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  1.  
  2. ;******************************************************************************************************************************
  3. ; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism
  4. ;******************************************************************************************************************************
  5.  
  6. ; These settings control the various parts of the new CTH and Shooting systems.
  7. ; Most of these settings are used as multipliers for the various factors that
  8. ; control CTH calculation and shooting accuracy.
  9. ;
  10. ; By raising or lowering a setting, you can influence the importance of a factor,
  11. ; for example how Marksmanship affects the total Base CTH you can have, or how
  12. ; bad it is to have wounds when trying to fire a gun.
  13. ;
  14. ; Other settings control the system more abstractly. For instance, you can control
  15. ; how hard it is to shoot moving targets, or the maximum possible deviation
  16. ; (inaccuracy) generated by guns.
  17. ;
  18. ; Each setting is accompanied by an explanation if possible. Make sure you know
  19. ; what the setting does, and how high or low you can set the value, before
  20. ; making any changes.
  21. ; Also please note that some values are FLOATS, meaning they need a decimal
  22. ; point behind them, even if that decimal point is followed by a 0. Other
  23. ; values are INTEGERS, and do not accept a decimal point at all.
  24. ;------------------------------------------------------------------------------------------------------------------------------
  25.  
  26.  
  27. [General]
  28.  
  29. ;------------------------------------------------------------------------------------------------------------------------------
  30. ; These settings control the shooting mechanism as a whole. In other words,
  31. ; changing these settings will affect every shooter under any conditions.
  32. ; You can use these settings to make shooting more or less accurate as you
  33. ; see fit.
  34. ;------------------------------------------------------------------------------------------------------------------------------
  35.  
  36. ; This setting represents the longest distance at which Iron Sights are 100% effective.
  37. ; Beyond this range, shooting accuracy begins to drop, and a scope will be required
  38. ; to avoid that drop.
  39. ; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
  40. ; negate penalties for shooting at twice this distance. A 10x scope will
  41. ; negate penalties for shooting at ten times this distance.
  42. ; By decreasing this value, you can make all shots more accurate, and naturally
  43. ; make scopes more powerful.
  44. ; This value is an INTEGER, with a range of 10 to 1000. The distance is
  45. ; measured in METERS, not tiles, so 100 means 10 tiles.
  46. NORMAL_SHOOTING_DISTANCE = 100
  47.  
  48. ; This is the maximum angle, to either side of the shooter, that a bullet may fly.
  49. ; The CTH system works by shooting bullets randomly inside this angle. Increasing
  50. ; your aim will make the angle smaller, thus making rounds more likely to hit the
  51. ; target.
  52. ;
  53. ; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
  54. ; be 100% on target, regardless of aiming.
  55. ; Decreasing this value causes all shots to be more accurate.
  56. DEGREES_MAXIMUM_APERTURE = 10
  57.  
  58. ; The Range Coefficient works with the listed weapon range to determine the weapons
  59. ; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
  60. ; the ground.
  61. RANGE_COEFFICIENT = 1.0
  62.  
  63. ; The Gravity Coefficient determines how powerful gravity is once it kicks into
  64. ; action - this happens when the bullet reaches the "maximum range" of the gun
  65. ; that fired it.
  66. ; The lower this coefficient, the faster will bullets change their trajectory
  67. ; towards the ground, hitting it sooner.
  68. ; Conversely, by increasing this value you can let bullets fly further beyond
  69. ; the max range of the gun. That will effectivelly let guns hit targets further
  70. ; beyond their max range, though it is not a reliable way to hit any target.
  71. GRAVITY_COEFFICIENT = 4.0
  72.  
  73. ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
  74. ; by which a bullet can travel. Vertical bias is ultimately based on stance where
  75. ; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
  76. ; a crouching target is midway between the two.
  77. VERTICAL_BIAS = 0.25
  78.  
  79. ; The Scope Range Multiplier is applied against a scopes magnification to determine
  80. ; the scopes minimum effective range. Sniper and Hunter training has a slight effect
  81. ; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
  82. ; this multiplier, the less effective scopes become.
  83. SCOPE_RANGE_MULTIPLIER = 1.0
  84.  
  85. ; The Side Facing Divisor is applied against the shooting offsets when a target is
  86. ; facing directly perpendicular (i.e., East or West when shooter faces North or South)
  87. ; to the shooter. This is to account for a visual error in the NCTH system. The
  88. ; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy
  89. ; to hit a target from the side as from head on, just set this value to 1.0
  90. SIDE_FACING_DIVISOR = 2.0
  91.  
  92. ; This is the basic chance PER SHOT to lose 1 point of weapon condition with each
  93. ; bullet fired. The formula for this chance is 1 in BASE_DEPRECIATE_CHANCE, so higher
  94. ; values result in slower degradation.
