Home » MODDING HQ 1.13 » v1.13 Feature Requests » externalisations
Re: externalisations[message #302221] Thu, 22 March 2012 23:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
>>>repo<<< mainly LOS.cpp
Besides, that ini has a comment-to-settings ratio of 5 or so.

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Captain

Re: externalisations[message #302222] Fri, 23 March 2012 00:14 Go to previous messageGo to next message
nhja2fan is currently offline nhja2fan

 
Messages:25
Registered:March 2012
Awesome, thanks again.

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Private 1st Class
Re: externalisations[message #320953] Sun, 26 May 2013 23:38 Go to previous messageGo to next message
MasterN is currently offline MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
Yay... 7 Year old thread, one year since last post and still another request.



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

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

Skills_Settings.INI example:

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

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

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

; Percentage reduction of auto fire penalty
AUTOFIRE_PENALTY_REDUCTION = 30

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

; Percentage reduction for APs needed to ready/raise LMGs
PERCENT_AP_READY_LMG_REDUCTION = 10


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

All skills get all requirements and modifiers, thus maximizing customization.
Settings be ignored when not needed.

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Corporal
Re: externalisations[message #323546] Thu, 01 August 2013 21:43 Go to previous messageGo to next message
Sark is currently offline Sark

 
Messages:6
Registered:July 2013
Location: N/A
Externalized music and ambient sound effects. Smile

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Private
Re: externalisations[message #324901] Sun, 08 September 2013 22:14 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Is it possible to externalized item\gun\equipment modfiers of enemy soldiers?Playing on insane with normal speed of item choices i meet elites\regulars with too cool weapons(sniper rifles,assault rifles from coolnes of level 5 and higher).I really want to see\to modify for myself appearing of weapons on enemy.Is it possible in near future?.Thanks for help.

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Master Sergeant
Re: externalisations[message #324903] Sun, 08 September 2013 23:22 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
You can try with XML editor in Inventories-->Enemy Items,
but don't expect much, as equip function for enemy and militia sucks giving them equipment in too good shape.

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Master Sergeant
Re: externalisations[message #324904] Sun, 08 September 2013 23:33 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

i know about xml editor.on insane with normal progress elites in first sector of drassen get to very cool weapons.with that thing i don't understand of useful using of other guns during game because player can obtain a very good weapons at start till end.The option not tons of guns almost remove all attachemnts and other pretty things.so i really upset with such things like getting cool weapons at the start of game.

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

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

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Master Sergeant
Re: externalisations[message #324905] Mon, 09 September 2013 00:08 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Well, that means two of us who don't like current situation with enemy equipment choosing and progress.
Many years ago start writing different choosing functionality which give all possible weapons depend of progress and calculated value of weapon not only those from XML, well I stuck Sad

Anyway if you want to see source of problems just open:
..\Build\Tactical\Inventory Choosing.cpp

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Master Sergeant
Re: externalisations[message #324911] Mon, 09 September 2013 00:58 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

i am not familiar with coding aand etc.i not understand this

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Master Sergeant
Re: externalisations[message #324912] Mon, 09 September 2013 01:12 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Not sure if anybody plans of doing externalization for enemy and militia item choosing, but currently we can do very little through ini settings or xml.
e.g. attachments are handled in ChooseWeaponForSoldierCreateStruct function and if rifle could have attachment then it will get one in 100% condition, yes that's annoying :rifle:

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Master Sergeant
Re: externalisations[message #325899] Sun, 29 September 2013 11:03 Go to previous messageGo to next message
E3245 is currently offline E3245

 
Messages:46
Registered:August 2013
I have a few questions.

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

2) Possiblility to add new creatures/sprites via xml editing?

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Corporal
Re: externalisations[message #329746] Mon, 13 January 2014 11:05 Go to previous messageGo to next message
AvianSavara is currently offline AvianSavara

 
Messages:34
Registered:December 2013
Location: Montr
We have vehicle invetories now, but I'm preeeeeetty sure no one's mentioned the Helicopter's character capacity yet.

For now, I believe the default value is 6?

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



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Private 1st Class
Re: externalisations[message #329778] Wed, 15 January 2014 11:48 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
You can change vehicle capacity already. Check Data-1.13\TableData\Vehicles.xml and look for index 163. This is the heli.

