ja2_7609+AI 中文版:详情及下载见《JA2 1.13 稳定版 AI 增强 MOD【中文版】》。
r2644~r2953log(都2025了,有AI帮忙翻译:)
r2953
修复了在地表地图上播放生物音乐而不是正常战斗音乐的问题。移除了INSUR_1HOUR_FRAUD以支持VR兼容性。
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r2952
更多VR支持:- 新功能:佣兵在其他任务中可能会失踪而不是死亡 - 新功能:随机化的关于佣兵死亡和失踪的电子邮件通知 - 外部化了佣兵在其他任务中被杀的概率...
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r2951
VR:NO0815 IMP代码。修复了从主菜单切换夜视雷达模式时的崩溃问题。调整了AI压制效果估计,包括冲击效果和最大冲击等级。
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r2950
修复了佣兵到达位置的问题(由Asdow贡献)*用户中心插入点用于佣兵到达 *而不是初始到达的gridno,该gridno仅用于游戏开始时第一次直升机降落。*防止可能的nullptr解引用
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r2949
VR:- 在起始区域添加了火焰效果 - 上校开始突袭攻击 - 添加了缺失的文本EVENT_SoldierGotHit,StructureHit:修复了当ubAttackerID = NOBODY时的严重错误。
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r2948
更多VR支持:MIA文件。
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r2947
更多VR支持 - 直升机,飞行员技能。
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r2946
更多VR支持 - 驾驶员特质/车辆,修复。在JA2VR模式下禁用LUA_QUESTS。更新了任务/事实描述。VR:Babyface拒绝摘下眼镜。
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r2945
更多VR支持。新选项:- ASLEEP_IN_CAR_AND_STILL_GETS_TRAVELLING_REDUCTION - GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION - FUEL_SAVED_WHILE_TRAVELLING_IN_VEHICLE - MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES - MAX_STACKABLE_FUEL_...
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r2944
移除了选项ENABLE_VR。为Laptop添加了VR代码支持。CheckForChangingOrders:允许ONGUARD和CLOSEPATROL在不在地下且不在房间内时更改命令。RoamingRange:允许YELLOW模式下的士兵有更大的范围来调查...
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r2943
新选项:ENABLE_VR, MINE_NO_FOREMAN_PENALTY。
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r2942
将隐藏在阴影背景中的最大潜行效果限制为7,以便可以从相邻的格子中发现他。
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r2941
如果潜行模式被禁用或Loner特质不再激活,不要禁用阴影加成。
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r2940
新背景能力<shadow_hiding>在停留在阴影中1回合不移动时提供100%的潜行加成。修复了EnemyHeardSoldierRecently中的错误。
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r2939
为<shadow_hiding>背景添加了xml支持和描述。
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r2938
移除了Loner特质对其他附近佣兵的AP惩罚。
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r2937
Loner特质:如果回合开始时独自一人,则获得AP_LONER加成,如果回合开始时周围有其他佣兵,则受到惩罚。改进了对25AP系统的支持:- GREEN_MILITIA_APS_BONUS, REGULAR_MILITIA_APS_BONUS, VETERAN_MILITIA_APS_BONUS, ENEMY_AP_BONUS_NOVICE, ENEM...
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r2936
减少普通子弹(非高爆弹)对坦克的伤害。
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r2935
如果枪不是自动的,不允许从库存中装填弹药,这允许从另一个士兵手动装填PTRD的弹药。
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r2934
调用RemovePlayerFromGroup而不是RemoveGroup(由Asdow贡献)。
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r2933
CorrectDragStructData:正确设置地图标志(由olafwqq贡献)。
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r2932
为ZStripInfo pbZChange分配一个INT8。修复了在启用LOBOT时DEBUG构建中的断言错误(由Asdow贡献)。
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r2931
r9141:我们现在可以使用交互操作来改变墙上的贴花,因此可以模拟从场景中取下物体并将其添加为物品(由Flugente贡献)。r9120:修复:拖动结构时修复了它并移除了所有贴花...
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r2930
在Skills_Settings.INI的[Technician]中添加了新值:BONUS_CTH_FLAMETHROWER,默认为10。
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r2929
将LOADSCREEN_STRETCH_MODE选项移动到Ja2_Options.ini的[Extended Options]部分。
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r2928
来自VR的加载屏幕改进(由anv贡献):- 加载屏幕拉伸模式设置(拉伸以适应,适应宽度,适应高度)- 更新了加载屏幕和动画条,修复了1.13中的问题,支持多分辨率加载屏幕 - 宽高比...
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r2927
另一个面部装备渲染修复 - 闭眼(由anv从VR修复)。移除了register关键字。
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r2926
面部装备的阴影与面部相同(由anv从VR修复)。
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r2925
面部装备渲染在“舱口”(不活动覆盖层)下方(由anv从VR修复)。
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r2924
在图标和面部装备上方渲染继续按钮(由anv从VR修复)。
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r2923
修复了UI移动模式在角色崩溃时未切换到爬行模式,导致死锁的问题(由anv贡献)。
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r2922
将最大随机物品增加到2000。将XML中可能的随机物品数量增加到20。
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r2921
在Items.xml中使用±符号表示新行的物品描述。
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r2920
InternalIgniteExplosion:在创建爆炸烟雾效果时进行安全检查。ExpAffect:- 零半径爆炸不会对屋顶造成伤害 - 零半径爆炸不会对北和西方向的墙壁造成额外伤害。
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r2919
[~] 围绕Attachment[]和Launchable[]数组的性能优化(由san_alf贡献)。
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r2918
当ubDamage <= 1时,捕熊陷阱不会造成敏捷属性伤害。
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r2917
增加了捕熊陷阱的敏捷损失。
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r2916
新功能:捕熊陷阱是机械陷阱,功能类似于炸弹,不会爆炸,可以重复使用,对腿部造成重大伤害并固定目标(由Flugente贡献)。捕熊陷阱被定义为常规陷阱,但具有<ubType>13</ub...
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r2915
将启动ini错误降级为警告(由xiaoxun92贡献)。
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r2914
不要显示发射器的污垢信息,因为它不会影响它们。EatFromInventory:如果未能消耗药物/食物,则停止以避免无限循环(由anv从VR修复)。不要增加发射器的污垢,因为它不会影响它们。
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r2913
在城镇区域,当地人有时可以喂饱饥饿的佣兵,食物几率和数量取决于忠诚度。
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r2912
在捕获士兵时检查手铐时,如果默认物品1625具有物品类别IC_MISC和物品标志HANDCUFFS,则允许使用。
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r2911
NCTH:-20%的射击处理惩罚,当射击时枪械安装在物体上(没有两脚架)。
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r2910
禁用了夜间俯瞰地图的绿色滤镜。
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r2909
在游戏选项中更改夜视设置时更新雷达地图阴影。
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r2908
新游戏选项“夜视雷达地图”在夜间显示带有绿色滤镜的雷达地图。原始功能由anv为Vengeance:Reloaded实现。
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r2907
防止AI死锁(由Asdow贡献)允许AI在当前瞄准级别AP不足时以较低瞄准射击(由Asdow贡献)防止AI在尝试射击且玩家获得中断时死锁(由Asdow贡献)禁用为护送佣兵取消AI动作...
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r2906
如果定义为带有激光加成的铁瞄,则在大自定义枪械图片上显示激光瞄准器。
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r2905
后续声音重叠以实现无缝过渡(由anv贡献)。
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r2904
AllowedAimingLevels, AllowedAimingLevelsNCTH:如果提供的sGridNo不正确,则使用默认值。
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r2902
如果前方没有物体可以放置武器,则俯卧射击者没有安装状态。备用武器持有时没有安装状态。CalcChanceToHitGun:- 改进了安装武器的支持 - 安装武器(没有两脚架,仅当...
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r2901
AllowedAimingLevels, AllowedAimingLevelsNCTH:添加了对不正确sGridNo的检查。IsWeaponMounted:- 如果武器未准备好,检查是否可以准备好,以允许正确的CTH计算 - 当处于备用射击模式且武器未...
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r2900
当武器准备状态改变时更新团队/士兵面板,以显示武器处理状态。当启用选项WEAPON_RESTING_DISPLAY时,在物品上显示武器处理状态:B - 两脚架 S - 枪带 G - 前握把 M - 安装
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r2898
ApplyDrugs:- 添加了安全检查 - 不允许车辆使用 - 如果药物物品是食物,则根据ubPortionSize消耗工具点
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r2897
由anv修复:- 修复车辆在取消即时移动后消耗燃料的问题 - 不要自动将人员放入车辆小队 - 修复了重新加载游戏后车辆组ID不正确和车辆移动计划问题 - 修复了车辆车身...
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r2896
添加了更多国籍。
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r2895
修复了IMP创建期间背景的个性检查(由rftrdev贡献)。
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r2894
修复了区域菜单中的武器清洁命令不适用于所有佣兵的问题。
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r2893
CleanWeapons:允许使用附在武器上的清洁工具。
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r2892
在启用过热时也在EDB中显示污垢级别。缩短了温度显示文本。
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r2891
雇佣时将佣兵余额设置为零。修复拼写错误。
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r2890
新背景:- <loyalitylossondeath>,死亡时对所有城镇的忠诚度大幅下降 - <animal_friend>,除非被该动物攻击,否则拒绝攻击动物 - <civgroup_loyal>,拒绝攻击同一组的成员
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r2889
将<resistance_physical>限制为-XML_BACKGROUND_RESI_MAX, XML_BACKGROUND_RESI_MAX。GetHearingBonus:- 使用扩展耳时允许技能/背景加成 - <hearing_night>背景加成在夜间始终有效,而不仅仅是在黑暗的地方...
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r2888
GetTraitCTHModifier:使用火焰喷射器时技师的加成,每级特质10%。OCTH:- 火焰的基础命中率定义为(命中率 + 敏捷)/ 2 - 常规射击的基础命中率定义为(3 * 命中率 + 敏捷...
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r2887
读取本地化文件时不要修改gMAXITEM_READ(由Asdow贡献)。NCTH:不要将<PercentReadyTimeAPReduction>应用于处理。修复了NCTH日志中的瞄准时间。
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r2886
当按下[F]时,在Logs\CTHInfo.txt中记录NCTH计算。修复了按下[F]时用于NCTH计算的错误姿态。
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r2885
修复了手电筒在夜间无法使用的问题。增加了伏特加背景的酒精消耗率。
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r2884
添加了<russian_vodka>背景描述。
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r2883
本地化了“心脏病发作”消息,当佣兵同时使用酒精和肾上腺素时。
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r2882
将HANGOVER_AP_REDUCE从5增加到10。宿醉的技能修正从100减少到80。宿醉的有效经验等级修正从0减少到-1。
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r2881
OCTH:恢复了原始加成BASE_TILE_PENALTY,用于每个比NORMAL_RANGE更近的格子。AIEstimateCTH:改进了计算,修复了无符号变量可能为负值的错误。
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r2880
OCTH:- 新选项NORMAL_RANGE(默认90)定义了惩罚的基础范围 - 改进了OCTH近距离基础精度提升的计算 - 增加了最大瞄准计算的呼吸水平值 - 禁用了呼吸惩罚(疲劳...
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r2879
显示隐蔽间谍的危险区域 - 仅适用于ENEMY_TEAM对手。将InShock等级计算为10 + 有效经验等级。
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r2878
压制系统更改,使得只有当士兵处于休克状态时才会应用命中率/敏捷惩罚,休克状态主要由士兵的有效经验等级决定。肾上腺素减少了最大...
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r2877
如果AP >= MAX_AP_CARRIED,始终允许附加可发射物。禁用了如果没有库存空间则始终允许附加物品的代码。
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r2876
新选项DROP_FIRST将武器标记为可丢弃,如果在此战役中尚未丢弃,无论XML中定义的常规丢弃几率如何。
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r2875
VR修复(由anv贡献):修复了战术士兵生成的组分配。修复了jpc.7z迷彩面部被忽略的问题。轻型植被不再阻挡坦克炮弹。支持更多音乐曲目。修复车辆在取消即时移动后消耗燃料的问题...
