Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #359027 is a reply to message #359025] Wed, 12 February 2020 22:23 Go to previous messageGo to next message
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Sukha wrote on Thu, 13 February 2020 01:15
Hehe, I do play on Expert and have Increased garrissons to 300 so i have lots of enemies to fight, they spam so much gas the fights get really long because of the vision lol. It was fun at first, but got kinda nnoying and tedious over time.
I guess I will have to copy my settings over to Novice. Thx for the quick answer.
If you only have a problem with gas, just remove gas grenades from enemy choices, they will use regular grenades when they become available.
Playing on Novice will also have impact on AI which decides some actions based on game difficulty and soldier's difficulty. There are also many other difficulty based checks in the code which are not controlled by ini.



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Re: Experimental Project 7[message #359028 is a reply to message #359027] Wed, 12 February 2020 22:28 Go to previous messageGo to next message
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sevenfm wrote on Wed, 12 February 2020 21:23
Sukha wrote on Thu, 13 February 2020 01:15
Hehe, I do play on Expert and have Increased garrissons to 300 so i have lots of enemies to fight, they spam so much gas the fights get really long because of the vision lol. It was fun at first, but got kinda nnoying and tedious over time.
I guess I will have to copy my settings over to Novice. Thx for the quick answer.
If you only have a problem with gas, just remove gas grenades from enemy choices, they will use regular grenades when they become available.
Playing on Novice will also have impact on AI which decides some actions based on game difficulty and soldier's difficulty. There are also many other difficulty based checks in the code which are not controlled by ini.
Okay this complicates things ROFL
I guess the differences in hard coded AI behavior based on difficulty are not documented anywhere?

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Re: Experimental Project 7[message #359029 is a reply to message #359028] Thu, 13 February 2020 00:04 Go to previous messageGo to next message
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Sukha wrote on Thu, 13 February 2020 01:28
I guess the differences in hard coded AI behavior based on difficulty are not documented anywhere?
It's mostly linear relationship between difficulty level and probability of AI using some features, on easy levels AI will much less often use grenade launchers and other heavy weapons, enemy teams will have very few mortars, enemy soldiers will be less trained so they hit less often, AI will use smoke grenades less often etc.



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Re: Experimental Project 7[message #359107 is a reply to message #332214] Sun, 01 March 2020 14:27 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
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Hi Sevenfm, I have a couple of observations and suggestions, I am not sure if they had been raised before, but here they are:

- Is it possible to make the enemies use wire cutters to cut through fences? Currently, they try to go around the fences when attacking a sector which results in them getting easily killed, giving the defenders behind fences an unrealistically high advantage.

- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?

- Would it be possible to include a setting (maybe in the ingame options) which allows us the choice of calibres the enemy is using? For example, the player can decide to have NATO calibres or WP, or both. He can likewise disable experimental or very new calibres (such as 6.8), which are quite unrealistic. I think at the moment the only possibility of doing this is to tediously edit the xml files, so such an option would be great.

[Updated on: Sun, 01 March 2020 14:28]

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Re: Experimental Project 7[message #359108 is a reply to message #359107] Sun, 01 March 2020 14:34 Go to previous messageGo to next message
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crackwise wrote on Sun, 01 March 2020 17:27
- Is it possible to make the enemies use wire cutters to cut through fences? Currently, they try to go around the fences when attacking a sector which results in them getting easily killed, giving the defenders behind fences an unrealistically high advantage.
Currently they will sometimes try to blow up obstacles with grenades, especially when flanking. But I'm not sure how effective it works.
Making enemies cutting fences is possible, just requires some coding.

Quote:
- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?
Unfortunately, NCTH is a terrible thing for AI and game balance. If you want suppression to work as it should, you need to play OCTH.
I can change some values for AI but it cannot fix the system.

Quote:
- Would it be possible to include a setting (maybe in the ingame options) which allows us the choice of calibres the enemy is using? For example, the player can decide to have NATO calibres or WP, or both. He can likewise disable experimental or very new calibres (such as 6.8), which are quite unrealistic. I think at the moment the only possibility of doing this is to tediously edit the xml files, so such an option would be great.
That would need making a second system for guns/items distribution which doesn't make much sense since everything can be done with XML. Maybe you need to find some way of automating XML work instead like make a script which will change XMLs.



