Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: advanced repair/dirt system
New feature: advanced repair/dirt system[message #308926] Sat, 11 August 2012 15:17 Go to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Repair threshold for items and consideration of dirt on guns

I made two new small features. They are of course fully optional.

Advanced repair:
  • Weapons and armour now have an internal repair threshold. When an item gets damaged (and thus its status is lowered), there is a (xml-based) chance that its internal repair threshold is lowered as well.
  • A gun can only be repaired up to its internal repair threshold by your mercs, not above that (not even by engineers). The only way to restore it up to a 100% is by having on of Arulco's smiths repair it in their shops.
  • The goal of this feature is force the player to be more careful with his equipment. Either have spare weapons, maintain fire discipline (thus damage your equipment less), or make use of the local smiths (which were to much underused imho).
  • As the chance to damaging the internal repair threshold is xml-based, weapons can differ here up to your own wishes. With my stock values, AK-based rifles have a lower chance to internal damage, representing their durability. Thus these guns are easier to maintain, especially if you have no access to spare equipment or the smiths.

Dirt system:
  • Every gun now has a 'dirt value'. Firing a shot adds dirt to the gun's dirt level. This can get modified by attachments and the ammunition type.
  • The sector you are in has a very high influence on the amount of dirt added. It is not much in cities, but swamps and especially deserts add a lot of dirt.
  • Your weapon will also slowly get dirtier just by being in a sector or your inventory. Note that by keeping a gun in a holster or bags, you will reduce the amount of additional dirt they get.
  • The higher a gun's dirt level is, the higher the chance that it will jam.
  • The dirt value is also xml-based. Some weapons, like the M16A1, a very vulnerable to dirt, a clean M16 will have severe problems after jsut 2 magazines in the desert. Others, like the SCAR, can fire a lot more until they jam.
  • There are two ways to clean a gun:
    • if you repair a gun up to 100% (or its current internal repair threshold), it will also get cleaned.
    • use a cleaning kit (new item #1576). Just have one in your inventory and press 'Ctrl' + '.' and click on the 2nd button. All your guns will get cleaned (if they are dirty to begin with). If you are currently in combat, this will cost APs (ini-value), and only one gun will get repaired, starting with your hand slots.
    • cleaning kits can degrade by use, but it'll take a long time to use up one.

These features can be controlled via the JA2Options.ini.

;------------------------------------------------------------------------------------------------------------------------------
; advanced repair/dirt system
;------------------------------------------------------------------------------------------------------------------------------

; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
ADVANCED_REPAIR = TRUE

; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE

; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
DIRT_SYSTEM = TRUE

; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
FULL_REPAIR_CLEANS_GUN = FALSE;

; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
SECTOR_DIRT_DIVIDER = 1000


XML entries:

Items.xml:

  • is an UINT8 value. It describes the chance that upon lowering the item's status, the internal repair threshold will be lowered as well.
  • is a FLOAT value. It is the base value of dirt generated with every shot, as well as the base for time-based dirt generation.

AmmoTypes.xml:

is a FLOAT value. It describes the additional dirt generation if using this type of ammunition.

Map/SectorNames.xml:

is an UINT16 value. It describes how many percent of dirt will be generated. For example, deserts have a value of 1000, which means that in a desert you will generate 10 times as much dirt as in a clean city.

And now a few demo pics:

http://i47.tinypic.com/2dq29v.jpg
Spam's M16 is already very dirty. It jams, even though its status is very high and its temperature is 0.

http://i45.tinypic.com/212dbly.jpg
Dirt modifier description. The gun's value of 60 is increased by 20% due to using AP ammo (ammo types add/substract a percentage of dirt). Note the status bar on the left side indicates that the internal repair threshold is lower than 100%.

http://i48.tinypic.com/eo64o.jpg
Ammo dirt modifier.

http://i46.tinypic.com/35kq5x1.jpg
This flak jacked is highly damaged, and thus, it can onyl be repaird up to 77%

I will add this to the trunk if nobody is against that, but now, discuss this, and please give feedback/critique/suggestions.