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r2874
VR修复(由anv贡献):在使用医疗包时始终优先考虑佣兵而不是交互式瓷砖(例如门)。禁用在被控制区域重新生成敌方坦克。允许穿越AI(例如撤退的敌人)正确离开地图...
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r2873
移除了选项CAMO_PROFILES。添加了<wood_camo>, <permanent_camo>背景。允许移除/更改具有<wood_camo>背景的士兵的迷彩,每小时当不睡觉且不在运输中时,它将恢复为默认的木制迷彩。
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r2872
允许在不训练时使用QUOTE_EXPERIENCE_GAIN,无论“安静训练/医生/修理”选项如何。
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r2871
实验性调整:根据货物重量设置FACT_MEDIUM_SIZED_SHIPMENT_WAITING, FACT_LARGE_SIZED_SHIPMENT_WAITING。这允许Pablo根据货物重量减去他偷走的物品说出不同的台词。修复了日志中的错误注释...
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r2870
防止写入超出数组容量(由Asdow贡献)当MOLLE物品有足够的附件并且它们的文本写入超出attachString容量时,游戏会因基于堆栈的缓冲区溢出而崩溃
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r2869
新背景“double_toss”允许使用ALT键一次投掷两颗手榴弹:- 任何手榴弹都可以这样投掷 - 光标仅显示第一颗手榴弹的位置 - 双投掷的AP增加20% - 手榴弹激活声音将...
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r2868
<uiExtraType>属性在Items.xml中定义了装甲板的侧面:0 - 使用PLATE_PROTECTION_SIDE选项设置的默认值 1 - 仅前侧(俯卧时除头部外无保护) 2 - 仅后侧(俯卧时除头部外无保护...
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r2867
为无法识别的任务类型添加了任务类型名称到错误消息中。
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r2866
新选项PLATE_PROTECTION_SIDE(默认3)定义了装甲板保护起作用的侧面:0 - 所有侧面(原版) 1 - 仅前侧(俯卧时无保护) 2 - 仅后侧(俯卧时无保护) 3 - 前侧 + 后侧(无保护...
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r2865
将初始民兵命令从STATIONARY更改为ONGUARD。
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r2864
生物音乐:检查区域中的僵尸和生物。
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r2863
当士兵被压制时显示面部图标。
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r2862
AllowedAimingLevels:- 在肾上腺素下时惩罚 - 如果本回合被压制,则限制瞄准等级(如果无畏则+1最大瞄准)
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r2861
DailyCheckOnItemQuantities:改进了物品排序的修复(由Asdow贡献)。
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r2860
DailyCheckOnItemQuantities:- 不要停止在usItemClass == 0的物品上循环 - 修复了可能的物品顺序错误
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r2859
将听到的枪声的压制限制为1个方向。
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r2858
[修复] 一堆火炮打击的修复(由sun_alf贡献)* 将最大波数修剪为信号烟雾的持续时间。否则火炮打击会变成不自然的愚蠢行为。* 如果敌方AI尝试获取火炮打击但缺乏资源,玩家将...
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r2857
移除编译器警告以避免超出堆栈大小(由Asdow贡献)使用std::map & std::set代替两个16001个元素长的数组
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r2856
为弹链供弹武器显示图标和工具提示(由Asdow贡献)
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r2855
移除编译器警告以避免超出堆栈大小。(由Asdow贡献)
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r2854
为LOBOT添加了新过滤器(由Asdow贡献):* 用于SECONDHANDPOS物品的武器类别 * 检查武器是否为双手武器用于HANDPOS和SECONDHANDPOS
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r2853
移除了PlayJA2StreamingSample,因为它与PlayJA2Sample相同。
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r2852
添加了在战术面板禁用时显示操作面板的可能性。
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r2851
IsGroupInARightSectorToReinforce:不要检查SAM和城镇区域。
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r2850
为AssociateEnemiesWithStrategicGroups, GetNumberOfEnemiesInFiveSectors, DoReinforcementAsPendingEnemy添加了SAM和ALLOW_REINFORCEMENTS_ONLY_IN_CITIES限制。添加了函数AllowReinforceSector(),用于检查...
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r2849
DoReinforcementAsPendingEnemy:- 没有来自SAM区域的敌方增援 - 选项ALLOW_REINFORCEMENTS_ONLY_IN_CITIES也适用于敌人(敌人仍然可以从多个方向攻击)
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r2848
Items.xml中的新标签:<uiExtraFlag>, <uiExtraType>,用于定义+AI使用的特殊物品和属性。扩展耳默认在所有方向上工作。
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r2847
允许从同一队伍拖动士兵,拖动时扣除AP。拖动人员的AP成本根据初始AP点进行缩放。
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r2846
与被俘的敌方士兵交谈会迫使他来到佣兵处。与被俘士兵交谈时没有投降菜单。
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r2845
从被俘敌人身上完全掉落,除了额外物品。GetAPsToHandcuff:当使用手铐时,降低具有<prisonguard>背景的佣兵的AP。允许从同一队伍拖动倒下的士兵。分配AI特质时,允许自动武器...
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r2844
GetAPsToHandcuff:当使用手铐时,使用AP_HANDCUFF的3/4或如果士兵具有<prisonguard>背景则进一步减少。CanDragPerson:允许拖动被俘士兵。EVENT_SoldierHandcuffPerson:仅保留手铐(<metal>属性)...
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r2843
DoAttachment:如果发现不合适的附件则停止。红AI:改进了代码以找到最近的可见路径点,不要再次搜索以设置观察位置。
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r2842
禁止悬崖作为民兵放置点。如果物品在附加后不适合其位置,则在库存中找到另一个位置或掉落在地面上。
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r2841
红,黑AI:改进了代码以在侧身离开掩体时举起武器。从DecideAction中移除了StopSeekReset()调用,因为它从ExecuteAction中调用。
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r2840
NCTH:允许在聚焦时立即应用BASE_SAME_TARGET加成。AI:在不危险的地方较少蹲下。红AI:- 红搜索:禁用了在搜索前转身。- 添加了SOLDIER_AI_TURN_THREAT以将代码与SOLDIER_AI_TURN_UNSEE...
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r2839
EXTRA_ITEMS:- 为SOLDIER_CLASS_MINER添加了各种装备 - 禁用了为详细放置创建额外物品
---------------------
r2838
调整了战略地图的字体大小。
---------------------
r2837
AIDetermineStealingWeaponAttempt:不要尝试偷窃带有步枪枪带的武器,因为它会失败。代码格式化。
---------------------
r2836
CalcCoverValue:- 如果士兵没有来自敌人的掩体,则减少范围因子,仅当士兵有掩体或在房间内,不在肾上腺素下,不是SEEKENEMY或特殊AI角色或士气 < MORALE_FEARLESS - 如果我们可以在这里攻击,则添加加成...
---------------------
r2835
EXTRA_ITEMS选项还为民兵添加了急救包、水壶和酒精。
---------------------
r2834
增加了AI的医疗特质优先级。
---------------------
r2833
CalcCoverValue:- 允许在高士气时更频繁地前进 - 允许在士气 < MORALE_CONFIDENT时撤退
---------------------
r2832
红AI:- 在房间内时,尝试转向可以看到敌人的最近点,而不是转向最近的敌人并因此盯着墙壁 - 在建筑物内蹲下以可能看到敌人时,检查LOS到敌人点 - 尝试转向...
---------------------
r2831
改进了设置/读取民兵放置数据的代码。红,黑AI:在侧翼时不从深水中移动。为战术命令/侧翼/突袭/撤退添加了更多AI日志信息。
---------------------
r2830
移除了选项MAX_WEAPON_RANGE_PENALTY。当佣兵被毒气攻击时显示面部图标22。所有烟雾效果都会对士兵造成毒气效果。毒气攻击时视野范围惩罚。毒气攻击时中断等级惩罚。当在民兵...
---------------------
r2829
在敌方回合发动火炮打击时停止高速计时器。
---------------------
r2828
最大投掷范围:高力量时技能加成效果减弱。
---------------------
r2827
禁用了强制插入方向的代码以避免可能的错误。
---------------------
r2826
TerrainBreathPoints:拖动时增加BP消耗。
---------------------
r2825
将“占领位置”民兵命令重命名为“移动到”。添加了AIRoleRPGOperator, AIRoleCQB。调整了AIRoleMortarOperator以检查炮弹。
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r2824
为专业民兵放置添加了本地化文本描述。添加了代码以使民兵在开始时向外看。改进了伏击:在gMapInformation.sCenterGridNo未正确定义的情况下添加了安全检查。
---------------------
r2823
FindGridNoFromSweetSpotWithStructData:在检查可到达点时正确设置等级。TacticalCreateSoldier:根据士兵体型添加了一些属性调整。TacticalCopySoldierFromProfile, TacticalCopySoldierFromCreateStruct:可能...
---------------------
r2822
新小队队长动作:定义区域中的民兵放置。GiveIMPRandomItems:修复了Random(1)错误。使用NAILS配置文件常量代替34。禁用了加载带有牛的区域的哞哞声。AddPlacementToWorld:修复了WORLD_ROWS使用...
---------------------
r2821
添加了剩余的MIN_HEALABLE_INJURY常量。SeekRange:用TACTICAL_RANGE替换了DAY_VISION_RANGE常量。智能潜行:- 在肾上腺素下禁用 - 允许撤退和侧翼接近命令 - 允许更频繁地用于特殊角色...
---------------------
r2820
添加了常量MIN_HEALABLE_INJURY = 100和MIN_AI_HEALABLE_INJURY = 500以在代码中一致地使用iHealableInjury检查。
---------------------
r2819
限制AI在流血且可以包扎时的士气:- 检查士气 < MORALE_FEARLESS - 检查iHealableInjury,这是开始治疗的要求 - 检查GetClosestMedicSoldierID如果士兵无法自我治疗
---------------------
r2818
DROP_DAMAGE选项:改进了代码以计算最大允许的酷度。红,黑AI:增加了基于流血值的机会以在士兵流血时开始撤退。DetermineMovementMode:不为AI_ACTION_SEEK_OPPONENT或AI_ACTION_...
---------------------
r2817
更快流血:仅当敌人在区域内时。CalcMorale:限制AI在流血且可以包扎时的士气。红,黑AI:可能在流血且可以包扎时开始撤退。
---------------------
r2816
在回合制中移动时更快流血,增加流血伤害。如果目标是看不见的敌人,则没有击中战斗声音,也移除了看不见敌人的流血声音。
---------------------
r2815
改进了代码以根据属性值和增量减慢属性进度,降低了惩罚。
---------------------
r2814
调整了武器掉落几率的代码:- 如果掉落几率 = 100则掉落武器 - 如果在此战役中尚未掉落则掉落武器 - 常规掉落几率随着进度减少,100%进度时减半 - 代码改进
---------------------
r2813
为gzActionStr[]添加了缺失的动作字符串。改进了AI日志代码。
---------------------
r2812
调整了DROP_DAMAGE选项:; 对掉落物品的额外伤害 ; 0 - 无伤害 ; 1 - 对当前进度来说太酷的物品造成伤害,对太酷的附件造成额外伤害 ; 2 - 如果高...
---------------------
r2811
当使用USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1且DropRate < 100时,减少大容量(> 40)弹匣的掉落。
---------------------
r2810
在Items.xml中添加了<ItemFlag> AIRBOMB_EXPLOSION_ITEM (536870912),当WP_STUF1.sti图集中的结构爆炸时使用此物品。GetRangeInCellCoordsFromGridNoDiff:更准确地计算单元格坐标中的距离(实验性调整...
---------------------
r2809
调整了车辆共享AP选项(AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE, AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE):- 驾驶员始终使用完整的AP,当AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3时没有最小阈值 - 使用FLOAT类型...
---------------------
r2808
在主武器的战术面板上右键点击:如果手中有枪则切换瞄准模式,如果手空或不是枪则交换手。在快速移动模式下减少车辆在铺装道路上移动的成本。IsVehicle():检查MERC_TYPE__VEHICLE和...