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Re: Experimental Project 7[message #359109 is a reply to message #359108] Sun, 01 March 2020 18:21 Go to previous messageGo to next message
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Quote:
- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?
If you go into JA2Options.ini and set AI_SUPPRESS_MIN_MAG_SIZE to be more than 20 - which will exclude calibres larger than 5.56 in 1.13 and most mods, I think (AV has it set to 30) then the AI with rifle calibre auto weapons will shoot short bursts and not waste ammo shooting into the air. That has been my experience in AV, YMMV.

I also set AI_SUPPRESS_MIN_AMMO_REMAINING to 30 so they only lay down suppression fire if they have a full mag. Otherwise . . . short bursts. Works for me.

[Updated on: Sun, 01 March 2020 18:26]

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Re: Experimental Project 7[message #359116 is a reply to message #359108] Mon, 02 March 2020 01:29 Go to previous messageGo to next message
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I often wondered if it would be possible for players to fix holes in fences, somewhat like the building sandbags function for defensive purposes. Making enemies be able to cut them open would add another level of detail.

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Re: Experimental Project 7[message #359123 is a reply to message #359108] Tue, 03 March 2020 22:29 Go to previous messageGo to next message
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sevenfm wrote on Sun, 01 March 2020 14:34

Unfortunately, NCTH is a terrible thing for AI and game balance. If you want suppression to work as it should, you need to play OCTH.
I can change some values for AI but it cannot fix the system.
Thanks for the reply sevenfm. Is it somehow possible to change to OCTH from NCTH on an ongoing game?


edmortimer wrote on Sun, 01 March 2020 18:21

If you go into JA2Options.ini and set AI_SUPPRESS_MIN_MAG_SIZE to be more than 20 - which will exclude calibres larger than 5.56 in 1.13 and most mods, I think (AV has it set to 30) then the AI with rifle calibre auto weapons will shoot short bursts and not waste ammo shooting into the air. That has been my experience in AV, YMMV.

I also set AI_SUPPRESS_MIN_AMMO_REMAINING to 30 so they only lay down suppression fire if they have a full mag. Otherwise . . . short bursts. Works for me.
Thanks a lot for the tip, will try it out and see if it helps. But the annoying thing is my mercs also shoot sometimes up into air, which is ridicilous, considering this happens with a lvl 8 merc having the machinegunner trait (in this case it is Ice), using FN MAG with bipod on prone position...

It is also quite common for my mercs to shoot on the earth in front of them when prone. This somehow happens more frequently with the FN MAG. Any tips for setting adjustments?

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Re: Experimental Project 7[message #359124 is a reply to message #359123] Tue, 03 March 2020 22:38 Go to previous messageGo to next message
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Changing CTH system in the ongoing game is not possible, but NCTH is fully playable in my opinion, it just doesn't fit well with other parts of the game.
Shooting in the ground is a part of NCTH system, since shots are distributed randomly within aperture, the only solution is to aim better and improve autofire control. I tried to experiment with recoil counterforce settings but still not happy with the results.

[Updated on: Tue, 03 March 2020 22:42]




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Re: Experimental Project 7[message #359125 is a reply to message #359124] Wed, 04 March 2020 10:08 Go to previous messageGo to next message
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CTH system can be switched freely during a campaign since build 8625. Maybe you want to move this setting to JA2_Options.ini too in your 7609 based builds?


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Re: Experimental Project 7[message #359126 is a reply to message #359124] Wed, 04 March 2020 15:33 Go to previous messageGo to next message
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Quote:
I tried to experiment with recoil counterforce settings but still not happy with the results.
I'm experimenting with it also. Is there anywhere where all the NCTH tags are documented as to exactly how they work.

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Re: Experimental Project 7[message #359127 is a reply to message #359126] Wed, 04 March 2020 15:48 Go to previous messageGo to next message
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edmortimer wrote on Wed, 04 March 2020 18:33
I'm experimenting with it also. Is there anywhere where all the NCTH tags are documented as to exactly how they work.
There is NCTH guide by Headrock on the forum, apart from that I don't know any. You can also google forum for specific tags. The rest of information is in the game code.



