|
|
|
|
|
Re: JA2 Night OPS Translation[message #222671]
|
Mon, 22 June 2009 23:42 
|
|
Shanga |
  |
Messages:3481
Registered:January 2000 Location: Danubia |
|
|
I finally managed to read the files attached with NO thru some mumbo jumbo I did so see Cyrillic fonts and here they are, maybe they are of some use:
TXT_description.txt
Quote:
Edit the file TTH.
Information about any object or action in the TTH file is stored in rows.
What exactly is stored in the line of an identifier in its beginning.
Possible identifiers for descriptions:
rem - a comment line, not interpreted
Weapon - weapons
Ammo - Ammunition
Explosive - explosives
Armour - CIB, armor
Item - Miscellaneous
For items of a general set of parameters and special parameters.
General parameters:
ItemNum - cross-cutting issue of the subject on which game it identifies
Description - description of the subject is used for convenience, not interpreted
ItemClass1 - defines the class of the object. It is a bit map.
numbering of bits 87654321
Appointment of bits:
1 - nothing (IC_NONE)
2 - small arms (IC_GUN)
3 - knife (IC_BLADE)
4 - a knife thrower (IC_THROWING_KNIFE)
5 - grenade launchers, mortars (IC_LAUNCHER)
6 - feeler (IC_TENTACLES)
7 - metal object (IC_THROWN)
8 - subject to attack (IC_PUNCH)
ItemClass2 - defines the class of the object. It is a bit map.
numbering of bits 87654321
Appointment of bits:
1 - Pomegranate (IC_GRENADE)
2 - Bomb (IC_BOMB)
3 - Cartridges (IC_AMMO)
4 - armor (IC_ARMOUR)
5 - kit (IC_MEDKIT)
6 - Tools (IC_KIT)
7 - used to be used (IC_APPLIABLE)
8 - put to the person (IC_FACE)
ItemClass3 - defines the class of the object. It is a bit map.
numbering of bits 87654321
Appointment of bits:
1 - Key (IC_KEY)
ItemClass4 - defines the class of the object. It is a bit map.
numbering of bits 87654321
Appointment of bits:
5 - all garbage (IC_MISC)
6 - Money (IC_MONEY)
ClassIndex - serves as a reference within the class for additional options. Better not to touch.
Cursor - the type of cursor when using the object.
0 INVALIDCURS
1 QUESTCURS
2 PUNCHCURS
3 TARGETCURS
4 KNIFECURS
5 AIDCURS
6 TOSSCURS
8 MINECURS
9 LPICKCURS
10 MDETECTCUR S
11 CROWBARCUR S
12 SURVCAMCUR S
13 CAMERACURS
14 KEYCUR
15 SAWCURS
16 WIRECUTCUR S
17 REMOTECURS
18 BOMBCURS / / (only calculated, not set item table)
19 REPAIRCURS
20 TRAJECTORY CURS
21 JARCURS
22 TINCANCURS
23 REFUELCURS
SoundType - not used.
GraphicType - defines the file name with an image of the object.
0 - gunXX.sti, mdguns.sti, smguns.sti
1 - p1itemXX.sti, mdp1items.sti, smp1items.sti
2 - p2itemXX.sti, mdp2items.sti, smp2items.sti
3 - p3itemXX.sti, mdp3items.sti, smp3items.sti
GraphicNum - number of the file with an image and XX for gunXX, p1itemXX and so on.
Weight - the weight of the hundreds range. Maximum of 255 = 25.5 kg
PerPocket - the number of items placed in the pocket.
0 - and 1 is placed in a large pocket or a hand
1 - is placed in a small pocket
2 ... 8 - small pockets of this game is divided into halves
Price - the price. Maximum of 65535.
Coolness - determines the appearance of being in sales and in service. (0 ... 9)
Reliability - reliability -4 ... 4. The more, the more secure.
RepairEase - reparability -4 ... 4. The more, the easier it is to tinker.