---------------------
r2807
将伤口休克显示限制在肖像栏中的当前呼吸水平以避免混淆。新函数HighWoundShock返回TRUE如果伤口休克水平高于当前呼吸。
---------------------
r2806
调整了AI漫游范围代码。
---------------------
r2805
在团队面板的武器区域左键点击以切换射击模式。在团队面板的武器区域使用鼠标滚轮以切换瞄准模式。ChangeScopeMode:添加了支持以向后滚动瞄准模式。
---------------------
r2804
ClosestReachableDisturbance:允许速度优化仅检查最后发现的干扰和最近的对手,当士兵看到敌人或不允许复杂AI时。
---------------------
r2803
红AI:改进了搜索代码以在目标点跳跃/放置炸弹。
---------------------
r2802
NewDest:检查路径是否有毒气并在需要时戴上防毒面具。AI:如果士兵库存中有防毒面具则忽略催泪瓦斯。红AI:在俯卧姿态时不转向最近的干扰点。
---------------------
r2801
移除了“慢速PC”游戏内选项的文本和工具提示。
---------------------
r2800
移除了“慢速PC”游戏内选项。
---------------------
r2799
黑AI:始终为士兵AI搜索ClosestReachableDisturbance()。
---------------------
r2798
OCTH, NCTH:在观察者的帮助下射击看不见的目标算作辅助射击,1/4的隐形惩罚。
---------------------
r2797
为ClosestReachableDisturbance()添加了搜索点类型代码。SetSoldierGridNo:小调整,禁用了没有结构的士兵的日志消息。红,黑AI:改进了最近可到达干扰的日志。
---------------------
r2796
OCTH, NCTH:简化了视野检查代码,射击时不允许从NVG获得加成。调整了AIDistanceVisible, AIMaxDistanceVisible代码。
---------------------
r2795
重命名:SIGHT_NORMAL -> LOS_NORMAL, SIGHT_READY -> LOS_READY, SIGHT_UNREADY -> LOS_UNREADY。AIDistanceVisible:使用(无瞄准镜距离 + TACTICAL_RANGE / 4,瞄准镜距离)的最大值。
---------------------
r2794
在城镇信息框中分别显示管理员/普通/精英囚犯。如果车辆不为空,则不显示非活动名称。GetPlayerControlledPrisonList:允许当前区域有战斗。使用全局监狱区域向量用于发送到监狱...
---------------------
r2793
SPECIAL_NPCS_STRONGER:- 当NPC在玩家队伍中时没有加成 - 特殊NPC从击杀中没有额外经验
---------------------
r2792
将DROP_DAMAGE默认设置为2(损坏武器,附件,对太酷的物品造成额外伤害)。禁用了爬行/扫射路径调整。在CalcSpotDanger()中实现了点危险缓存,提高了函数速度。
---------------------
r2791
SightCoverAtSpot:使用AIDistanceVisible,这是没有瞄准镜的正常视野距离 + 小加成以防敌人移动。
---------------------
r2790
为隐形士兵播放较低音量的重新装填声音。重新装填枪械时发出噪音。允许AI在安全点或不危险的地方重新装填,简化了代码。
---------------------
r2789
FindBestPath:- 启用了智能侧翼代码 - 启用了在视野掩体代码中的爬行/扫射
---------------------
r2788
DSM修复。改进了游戏进度值总和 != 100的错误消息。在发布版本中禁用了RemovePlayersFromAllMismatchGroups, ValidatePlayersAreInOneGroupOnly。添加了详细的断言消息,当无法读取图集时。
---------------------
r2787
ItemIsMortarShell:移除了<Attachment>标签要求,以支持像BRAINMOD这样的模组,这些模组没有为迫击炮弹定义它。
---------------------
r2786
当没有找到迫击炮弹时添加了消息。使用FONT_ORANGE作为创建火炮打击时的错误消息。
---------------------
r2785
在战略视图中更改所选佣兵时重绘库存面板(由rftr贡献)。
---------------------
r2784
调整了城镇名称/忠诚度显示的字体大小。CalcMorale:在限制AI因休克而士气时考虑伤口休克。AICheckShortWeaponRange:禁用特殊角色以避免小队队长和无线电操作员从背后使用手枪...
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r2783
掉落物品,将物品放入库存AP检查:减少限制,如果结果AP >= -MAX_AP_CARRIED且 >= AP_MIN_LIMIT则允许。
---------------------
r2782
新快速物品类型:为投掷武器如投掷刀和手里剑设置为-10。IsEnoughSpaceInVehicle:移除了最大队伍大小检查。代码清理。
---------------------
r2781
物品转换:恢复了原始的本地化代码。
---------------------
r2780
物品转换:- 修复了不正确的工具提示位置 - 修复了从语言特定文件读取描述时的错误
---------------------
r2779
红AI:改进了额外压制代码(移除了 < MORALE_FEARLESS要求,添加了弹药检查,如果无法前进且朋友正在侧翼则允许)。
---------------------
r2778
面部图标:禁用了DRUG_TYPE_PSYCHO的图标17。AI压制:更频繁地允许,移除了SEEKENEMY对额外压制的要求。
---------------------
r2777
添加了AIRoleSuppress函数。重命名了AI角色函数。
---------------------
r2776
NCTH:修复了伤口休克惩罚计算。SoldierTakeDamage:将bWoundShock限制为100。
---------------------
r2775
AICheckWeOutnumberPublic:将朋友距离降低到TACTICAL_RANGE。AICheckWeOutnumberLocal:将朋友距离降低到TACTICAL_RANGE / 4。改进了开始突袭攻击的代码。
---------------------
r2774
重新启用了手中/枪带中物品的迷彩加成。从GetSightAdjustmentBasedOnLBE中移除了迷彩检查。
---------------------
r2773
GetSightAdjustmentBasedOnLBE:- 启用了手中/枪带中物品的惩罚,基于从车辆口袋容量计算的相对物品大小 - 车辆口袋容量为1的物品惩罚10%,车辆口袋容量为2的物品惩罚8%...
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r2772
降低了攻击时的压制休克减少率。调整了物品出售价格进度:从1/5到1/10取决于进度。NCTH:修复了伤口休克惩罚计算:min(100, bWoundSHock * 10)。AICalcActionPoints:不使用...
---------------------
r2771
AddDrugValues:改进了添加副作用的代码。AI_ACTION_RED_ALERT:仅在士兵看到敌人时开始嘲讽以通知其他人。红AI:移除了!GuySawEnemy()要求当通知其他人时。
---------------------
r2770
药物:如果副作用不为零且副作用率为零,则移除副作用。
---------------------
r2769
PrisonerSurrenderMessageBoxCallBack:恢复了移除区域的代码。
---------------------
r2768
添加了新的游戏内选项“扩展光标信息”,替换了选项ADDITIONAL_NCTH_CURSOR_INFO。
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r2767
EVENT_SoldierHandcuffPerson:如果被俘士兵是被选中的人,则将其从该角色中移除。MakeClosestEnemyChosenOne:- 移除了额外的调试消息 - 添加了检查以跳过POW或昏迷的士兵 - 跳过有新鲜伤口的士兵
---------------------
r2766
修复了在r2765中引入的SetSoldierGridNo中的错误。
---------------------
r2765
SetSoldierGridNo:始终设置新/旧gridno。SoldierCollapse:找到最近的恐慌触发器,如果它不是警报,则分配新的被选中的人。添加了对bPanicTriggerIsAlarm的安全检查以避免数组越界访问。代码清理。
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r2764
禁用了肖像交换功能,直到修复。
---------------------
r2763
EVENT_InitNewSoldierAnim:在进行PRONE_UP动画时不要调用HandleGotoNewGridNo以避免从俯卧姿态通过门移动时的问题。
---------------------
r2762
VerifyAndDecayOpplist:如果警报被触发,也为敌方队伍调用RadioSightings。EVENT_InitNewSoldierAnim:在进行PRONE_UP动画时不要调用HandleGotoNewGridNo以避免从俯卧姿态通过门移动时的问题。AIDecid...
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r2761
实验性修复以避免当AI士兵躺在障碍物(门,栅栏等)旁边并试图越过该障碍物时的无限时钟:首先蹲下,然后执行计划的动作。
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r2760
r7765:EDB增强:重新装填显示现在包括特质的影响。IsWeaponMounted:车辆乘客可以休息他们的枪。
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r2759
r7563 修复:在某些情况下,治疗中的溢出可能导致医生治疗大量伤害。
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r2758
r7554:尝试将更多佣兵添加到车辆中,超过了座位数量,导致车辆名称为“null”的错误消息。
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r2757
r7382:NCTH的新修饰符以改变瞄准镜惩罚的行为:AIM_TOO_CLOSE_THRESHOLD = 1.0 这定义了在瞄准镜范围内惩罚开始的点。
---------------------
r2756
r7179:- 降低了敌方部队成为医疗兵的优先级 - 玩家控制的监狱中的囚犯现在使用Shank和Dynamo使用的囚犯颜色方案
---------------------
r2755
SMInvClickCallback:即使没有足够的AP,也始终允许将物品放回旧位置。当按下CTRL附加时,仅在附加成功时扣除AP。
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r2754
修复了读取本地化XML文件时Transform[]初始化的问题。
---------------------
r2753
添加了对语言特定的*.Item_Transformations.xml文件的支持。
---------------------
r2752
CalcCoverValue:- 如果超出武器范围或对手无助或进入掩体则允许前进 - 在侧翼/狙击/撤退时不前进
---------------------
r2751
统一了播放LNL声音的代码,降低了LNL音量。默认情况下不为需要手动重新装填的武器装填弹药。仅在武器为空且需要手动重新装填时才需要重新装填。
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r2750
如果在选项中禁用了水/食物消化,则将水/食物水平设置为正常。修复了俄语翻译。CalculateSurrenderStrength:修复了小队长加成。
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r2749
减少了俄语翻译中“忠诚”的长度以更好地适应屏幕。
---------------------
r2748
PrisonerSurrenderMessageBoxCallBack:禁用了MSYS_RemoveRegion。
---------------------
r2747
将NCTH_PRE_RECOIL默认设置为FALSE。如果要求投降的士兵没有小队长特质,则对玩家投降力量的惩罚。从未成功的投降要求中士气打击。无线电操作员可以通过无线电要求敌人投降。在未成功...
---------------------
r2746
CalcCounterForceMax - 仅对双手武器的备用武器持握加成 - 对长自动射击的加成,10发子弹时+50%
---------------------
r2745
新选项NCTH_PRE_RECOIL(默认true):始终计算NCTH预后坐力。
---------------------
r2744
无论RADIO_OPERATOR_REINFORCEMENTS选项如何,始终允许在城镇区域中的敌方增援。
---------------------
r2743
新选项RADIO_OPERATOR_REINFORCEMENTS(默认true):敌方队伍需要活跃的无线电操作员来呼叫增援。
---------------------
r2742
代码格式化。IsWeaponMounted:如果武器未准备好则返回false。
---------------------
r2741
添加了“隐藏顶部栏”游戏内选项。
---------------------
r2740
当更改瞄准射击位置时更新最大瞄准。
---------------------
r2739
当谈话光标瞄准腿部时激活“交换位置”光标。改进了代码以在启用“最大瞄准”选项时计算默认瞄准。DetermineCursorBodyLocation:安全检查。
---------------------
r2738
当按下ALT时激活“交换位置”光标。
---------------------
r2737
当启用从最大瞄准级别开始的选项时,使用提供最大命中几率的瞄准级别而不是最大可能的瞄准级别。
---------------------
r2736
SwapMercPositions:允许与同一房间内的中立静止平民交换位置。
---------------------
r2735
SetInterfaceHeightLevel:还检查sCenterGridNo, sIsolatedGridNo。
---------------------
r2734
代码清理。SetSoldierGridNo:- 不要为不可见的瓷砖更改gridno - 在士兵结构缺失的情况下添加了调试消息 InternalIsValidStance:允许在自定义gridno中检查。InternalPlaySoldierFootstepSound:允许播放声音...