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Re: Experimental Project 7[message #359128 is a reply to message #359125] Wed, 04 March 2020 15:53 Go to previous messageGo to next message
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silversurfer wrote on Wed, 04 March 2020 13:08
CTH system can be switched freely during a campaign since build 8625. Maybe you want to move this setting to JA2_Options.ini too in your 7609 based builds?
I personally don't like this change:
1. Now half of questions from new players are like "where are all those start options"?
2. It's much more convenient to select CTH system when starting new game, especially when testing and experimenting.
3. If someone really wants to allow changing NCTH in ongoing campaign, it should be implemented as ingame option (like it was originally) and not as hard to find ini settings.
4. In my personal opinion, ini options are for modders, everything that player needs should be available in the game interface.

[Updated on: Wed, 04 March 2020 16:30]




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Re: Experimental Project 7[message #359129 is a reply to message #359128] Wed, 04 March 2020 16:24 Go to previous messageGo to next message
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"ini options are for modders, everything that player neeeds should be available in the game interface."

I wholeheartedly agree. When people mess with ini options they are likely to cause unforeseen problems that are not apparent until much later in the game. If you get new players they need to be able to sit down and play. Experienced modders and old-timers know how to do things or find the answers. Any new or people who have not played in a long time need easy quick starts and fewer options.

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Re: Experimental Project 7[message #359130 is a reply to message #359127] Wed, 04 March 2020 17:47 Go to previous messageGo to next message
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Quote:
There is NCTH guide by Headrock on the forum, apart from that I don't know any. You can also google forum for specific tags. The rest of information is in the game code.
I'll check out Headrock's guide if I can find it. I routinely use the forum search to try to find info on tags on this forum - using the whole tag and breaking it up into individual words. Perhaps I'm doing it wrong but I almost never seem to find anything substantial, if anything at all.


I found this over there: https://ja2v113ham.fandom.com/wiki/New_Chance_To_Hit

[Updated on: Wed, 04 March 2020 17:58]

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Re: Experimental Project 7[message #359131 is a reply to message #359128] Wed, 04 March 2020 22:11 Go to previous messageGo to next message
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sevenfm wrote on Wed, 04 March 2020 15:53

3. If someone really wants to allow changing NCTH in ongoing campaign, it should be implemented as ingame option (like it was originally) and not as hard to find ini settings.
That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.

[Updated on: Wed, 04 March 2020 22:11]

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Re: Experimental Project 7[message #359132 is a reply to message #359130] Thu, 05 March 2020 01:27 Go to previous messageGo to next message
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edmortimer wrote on Thu, 05 March 2020 02:47
Quote:
There is NCTH guide by Headrock on the forum, apart from that I don't know any. You can also google forum for specific tags. The rest of information is in the game code.
I'll check out Headrock's guide if I can find it. I routinely use the forum search to try to find info on tags on this forum - using the whole tag and breaking it up into individual words. Perhaps I'm doing it wrong but I almost never seem to find anything substantial, if anything at all.


I found this over there: https://ja2v113ham.fandom.com/wiki/New_Chance_To_Hit

You're sometimes better off just googling it Ed, maybe with the keywords 'Bear's pit' included as the search on here isn't all that crash hot.

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Re: Experimental Project 7[message #359139 is a reply to message #359131] Thu, 05 March 2020 10:47 Go to previous messageGo to next message
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crackwise wrote on Wed, 04 March 2020 21:11

That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.
I disagree. The CTH system should be selected at game start, like it was before and the player needs to stick with it during a campaign. Modders may have a use for the ini option to test things but having an ingame option to toggle the CTH system will only provide more ways to cheat.



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Re: Experimental Project 7[message #359142 is a reply to message #359139] Thu, 05 March 2020 22:47 Go to previous messageGo to next message
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silversurfer wrote on Thu, 05 March 2020 10:47
crackwise wrote on Wed, 04 March 2020 21:11

That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.
I disagree. The CTH system should be selected at game start, like it was before and the player needs to stick with it during a campaign. Modders may have a use for the ini option to test things but having an ingame option to toggle the CTH system will only provide more ways to cheat.
I don't know why it should allow "cheating", what do you mean? Besides, it is a singleplayer game after all. So if people want to cheat or exploit stuff, nobody is holding them back. Everyone should play it as they see fit and according to how they are having fun.