Flags1 - properties of the object. It is a bit map.
numbering of bits 87654321
Appointment of bits:
1 - ITEM_DAMAGEABLE / / replaces candamage
2 - ITEM_REPAIRABLE / / replaces canrepair
3 - ITEM_WATER_DAMAGES / / replaces waterdamage
4 - ITEM_METAL / / replaces metal
5 - ITEM_SINKS / / replaces sinkable
6 - ITEM_SHOW_STATUS / / replaces seemeter
7 - ITEM_HIDDEN_ADDON / / for attachers / merges, hidden
8 - ITEM_TWO_HANDED / / needs two hands
Flags2 - properties of the object. It is a bit map.
numbering of bits 87654321
Appointment of bits:
1 - ITEM_NOT_BUYABLE / / can't be found for sale
2 - ITEM_ATTACHMENT / / item is an attachment for something
3 - ITEM_BIGGUNLIST / / item only belongs in the "big gun list"
4 - ITEM_NOT_EDITOR / / item should not be placed via the editor
5 - ITEM_DEFAULT_UNDROPPABLE / / item defaults to undroppable
6 - ITEM_UNAERODYNAMIC / / item is terrible for throwing
7 - ITEM_ELECTRONIC / / item is electronic for repair (etc) purposes
8 - ITEM_INSEPARABLE / / item is a PERMANENT attachment
Color - is used to specify the color jackets and ponozhey.
17 BROWNVEST
18 greyVEST
19 GREENVEST
20 JEANVEST
21 REDVEST
22 BLUEVEST
23 YELLOWVEST
24 WHITEVEST
25 BLACKSHIRT
26 GYELLOWSHI RT
27 PURPLESHIR T
7 GREENPANTS
8 JEANPANTS
9 TANPANTS
10 BLACKPANTS
11 BLUEPANTS
12 BEIGEPANTS
RangeBonus - bonus-range vision (in cells) of some subjects.
RecoveryThreshold - a threshold percentage of the state, after which the repair is not possible.
Attach1 ... Attach8 - through a number of items that can be attached to the chosen.
BR_NEW - the number of items appearing in the sales of the new BR.
BR_USED - the number of items appearing in the sale of the BR second-hand.
Special settings weapons (Weapon).
WeaponClass - class of weapons.
0 - not weapons (NOGUNCLASS)
1 - Pistol (HANDGUNCLASS)
2 - tommy-gun (SMGCLASS)
3 - Rifle (RIFLECLASS)
4 - machine gun (MGCLASS)
5 - Shotgun (SHOTGUNCLASS)
6 - Knife (KNIFECLASS)
7 - cuspidor (MONSTERCLASS)
WeaponType - the type of weapon. Appears in the specifications.
0 - not weapons (NOT_GUN)
1 - Pistol (GUN_PISTOL)
2 - automatic (GUN_M_PISTOL)
3 - tommy-gun (GUN_SMG)
4 - rifle, rifle (GUN_RIFLE)
5 - sniper rifle (GUN_SN_RIFLE)
6 - automatic, assault rifle (GUN_AS_RIFLE)
7 - machine gun (GUN_LMG)
8 - rifle, shotgun (GUN_SHOTGUN)
Calibre - caliber weapons. Matches Calibre cartridges (Ammo).
ReadyTime - time vskidku / weapons training.
ShotsPer4Turns - determines the number of AR in a single shot. Approximately AR = 90/ShotsPer4Turns
ShotsPerBurst - the number of shots fired in the queue.
BurstPenalty - a penalty for each shot in turn.
BurstAP - AP added to the cost of AR in a single shot during the shooting stage
BurstHitStart - shot in a queue, after which the influence BurstPenalty
BulletSpeed - visual speed bullets. What number is less, the faster.
Impact - affixed weapon damage, without taking into account the influence of the type of munition.
Deadliness - "krutost" weapons. How to assess the risk of AI from a specific opponent, and maybe even to something.
HeatCap - heat weapons 0 ... 4. Affects the rate of heating and cooling arms.
The higher the number, the faster heats, and cools down faster. 0 - not heated at all.
MagSize - container store weapons.
Range - the maximum effective range of the use of weapons. The game is divided into 10.
AttackVolume - the volume of shots (the radius of taylah).
HitVolume - volume hit its target, causing damage to (the radius of taylah).
ReloadSound - index reference to the file of sound change shop. List files can be viewed in tables Wedit.