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r2733
错误消息现在会在抛出错误时打印视频对象的文件名,为我们提供了调试的即时起点。特别适用于那些间歇性断言错误发生时(由Asdow贡献)。
---------------------
r2732
移除了TOPTION_SPREAD_FIREingmae选项。在Ja2_Options.ini的[Extended Options]部分添加了新选项SPREAD_FIRE。
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r2731
移除了TOPTION_TRACERS_FOR_SINGLE_FIRE选项,曳光弹效果始终用于曳光弹。
---------------------
r2730
移除了TOPTION_ANIMATE_SMOKE游戏内选项。
---------------------
r2729
改进了编队移动选项的工具提示,添加了提示以使用Shift+点击随时开始编队移动。
---------------------
r2728
改进了士兵工具提示选项(Shift+D)的工具提示文本。
---------------------
r2727
更新了编辑器代码到主干状态。
---------------------
r2726
重新设计了增援代码。如果敌方士兵剩余 < 士兵槽剩余,则始终允许增援。始终允许从该区域的增援(待定士兵,现有队伍),仅当ja...
---------------------
r2725
PutNonSquadMercsInPlayerGroupOnSquads:如果我们未能将士兵放入唯一小队,则创建另一个小队,这应该修复了当从车辆卸载超过当前小队大小的佣兵时的崩溃。IsEnoughSpaceInVehicle:限制车辆中的佣兵...
---------------------
r2724
启用了一些调试检查和消息在发布版本中。移除了无线电操作员呼叫增援的要求。启用了使用曳光弹时第一发子弹的枪口闪光代码。
---------------------
r2723
代码改进(由Asdow, majcosta贡献)。添加了匹配腿部装甲附件的能力(由Asdow贡献)。改进了手电筒代码(由cptmoore贡献)。
---------------------
r2722
添加了匹配头盔附件的可能性(由Asdow贡献)。
---------------------
r2721
在首次加载区域时跳过“Nada”物品。
---------------------
r2720
防止侦察特质在直升机中生效。
---------------------
r2719
当作弊创建食物物品时,将bTemperature设置为OVERHEATING_MAX_TEMPERATURE以使食物新鲜。
---------------------
r2718
新选项INACTIVITY_PENALTY(默认10),定义了玩家不活动对忠诚度的惩罚级别,设置为0以禁用任何不活动的负面影响。
---------------------
r2717
小代码改进,修复了警告。
---------------------
r2716
使用红色“X”作为错误瞄准模式的指示。
---------------------
r2714
修复了当bScopeMode为士兵设置不正确时FindInterfaceScopeMode中的无限循环。
---------------------
r2712
修复了非法数组访问(由Asdow贡献)。当使用旧技能特质系统时,数组长度太小。
---------------------
r2711
修复了在地图库存中显示长名称时的CTD(由Asdow贡献)。
---------------------
r2710
当从水壶/水桶中饮水时,如果定义了ubPortionSize则使用它。
---------------------
r2709
USE_ITEM合并:第二个创建物品的默认状态等于第一个创建物品的状态。
---------------------
r2708
USE_ITEM合并:如果定义了<PointsAdded>,则将新创建物品的状态设置为PointsAdded。
---------------------
r2707
USE_ITEM合并:如果定义了<PointsUsed>且附件没有足够的状态点,则减少合并结果物品的状态。
---------------------
r2706
仅在非战斗时显示弹药转换的齿轮图标。
---------------------
r2705
使用弹匣名称而不是仅显示弹匣大小的拆分转换消息。
---------------------
r2704
当转换士兵库存中的板条箱时,允许选择弹匣大小。为弹药箱和板条箱显示转换齿轮图标。
---------------------
r2703
addAmmoToPocketPopup:如果检查的武器处于弹链供弹模式,则允许更大的弹链弹药。ItemDescTransformRegionCallback:允许将弹药箱/板条箱拆分为更大的弹链弹匣。
---------------------
r2702
FindMedKit, FindFirstAidKit:首先尝试找到没有毒药伤害的医疗包。
---------------------
r2701
如果物品具有<PoisonPercentage>标签,则在包扎时应用毒药。
---------------------
r2700
移除了未使用的变量。
---------------------
r2699
LOBOT:敌人正确佩戴背包(由rftrdev贡献)如果敌方士兵在随机生成时获得背包,则将其放入背包库存槽而不是通用库存槽。
---------------------
r2698
GetPercentReadyTimeAPReduction:移除了瞄准模式支持。
---------------------
r2697
GetPercentAPReduction, GetObjectModifier:修复了不正确的加成计算。调整了地面上物品的轮廓颜色。
---------------------
r2696
减少发光物品的亮度。调整了地面上物品的轮廓颜色(地面为绿色,屋顶为橙色)。
---------------------
r2695
增加了白光激光的灯光惩罚。当无法清晰看到点时,增加了白光激光瞄准器的惩罚。枪口闪光移除潜行效果(除了红外激光)。
---------------------
r2694
改进了通过白光激光闪光致盲敌人的代码:检查点不在光中,检查LOS到目标。
---------------------
r2693
改进了通过白光激光闪光致盲敌人的代码。WearsBallisticGoggles, WearsSunGoggles:添加了对头盔的支持。
---------------------
r2692
当从正面射击敌人头部使用白光激光类型时,有机会通过闪光致盲敌人。修复了白光激光的目标闪光。添加了士兵被致盲时的本地化消息。
---------------------
r2691
如果ADDITIONAL_NCTH_CURSOR_INFO > 1,则始终显示武器/头部装备。
---------------------
r2690
实验性修复:在NCTH指示器后绘制工具提示。
---------------------
r2689
激光修复,枪口闪光修复。使用激光也会激活枪口闪光代码,将激光类型存储在fMuzzleFlash标志中。移除了使用白光激光时对射手的闪光效果。枪口闪光移除迷彩效果。允许红外激光的枪口闪光效果...
---------------------
r2688
在Items.xml中添加了<ubLaserType>标签,定义了激光类型:1 - 普通(1.13中的常规红色激光) 2 - 绿色(在日光下更好的可见性) 3 - 红外(需要NVG才能看到) 4 - 白色(强制枪口闪光效果,在目标上创建短暂的光闪...
---------------------
r2687
修复了当激光加成为负时NCTH光标中激光点显示不正确的问题。允许将激光作为补充加成即使对于瞄准镜,如果激光定义为枪本身,代表某种内部瞄准系统。当使用激光作为主动...
---------------------
r2686
EvaluateQueenSituation:确保女王在下次决策前等待足够的时间。调整了瞄准模式图标在物品图片上的位置。对于带有激光加成的铁瞄附件,显示红色“L”而不是瞄准模式图片。对于瞄准镜,显示红色“+...
---------------------
r2685
带有<BlockIronSight>标签的附件仅在它们被选为主动瞄准镜时提供加成。
---------------------
r2684
为<PercentReadyTimeAPReduction>标签添加了瞄准模式支持。带有<BlockIronSight>标签的物品在腰射模式下不提供加成,在正常模式下它们被忽略,除非与ScopeMagFactor > 1.0的主动瞄准镜一起使用(例如...
---------------------
r2683
将枪械技能计算公式更改为(6 * 命中率 + 4 * 10 * min(10, 经验等级 + 技能特质数)) / 10,因此武器技能等级可以补偿最多2个经验等级
---------------------
r2682
OCTH:在Items.xml中添加了<bDifficultyBonus>标签(范围从-100到100),应用于从物品和附件中最大<ubDifficulty>值计算的值。
---------------------
r2681
OCTH:- 降低了智慧在计算武器技能时的加成到1/4最大 - 仅对玩家佣兵应用武器技能不足的惩罚
---------------------
r2680
在Items.xml中的新标签<ubDifficulty>,值限制为0..100,仅在OCTH计算中使用:- 枪械难度计算为枪械及其附件中所有<ubDifficulty>值的最大值。- 士兵枪械技能计算为(6 * bMarksm...
---------------------
r2679
路径调整:- 血猫和僵尸避开光线 - 血猫避开新鲜尸体
---------------------
r2678
在Items.xml和AmmoTypes.xml中添加了新标签<ubJamChance>,此标签定义了直接卡壳几率,独立于标准卡壳几率计算,并计算为武器、弹药和所有附件的<ubJamChance>的总和。
---------------------
r2677
将子弹飞过佣兵的声音名称更改为Whoosh[N].ogg
---------------------
r2676
当子弹飞过佣兵时播放嗖嗖声。代码格式化和小改进。
---------------------
r2675
代码改进,添加了安全检查。
---------------------
r2674
代码改进,安全检查。
---------------------
r2673
在SoldierGiveItemFromAnimation()中不要解引用空指针。LoadStrategicAI:在检查地下区域时使用pSoldier指针前进行检查。
---------------------
r2672
移除了未使用的函数MapOptimize, TrashMapTile。代码改进。
---------------------
r2671
修复了IMP有0睡眠需求的问题。
---------------------
r2670
SCHEDULE_ACTION_LEAVESECTOR:改进了代码以首先使用FindNearbyPointOnEdgeOfMap(),如果未找到则使用FindNearestEdgePoint()。DecayStrategicMorale:在调用NumberOfPeopleInSquad()前检查正确的任务。HandleSight:没有视野...
---------------------
r2669
HandleAtNewGridNo:不允许毒气影响垂死的士兵。SoldierTakeDamage:当增加所有玩家间谍的怀疑时,检查attacker != NOBODY。DamageStructure:- 仅在合理的情况下执行用子弹损坏结构的代码...
---------------------
r2668
修复了不正确的装备包价格计算(乘以堆叠中的物品数量)。
---------------------
r2667
车辆代码的小改进。
---------------------
r2666
使用消音武器忽略未看见攻击的几率:小代码调整。
---------------------
r2665
修复了在r2661中引入的错误:血猫无法前进到敌人,因为NewOKDestination返回FALSE,将fIgnorePeople标志返回到InternalOkayToAddStructureToWorld和OkayToAddStructureToTile。为生物AI添加了更多调试信息...
---------------------
r2664
为车辆中的士兵显示车辆光标,允许点击时退出车辆。如果选择了驾驶员,则在方向盘上显示移动模式(高速档或低速档)。为技能菜单添加了驾驶员动作:- 喇叭,使用Sounds\Misc\CarHorn.ogg -...
---------------------
r2663
改进了代码以在摧毁物体时损坏车辆:- 不为零伤害调用SoldierTakeDamage(如果没有受到伤害则移除声音)- 增加了10%的+1伤害几率
---------------------
r2662
修复:车辆碾压人员在非对角线方向行驶时无法正常工作(由anv贡献)
---------------------
r2661
r7284 车辆更新:车辆碾压和撞击(由anv贡献)- 新功能:撞击人员 - 通过战术游戏设置 > ALLOW_CARS_DRIVING_OVER_PEOPLE和战术游戏设置 > ALLOW_TANKS_DRIVING_OVER_PEOPLE设置 - 当s...
---------------------
r2660
NumberOfPlayerControllableMercsInSquad:修复了不正确的数组访问。小代码改进。
---------------------
r2659
功能:可以休息车辆的武器。改进了再生增强包扎效果的代码。进入车辆时不更改bInitialActionPoints。
---------------------
r2658
r7212 可驾驶车辆更新(由anv贡献)- 车辆不再透明,- 车辆比人更响亮,取决于它们的移动速度。- 确保我们不会将车辆放入另一辆车 - 如果士兵在车辆中,则在迷你地图上方绘制UI...
---------------------
r2657
代码格式化。
---------------------
r2656
r716 可驾驶车辆更新(由anv贡献):- 车辆现在可以在战术屏幕中离开区域。
---------------------
r2655
r7204 可驾驶汽车更新(由anv贡献):- 简化了车辆控制 - 不再需要分别选择驾驶员和车辆,切换显示的AP和其他深奥的活动。要移动车辆,只需选择其驾驶员即可。如果y...
---------------------
r2654
再生调整:- 移除了最大生命伤害 - 每回合包扎5-25点 - 每回合恢复1-3点生命值
---------------------
r2653
实现了r7193:允许在战术中驾驶车辆(由anv贡献)- 要控制车辆,点击它或团队面板中驾驶员肖像下的方向盘。- 车辆有两个档位 - 慢速驾驶和快速驾驶,可切换就像...