Apart from that, I would really appreciate the ability to switch the CTH system (I mean including it also in the AI+ exe, since I only play with AI+ exe). It gives the player the chance to see which system they like more, without having to start a new campaign. And since some issues with both OCTH and NCTH have been fixed/adjusted by Sevenfm (thank you so much!) and as he still keeps fine-tuning, it becomes even more important to have the ability to choose the CTH system during the campaign.

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Re: Experimental Project 7[message #359426 is a reply to message #359142] Mon, 06 April 2020 21:00 Go to previous messageGo to next message
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Suggestion: Is it possible to change the default stance to "prone" for mercs when entering a hostile sector?

I find it most of the time quite problematic when I place my mercs and they are easily seen by the enemy since the default stance is "standing". The prone stance would also be realistic since it would mean that our mercs hypothetically started crawling earlier already from outside the map (not visible to us) to get into position.

The prone default stance could also be applied to enemy and militia when they attack/reinforce a sector. It also makes sense for them to take position beforehand.

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Re: Experimental Project 7[message #359461 is a reply to message #358831] Thu, 09 April 2020 21:44 Go to previous messageGo to next message
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sevenfm wrote on Tue, 21 January 2020 07:56
Ortis wrote on Tue, 21 January 2020 08:02
Im using the Unofficial Modpack. Can I update it with the latest Trunk (r8736)?
Yes if you are using modpack for unstable. You will need to download exe and also update gamedir from svn.

Im a little confused of what to do. From your google drive I can download 7609en+modpack or unstable modpack. What is the diffrence there? I can also download Ja2_r8782.exe. What does that do?

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Re: Experimental Project 7[message #359462 is a reply to message #359461] Thu, 09 April 2020 21:48 Go to previous messageGo to next message
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Ortis wrote on Thu, 09 April 2020 23:44
Im a little confused of what to do. From your google drive I can download 7609en+modpack or unstable modpack. What is the diffrence there? I can also download Ja2_r8782.exe. What does that do?
7609 modpack is for 7609 stable release, unstable modpack is for actual unstable.
r8782 is the actual exe for unstable.



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Re: Experimental Project 7[message #359472 is a reply to message #359462] Fri, 10 April 2020 18:11 Go to previous messageGo to next message
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sevenfm wrote on Thu, 09 April 2020 20:48
Ortis wrote on Thu, 09 April 2020 23:44
Im a little confused of what to do. From your google drive I can download 7609en+modpack or unstable modpack. What is the diffrence there? I can also download Ja2_r8782.exe. What does that do?
7609 modpack is for 7609 stable release, unstable modpack is for actual unstable.
r8782 is the actual exe for unstable.
What is the actual unstable? Is it this: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&start=0&

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Re: Experimental Project 7[message #359473 is a reply to message #359472] Fri, 10 April 2020 18:18 Go to previous messageGo to next message
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Ortis wrote on Fri, 10 April 2020 20:11
What is the actual unstable? Is it this: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&start=0&
Yes.



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Re: Experimental Project 7[message #359474 is a reply to message #359473] Fri, 10 April 2020 19:56 Go to previous messageGo to next message
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Ok so I will install JA2, drag and drop: SCIv1.13_Revision 8776 on GameDir 2525, drag and drop: unstable modpack, drag and drop: ja2_r8782.exe
Is this correct?
But this will not include the Ja2+AI?
Is the experimental project 7 the same as Ja2+AI?

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Re: Experimental Project 7[message #359475 is a reply to message #359474] Fri, 10 April 2020 20:22 Go to previous messageGo to next message
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Ortis wrote on Fri, 10 April 2020 21:56
Ok so I will install JA2, drag and drop: SCIv1.13_Revision 8776 on GameDir 2525, drag and drop: unstable modpack, drag and drop: ja2_r8782.exe
Is this correct?
But this will not include the Ja2+AI?
Is the experimental project 7 the same as Ja2+AI?
You can find all information about modpack in readme.txt on google drive.
Ja2+AI is for stable 7609, you cannot use it with unstable versions.
Experimental project is just the thread's name, there are several projects discussed here.



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Re: Experimental Project 7[message #359811 is a reply to message #359475] Tue, 28 April 2020 14:37 Go to previous messageGo to next message
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r1497:
Implemented object destruction feature using Flugente's code for anti-materiel ammo.
Use automatic weapons (preferrably with AP ammo) to destroy various light armoured structures on the map.
Technically, all ammo is anti-materiel now, but since there are limits based on bullet damage, penetration and structure armour, only high power AP ammo is practically useful to destroy objects.
Tracer ammo has a small chance to create fire when damaging burnable structures (wooden furniture, cloth etc).
Also, tracer ammo can sometimes create fire when hitting tiles with grass.