This is now in the trunk r5480, necessary GameDir is 1498.

[Updated on: Thu, 07 March 2013 03:15] by Moderator

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Captain

Re: New feature: advanced repair/dirt system[message #308927] Sat, 11 August 2012 15:37 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
This will add even more reality to the game - I missed cleaning kits (like those for Western weapons in Urban Chaos by wil473) long ago. Just add it ASAP!Smile What new features are in your further plans, Flugente?

[Updated on: Sat, 11 August 2012 15:37] by Moderator

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Private 1st Class
Re: New feature: advanced repair/dirt system[message #308929] Sat, 11 August 2012 15:51 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
1. About repair threshold: Does it apply to enemy drops as well? E.g. an enemy drops a gun in very poor condition (like 9%) and a threshold of like 50% resulting in defacto unusable drops (until repaired in a shop)?

2. Out of curiosity: Is there a logical reason for AP ammo doing more dirt than ball (assuming that reference ammo that has no dirt modifier is ball [which is not available to some/most rifle calibers])? Or is it just for illustration here?

3. is dirt somehow connected with "normal" degradation (like every X% dirt damages gun by Y pts)? Or is it sort of a parallel damage system with no interconnection?

4. Like in 1): Does apply to enemy as well, do they drop dirty guns?

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Sergeant Major
Re: New feature: advanced repair/dirt system[message #308932] Sat, 11 August 2012 16:53 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Further features are planned, but I won't tell... more surprise that way Smile

1. Enemy guns and armour also has lowered repair thresholds when dropping.
2. Just for illustration. I have no idea on how specific ammo types cause dirt. All xml values are just my uneducated guesswork. My hope is that people that do know start filling these values.
3. Atm no. Dirt only causes weapon jams, not degradation (though it would be possible to code).
4. The dirt system also applies to enemies. As they never have weapon jams, they just don't care.

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Captain

Re: New feature: advanced repair/dirt system[message #308938] Sat, 11 August 2012 17:49 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
The line between JA2 and 7.62 High Caliber-styled reality is slowly fading away.
Nice work. More fun stuff to play with.

Quote:
Your weapon will also slowly get dirtier just by being in a sector or your inventory.

Hmm. Cleaning kits. A maintenance option for the repair menu, perhaps? Alt+. doesn't really do it for me, especially since Ctrl+. doesn't even register on my European keyboard (i.e. nothing happens). More obscure hotkeys to keep in mind. :crazy:
Should take a little while to clean your arsenal anyway, right? (Possibility for experience level and mechanics to come into play?) Dunno.

Oh, and try changing the "Jammed" status text to a simple "Jam". Smaller, less cutoff. Wink

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Sergeant Major
Re: New feature: advanced repair/dirt system[message #308940] Sat, 11 August 2012 17:56 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Thx for explaining.

3. Would quite like to have this interconnected, like: A jam due to dirt results in e.g. -X Pts in gun's status (and/or repair threshold as well). By this, environmental influence would have more impact on firearms. Like "After a longer campaign in the desert/swamp/.., the guns you used are due to complete overhaul (or even the dustbin) ..." Wink

Anyway, sounds like some more good and sound additional features by you - again! Smile :super:

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Sergeant Major
Re: New feature: advanced repair/dirt system[message #309219] Fri, 17 August 2012 23:09 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Is this wonderful feature already in the trunk? Thanks!

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Staff Sergeant
Re: New feature: advanced repair/dirt system[message #309242] Sat, 18 August 2012 02:16 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
This is in the trunk now. Exe built on r5480 is in my sig, it requires GameDir r1498 when using this feature.

Be warned, THIS BREAKS SAVEGAME COMPATIBILITY!!!

It is smart to have few cleaning kits (item 1576). They can be bought from BR, Tony, Keith, Sam and Jake.

[Updated on: Sat, 18 August 2012 02:49] by Moderator

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Captain

Re: New feature: advanced repair/dirt system[message #309248] Sat, 18 August 2012 12:52 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Quote:

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Master Sergeant
Re: New feature: advanced repair/dirt system[message #309249] Sat, 18 August 2012 12:54 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The smiths in Arulco will repair your items back to 100%. Perko and Arnie, ever heard of them?