---------------------
r2652
显示非活动佣兵的名称:当士兵在车辆中时不显示。
---------------------
r2651
代码格式化。
---------------------
r2650
快速热键帮助图片:添加了对1280x1024模式的支持,使用Hotkeys_1280.png文件。
---------------------
r2649
中文翻译更新(由zwwooooo贡献)。
---------------------
r2648
新选项HELP_PICTURE_KEY允许在战术屏幕中显示热键帮助图片。图片取自Interface\Hotkeys_XXX.png,其中XXX可以是1024, 800或640,游戏也可以加载Hotkeys.png
---------------------
r2647
重命名了雷达相关的全局变量。添加了代码以在按下CAPS键时显示帮助图片。
---------------------
r2646
编辑器调整(由Asdow贡献):- 移除了editoritems缓冲区的残余,因为它不再使用 - 提高了可读性 - 移除了未使用的clippingRect
---------------------
r2645
修复了在物品标签中显示物品时的INT16缓冲区溢出(由Asdow贡献)。
---------------------
r2644
MoveAllInHelicopterToFootMovementGroup:仅在实际空投时设置SOLDIER_AIRDROP, SOLDIER_AIRDROP_TURN标志,而不是仅仅踢出乘客并离开区域。
---------------------
r2644~r2953log(原文:)
r2953
fixed creature music playing instead of normal battle theme on surface maps with blue light component. Removed INSUR_1HOUR_FRAUD for VR compatibility.
---------------------
r2952
More VR support: - new feature: mercs can get missed in action instead of dead while away on other assignments - new feature: randomised email notifications about mercs killed and MIA - externalized chance that merc will get killed while aw...
---------------------
r2951
VR: NO0815 IMP code. Fixed crash when toggling noctovision radar mode from main menu. Tweaked AI suppression effectiveness estimation to include shock effectiveness and max shock level.
---------------------
r2950
Merc arrival location fix (by Asdow) *User center insertion point for merc arrival *Instead of initial arrival gridno that is meant only for the very first helidrop arrival at the start of a game. *Prevent possible nullptr dereference
---------------------
r2949
VR: - add fire effects in starting sector - Colonel start rush attack - added missing text EVENT_SoldierGotHit, StructureHit: fix critical bug when ubAttackerID = NOBODY.
---------------------
r2948
More VR support: MIA files.
---------------------
r2947
More VR support - helicopter, pilot skill.
---------------------
r2946
More VR support - Driver trait/vehicles, fixes. Disable LUA_QUESTS in JA2VR mode. Updated quest/fact descriptions. VR: Babyface refuses to remove glasses.
---------------------
r2945
More VR support. New options: - ASLEEP_IN_CAR_AND_STILL_GETS_TRAVELLING_REDUCTION - GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION - FUEL_SAVED_WHILE_TRAVELLING_IN_VEHICLE - MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES - MAX_STACKABLE_FUEL_...
---------------------
r2944
Removed option ENABLE_VR. Added VR code support to Laptop. CheckForChangingOrders: allow ONGUARD and CLOSEPATROL changing orders if not underground and not in a room. RoamingRange: allow bigger range for soldier in YELLOW mode to investigat...
---------------------
r2943
New options: ENABLE_VR, MINE_NO_FOREMAN_PENALTY.
---------------------
r2942
Limited max stealth effectiveness for hiding in shadows background to 7, so that he can be spotted from next tile.
---------------------
r2941
Don't disable shadow bonus if stealth mode is disabled or Loner trait is no longer active.
---------------------
r2940
New background ability <shadow_hiding> provides 100% stealth bonus when staying in shadow for 1 turn without moving. Fixed bug in EnemyHeardSoldierRecently.
---------------------
r2939
Added xml support and description for <shadow_hiding> background.
---------------------
r2938
Removed AP penalty for Loner from other mercs nearby.
---------------------
r2937
Loner trait: AP_LONER bonus if starts turn alone, penalty if starts turn with other mercs around. Improved support for 25AP system: - GREEN_MILITIA_APS_BONUS, REGULAR_MILITIA_APS_BONUS, VETERAN_MILITIA_APS_BONUS, ENEMY_AP_BONUS_NOVICE, ENEM...
---------------------
r2936
Less damage for regular (not HE) bullets against tanks.
---------------------
r2935
Don't allow ammo feeding from inventory if gun is not automatic, this allows hand ammo feeding from another soldier for PTRD.
---------------------
r2934
Call RemovePlayerFromGroup instead of RemoveGroup (by Asdow).
---------------------
r2933
CorrectDragStructData: correctly set map flag (by olafwqq).
---------------------
r2932
Allocate one INT8 for ZStripInfo pbZChange. Fixes assertion errors in DEBUG build when LOBOT is enabled. (by Asdow)
---------------------
r2931
r9141: We can now use interactive actions to alter decals on walls, so it is possible to simulate taking off an object from the scenery and add it as an item (by Flugente). r9120: Fix: dragging a structure repaired it and removed all decals...
---------------------
r2930
New value in [Technician] of Skills_Settings.INI: BONUS_CTH_FLAMETHROWER, 10 by default.
---------------------
r2929
Moved LOADSCREEN_STRETCH_MODE option to [Extended Options] section of Ja2_Options.ini
---------------------
r2928
Loadscreen improvements from VR (by anv): - loadscreen stretch modes setting (stretch to fit, fit to width, fit to height) - updated loading screen and animated bar with fixes from 1.13, multi resolution loading screens support - aspect rat...
---------------------
r2927
Another face gear rendering fix - closed eyes (fix by anv from VR). Removed register keyword.
---------------------
r2926
Face gear is shaded the same as a face (VR fix by anv).
---------------------
r2925
Face gear rendered below "hatch" (inactivity overlay) (VR fix by anv).
---------------------
r2924
Render continue button above icons and facegear (VR fix by anv).
---------------------
r2923
Fixed UI movement mode not switching to crawl on character collapse, leading to deadlocks (by anv).
---------------------
r2922
Increased max random items to 2000. Increased possible random item number in XML to 20.
---------------------
r2921
Use ± symbol for new line in item description in Items.xml
---------------------
r2920
InternalIgniteExplosion: safety check when creating smoke effect for explosion. ExpAffect: - no damage to roof from explosion with zero radius - no additional damage to walls in NORTH and WEST directions from explosion with zero radius
---------------------
r2919
[~] Performance optimizations around Attachment[] and Launchable[] arrays (by san_alf).
---------------------
r2918
Bear trap with ubDamage <= 1 doesn't cause agility stat damage.
---------------------
r2917
Increased agility loss from Bear trap.
---------------------
r2916
New feature: bear traps are mechanical traps that function like bombs, cause no explosion, can be reused, deal significant damage to legs and pin down the target (by Flugente). Bear traps are defined as regular traps but have <ubType>13</ub...
---------------------
r2915
Downgrade startup ini errors to warnings (by xiaoxun92).
---------------------
r2914
Don't show dirt information for launchers as it doesn't affect them. EatFromInventory: stop if failed to consume drug/food to avoid endless loop (fix by anv from VR). Don't increase dirt for launchers as it doesn't affect them.
---------------------
r2913
In town sectors locals can sometimes feed hungry mercs, chance and amount of food depends on loyalty.
---------------------
r2912
When checking for handcuffs when capturing soldier, allow default item 1625 if it has item class IC_MISC and item flag HANDCUFFS.
---------------------
r2911
NCTH: -20% to handling when shooting prone with gun mounted on object (without bipod).
---------------------
r2910
Disabled green filter at night for overhead map.
---------------------
r2909
Update radar map shade when changing Noctovision setting in the ingame option.
---------------------
r2908
New ingame option "Noctovision radar map" shows radar map with green filter at night. Original feature implemented by anv for Vengeance:Reloaded.
---------------------
r2907
Prevent AI deadlocks (by Asdow) Allow AI to shoot with lower aim if out of AP for current aim level (by Asdow) Prevent AI deadlock when they try to shoot and player gets an interrupt (by Asdow) Disable canceling AI actions for escorted merc...
---------------------
r2906
Show laser sight on big custom gun picture if it's defined as iron sight with laser bonus.
---------------------
r2905
Subsequent sounds overlap for seamless transition (by anv).
---------------------
r2904
AllowedAimingLevels, AllowedAimingLevelsNCTH: use default value for range if supplied sGridNo is incorrect.
---------------------
r2902
No mounted status for prone shooter if there's no object in front of him to lay weapon on. No mounted status for alt weapon holding. CalcChanceToHitGun: - improved mounted weapon support - bonus 5% for mounted weapon (without bipod, only wh...
---------------------
r2901
AllowedAimingLevels, AllowedAimingLevelsNCTH: added check for incorrect sGridNo. IsWeaponMounted: - if weapon is not ready, check if it can be readied, to allow correct CTH calculation - FALSE when in alternate firing mode and weapon is no...
---------------------
r2900
Update team/soldier panel when weapon ready status changes, to show weapon handling status. Show weapon handling on item when option WEAPON_RESTING_DISPLAY is enabled: B - Bipod S - Sling G - Foregrip M - Mounted
---------------------
r2898
ApplyDrugs: - added safety checks - don't allow for vehicles - if drug item is food, consume kit points based on ubPortionSize
---------------------
r2897
Fixes by anv: - fix vehicles consuming fuel after instant movement cancel - don't automatically put people in vehicle squads - fixed incorrect vehicle group id after reloading the game and vehicle movement plot issues - fixed vehicle body n...
---------------------
r2896
Added more nationalities.
---------------------
r2895
Fix personality check for backgrounds during IMP creation (by rftrdev).
---------------------
r2894
Fixed weapon cleaning command in sector menu not working for all mercs.
---------------------
r2893
CleanWeapons: allow to use cleaning kit attached on weapon.
---------------------
r2892
Also show dirt level in EDB when overheating is enabled. Shortened temperature display text.
---------------------
r2891
Set merc balance to zero when hiring. Typo fixes.
---------------------
r2890
New backgrounds: - <loyalitylossondeath>, huge penalty to loyalty in all towns on death - <animal_friend>, will refuse attack animal unless attacked by that animal - <civgroup_loyal>, will refuse to attack members of the same group
---------------------
r2889
Limit <resistance_physical> to -XML_BACKGROUND_RESI_MAX, XML_BACKGROUND_RESI_MAX. GetHearingBonus: - allow skill/background bonus when using extended ear - <hearing_night> background bonus works at night time always , not just in dark place...
---------------------
r2888
GetTraitCTHModifier: bonus for Technician when using flamethrower, 10% per trait level. OCTH: - base marksmanship for flame is defined as (marksmanship + dexterity) / 2 - base marksmanship for regular shots defined as (3 * marksmanship + de...
---------------------
r2887
Don't modify gMAXITEM_READ when reading localized file (by Asdow). NCTH: don't apply <PercentReadyTimeAPReduction> to handling. Fixed aimtime in NCTH logging.
---------------------
r2886
Log NCTH calculation in Logs\CTHInfo.txt when [F] pressed. Fixed incorrect stance used for NCTH calculation when pressing [F].
---------------------
r2885
Fix flashlight not working at night. Increased wear off rate for alcohol with vodka background.
---------------------
r2884
Added <russian_vodka> background description.
---------------------
r2883
Localized "Heart attack" message when merc uses alcohol and adrenaline at the same time.
---------------------
r2882
Increased HANGOVER_AP_REDUCE 5 -> 10. Skill modifier for hungover 100 -> 80. Effective experience level modifier for hungover 0 -> -1.
---------------------
r2881
OCTH: restored original bonus BASE_TILE_PENALTY for each tile closer than NORMAL_RANGE. AIEstimateCTH: improved calculation, fix possible bug with negative value for unsigned variable.
---------------------
r2880
OCTH: - new option NORMAL_RANGE (default 90) defines base range for penalties - improved base accuracy boost at close range calculation for OCTH - increased value for breath level for max aim calculation - disabled breath penalty (fatigue a...
---------------------
r2879
Show danger zones for covert spy - only for ENEMY_TEAM opponents. Calculate InShock level as 10 + effective experience level.
---------------------
r2878
Suppression system changed so that merksmanship/dexterity penalties are only applied when soldier is in shock, which determines as certain suppression shock level mostly defined by soldier's effective experience level. Adrenaline reduces ma...