LocknLoadSound - index link to audio file exchange. List files can be viewed in tables Wedit.
IntAttach1 ... IntAttach4 - through a number of preset (integrated) subjects (attachey).
FireSndString - part of the file name озвучки shots without the final gap and the number of shots and no file extension.
BR WeaponROF - Reference rate of weapons. Displayed on the site of BR.
Special options cartridges (Ammo).
Calibre - ID specified in description Calibre Weapons (Weapon)
MagSize - the number of rounds.
AmmoType - the type of ammunition.
0 - normal
1 - expansive
2 - armor
3 - Super armor
4 - shot
5 - only mustard grenades RG-6
6 - only illumination grenades RG-6
7 - ultra-super armor
8 - ultra super armor 12.7 mm
9 - discontinuous
10 - broneboynorazryvnye
11 - soporific
Specific parameters of explosives (Explosive).
Type - the type of injury, or visual effect.
0 - high explosive
1 - svetoshumovoe
2 - tear gas
3 - Mustard Gas
4 - Lighting
5 - sound siren
6 - Smoke
7 - Gas beetles
Damage - affixed injury. The game can be as high as two-value.
StunDamage - effect on respiration (staminu).
Radius - the radius of destruction or effect.
Volume - volume (radius taylah).
Volatility - the tendency for detonation.
AnimationID - visual animation effect.
0 - NO_BLAST
1 - BLAST_1
2 - BLAST_2
3 - BLAST_3
4 - STUN_BLAST
5 - WATER_BLAST
6 - TARGAS_EXP
7 - SMOKE_EXP
8 - MUSTARD_EXP
Special booking options (Armour).
ArmourClass - class of armor.
0 - helmet
1 - flak jacket
2 - ponozhi
3 - ceramic plates
4 - hide beetles, armor technology
Protection - protect the value indicates how many pieces of armor absorb damage.
DegradePercent - the propensity to destroy. The higher the number, the faster breaks.
Table of accession criteria (attachey).
Id AttachInfo
Index - the serial number in the table.
Item - a cross-cutting issue of the join.
ItemClass1 ... ItemClass4 - match ItemClass1 ... ItemClass4 of the characteristics of objects to which it is the accession
AttachSkillCheck - the criteria for accession.
0 - NO_CHECK
3 - ATTACHING_DETONATOR_CHECK
4 - ATTACHING_REMOTE_DETONATOR_CHECK
13 - ATTACHING_SPECIAL_ITEM_CHECK
14 - ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK
AttachSkillCheckMod - the value of damaged items in the wrong accession.
Table Compatibility personal items.
Id CompFaceItems
Index - the serial number in the table.
Item1, Item2 - Transverse number of personal items, allowing for joint use.
Table of subjects.
Id Merge
Index - the serial number in the table.
first item - a cross-cutting issue of the first
second item - a cross-cutting issue of the second
resulting item - a cross-cutting issue of the result -
merge type - the type of
0 - DESTRUCTION,
1 - COMBINE_POINTS,
2 - TREAT_ARMOUR,
3 - EXPLOSIVE,
4 - EASY_MERGE,
5 - ELECTRONIC_MERGE
Table combination of subjects.
Id ComboMerge
Index - the serial number in the table.
base item - a cross-cutting issue of the
attach 1 - cross-cutting issue of the
attach 2 - cross-cutting issue of the
result - a cross-cutting issue of the result -
Also, attach 1 and attach 2 must be stated in attachah the general parameters of the base item.
Table distributing weapons to progress.
Id GunChoice
Index - the serial number in the table.
Choices - the number of follow-up involved ItemNo
ItemNo1 ... ItemNo5 - cross-cutting issue of weapons
Table names calibers.
Id AmmoCaliber
Index - the serial number in the table corresponds to Caliber in the parameters of weapons and ammunition
CaliberName - the name of fire.
Tables ranges merchants.
Id Tony, Devin, Franz, Keith, Sam, Jake, Howard, Gabby, Micky
Index - the serial number in the table.
Item - a cross-cutting issue of the subject. The end of the table indicates the number of -1
OptimalNumber - the number of objects in the sale. 0 - only buys.
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|