15 taylov.
Close Patrol - will patrol in 15 taylov of where he was assigned a script. As soon as we will know about the enemy, increase the range patrols to 25 taylov.
Far Patrol - will patrol within 25 taylov of where he was assigned a script. As soon as we will know about the enemy, increase the range patrols to 50 taylov.
On Call - patrol within a radius of 10 taylov. As soon as we will know about the enemy, increase the radius of up to 30 patrol taylov and to help her, if it pozovut (cause the radio).
Seek Enemy - patrolled the entire map. As soon as we will know about the enemy, immediately pometetsya to it.
Point Patrol - patrolling on a particular route (the route can be set only in the editor, so in this case useless script).
Rnd Point Patrol - patrol randomly route (the route can be set only in the editor, so in this case useless script).

[Updated on: Wed, 01 July 2009 19:20] by Moderator



Re: JA2 Night OPS Translation[message #224657] Wed, 01 July 2009 18:59 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
How does adding sandbags?
In the sectors with the militia they build sand bags (with a certain speed, depending on Kolvy militia). Clicking on stratkarte sector PTP can browse them as there is at this time.
Exposed sandbags by hand a player in the right places it using []. Different buttons are responsible for the different orientation of bags.
[color:#006600]If the hold Alt, it will put a high bag (covers for the neck).
[/color]If you press [or], keeping the cursor on the already delivered the bag, it will be removed from the card and placed on the "warehouse".

To show or hide bags in the sector, the presence of mark in this sector is not necessary.
Because "their" sector can be downloaded and without standards.

ЗЫ While the bags are accumulating in all sectors with the militia, however, expose them and to build all of them can only strengthen in those sectors for which a set of objects present tileset-bags.


Gromov
In all sectors Drassena. As a rule of Kabaka.
Sometimes Gromova (supposedly) can not find anywhere else. In this case, it most likely is in the middle sector Drassen in the southernmost corner room hotel in the center of the sector.

[Updated on: Wed, 01 July 2009 19:14] by Moderator



Re: JA2 Night OPS Translation[message #224674] Wed, 01 July 2009 19:59 Go to previous messageGo to next message
Shanga

 
Messages:3530
Registered:January 2000
Location: Danubia
Again, thanks a lot whoami, you are true "boundary spanner" Smile


Re: JA2 Night OPS Translation[message #224689] Wed, 01 July 2009 20:57 Go to previous messageGo to previous message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
I'll never be able to play for reading all this........... Very Happy

Thanks anyway :ok:


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