Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #327349] Thu, 31 October 2013 01:16 Go to previous messageGo to previous message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
New settings & xml values:

Skills_Settings.ini:
[Radio Operator]

; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells
RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120

; AI artillery: number of mortars is number of soldiers divided by this
RADIO_OPERATOR_MORTAR_COUNT_DIVISOR       =   6

; AI artillery: number of shells is mortar points divided by this
RADIO_OPERATOR_MORTAR_SHELL_DIVISOR       =  30

; AI artillery: the total sum of mortars points is determined by the quality of soldiers
RADIO_OPERATOR_MORTAR_POINTS_ADMIN        =  10
RADIO_OPERATOR_MORTAR_POINTS_TROOP        =  15
RADIO_OPERATOR_MORTAR_POINTS_ELITE        =  25

; artillery shells land within a x tiles radius of their target
RADIO_OPERATOR_MORTAR_RADIUS              =  10

; the initial signal shell lands within x tiles radius of their target
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS =   2

; scan assignment: detect enemies up to x sectors away 
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE =   5

; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
RADIO_OPERATOR_LISTENING_HEARING_BONUS    =   20


MercProfiles.xml: The Radio Operator trait has the number 21. Bob, Weasel and Ears have received this skill, it seemed possible due to their bio. I am not sure who else would qualify, but more mercs with this would be good

SectorNames.xml: is an INT8 value in [-3, 3] and alters effectiveness of scan assignment in this sector. + good, - bad.

Explosives.xml: 10 is for signal smoke.

Items.xml: New Itemflags:
  • RADIO_SET - 33554432 - marks a radio set
  • SIGNAL_SHELL - 67108864 - this is a signal shell that precedes artillery barrages. Has to exist in the xmls, otherwise artillery wont work!
  • POWER_PACK - 134217728 - item continously powers an item it is attached to

A very interesting point for modders: I also added the possibility to chain explosives. By adding x to an explosive item, an explosion of this item will additionally cause an explosion of item 'x' at the explosion's location. For example, the new mortar signal shell only causes red signal smoke to be created, but it is linked to item #1699 - Flare Internal - which causes a short-lived illumination effect. This can be chained, so you can have explosives with multiple effects. Like vacuum grenades that send out frags and cause fire, or whatever stuff you can come up with. However, be warned!. You can create a loop with this (effect A calls effect B calls effect A calls effect B...), which will crash the game. So be careful.

As usual, there'll probably be the odd bug in here. Don't panic, report what happened, and let me fix it in that case, soldier.


 
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