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Captain

Re: New feature: advanced repair/dirt system[message #309250] Sat, 18 August 2012 12:57 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Ups. I have heard something but I do not remember exactly because I did not use their services. Smile

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Master Sergeant
Re: New feature: advanced repair/dirt system[message #309251] Sat, 18 August 2012 13:01 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Exactly. Propably nobody ever used them. And now there is a reason to do so.

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Captain

Re: New feature: advanced repair/dirt system[message #309252] Sat, 18 August 2012 13:26 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Is it only these two, or someone else?

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Master Sergeant
Re: New feature: advanced repair/dirt system[message #309253] Sat, 18 August 2012 13:39 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Any merchant that can repair gear will repair it to 100%. At least in vanilla, those are the only 2 I know of. Perco in Grumm (same sector as Arnie) also repairs, but only electronic items, which most guns aren't.

http://i50.tinypic.com/1ysc4j.jpg

[Updated on: Sat, 18 August 2012 13:51] by Moderator

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Captain

Re: New feature: advanced repair/dirt system[message #309352] Mon, 20 August 2012 22:54 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: As of r5485, the command to clean weapon is no longer 'Alt' + '.'. Instead, 'Ctrl' + '.' opens up a little menu. #2 is the weapon cleaning command.

This will save a few keys in the future.

http://i49.tinypic.com/2612l1z.jpg

The Exe is in my sig.

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Captain

Re: New feature: advanced repair/dirt system[message #309564] Mon, 27 August 2012 22:26 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: as of r5538, there are now cleaning options in the menu shown in my previous post.

  • 2: in turnbased, the currently selected merc will clean the first gun in his inventory he finds if he has enough APs
  • 2: if not in turnbased, all mercs in this sector will clean the first gun in their inventory
  • 3: in turnbased, the currently selected merc will clean all his guns
  • 3: if not in turnbased, all mercs in this sector will clean all their guns

Of course, cleaning requires cleaning kits.

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Captain

Re: New feature: advanced repair/dirt system[message #309566] Mon, 27 August 2012 22:49 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Press 4 to release the kraken.

Of course, releasing kraken requires kraken releasing kits.

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First Sergeant
Re: New feature: advanced repair/dirt system[message #309568] Mon, 27 August 2012 23:07 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
You need a bolter to release kraken.

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Captain

Re: New feature: advanced repair/dirt system[message #312139] Fri, 16 November 2012 09:36 Go to previous messageGo to next message
Bombrik is currently offline Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Only problem I have encountered with this is it makes mechanically inclined Mercs rather redundant also you hit a bottleneck with the repair NPCs. They can only take in four items at a time, and the repair times are slow compared to the mercenaries. The Mech-Able Mercs also seem ineffective and not needed, as the repair limitation seems to appear very quickly, even if an item (Like Armor) is just sitting around in a town.

I have to disable it for my games, mainly due to the bottleneck. If Perko and the others could at least work faster, or take in more items, it would be much better.

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Private
Re: New feature: advanced repair/dirt system[message #312155] Sat, 17 November 2012 01:00 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Well, the only thing you truly need the smiths for is reparing items back to 100%. Your other mercs can still repair them up to the threshold, and the smiths handle the rest.

The repair threshold can only be lowered if the item itself is damaged. Did you find an instance where that was not the case? That would be interesting to reproduce.

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Captain

Re: New feature: advanced repair/dirt system[message #312164] Sat, 17 November 2012 07:01 Go to previous messageGo to next message
Bombrik is currently offline Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Break Lights, Grenades, Misc Items that are not Armor and Weapons seem unable to be repaired by a merc, and anything below 40% is basically "vendor trash". This works well for Grenades as you can sell them to Tony, but unless you make the trek to Estoni, or Keith's minor sum of cash ($1,500 a day) has been increased, you'll just have to LMB-Sell them or buy 100% items straight from BR's.