  95. ; The default value for OCTH is 15, but NCTH requires a **much** higher
  96. ; expenditure of bullets, resulting in severely-reduced weapon condition after every
  97. ; battle. Therefore, the default for NCTH is currently 150.
  98. ; Valid range is 0-10000.
  99. BASIC_RELIABILITY_ODDS = 45
  100.  
  101.  
  102. [Base CTH]
  103.  
  104. ;------------------------------------------------------------------------------------------------------------------------------
  105. ; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
  106. ; The basic value is determined by skills, and later the modifiers reduce or
  107. ; increase it appropriately. Characters with low skills, or with bad factors
  108. ; affecting their performance, will receive bad base CTH.
  109. ; The maximum amount of Base CTH you can have is 33 points. This is only
  110. ; achievable by super-mercs in excellent conditions.
  111.  
  112. ; These settings determine the importance of each character skill in calculating
  113. ; your Base CTH. By default, Experience is 3 times more important than the other
  114. ; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
  115. ; each multiplied by the appropriate value from these, and then divided by the
  116. ; sum of all these four values.
  117. ;
  118. ; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
  119. ; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
  120. ; set all four values to 0, unless you want to see lots of crashes.
  121. ;------------------------------------------------------------------------------------------------------------------------------
  122.  
  123. BASE_EXP = 3.0
  124. BASE_MARKS = 2.0
  125. BASE_WIS = 1.0
  126. BASE_DEX = 1.5
  127.  
  128. ;------------------------------------------------------------------------------------------------------------------------------
  129. ; These settings control the effect that various factors have on the shooter's
  130. ; Base CTH. By increasing a value, you can increase that factor's importance
  131. ; on raising or lowering Base CTH.
  132. ;
  133. ; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
  134. ; to the positive/negative and read the explanations carefully. Some factors are
  135. ; better when HIGHER, others better when LOWER.
  136. ;
  137. ; After calculating Base CTH from skills (see above), the factors governing it
  138. ; (below) are all pooled together into one penalty value. That penalty value is
  139. ; then used as a percentage to increase or decrease your Base CTH. In other words,
  140. ; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
  141. ; to 20.0, you'll gain 20% extra base CTH.
  142. ;------------------------------------------------------------------------------------------------------------------------------
  143.  
  144. ; This is a modifier given per each morale point below 50.
  145. BASE_LOW_MORALE = -1.0
  146.  
  147. ; This modifier is given per each morale point above 50.
  148. BASE_HIGH_MORALE = 2.0
  149.  
  150. ; This modifier is given to any character with the "PSYCHO" trait.
  151. BASE_PSYCHO = -3.0
  152.  
  153. ; This is the modifier given when shooting one "cube" upwards. A cube is
  154. ; 1/3 of a tile high. This takes into account both stance and level. For
  155. ; example, a standing merc shooting at the legs of a target on the roof
  156. ; gets 1*this modifier. A prone merc on ground level shooting at the
  157. ; head of a target on ground level gets 2*this modifier.
  158. ;
  159. ; The shooting upwards modifier is then divided by the range to the target
  160. ; (in tiles). In other words, at a range of 2 tiles the modifier is
  161. ; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
  162. ; This means that the further the target is, the less relevant the upwards
  163. ; angle is.
  164. BASE_SHOOTING_UPWARDS = -15.0
  165.  
  166. ; This is the MAXIMUM modifier given to a shooter when injured. To get this
  167. ; much, the shooter must be dead (0% health...). It's linear,
  168. ; so at 50% health the shooter gets exactly half the penalty.
  169. ; Note that "Bandaged" damage counts as half as much as bleeding damage.
  170. ; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
  171. BASE_INJURY = -30.0
  172.  
  173. ;------------------------------------------------------------------------------------------------------------------------------
  174. ; These are the modifiers given for different levels of drunkness. Naturally,
  175. ; the more drunk you are, the more your CTH suffers.
  176. ;------------------------------------------------------------------------------------------------------------------------------
  177.  
  178. BASE_DRUNK_TIPSY = -5.0
  179. BASE_DRUNK = -20.0
  180. BASE_DRUNK_WASTED = -50.0
  181. BASE_DRUNK_HUNGOVER = -10.0
  182.  
  183. ; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
  184. ; It's linear, so at 50% breath you get half the modifier.
  185. BASE_FATIGUE = -15.0
  186.  
  187. ; This modifier is applied when shooting at the same target again. If the target
  188. ; has moved between shots, or the shooter does anything but shoot at the target,
  189. ; the modifier is lost.
  190. BASE_SAME_TARGET = 5.0
  191.  
  192. ; This is the modifier given when the shooter is in a cloud of gas and does
  193. ; not have a gas mask on.