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Re: Experimental Project 7[message #359819 is a reply to message #359811] Tue, 28 April 2020 22:09 Go to previous messageGo to next message
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Awesome! big grin

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Re: Experimental Project 7[message #359821 is a reply to message #359811] Tue, 28 April 2020 22:41 Go to previous messageGo to next message
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Hi Sevenfm, just quickly tested the new feature. Here are couple of things I have noticed:

- The 12.7mm anti-materiel rifle (Gepard in my case) does not destroy any structures. I have shot about 30 rounds into various objects such as piles of boxes, walls, wooden crates, but could not destroy any. Could it be that the 12.7 mm round is somehow not included in the destruction code? Ideally it should destroy these objects in one or two shots, right?

- I have shot a lot of times into wooden objects (walls and furniture) with a 7.62 mm machine gun with tracer ammo. I could not get them to ignite. Grass ignites fine though.

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Re: Experimental Project 7[message #359823 is a reply to message #359821] Tue, 28 April 2020 23:46 Go to previous messageGo to next message
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crackwise wrote on Wed, 29 April 2020 00:41
- The 12.7mm anti-materiel rifle (Gepard in my case) does not destroy any structures. I have shot about 30 rounds into various objects such as piles of boxes, walls, wooden crates, but could not destroy any. Could it be that the 12.7 mm round is somehow not included in the destruction code? Ideally it should destroy these objects in one or two shots, right?
Try r1500, it should damage trees and other objects better. Also, in my implementation damage is more chance based, so don't expect to destroy brick wall with one shot from 12.7 rifle. Machineguns work best for most objects, still you can use high caliber rifles to destroy a wall with a few shots.
Also, with small objects like crates it may be a problem to hit them.

Quote:
- I have shot a lot of times into wooden objects (walls and furniture) with a 7.62 mm machine gun with tracer ammo. I could not get them to ignite. Grass ignites fine though.
The chance to ignite burnable object is 1%, so you have to shoot a lot to ignite something. Also, a bullet can only ignite object if it can potentially destroy it, so machinegun with tracer ammo will work better than SMG with 9x19 tracer ammo.
With the grass, the chance is 5% (more in a hot sector).
I didn't want to make fire the main function of tracer ammo, more like rare event.

[Updated on: Tue, 28 April 2020 23:52]




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Re: Experimental Project 7[message #359897 is a reply to message #359823] Sat, 02 May 2020 17:10 Go to previous messageGo to next message
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Hi Sevenfm, I would like to report a bug related with shooting rockets (launchables). I am playing AR+SDO with AI+ r1506. This bug is not new, was always there and would occur from time to time:

When you shoot a rocket, sometimes the projectile just disappears after it is shot. You see the smoke trail, but the warhead does not explode. I assumed in the past that the rocket flies over and falls somewhere offmap, or that the warhead is faulty and just does not explode. But I have found out that, before shooting, when you open the character screen and click on the loaded projectile on the RPG remove it and reinsert it again (without any AP loss) this bug does not appear and the projectile explodes as expected.

Here is a save file in case you would like to recreate this. Grizzly has a RPO-M loaded with the buggy projectile. Removing the projectile and inserting again solves the issue.
https://send.firefox.com/download/b2231fa9c9d90e9b/#kvZZET1-OE1qlg7CFc0vKQ

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Re: Experimental Project 7[message #359899 is a reply to message #359897] Sat, 02 May 2020 20:58 Go to previous messageGo to next message
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@crackwise thank you, will take a look. Most likely item was not initialized properly when created on map or in merchant's inventory. Do you remember were did you get it, or does it happen with all rockets?


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Re: Experimental Project 7[message #359901 is a reply to message #359899] Sat, 02 May 2020 21:42 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
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The RPGs and the missiles are those which drop from killed enemies.