I have not seen excessive cases of repair thresholds being lowered, but maybe I am just rough with my weapons. My real complaint is that, with the inability the Mercs have to repair Grenades, Break Lights and other items, you have to either buy brand new, or you have to deal with the repairmen. Which wouldn't be a problem if there was a way to increase their repairspeed (Don't even care if it costs more) or if they can take more than 4 items at a time. Sending a single merc in to get his gear all patched up, ends up putting them on the sidelines for almost a week.

Edit: I suppose my real issue is that this makes mech-able mercs rather useless to the team. They can't repair as much as they used to be able to. Right now, they can, at best, do minor repairs to weapons and armor. Everything else, they can't touch.

[Updated on: Sat, 17 November 2012 07:03] by Moderator

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Private
Re: New feature: advanced repair/dirt system[message #312175] Sat, 17 November 2012 15:16 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Ah, now I see. Due to an oversight, one couldn't repair anything other than guns and armour. This has now been corrected in r5692 - you can repair grenades and other stuff just like you used to.

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Captain

Re: New feature: advanced repair/dirt system[message #312195] Sun, 18 November 2012 06:18 Go to previous messageGo to next message
Bombrik is currently offline Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Flugente
Ah, now I see. Due to an oversight, one couldn't repair anything other than guns and armour. This has now been corrected in r5692 - you can repair grenades and other stuff just like you used to.


That did the trick! Perfecto! I'm just very surprised no one else noticed this.

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Private
Re: New feature: advanced repair/dirt system[message #312198] Sun, 18 November 2012 10:29 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Figured not being able to repair everything was a new feature. Very Happy

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Sergeant Major
Re: New feature: advanced repair/dirt system[message #312202] Sun, 18 November 2012 16:22 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Slax
Figured not being able to repair everything was a new feature. Very Happy

Hmm... now that you mention it... I'll reintroduce it as an option Very Happy

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Captain

Re: New feature: advanced repair/dirt system[message #312204] Sun, 18 November 2012 18:15 Go to previous messageGo to next message
Tobias is currently offline Tobias

 
Messages:31
Registered:July 2006
Location: Munich, GERMANY
Flugente

Further features are planned, but I won't tell... more surprise that way Smile

2. Just for illustration. I have no idea on how specific ammo types cause dirt. All xml values are just my uneducated guesswork. My hope is that people that do know start filling these values.


Hello Flugente,
thanks for your nice feature. Please talk to wil473 (Wilson) so he can implement your feature in his near future release of AFS v4.0 (folding stock mod) ... that would be realy cool!

Thank you again!

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Private 1st Class
Re: New feature: advanced repair/dirt system[message #312205] Sun, 18 November 2012 18:33 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
He did already :headscratch:
You should check wil's documentation threads once in a while.

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Captain

Re: New feature: advanced repair/dirt system[message #312225] Mon, 19 November 2012 01:36 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@Slax: With the ini option ONLY_REPAIR_GUNS_AND_ARMOUR in r5693, the aforementioned bug is now an option Very Happy

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Captain

Re: New feature: advanced repair/dirt system[message #312245] Mon, 19 November 2012 09:25 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Neat! Scavenging ahoy.

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Sergeant Major
Re: New feature: advanced repair/dirt system[message #312539] Tue, 27 November 2012 12:24 Go to previous messageGo to next message
krux is currently offline krux

 
Messages:62
Registered:June 2011
IMO a merc with engineer trait should be able to fully repair items when using certain facilities. Being limited to just 2 NPCs for repairing seems like to much hassle for me. I use the dirt system though but haven't seen much effects of it yet.

Also this feature together with the Food feature screams for additional shops. It gave me the idea of generic shops, think if you could turn faceless/voiceless NPCs into vendors, basically use the code for the current shops but remove the need for dialogue or facial animation (and maybe tweak the UI a little to fit this). Then you could easily add lots of different types of stores scattered around. Would be very useful for new features that are dependent on new items (think drugstore etc). I realize though that if this was easily done, someone would have done it already.

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Corporal
Re: New feature: advanced repair/dirt system[message #312541] Tue, 27 November 2012 12:50 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
And , Arulco is a dirt-poor country , not likely to have shops scattered around whenever needed .