  194. BASE_GASSED = -15.0
  195.  
  196. ; This modifier is applied when the shooter is being bandaged by someone else.
  197. BASE_BEING_BANDAGED = -5.0
  198.  
  199. ; This is the MAXIMUM modifier given when the target reaches the maximum number
  200. ; of Suppression Shock points, which by default would be 30. It's linear, so at
  201. ; 15 shock points you get half the penalty.
  202. ; Note that characters with high experience stop accumulating shock much earlier,
  203. ; and so are much less subject to this modifier than other characters.
  204. BASE_SHOCK = -150.0
  205.  
  206. ; This modifier is applied if the target has exceptional agility or experience level.
  207. BASE_AGILE_TARGET = -5.0
  208.  
  209. ; This modifier is applied if the shooter can't see the target. This happens
  210. ; when shooting at a target spotted by someone else.
  211. BASE_TARGET_INVISIBLE = -100.0
  212.  
  213. ;------------------------------------------------------------------------------------------------------------------------------
  214. ; These modifiers work very differently from the others. The are related to a
  215. ; concept called Gun Handling, which is still being adjusted. Basically,
  216. ; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
  217. ; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
  218. ; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
  219. ; have very low Gun Handling values.
  220. ;
  221. ; BASE_DRAW_COST is applied per each Gun Handling point.
  222. ;
  223. ; The other values act as multipliers applied directly to the Gun Handling
  224. ; value. For example, by default a pistol fired with one hand (other hand
  225. ; full or holding another pistol) gets its Gun Handling value doubled.
  226. ;
  227. ; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
  228. ; The higher they are, the greater their effect.
  229. ;------------------------------------------------------------------------------------------------------------------------------
  230.  
  231. BASE_DRAW_COST = 2.0
  232. BASE_TWO_GUNS = 5.0
  233. BASE_ONE_HANDED = 2.5
  234. BASE_STANDING_STANCE = 2.0
  235. BASE_CROUCHING_STANCE = 3.0
  236. BASE_PRONE_STANCE = 4.0
  237. BASE_HEAVY_WEAPON = 2.0
  238.  
  239. ;------------------------------------------------------------------------------------------------------------------------------
  240. ; These modifiers are applied based on game difficulty, and only affect
  241. ; the base CTH of ENEMY COMBATANTS.
  242. ;------------------------------------------------------------------------------------------------------------------------------
  243.  
  244. BASE_DIFFICULTY_NOVICE = -30.0
  245. BASE_DIFFICULTY_EXPERIENCED = 0.0
  246. BASE_DIFFICULTY_EXPERT = 20.0
  247. BASE_DIFFICULTY_INSANE = 50.0
  248.  
  249.  
  250. [Aiming CTH]
  251.  
  252. ;------------------------------------------------------------------------------------------------------------------------------
  253. ; Aiming CTH is the amount of CTH you get for adding extra aiming to your
  254. ; shot, by paying extra APs.
  255. ;
  256. ; First, the game calculates the maximum CTH our shooter can have, using
  257. ; the shooter's skills as a guide. This is called the CTH cap, and the shooter
  258. ; can NEVER have more CTH than this cap, ever.
  259. ;
  260. ; The program then subtracts the Base CTH value from the CTH Cap, coming up
  261. ; with a number called the Maximum Aiming Bonus. At peak condition, and with
  262. ; the maximum number of aiming levels applied, the shooter will reach his
  263. ; CTH Cap, meaning he will be as accurate as he can be.
  264. ;
  265. ; Note that for each AP you spend on aiming, you only get PART of the Maximum
  266. ; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
  267. ; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
  268. ; of the total bonus, but that little bit can sometimes be crucial.
  269. ;------------------------------------------------------------------------------------------------------------------------------
  270.  
  271. AIM_EXP = 1.0
  272. AIM_MARKS = 3.0
  273. AIM_WIS = 1.0
  274. AIM_DEX = 2.0
  275.  
  276. ;------------------------------------------------------------------------------------------------------------------------------
  277. ; This value is multiplied against 1/2 the scopes mag factor to determine the
  278. ; actual penalty applied. Setting it too low will make it impossible to use
  279. ; scopes within effective range
  280. ;------------------------------------------------------------------------------------------------------------------------------
  281.  
  282. AIM_TOO_CLOSE_SCOPE = -4.0
  283.  