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

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Lieutenant
Re: externalisations[message #329794] Thu, 16 January 2014 08:07 Go to previous messageGo to next message
AvianSavara is currently offline AvianSavara

 
Messages:34
Registered:December 2013
Location: Montr
silversurfer
You can change vehicle capacity already. Check Data-1.13\TableData\Vehicles.xml and look for index 163. This is the heli.

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


Well that solves that Smile

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Private 1st Class
Re: externalisations[message #329797] Thu, 16 January 2014 12:10 Go to previous messageGo to next message
sidew is currently offline sidew

 
Messages:47
Registered:June 2012
If you want reproduce the Bell 206 series ( like the heli seen in Drassen) :

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

Bell 205 (aka Bell UH-1H) 2 + 10

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Corporal
Re: externalisations[message #332533] Tue, 13 May 2014 19:35 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
It would be awesome if it were possible to make changes to skills via xml, like the backgrounds =)

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Sergeant
Re: externalisations[message #332535] Tue, 13 May 2014 19:47 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
how about via ini? :blackcat:

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Sergeant Major
Re: externalisations[message #332538] Tue, 13 May 2014 20:18 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
If I understand what I have read in other posts correctly, the .ini mereley allows to change the numeric variables of the predefined skill effects. So it's impossible to add new skills or even edit existing skills beyond gradually changing the impact of their effects. Right? (*hoping I'm wrong* ^^)

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Sergeant
Re: externalisations[message #332539] Tue, 13 May 2014 20:27 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
No, you're right.

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Captain

Re: externalisations[message #332542] Tue, 13 May 2014 21:00 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Technically it's not impossible. Considering 1.13 is open source, with enough coding knowledge & experience you can do anything you want.

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First Sergeant
Re: externalisations[message #332553] Tue, 13 May 2014 23:45 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
Gambigobilla
Technically it's not impossible. Considering 1.13 is open source, with enough coding knowledge & experience you can do anything you want.


It'd be really cool if I had that Wink

I'm afraid my technical expertise is limited to photoshopping. Otherwise, I'll have to rely on the coding magicians (:magician:) to provide modding tools for the uninitiated (:dongetit:)

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Sergeant
Re: externalisations[message #332576] Wed, 14 May 2014 05:27 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
@rummtata
You can help fix up the shadow glitches (by replacing the errant red transparency pixels with the green shadow pixels) in the vehicle animations for Eldorado, Hummer & Jeep.
http://i.imgur.com/hPCjv0y.gif
https://www.mediafire.com/?z5jfyj76l8w43ef

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

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

Thanks. Smile

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

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

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

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

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Sergeant 1st Class
Re: externalisations[message #332605] Wed, 14 May 2014 16:02 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
Primitive and tedious, but unavoidable pixel labour? Hell, yeah, I'm in ROFL

I'll upload my results and notify you here Wink

---

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

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

http://randomrummstuff.funpic.de/ja2/rummtata-edit_HUMMER2red.gif

And the other two:

http://randomrummstuff.funpic.de/ja2/rummtata-edit_ELDRDOred.gif

http://randomrummstuff.funpic.de/ja2/rummtata-edit_JEEPred.gif

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

--

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

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

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Sergeant
Re: externalisations[message #334851] Fri, 08 August 2014 20:30 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
Skills_Settings.INI


MAX_RANGE_TO_INTERRUPT=

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


=========
MAX_RANGE_TO_INTERRUPT_AT_MOVE=

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


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


=======
TANKS_RANGE_MODIFIER =


=====
DAMAGE_NEEDED_TO_LOSE_ALL_STAMINA =

====
CRITICAL_LEGS_DAMAGE = true\false

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



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

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

proceed immediately, with what you have. Smile

This will be more realistically...




========

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Master Sergeant
Re: externalisations[message #334852] Fri, 08 August 2014 20:46 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010

__
other .. -



EXPLOSIVES_DAMAGE_MODIFIER =
MELEE_DAMAGE_MODIFIER =
GUN_DAMAGE_MODIFIER =

==

GUN_RANGE_MODIFIER =


move from Ja2_Options.INI to -

Skills_Settings.INI



=========

add -

STUN_DAMAGE_MODIFIER =

THROWING_KNIVES_DAMAGE_MODIFIER =


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






____

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

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Master Sergeant
Re: externalisations[message #334854] Fri, 08 August 2014 22:54 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Skills_Settings.ini is used for settings that affect skill settings. Waht you propose are no skills. Thus they don't belong there.