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Captain

Re: New feature: advanced repair/dirt system[message #312542] Tue, 27 November 2012 13:25 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
I know this has the stated goal of making certain NPCs more relevant, but substituting a fully trained engineer with a well equipped workshop (facility, maybe only one on the whole map and in the southern half) shouldn't be too bad imo.

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Captain

Re: New feature: advanced repair/dirt system[message #312558] Tue, 27 November 2012 20:15 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Well, you only need the NPCs to restore the threshold to 100%, actually, so the situation isn't that dramatic...

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Captain

Re: New feature: advanced repair/dirt system[message #312559] Tue, 27 November 2012 20:16 Go to previous messageGo to next message
krux is currently offline krux

 
Messages:62
Registered:June 2011
lockie: Yeah I guess, and the rich towns would probably be on Deidrannas side. But still, I never said the stores would be well stocked.

The facility idea would probably be relatively easy to do though, and enhance this feature for many people. If setting a high required mechanic skill for this facility, or just making it really slow would still encourage you to use Perko & CO whenever possible.

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Corporal
Re: New feature: advanced repair/dirt system[message #312570] Wed, 28 November 2012 01:14 Go to previous messageGo to next message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Loving the Advanced repair system. Its pretty awesome when you get a lucky drop but still have to go that extra mile to get it to 100%. great dynamic. Don't really notice the dirt system as much but im sure with a little tweaking it'll make the game more interesting.

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Corporal
Re: New feature: advanced repair/dirt system[message #316030] Thu, 07 March 2013 03:22 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: As of r5904 & GameDir 1617, there is now an option that controls wether a gun will be fully cleaned as a side-effect of repairing it up to its current maximum threshold.
; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
FULL_REPAIR_CLEANS_GUN = FALSE;
This was always true previously. This caused dirt not to be that severe if one frequently repaired his guns, thus limiting the effects.
This is still true for the smiths - a sign of customer service no doubt Wink

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Captain

Re: New feature: advanced repair/dirt system[message #316134] Sun, 10 March 2013 16:09 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
I was wondering, maybe a small piece like this or similar can be added to the code:

Assingments.cpp
			// Flugente: if using the new advanced repair system, we can only repair up to the repair threshold
			INT16 threshold = 100;
			if ( gGameExternalOptions.fAdvRepairSystem && ( (Item[pObj->usItem].usItemClass & IC_WEAPON) || (Item[pObj->usItem].usItemClass & IC_ARMOUR) ) )
			{
				if ( gGameExternalOptions.fMercsCanDoAdvancedRepairs )
				{
					if ( ( !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) ) )
						threshold = (*pObj)[ubLoop]->data.sRepairThreshold;
				}
				else
				{
					threshold = (*pObj)[ubLoop]->data.sRepairThreshold;
				}
			}

			// repairable, try to repair it
			DoActualRepair( pSoldier, pObj->usItem, &((*pObj)[ubLoop]->data.objectStatus), threshold, pubRepairPtsLeft );

			if ( gGameExternalOptions.fAdvRepairSystem && gGameExternalOptions.fMercsCanDoAdvancedRepairs && ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) ) && ( (Item[pObj->usItem].usItemClass & IC_WEAPON) || (Item[pObj->usItem].usItemClass & IC_ARMOUR) ) )
				(*pObj)[ubLoop]->data.sRepairThreshold = (*pObj)[ubLoop]->data.objectStatus;


GameSettings.cpp
gGameExternalOptions.fMercsCanDoAdvancedRepairs			= iniReader.ReadBoolean("Strategic Gameplay Settings","MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE);



GameSettings.h
BOOLEAN fMercsCanDoAdvancedRepairs;				// allow mercs with technician/engineer trait to raise weapon threshold


JA2_Options.ini
; if set to true mercs with technician/engineer trait can repair item treshold much like local weaponsmiths can
MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE


Then we can have a customized option to allow mercenaries with technician/engineer trait to be able to repair weapons to 100% threshold for those who want it. While this new repair system is quite balanced, it does make those mercs whose main specialization is being a repairman, not a soldier, kinda underappreciated. You know, hiring someone who is a specialist highly experienced in dealing with military equipment and instead I need to go to some local of a backwater town of a third world country to get my items fixed properly Very Happy.