---------------------
r2877
Always allow attaching launchable is AP >= MAX_AP_CARRIED. Disabled code to always allow attaching item if no free place in inventory.
---------------------
r2876
New option DROP_FIRST marks weapon as droppable if it wasn't dropped yet in this campaign, regardless of regular chance to drop weapon defined in XML.
---------------------
r2875
VR fixes by anv: Fixed group assignment for tactical soldiers spawns. Fixed issue with jpc.7z camo faces being ignored. Light vegetation no longer has to block tank shells. Support more music tracks Fix vehicles consuming fuel after instant...
---------------------
r2874
VR fixed by anv: Always prioritise mercs above interactive tiles (e.g. doors) when using medkits. Disable respawning enemy tanks in sectors already controlled before. Allow traversing AI (e.g. retreating enemies) to properly path off the ma...
---------------------
r2873
Removed option CAMO_PROFILES. Added <wood_camo>, <permanent_camo> backgrounds. Allow to remove/change camo for soldier with <wood_camo> background, every hour when not sleeping and not in transit it will be restored to default wood camo.
---------------------
r2872
Allow QUOTE_EXPERIENCE_GAIN when not training, regardless of "quiet training/doctor/repair" options.
---------------------
r2871
Experimental tweak: set FACT_MEDIUM_SIZED_SHIPMENT_WAITING, FACT_LARGE_SIZED_SHIPMENT_WAITING depending on shipment weight. This allows Pablo to say different quote based on shipment weight minus what he stole. Fixed incorrect comment in lo...
---------------------
r2870
Prevent writing past array capacity (by Asdow) Game would crash with stack-based buffer overrun when a MOLLE item had enough attachments and their texts were written past attachString capacity
---------------------
r2869
New background "double_toss" allows to toss two grenades at once with ALT key: - any grenades can be thrown this way - cursor will show position for first grenade only - APs for double toss increased by 20% - grenade activation sounds will ...
---------------------
r2868
<uiExtraType> property in Items.xml defines side for armour plate: 0 - use default value set by PLATE_PROTECTION_SIDE option 1 - front side only (no protection when prone except for head) 2 - back side only (no protection when prone except ...
---------------------
r2867
Added assignment type name to error message for unrecognized assignment type.
---------------------
r2866
New option PLATE_PROTECTION_SIDE (default 3) defines sides from which plate protection works: 0 - all sides (vanilla) 1 - front side only (no protection when prone) 2 - back side only (no protection when prone) 3 - front + back (no protecti...
---------------------
r2865
Change initial militia orders from STATIONARY to ONGUARD.
---------------------
r2864
Creature music: check for zombies and creatures in sector.
---------------------
r2863
Show face icon when soldier is suppressed.
---------------------
r2862
AllowedAimingLevels: - penalty when under adrenaline - limit aim levels if was suppressed this turn (+1 max aiming when suppressed if dauntless)
---------------------
r2861
DailyCheckOnItemQuantities: improved fix for items ordering (by Asdow).
---------------------
r2860
DailyCheckOnItemQuantities: - don't stop loop on item with usItemClass == 0 - fix possible bug with item order
---------------------
r2859
Limit suppression from heard gunshots to 1 direction.
---------------------
r2858
[Fix] A bunch of fixes for artillery strike (by sun_alf) * Trim max number of waves to duration of signal smoke. Otherwise art.strike turns into unnatural stupidity. * If enemy AI tried to get art.strike but lacked of resources, player will...
---------------------
r2857
Remove compiler warning for exceeding stack size (by Asdow) Use std::map & std::set instead of two 16001 elements long arrays
---------------------
r2856
Display icon and tooltip for belt fed weapons (by Asdow)
---------------------
r2855
Remove compiler warning for exceeding stack size. (by Asdow)
---------------------
r2854
Added new filters for LOBOT (by Asdow): * Weapon class for SECONDHANDPOS items * Check if weapon is two handed for HANDPOS and SECONDHANDPOS
---------------------
r2853
Removed PlayJA2StreamingSample as it's identical to PlayJA2Sample.
---------------------
r2852
Added possibility to show action panel in place of tactical panel if tactical panel is disabled.
---------------------
r2851
IsGroupInARightSectorToReinforce: don't check for SAM and town sector.
---------------------
r2850
Added SAM and ALLOW_REINFORCEMENTS_ONLY_IN_CITIES restrictions for enemy reinforcements to AssociateEnemiesWithStrategicGroups, GetNumberOfEnemiesInFiveSectors, DoReinforcementAsPendingEnemy. Added function AllowReinforceSector() which chec...
---------------------
r2849
DoReinforcementAsPendingEnemy: - no enemy reinforcements from SAM sector - option ALLOW_REINFORCEMENTS_ONLY_IN_CITIES applies to enemy too (enemy still can attack from several directions)
---------------------
r2848
New tags in Items.xml: <uiExtraFlag>, <uiExtraType>, used to define special items and properties used by +AI. Extended ear works by default in all directions.
---------------------
r2847
Allow dragging soldier from the same team, deduct AP when dragging. AP cost for dragged person is scaled according to initial AP points.
---------------------
r2846
Talking to captured enemy soldier forces him to come to merc. No surrender menu when talking to captured soldier.
---------------------
r2845
Full drop from captured enemies except extra items. GetAPsToHandcuff: lower AP for merc with <prisonguard> background when using handcuffs. Allow dragging collapsed soldier from the same team. When assigning AI traits, allow auto weapons tr...
---------------------
r2844
GetAPsToHandcuff: when using handcuffs, use 3/4 of AP_HANDCUFF or reduce even more if soldier has <prisonguard> background. CanDragPerson: allow dragging captured soldiers. EVENT_SoldierHandcuffPerson: only keep handcuffs (<metal> property)...
---------------------
r2843
DoAttachment: stop if found not fitting attachment. Red AI: improved code to find closest seen path spot, don't search again to set watched location.
---------------------
r2842
Prohibit cliffs as militia placements. If item doesn't fit it's place after attachment, find another place in inventory or drop to the ground.
---------------------
r2841
Red, Black AI: improved code to raise weapon when sidestepping out of cover. Removed StopSeekReset() call from DecideAction as it is called from ExecuteAction.
---------------------
r2840
NCTH: allow BASE_SAME_TARGET bonus immediately when focusing. AI: crouch less often when not in dangerous place. Red AI: - Red seek: disabled turning before seeking. - added SOLDIER_AI_TURN_THREAT to separate code from SOLDIER_AI_TURN_UNSEE...
---------------------
r2839
EXTRA_ITEMS: - add various equipment to SOLDIER_CLASS_MINER - disabled creating extra items for detailed placement
---------------------
r2838
Tweaked font size for strategic map.
---------------------
r2837
AIDetermineStealingWeaponAttempt: don't try to steal weapon with rifle sling attached as it will fail. Code formatting.
---------------------
r2836
CalcCoverValue: - reduce range factor if soldier has no cover from enemy only if soldier has cover or in a room, not under adrenaline, not SEEKENEMY or special AI role or morale < MORALE_FEARLESS - add bonus if we can attack here this turn,...
---------------------
r2835
EXTRA_ITEMS option also adds first aid kits, canteens and alcohol to militia.
---------------------
r2834
Increased medic trait priority for AI.
---------------------
r2833
CalcCoverValue: - allow advance more often with high morale - allow retreat when morale < MORALE_CONFIDENT
---------------------
r2832
Red AI: - when in a room, try to turn to closest spot where enemy can be seen instead of turning to closest enemy and stare at the wall as a result - when crouching in a building to possibly see enemy, check LOS to enemy spot - try to tur...
---------------------
r2831
Improved code to set/read militia placement data. Red, Black AI: don't move from deep water when flanking. Added more AI log information for tactical order/flanking/rush/retreat.
---------------------
r2830
Removed option MAX_WEAPON_RANGE_PENALTY. Show face icon 22 when merc is gassed. All smoke effects will cause gassed effect on soldier. Penalty to vision range when gassed. Penalty to interrupt level when gassed. When placing militia on mili...
---------------------
r2829
Stop high speed timer when launching artillery strike on enemy turn.
---------------------
r2828
Max throwing range: bonus from skill less effective with high strength.
---------------------
r2827
Disabled code forcing insertion direction to avoid possible bugs.
---------------------
r2826
TerrainBreathPoints: increase BP cost when dragging.
---------------------
r2825
Renamed "Take position" militia order to "Move to". Added AIRoleRPGOperator, AIRoleCQB. Tweaked AIRoleMortarOperator to check shells.
---------------------
r2824
Added localized text description for specialized militia placements. Added code to make militia look to outward in the beginning. Improved ambush: added safety check in case gMapInformation.sCenterGridNo is not properly defined.
---------------------
r2823
FindGridNoFromSweetSpotWithStructData: correctly set level when checking for reachable spots. TacticalCreateSoldier: added some stat tweaks based on soldier bodytype. TacticalCopySoldierFromProfile, TacticalCopySoldierFromCreateStruct: poss...
---------------------
r2822
New squadleader action: define militia placements in sector. GiveIMPRandomItems: fixed Random(1) bug. Use NAILS profile constant instead of 34. Disabled moo sound when loading sector with cows. AddPlacementToWorld: fixed WORLD_ROWS used ins...
---------------------
r2821
Added remaining MIN_HEALABLE_INJURY constants. SeekRange: replaced DAY_VISION_RANGE constant with TACTICAL_RANGE. Smart sneaking: - disable when under adrenaline - allow for retreat and flank approach orders - allow more often for special r...
---------------------
r2820
Added constants MIN_HEALABLE_INJURY = 100 and MIN_AI_HEALABLE_INJURY = 500 to use iHealableInjury checks consistently in the code.
---------------------
r2819
Limit AI morale when bleeding and can bandage : - check morale < MORALE_FEARLESS - check iHealableInjury which is requirement to start healing - check GetClosestMedicSoldierID if soldier cannot heal himself
---------------------
r2818
DROP_DAMAGE option: improved code to calculate max allowed coolness. Red, Black AI: added chance based on bleeding value to start retreat when soldier is bleeding. DetermineMovementMode: no crawling for AI_ACTION_SEEK_OPPONENT or AI_ACTION_...
---------------------
r2817
Faster bleeding: only if enemy is in sector. CalcMorale: limit AI morale when bleeding and can bandage. Red, Black AI: possibly start retreat when bleeding and can bandage.
---------------------
r2816
Faster bleeding in turnbased when moving, bonus bleeding damage. No hit battlesound if target is unseen enemy, also removes bleeding sound for unseen enemy.
---------------------
r2815
Improved code to slow down stat progress depending on stat value and delta, lowered penalty.
---------------------
r2814
Tweaked code for weapon drop chance: - drop weapon if drop chance = 100 - drop weapon if it wasn't yet dropped in this campaign - regular drop chance is reduced with progress, halved at 100% progress - minor code improvements
---------------------
r2813
Added missing action strings to gzActionStr[] Improved AI logging code.
---------------------
r2812
Tweaked DROP_DAMAGE option: ; Additional damage to dropped items ; 0 - no damage ; 1 - damage items with too high coolness for current progress, additional damage to attachments with too hitgh coolness ; 2 - additional damage to weapon if h...
---------------------
r2811
When using USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 and DropRate < 100, reduce drop for magazines of big size (> 40).
---------------------
r2810
Added <ItemFlag> AIRBOMB_EXPLOSION_ITEM (536870912) in Items.xml, this item is used when structure from WP_STUF1.sti tileset explodes. GetRangeInCellCoordsFromGridNoDiff: more accurate calculation of distance in cell coords (experimental tw...
---------------------
r2809
Tweaked vehicle shared AP options (AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE, AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE): - driver always uses full AP, no min threshold when AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 - use FLOAT t...
---------------------
r2808
RMB on main weapon in tactical panel: switch scope mode if gun in hand, swap hands if empty hand or not gun. Reduce movement cost for vehicle when moving over paved road in fast movement mode. IsVehicle(): check both MERC_TYPE__VEHICLE and ...