Also, thank you so much for the new NCTH tweaks. Finally, suppression fire works as intended since bullets do not ridiculously fly into air.
The new tracer causing fire mechanic results in quite interesting gameplay. I had the experience that it can work both ways. My merc was hiding behind some bush and shooting salvos with tracer ammo at the enemy during a night time enemy invasion. Eventually the bush in front of the merc caught fire, revealing the spot of the merc and several other teammates of his, drawing a lot of direct enemy fire. I had to retreat from the position, eventually resulting in me to lose the battle big grin It was really cool.

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Re: Experimental Project 7[message #359903 is a reply to message #359901] Sun, 03 May 2020 00:08 Go to previous messageGo to next message
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crackwise wrote on Sat, 02 May 2020 23:42
Also, thank you so much for the new NCTH tweaks. Finally, suppression fire works as intended since bullets do not ridiculously fly into air.
Great if it works now as intended, suppression in NCTH always bothered me as it was too ineffective and unpredictable. Now you can use machinegun for it's main role - as a suppressive long range weapon. It's also important that max bullet deviation is limited depending on weapon effective range and recoil value, so rifle with effective range 30 will be effective for suppression at 30 tiles, but if it has recoil 20, the range of effective suppression is limited to 15, after that max bullet deviation will quickly increase so at some point bullets will start flying too wide to cause any effect. Another modifier is alt weapon holding, which starts decreasing max effective suppression distance after 15 tiles, so hip firing with AR at 30 tiles may be less effective, even if rifle has range 30 and recoil 10 (recoil 10 has no penalties or bonuses).
Another important change is that ground shots are reduced now (at least for first shot) - if the bullet should fly lower than ground level, it's Y value instead reversed so it flies higher and slightly to the left or right. This change also has effect on suppression, as half of bullets do not end anymore somewhere on the ground between shooter and target. Still, some bullets may hit the ground somewhere around target because of accuracy based bullet deviation or the way recoil works.



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Re: Experimental Project 7[message #359960 is a reply to message #359903] Fri, 08 May 2020 08:41 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r1519
Seriously overheated gun may explode when jamming.
Critical gun failure has the following effects:
- gun status reduced to not usable (status = 1-10)
- random damage to shooter's health (max value = 1 - ubImpact / 4)
- temporary blindness effect for shooter, if he doesn't wear protective goggles (<ItemFlag>536870912</ItemFlag>)
Chance for critical failure depends on overheating level, gun's status and reliablity.




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Re: Experimental Project 7[message #359964 is a reply to message #359960] Fri, 08 May 2020 09:56 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r1520
New visual smoke effect for gun shots:
- requires <ammoflag>8</ammoflag> in AmmoTypes.xml
- only for merc bodytypes
- only for guns




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Re: Experimental Project 7[message #359970 is a reply to message #359960] Fri, 08 May 2020 15:43 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Very cool addition! Question: can an item have more than one <ItemFlag>? For example, if protective goggles are also waterproof can they have <ItemFlag>4194304</ItemFlag> (scuba mask) and <ItemFlag>536870912</ItemFlag> (protective goggles)?

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Re: Experimental Project 7[message #359971 is a reply to message #359970] Fri, 08 May 2020 15:52 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
ItemFlag is a bit mask. You can combine them.

Taken from Item Types.h:
Toggle Spoiler

Scuba mask is 0x00400000 and disease protection #1 is 0x20000000. If you combine them you get 0x20400000 (hex) or 541065216 (decimal).



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #359972 is a reply to message #359971] Fri, 08 May 2020 15:59 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:

ItemFlag is a bit mask. You can combine them.

Ah, so! Thank you!

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Re: Experimental Project 7[message #359980 is a reply to message #332214] Sat, 09 May 2020 13:23 Go to previous messageGo to previous message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
Suggestion: Having the ability to turn the lights or on off in a town or SAM sector occupied by us.

I don't know whether this is possible code-wise, but it would be great to be able to turn the lights off during night time when enemy attacks one of our sectors.

Currently, as the houses and many fortifications have lights on by default during the night, it puts the defending side at a significant disadvantage. It makes placing mercs and militia in the houses or behind cover very risky as they can be seen by the enemy which is in the shadows and remains unseen.

It would be fair to allow the enemy to do the same. So when we are attacking an enemy town during night, the enemy should ideally also switch lights off in order not to give their positions away.

It could be perhaps an option in the ctrl + $ menu, for convenience.

[Updated on: Sat, 09 May 2020 14:04]

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