Another thing which is bugging me is why do the blades get internal damage applied to them even though they have a DamageChance factor set to 0. They do use up pretty fast BTW. Much faster than the guns. It would be OK I guess (having to sharpen them once in a while) if not for having this internal damage thing afflicting them as well.

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Corporal 1st Class
Re: New feature: advanced repair/dirt system[message #316137] Sun, 10 March 2013 16:59 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
While I personally won't use that option (I always use a dedicated repair team that mostly consists of technicians/engineers, which would render this feature pointless with the option), this seems to be a much-demanded point... Committed in in r5917 and GameDir r1619. Thank you, merc05 Smile

Blades got a lowered threshold because I did not perform the correct check, also fixed in the commit.

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Captain

Re: New feature: advanced repair/dirt system[message #316479] Fri, 22 March 2013 20:22 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
Flugente
While I personally won't use that option (I always use a dedicated repair team that mostly consists of technicians/engineers, which would render this feature pointless with the option), this seems to be a much-demanded point... Committed in in r5917 and GameDir r1619. Thank you, merc05 Smile

Hm... maybe I'm doing something wrong, but the feature is not working for me... I'm using Jagged Alliance 2 v1.13 r5927 & r1622 data, AFS 4.30, and have the option set to TRUE in ini, but when I set Maddog (Engineer, new trait system) to do repairs, with just the broken pistol (3%) in whole squad inventory, it can't go beyond 3% anyway. it keeps saying "Maddog lacks the necessary skill to repair anything" and stops the time compression. here's my ini: http://pastebin.com/yJfbQZ6S

EDIT: A thought, maybe it works with technicians only, and not ENGINEERS?
EDIT2: Just hired Barry and checked this; it does not work with him as well.

EDIT3: It's also worth mentioning an oddity - since I was fiddling with ini anyway, I tried to disable the advanced repair system altogether, fix the gun, save the game and enable it to see what happens - everything works fine, to my surprise Smile. Just one oddity - the repaired gun is now at 40% but after re-enablind advanced repair system, it's threshold is still at 3% Smile. I guess theren't nothing to do about it though, since it works as intended.

[Updated on: Fri, 22 March 2013 21:54] by Moderator

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Staff Sergeant
Re: New feature: advanced repair/dirt system[message #316513] Sun, 24 March 2013 01:45 Go to previous messageGo to previous message
Flugente

 
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Registered:April 2009
Location: Germany
Faalagorn
Flugente
While I personally won't use that option (I always use a dedicated repair team that mostly consists of technicians/engineers, which would render this feature pointless with the option), this seems to be a much-demanded point... Committed in in r5917 and GameDir r1619. Thank you, merc05 Smile

Hm... maybe I'm doing something wrong, but the feature is not working for me... I'm using Jagged Alliance 2 v1.13 r5927 & r1622 data, AFS 4.30, and have the option set to TRUE in ini, but when I set Maddog (Engineer, new trait system) to do repairs, with just the broken pistol (3%) in whole squad inventory, it can't go beyond 3% anyway. it keeps saying "Maddog lacks the necessary skill to repair anything" and stops the time compression. here's my ini: http://pastebin.com/yJfbQZ6S

EDIT: A thought, maybe it works with technicians only, and not ENGINEERS?
EDIT2: Just hired Barry and checked this; it does not work with him as well.
Fixed in r5950.
Faalagorn

EDIT3: It's also worth mentioning an oddity - since I was fiddling with ini anyway, I tried to disable the advanced repair system altogether, fix the gun, save the game and enable it to see what happens - everything works fine, to my surprise Smile. Just one oddity - the repaired gun is now at 40% but after re-enablind advanced repair system, it's threshold is still at 3% Smile. I guess theren't nothing to do about it though, since it works as intended.
Yes, it is intentional. Can't have players cheating by disabling the feature, repairing, and enabling it again, can we now?

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