---------------------
r2807
Limit wound shock display on portrait bar to current breath level to avoid confusion. New function HighWoundShock returns TRUE if wound shock level is higher than current breath.
---------------------
r2806
Tweaked AI roaming range code.
---------------------
r2805
Left click on weapon area in team panel to switch firing mode. Use mouse scroll on weapon area in ream panel to switch scope mode. ChangeScopeMode: added support to scroll scope mode backwards.
---------------------
r2804
ClosestReachableDisturbance: allow speed optimization checking only last found disturbance and closest opponent when soldier seen enemy or complex AI not allowed.
---------------------
r2803
Red AI: improved seek code to jump/plant bomb at destination spot.
---------------------
r2802
NewDest: check path for gas and wear gas mask if needed. AI: ignore tear gas if soldier has gas mask in inventory. Red AI: don't turn to closest disturbance before seeking when in prone stance.
---------------------
r2801
Removed text and tooltip for "Slow PC" ingame option.
---------------------
r2800
Removed "Slow PC" ingame option.
---------------------
r2799
Black AI: always search for ClosestReachableDisturbance() for Soldier AI.
---------------------
r2798
OCTH, NCTH: shooting at unseen target with help of spotter counts as assisted shots, 1/4 invisibility penalty.
---------------------
r2797
Added seek spot type code to ClosestReachableDisturbance(). SetSoldierGridNo: minor tweaks, disabled log message for soldier without structure. Red, Black AI: improved logging for closest reachable disturbance.
---------------------
r2796
OCTH, NCTH: simplified vision check code, don't allow bonus from NVG when shooting. Tweaked AIDistanceVisible, AIMaxDistanceVisible code.
---------------------
r2795
Renamed: SIGHT_NORMAL -> LOS_NORMAL, SIGHT_READY -> LOS_READY, SIGHT_UNREADY -> LOS_UNREADY. AIDistanceVisible: use max of (no scope distance + TACTICAL_RANGE / 4, scope distance).
---------------------
r2794
Show admin/regular/elite prisoners in town info box in separate lines. Don't show inactive name for vehicle if not empty. GetPlayerControlledPrisonList: allow current sector with battle. Use global prison sector vector for send to prison me...
---------------------
r2793
SPECIAL_NPCS_STRONGER: - no bonus when NPC is in player team - no bonus experience for special NPC from killing
---------------------
r2792
Set DROP_DAMAGE = 2 by default (damage weapons, attachments, additional damage to items with too high coolness). Disabled crawling/swatting path tweaks. Implemented spot danger cache in CalcSpotDanger(), improved function speed.
---------------------
r2791
SightCoverAtSpot: use AIDistanceVisible which is normal vision distance without scope + small bonus in case enemy moves.
---------------------
r2790
Play reload sound with lower volume for invisible soldiers. Make noise when reloading gun. Allow AI reloading when in safe spot or not in dangerous spot, simplified code.
---------------------
r2789
FindBestPath: - enabled smart flanking code - enabled crawling/swatting in sight cover code
---------------------
r2788
DSM fixes. Improved error message for game progress values sum != 100. Disabled RemovePlayersFromAllMismatchGroups, ValidatePlayersAreInOneGroupOnly in release version. Added detailed assert messages when failing to read tileset.
---------------------
r2787
ItemIsMortarShell: removed <Attachment> tag requirement for compatibility with mods like BRAINMOD which don't define it for mortar shells.
---------------------
r2786
Added message when no mortar shell is found for artillery strike. Use FONT_ORANGE for error message when creating artillery strike.
---------------------
r2785
Redraw inventory panel when changing selected merc in strategic view (by rftr).
---------------------
r2784
Tweaked font size for town name/loyalty display. CalcMorale: take into account wound shock when limiting AI morale from shock. AICheckShortWeaponRange: disable for special role to avoid squadleaders and radio operators using pistols from be...
---------------------
r2783
Drop item, put item into inventory AP check: less restrictions, allow if resulting AP >= -MAX_AP_CARRIED and >= AP_MIN_LIMIT.
---------------------
r2782
New quick item type: set -10 for throwing weapons like throwing knives and shurikens. IsEnoughSpaceInVehicle: removed max team size check. Code cleanup.
---------------------
r2781
Item transformation: restored original localization code.
---------------------
r2780
Item transformation: - fixed incorrect tooltip position - fixed incorrect reading descriptions from language specific file
---------------------
r2779
Red AI: improved extra suppression code (removed < MORALE_FEARLESS requirement, added ammo check, allow if cannot advance and friend is flanking).
---------------------
r2778
Face icons: disabled icon 17 for DRUG_TYPE_PSYCHO. AI suppression: allow more often, removed SEEKENEMY requirement for extra suppression.
---------------------
r2777
Added AIRoleSuppress function. Renamed AI role functions.
---------------------
r2776
NCTH: fixed wound shock penalty calculation. SoldierTakeDamage: limit bWoundShock to 100.
---------------------
r2775
AICheckWeOutnumberPublic: lowered friends distance to TACTICAL_RANGE. AICheckWeOutnumberLocal: lowered friends distance to TACTICAL_RANGE / 4. Improved code to start rush attack.
---------------------
r2774
Re-enabled camo bonus for items in hands/gunsling. Removed camo check from GetSightAdjustmentBasedOnLBE.
---------------------
r2773
GetSightAdjustmentBasedOnLBE: - enabled penalty for items in hands/gunsling, based on relative items size calculated from vehicle pocket capacity for this item - penalty 10% for item with vehicle pocket capacity 1, 8% for vehicle pocket ca...
---------------------
r2772
Lowered suppression shock reduce rate when under attack. Tweaked item sell price progression: from 1/5 to 1/10 depending on progress. NCTH: fixed penalty from wound shock calculation: min(100, bWoundSHock * 10). AICalcActionPoints: don't us...
---------------------
r2771
AddDrugValues: improved code to add side effect. AI_ACTION_RED_ALERT: start taunt to inform others only when soldier sees enemy. Red AI: removed !GuySawEnemy() requirement when informing others.
---------------------
r2770
Drugs: if side effect is not zero and side effect rate is zero, remove side effect.
---------------------
r2769
PrisonerSurrenderMessageBoxCallBack: restored code to remove region.
---------------------
r2768
Added new ingame option "Extended cursor info" which replaces option ADDITIONAL_NCTH_CURSOR_INFO.
---------------------
r2767
EVENT_SoldierHandcuffPerson: if captured soldier was chosen one, remove him from this role. MakeClosestEnemyChosenOne: - removed extra debug messages - added check to skip POW or unconscious soldiers - skip soldier with fresh wound
---------------------
r2766
Fixed bug in SetSoldierGridNo introduced in r2765.
---------------------
r2765
SetSoldierGridNo: always set new/old gridno. SoldierCollapse: find closest panic trigger and if it's not alarm, assign new chosen one. Added safety checks for bPanicTriggerIsAlarm to avoid out of bounds array access. Code cleanup.
---------------------
r2764
Disabled portrait swapping feature until it is fixed.
---------------------
r2763
EVENT_InitNewSoldierAnim: Don't call HandleGotoNewGridNo when doing PRONE_UP animation to avoid problems with moving through doors from prone stance.
---------------------
r2762
VerifyAndDecayOpplist: also call RadioSightings for enemy team if alert was raised. EVENT_InitNewSoldierAnim: don't call HandleGotoNewGridNo when doing PRONE_UP animation to avoid problems with going through doors from prone stance. AIDecid...
---------------------
r2761
Experimental fix to avoid endless clock when AI soldier is lying next to obstacle (door, fence etc) and tries to move over this obstacle: go crouched first and then execute planned action.
---------------------
r2760
r7765: EDB enhancement: rechamber display now includes effects from traits. IsWeaponMounted: vehicle passengers can rest their guns.
---------------------
r2759
r7563 Fix: Under certain conditions, an overflow in healing can cause doctors to heal tremendous amounts.
---------------------
r2758
r7554: Trying to add more mercs to a vehicle than there was seats caused an error message with a 'null' name for the vehicle.
---------------------
r2757
r7382: New modifier for NCTH to alter the behaviour of the scope penalty: AIM_TOO_CLOSE_THRESHOLD = 1.0 This defines the point within scope range where the penalty starts.
---------------------
r2756
r7179: - lowered the priority of enemy troops becoming medics - prisoners in player-controlled prisons now use the prisoner color scheme used by Shank and Dynamo
---------------------
r2755
SMInvClickCallback: always allow to put item in old position even if not having enough AP. When attaching with CTRL pressed, only deduct APs if attach was successful.
---------------------
r2754
Fixed Transform[] initialization when reading localized XML file.
---------------------
r2753
Added support for language specific *.Item_Transformations.xml files.
---------------------
r2752
CalcCoverValue: - allow advance if out of weapon range or opponent is helpless or moving into cover - don't advance when flanking/sniping/retreating
---------------------
r2751
Unified code to play LNL sound, lowered LNL volume. Don't put cartridge in chamber by default for weapons with manual rechambering. Need rechambering after reload only if weapon was empty and requires manual rechambering.
---------------------
r2750
If water/food digestion is disabled in options, set water/food level to normal. Fixed Russian translation. CalculateSurrenderStrength: fixed squadleader bonus.
---------------------
r2749
Reduced length for Russian translation for "Loyal" to better fit on screen.
---------------------
r2748
PrisonerSurrenderMessageBoxCallBack: disabled MSYS_RemoveRegion.
---------------------
r2747
Set NCTH_PRE_RECOIL = FALSE by default. Penalty to player surrender strength if asking soldier has no squadleader trait. Morale hit from unsuccessful surrender demand. Radio operator can demand surrender from enemy by radio. After unsuccess...
---------------------
r2746
CalcCounterForceMax - bonus for alt weapon holding only for two handed weapons - bonus for long autofire, +50% at 10 bullets
---------------------
r2745
New option NCTH_PRE_RECOIL (true by default): always calculate NCTH pre recoil.
---------------------
r2744
Always allow enemy reinforcements in town sectors regardless of RADIO_OPERATOR_REINFORCEMENTS option.
---------------------
r2743
New option RADIO_OPERATOR_REINFORCEMENTS (true by default): enemy team requires active radio operator to call reinforcements.
---------------------
r2742
Code formatting. IsWeaponMounted: return false if weapon not ready.
---------------------
r2741
Added "Hide top bar" ingame option.
---------------------
r2740
Update max aiming when aim shot location is changed.
---------------------
r2739
Activate "exchange places" cursor when talking cursor is aiming at legs. Improved code to calculate default aim with "Maximum aiming" option enabled. DetermineCursorBodyLocation: safety checks.
---------------------
r2738
Activate "Exchange places" cursor when ALT is pressed.
---------------------
r2737
When option to start with max aiming is enabled, use aim level that provides max chance to hit instead of max possible aim level.
---------------------
r2736
Add on option to start at maximum aiming level (by Asdow). When hovering mouse on an enemy, aiming level is started at maximum instead of no aiming when this option is toggled.
---------------------
r2735
SwapMercPositions: allow swap with neutral stationary civilian inside same room.
---------------------
r2734
SetInterfaceHeightLevel: also check sCenterGridNo, sIsolatedGridNo.
---------------------
r2733
Code cleanup. SetSoldierGridNo: - don't change gridno for invisible tiles - added debug message in case soldier struct is missing InternalIsValidStance: allow checking in custom gridno. InternalPlaySoldierFootstepSound: allow playing sound...
---------------------
r2732
Error messages will now print the video object's file name when throwing the error, giving us an immediate starting point for debugging. Especially useful when those intermittent assertion errors happen (by Asdow).
---------------------
r2731
Removed TOPTION_SPREAD_FIREingmae option. Added new option SPREAD_FIRE to [Extended Options] section of Ja2_Options.ini
---------------------
r2730
Removed TOPTION_TRACERS_FOR_SINGLE_FIRE option, tracer effect is always used for tracer bullets.
---------------------
r2729
Removed TOPTION_ANIMATE_SMOKE ingame option.
---------------------
r2728
Improved tooltip for Formation movement option, added hint to use Shift+click to start formation movement any time.