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

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Captain

Re: externalisations[message #334859] Fri, 08 August 2014 23:46 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
Flugente
Skills_Settings.ini is used for settings that affect skill settings. Waht you propose are no skills. Thus they don't belong there.

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



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

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

this is problem...

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Master Sergeant
Re: externalisations[message #334860] Fri, 08 August 2014 23:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
XML Editor -> apply to column
No problem.

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Captain

Re: externalisations[message #334861] Fri, 08 August 2014 23:52 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Read Item_Settings.ini. Specifically this part:
DAMAGE_PISTOL_MODIFIER		= 1.0
DAMAGE_MP_MODIFIER			= 1.0
DAMAGE_SMG_MODIFIER			= 1.0
DAMAGE_RIFLE_MODIFIER		= 1.0
DAMAGE_SNIPER_MODIFIER		= 1.0
DAMAGE_AR_MODIFIER			= 1.0
DAMAGE_LMG_MODIFIER			= 1.0
DAMAGE_SHOTGUN_MODIFIER		= 1.0

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Captain

Re: externalisations[message #334869] Sat, 09 August 2014 03:43 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
Flugente
Read Item_Settings.ini. Specifically this part:
DAMAGE_PISTOL_MODIFIER		= 1.0
DAMAGE_MP_MODIFIER			= 1.0
DAMAGE_SMG_MODIFIER			= 1.0
DAMAGE_RIFLE_MODIFIER		= 1.0
DAMAGE_SNIPER_MODIFIER		= 1.0
DAMAGE_AR_MODIFIER			= 1.0
DAMAGE_LMG_MODIFIER			= 1.0
DAMAGE_SHOTGUN_MODIFIER		= 1.0



thanks !!

yes I found this !


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




___

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Master Sergeant
Re: externalisations[message #334870] Sat, 09 August 2014 03:54 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010


===
ok ..

sorry again ..

but what about

STUN_DAMAGE_MODIFIER =
THROWING_KNIVES_DAMAGE_MODIFIER =

?

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Master Sergeant
Re: externalisations[message #334871] Sat, 09 August 2014 03:56 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
If the value isn't in the ini, then it likely does not exist. Just alter the damage of melee weapons directly then in Weapons.xml.

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Captain

Re: externalisations[message #334874] Sat, 09 August 2014 04:06 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010


---
what about that ? -


TANKS_RANGE_MODIFIER =

DAMAGE_NEEDED_TO_LOSE_ALL_STAMINA =

==
CRITICAL_LEGS_DAMAGE = true\false

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


==
MAX_RANGE_TO_INTERRUPT=

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


__

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Master Sergeant
Re: externalisations[message #334875] Sat, 09 August 2014 04:13 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Tank firing range will likely depend on the range of the cannon, which is a weapon that can be altered like any weapon.

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

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

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

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Captain

Re: externalisations[message #334885] Sat, 09 August 2014 15:25 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
Flugente


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



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

dafault is 6900.

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


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

I lose all stamina to ?

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


__

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Master Sergeant
Re: externalisations[message #334886] Sat, 09 August 2014 15:27 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
BTW, STAMINA_HIT is not used in the code. See APBPConstants.ini instead.

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Lieutenant

Re: externalisations[message #334992] Thu, 14 August 2014 15:53 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
===

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

default as I know 5 tile ..

how change it ?

I think 5 tile too small ...

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Master Sergeant
Re: externalisations[message #337804] Mon, 17 November 2014 21:57 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
Hello to all !

Have some ideas ...


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

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

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


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


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

head
torso
feet

each part has 100% health ...


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


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


Thank you for your attention !
Wink

___

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

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Master Sergeant
Re: externalisations[message #337805] Mon, 17 November 2014 22:07 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Body parts do not have a health value. There is only one value for the person. This value could probably be externalized IF all code parts use the correct define. Could be an expensive search.

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Lieutenant
Re: externalisations[message #337812] Tue, 18 November 2014 13:04 Go to previous messageGo to previous message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
By definition, a soldier is dying if he has than 15 (OKLIFE) health. In my opinion, this should not be externalised, as changing this is an excellent way to screw things up.

Separate health values would be possible, but would require changing a lot of tricky code. It would also be rather complicated to quickly indicate to the player what his health is. Also, we already have different damage formulas depending which body part is hit, and different effects depending on the body part too. Altering that would be much easier and more in line with the current code.

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Captain

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