  284. AIM_GUN_CONDITION = -2.0
  285. AIM_LOW_MORALE = -2.0
  286. AIM_HIGH_MORALE = 1.0
  287. AIM_PSYCHO = -5.0
  288. AIM_VISIBILITY = -1.0
  289. AIM_SHOOTING_UPWARDS = -20.0
  290. AIM_INJURY = -60.0
  291. AIM_DRUNK_TIPSY = -10.0
  292. AIM_DRUNK = -40.0
  293. AIM_DRUNK_WASTED = -90.0
  294. AIM_DRUNK_HUNGOVER = -15.0
  295. AIM_FATIGUE = -40.0
  296. AIM_GASSED = -80.0
  297. AIM_BEING_BANDAGED = -20.0
  298. AIM_SHOCK = -150.0
  299. AIM_TARGET_INVISIBLE = -50.0
  300. AIM_SNIPER_SKILL = 25.0
  301.  
  302. AIM_DRAW_COST = 0.5
  303. AIM_STANDING_STANCE = 1.5
  304. AIM_CROUCHING_STANCE = 1.0
  305. AIM_PRONE_STANCE = 0.75
  306. AIM_TWO_GUNS = 4.0
  307. AIM_ONE_HANDED = 2.5
  308. AIM_HEAVY_WEAPON = 2.0
  309.  
  310. AIM_DIFFICULTY_NOVICE = -30.0
  311. AIM_DIFFICULTY_EXPERIENCED = 0.0
  312. AIM_DIFFICULTY_EXPERT = 20.0
  313. AIM_DIFFICULTY_INSANE = 50.0
  314.  
  315.  
  316. [Shooting Mechanism]
  317.  
  318. MOVEMENT_MRK = 3.0
  319. MOVEMENT_WIS = 2.0
  320. MOVEMENT_DEX = 1.0
  321. MOVEMENT_EXP_LEVEL = 2.0
  322. MOVEMENT_TRACKING_DIFFICULTY = 40
  323. MOVEMENT_PENALTY_PER_TILE = 1.0
  324.  
  325. PRE_RECOIL_WIS = 2.0
  326. PRE_RECOIL_EXP_LEVEL = 3.0
  327. PRE_RECOIL_AUTO_WEAPONS_SKILL = 2.0
  328.  
  329. RECOIL_MAX_COUNTER_STR = 3.0
  330. RECOIL_MAX_COUNTER_AGI = 1.0
  331. RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0
  332. RECOIL_MAX_COUNTER_FORCE = 10.0
  333. RECOIL_MAX_COUNTER_CROUCH = 10.0
  334. RECOIL_MAX_COUNTER_PRONE = 25.0
  335.  
  336. RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2
  337. RECOIL_COUNTER_ACCURACY_DEX = 3.0
  338. RECOIL_COUNTER_ACCURACY_WIS = 1.0
  339. RECOIL_COUNTER_ACCURACY_AGI = 1.0
  340. RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0
  341. RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
  342. RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
  343. RECOIL_COUNTER_ACCURACY_ANTICIPATION = 25.0
  344. RECOIL_COUNTER_ACCURACY_COMPENSATION = 2.0
  345.  
  346. RECOIL_COUNTER_FREQUENCY_AGI = 3.0
  347. RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
  348. RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
  349.  
  350. ;------------------------------------------------------------------------------------------------------------------------------
  351. ; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
  352. ; to reach best offset improvement.
  353. ;------------------------------------------------------------------------------------------------------------------------------
  354.  
  355. RECOIL_COUNTER_INCREMENT = 1
  356. RECOIL_COUNTER_INCREMENT_TRACER = 25
  357.  
  358. ;------------------------------------------------------------------------------------------------------------------------------
  359. ; This value determines the distance ratio for recoil. Higher values result in
  360. ; less overall recoil movement at longer ranges.
  361. ; This value is an INTEGER, with a range of 10 to 1000. The distance is
  362. ; measured in METERS, not tiles, so 100 means 10 tiles.
  363. ;------------------------------------------------------------------------------------------------------------------------------
  364.  
  365. NORMAL_RECOIL_DISTANCE = 100
  366.  
  367. MAX_BULLET_DEV = 5.0
  368. RANGE_EFFECTS_DEV = TRUE
  369.  
  370. ;------------------------------------------------------------------------------
  371. ; MAX_EFFECTIVE_RANGE_MULTIPLIER
  372. ; Maximum effective range of Gun that AI will still attempt to shoot
  373. ; Default: 1.1 which equates to 110% of the gun's effective range
  374. ; MAX_EFFECTIVE_RANGE_REDUCTION
  375. ; Maximum reduction of chance to hit when exceeding effective range
  376. ; Default: 0.5 which equates to 50% reduction
  377. ; MAX_EFFECTIVE_USE_GRADIENT
  378. ; Whether to apply the reduction as a flat reduction or as gradient
  379. ; Default: FALSE which is flat reduction when exceeding range
  380. ;------------------------------------------------------------------------------
  381. MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1
  382. MAX_EFFECTIVE_RANGE_REDUCTION = 0.5
  383. MAX_EFFECTIVE_USE_GRADIENT = FALSE
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