---------------------
r2727
Improved tooltip text for soldier tooltip option (Shift+D).
---------------------
r2726
Updated Editor code to trunk state.
---------------------
r2725
Reworked reinforcements code. Always allow reinforcements if enemy soldiers left < soldier slots left. Always allow reinforcements (pending soldiers, existing groups) from this sector, only prohibit reinforcements from other sectors when ja...
---------------------
r2724
PutNonSquadMercsInPlayerGroupOnSquads: if we failed to place soldier in a unique squad, create another squad, this should fix the crash when unloading from vehicle more mercs than current squad size. IsEnoughSpaceInVehicle: limit mercs in v...
---------------------
r2723
Enabled some debug checks and messages in release version. Removed requirement for radio operator to call reinforcements. Enabled muzzle flash code for first bullet when using tracers.
---------------------
r2722
Code improvements (by Asdow, majcosta). Add ability to match against leg armor attachments (by Asdow) Improved flashlight code (by cptmoore).
---------------------
r2721
Add possibility to match against helmet attachments (by Asdow).
---------------------
r2720
Skip "Nada" items when loading sector for the first time.
---------------------
r2719
Prevent scout trait from working in helicopter.
---------------------
r2718
When cheat creating food item, set bTemperature to OVERHEATING_MAX_TEMPERATURE to make food fresh.
---------------------
r2717
New option INACTIVITY_PENALTY (10 by default), defines level of penalty to loyalty from player inactivity, set to 0 to disable any negative effects from inactivity.
---------------------
r2716
Minor code improvements, warnings fixes.
---------------------
r2715
Use red "X" as indication for incorrect scope mode.
---------------------
r2714
Fix endless loop in FindInterfaceScopeMode when bScopeMode was set incorrectly for soldier.
---------------------
r2712
Fix illegal array access (by Asdow.) Array length was too small when using old skill trait system.
---------------------
r2711
Fix CTD when displaying long names in map inventory (by Asdow).
---------------------
r2710
When drinking from canteen/water drum, use ubPortionSize if defined.
---------------------
r2709
USE_ITEM merge: default status of second created item equals the status of first created item.
---------------------
r2708
USE_ITEM merge: if <PointsAdded> is defined, set status of new created items to PointsAdded.
---------------------
r2707
USE_ITEM merge: if <PointsUsed> is defined and attachment has not enough status points, reduce status of merge result items.
---------------------
r2706
Only show gear icon for ammo transformation when not in combat.
---------------------
r2705
Use magazine name instead of split transformation message which only shows magazine size.
---------------------
r2704
When transforming crate in soldier's inventory, allow to choose mag size. Show transformation gear icon for ammo crates and boxes.
---------------------
r2703
addAmmoToPocketPopup: allow belt ammo of greater size if weapon checked is in belt fed mode. ItemDescTransformRegionCallback: allow splitting ammo box/crate into belt magazines of greater size.
---------------------
r2702
FindMedKit, FindFirstAidKit: irst try to find kit without poison damage.
---------------------
r2701
Apply poison when bandaging if item has <PoisonPercentage> tag.
---------------------
r2700
Removed unused variable.
---------------------
r2699
LOBOT: enemies wear backpacks properly (by rftrdev) If an enemy soldier gets a backpack when randomly generated, put it into the backpack inventory slot instead of a generic inventory slot.
---------------------
r2698
GetPercentReadyTimeAPReduction: removed scope mode support.
---------------------
r2697
GetPercentAPReduction, GetObjectModifier: fixed incorrect bonus calculation. Tweaked outline color for items on the ground.
---------------------
r2696
Less bright outline for glowing items. Tweaked colors for items on the ground outline (green on floor level, orange on roof).
---------------------
r2695
Increased penalty from light for white lasers. Increased penalty for white laser sight when spot cannot be seen clearly. Muzzle flash removes stealth effect (except for IR lasers).
---------------------
r2694
Improved code to blind enemy by flash from white laser: check that spot is not in light, check LOS to target.
---------------------
r2693
Improved code to blind enemy by flash from white laser. WearsBallisticGoggles, WearsSunGoggles: added support for helmets.
---------------------
r2692
When shooting enemy to the head from front side using white laser type, there's a chance to blind enemy by flash. Fixed target flash for white laser. Added localized messages when soldier is blinded.
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r2691
Always show weapon/head gear if ADDITIONAL_NCTH_CURSOR_INFO > 1.
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r2690
Experimental fix: draw tooltips after NCTH indicator.
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r2689
Laser fixes, muzzle flash fixes. Using laser also activates muzzle flash code, store laser type in fMuzzleFlash flag. Removed flash effect for shooter when using white laser. Muzzle flash removes camo effect. Allow muzzle flash effect for I...
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r2688
Added <ubLaserType> tag to Items.xml, defines type of laser: 1 - normal (regular red laser in 1.13) 2 - green (better visibility in daylight) 3 - IR (requires NVG to see) 4 - white (forces muzzle flash effect, creates short light flash on t...
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r2687
Fixed incorrect laser dot display in NCTH cursor when laser bonus was negative. Allow using laser as supplementary bonus even for scopes if laser is defined for gun itself, representing some internal aiming system. When using laser as activ...
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r2686
EvaluateQueenSituation: make sure queen waits enough before next decision. Tweaked placement of scope mode icon on item picture. For iron sight attachment with laser bonus, show red "L" instead of scope mode picture. For sights, show red "+...
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r2685
Attachments with <BlockIronSight> tag provide bonus only if they are selected as active scope.
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r2684
Added scope mode support to <PercentReadyTimeAPReduction> tag. Items with <BlockIronSight> tag don't provide bonus when in hip firing mode, in normal mode they are ignored unless used with active scope with ScopeMagFactor > 1.0 (for example...
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r2683
Changed formula for gun skill calculation to (6 * Marksmanship + 4 * 10 * min(10, ExpLevel + NumSkillTraits)) / 10, so weapon skill level can compensate up to 2 experience levels
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r2682
OCTH: added <bDifficultyBonus> tag (range from -100 to 100) in Items.xml which applies bonus to a value calculated from max <ubDifficulty> values from item and attachments.
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r2681
OCTH: - lowered bonus from wisdom when calculating weapon skill to 1/4 max - only apply penalty from insufficient weapon skill to player mercs
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r2680
New tag <ubDifficulty> in Items.xml, value limited to 0..100, only used in OCTH calculation: -gun difficulty is calculated as max of all <ubDifficulty> values from gun and it's attachments. -soldier gun skill is calculated as (6 * bMarksm...
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r2679
Path tweaks: - bloodcats and zombies avoid light - bloodcats avoid fresh corpses
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r2678
Added new tag <ubJamChance> to Items.xml and AmmoTypes.xml, this tag defines straight jam chance, that works independently of standard jam chance calculation, and it calculated as a sum of <ubJamChance> for weapon, ammo and all attachments.
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r2677
Changed sound name of bullet flying over merc to Whoosh[N].ogg
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r2676
Play whoosh sound when bullet flies over merc. Code formatting and minor improvements.
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r2675
Code improvements, safety checks added.
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r2674
Code improvements, safety checks.
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r2673
Don't dereference a null pointer in SoldierGiveItemFromAnimation() LoadStrategicAI: check pSoldier pointer before using when checking underground sector.
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r2672
Removed unused functions MapOptimize, TrashMapTile. Code improvements.
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r2671
Fix IMPs having 0 need to sleep.
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r2670
SCHEDULE_ACTION_LEAVESECTOR: improved code to first use FindNearbyPointOnEdgeOfMap() and then FindNearestEdgePoint() if not found. DecayStrategicMorale: check correct assignment before calling NumberOfPeopleInSquad(). HandleSight: no sight ...
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r2669
HandleAtNewGridNo: don't allow gas to affect dying soldier. SoldierTakeDamage: when increasing suspicion for all player spies, check that attacker != NOBODY. DamageStructure: - only execute code for damaging structures with bullets if reas...
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r2668
Fixed incorrect gearkit price calculation (multiply by number of items in stack).
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r2667
Minor improvements for vehicle code.
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r2666
Chance to ignore unseen attack using silenced weapons: minor code tweaks.
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r2665
Fix bug introduced in r2661: Bloodcat cannot advance to enemy because NewOKDestination returned FALSE, returned fIgnorePeople flag to InternalOkayToAddStructureToWorld and OkayToAddStructureToTile. Added more debug information to creature A...
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r2664
Show vehicle cursor for soldier in vehicle, allow exiting vehicle when clicking. Show movement mode on steering wheel if driver is selected (High gear or Low gear). Added driver actions to skills menu: - horn, uses Sounds\Misc\CarHorn.ogg -...
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r2663
Improved code to damage vehicle when destroying objects: - do not call SoldierTakeDamage for zero damage (removes sound if no damage taken) - added 10% chance of +1 to damage
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r2662
fix: vehicle ramming people not working properly when driving in non-diagonal directions (by anv)
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r2661
r7284 vehicle Update: Roadkill with vehicles and ramming (by anv) - new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when s...
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r2660
NumberOfPlayerControllableMercsInSquad: fix incorrect array access. Minor code improvements.
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r2659
Feature: can rest weapons of vehicles. Improved code for regen booster bandaging effect. Do not change bInitialActionPoints when entering vehicle.
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r2658
r7212 drivable vehicles update (by anv) - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. - make sure we won't put vehicle in another vehicle - if soldier is in vehicle, draw UI above mi...
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r2657
Code formatting.
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r2656
r716 driveable vehicle update (by anv): - Vehicles can now exit sector in tactical screen.
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r2655
r7204 drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If y...
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r2654
Regen tweaks: - removed max life damage - bandage 5-25 points per turn - restore 1-3 points of health per turn
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r2653
Implemented r7193: : Allow driving vehicles in tactical (by anv) - To control vehicle, click on it or on the steering wheel in team panel under driver's portrait. - Vehicles have two gears - slow drive and fast drive, switchable just like w...
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r2652
Show names of inactive mercs: don't show when soldier is in vehicle.
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r2651
Code formatting.
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r2650
Quick hotkey help picture: added support for 1280x1024 mode, uses Hotkeys_1280.png file.
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r2649
Chinese translation update (by zwwooooo).
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r2648
New option HELP_PICTURE_KEY allows to show hotkey help picture in tactical screen. Picture is taken from Interface\Hotkeys_XXX.png, where XXX can be 1024, 800 or 640, the game also can load Hotkeys.png
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r2647
Renamed radar related global variables. Added code to display help picture when CAPS key is pressed.
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r2646
Editor tweaks (by Asdow): - removed remnants of editoritems buffer as it is no longer used - improve readability - removed unused clippingRect
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r2645
Fix INT16 buffer overflow when displaying items in items tab (by Asdow).
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r2644
MoveAllInHelicopterToFootMovementGroup: only set SOLDIER_AIRDROP, SOLDIER_AIRDROP_TURN flags if it's actual airdrop and not just kicking passengers out and leaving sector.
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ja2_7609+Fix 中文版:详情及下载见《ja2_7609+AI 中文版 r2643,ja2_7609 Fix 中文版 r2635》。
r2636~r2903log
r2903
OCTH: fixed incorrect bipod bonus calculation.
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r2899
OCTH: fixed incorrect bipod bonus calculation.
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r2713
Various fixes by Shadooow: - fix for endless clock issue in POW cutscene - prevented the game to capture more than 3 mercs for rescuing - this also fixes a memory leak as the code accessed array with out of bounds value - fixed queen altern...
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- 本文标题:ja2_7609+AI 中文版 r2953,ja2_7609 Fix 中文版 r2903
- 本文链接:https://zww.me/ja2_7609ai-cn-r2953-and-fix-cn-r2903.z-turn
- 发布时间:2024年01月28日 20:11
- 版权声明:除非注明,文章均为 zwwooooo 原创,转载请以链接形式标明本文地址!
太硬了,看不懂
@axiu 老‘铁友’才能懂
最近超级忙,新年快乐!祝身体健康,财源滚滚。
@郑永 新春快乐!身体健康!万事如意!
居然还在坚持更。。。
@DickWu 有空想到就搞搞呗,早就过了“被生活影响找借口”的年龄了