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- ;******************************************************************************************************************************
- ; Jagged Alliance 2 v1.13: New CTH System and Shooting Mechanism
- ;******************************************************************************************************************************
- ; These settings control the various parts of the new CTH and Shooting systems.
- ; Most of these settings are used as multipliers for the various factors that
- ; control CTH calculation and shooting accuracy.
- ;
- ; By raising or lowering a setting, you can influence the importance of a factor,
- ; for example how Marksmanship affects the total Base CTH you can have, or how
- ; bad it is to have wounds when trying to fire a gun.
- ;
- ; Other settings control the system more abstractly. For instance, you can control
- ; how hard it is to shoot moving targets, or the maximum possible deviation
- ; (inaccuracy) generated by guns.
- ;
- ; Each setting is accompanied by an explanation if possible. Make sure you know
- ; what the setting does, and how high or low you can set the value, before
- ; making any changes.
- ; Also please note that some values are FLOATS, meaning they need a decimal
- ; point behind them, even if that decimal point is followed by a 0. Other
- ; values are INTEGERS, and do not accept a decimal point at all.
- ;------------------------------------------------------------------------------------------------------------------------------
- [General]
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These settings control the shooting mechanism as a whole. In other words,
- ; changing these settings will affect every shooter under any conditions.
- ; You can use these settings to make shooting more or less accurate as you
- ; see fit.
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This setting represents the longest distance at which Iron Sights are 100% effective.
- ; Beyond this range, shooting accuracy begins to drop, and a scope will be required
- ; to avoid that drop.
- ; ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
- ; negate penalties for shooting at twice this distance. A 10x scope will
- ; negate penalties for shooting at ten times this distance.
- ; By decreasing this value, you can make all shots more accurate, and naturally
- ; make scopes more powerful.
- ; This value is an INTEGER, with a range of 10 to 1000. The distance is
- ; measured in METERS, not tiles, so 100 means 10 tiles.
- NORMAL_SHOOTING_DISTANCE = 140
- ;------------------------------------------------------------------------------------------------------------------------------
- ; The following parameters in this block are used only if USE_NEW_CTH_CALCULATION = TRUE in your Ja2_Options.ini
- ; Be aware that IRON_SIGHT_PERFORMANCE_BONUS and LASER_PERFORMANCE_BONUS_IRON are cumulative!
- ;
- ; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
- ; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
- ; The default is 20.0
- IRON_SIGHT_PERFORMANCE_BONUS = 23.0
- ; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
- ; The bonus only applies if the target is in laser range and the given sight is used.
- ; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
- ; can be seen and the higher the resulting bonus will be.
- ; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
- ; Values can go from 0.0 to 50.0
- LASER_PERFORMANCE_BONUS_HIP = 25.0
- LASER_PERFORMANCE_BONUS_IRON = 15.0
- LASER_PERFORMANCE_BONUS_SCOPE = 10.0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This is the maximum angle, to either side of the shooter, that a bullet may fly.
- ; The CTH system works by shooting bullets randomly inside this angle. Increasing
- ; your aim will make the angle smaller, thus making rounds more likely to hit the
- ; target.
- ;
- ; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
- ; be 100% on target, regardless of aiming.
- ; Decreasing this value causes all shots to be more accurate.
- DEGREES_MAXIMUM_APERTURE = 5
- ; The Range Coefficient works with the listed weapon range to determine the weapons
- ; maximum range. Once a bullet reaches it's maximum range, gravity pulls it towards
- ; the ground.
- RANGE_COEFFICIENT = 3
- ; The Gravity Coefficient determines how powerful gravity is once it kicks into
- ; action - this happens when the bullet reaches the "maximum range" of the gun
- ; that fired it.
- ; The lower this coefficient, the faster will bullets change their trajectory
- ; towards the ground, hitting it sooner.
- ; Conversely, by increasing this value you can let bullets fly further beyond
- ; the max range of the gun. That will effectivelly let guns hit targets further
- ; beyond their max range, though it is not a reliable way to hit any target.
- GRAVITY_COEFFICIENT = 4
- ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
- ; by which a bullet can travel. Vertical bias is ultimately based on stance where
- ; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
- ; a crouching target is midway between the two.
- VERTICAL_BIAS = 0.3
- ; The Scope Range Multiplier is applied against a scopes magnification to determine
- ; the scopes minimum effective range. Sniper and Hunter training has a slight effect
- ; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
- ; this multiplier, the less effective scopes become.
- SCOPE_RANGE_MULTIPLIER = 0.6
- ; Scope effectiveness multiplier defines the upper limit of the scopes magnification
- ; that is achievable by any shooter. Scope magnification makes the size of the
- ; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
- ; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
- ; half as large). A low skill shooter will only be able to achieve a much smaller
- ; effective magnification. Scope effectiveness is determined by a shooters experience
- ; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
- ; Valid values are from 0.5 to 1.5 with a default of 1.1
- SCOPE_EFFECTIVENESS_MULTIPLIER = 1.35
- ; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
- ; that any merc will achieve no matter how bad/good his skills are (see also description
- ; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
- ; will provide at least 1x magnification. The rest comes from the shooters experience
- ; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
- ; 100 means that the shooters skills are irrelevant and he can use any scope to its
- ; full potential.
- ; Valid values are from 0 to 100 with a default of 50
- SCOPE_EFFECTIVENESS_MINIMUM = 20
- ; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
- ; If the shooter wants to exceed these he will have to do so by the normal formula.
- SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 65
- SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 80
- SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 90
- ; The Side Facing Divisor is applied against the shooting offsets when a target is
- ; facing directly perpendicular (i.e., East or West when shooter faces North or South)
- ; to the shooter. This is to account for a visual error in the NCTH system. The
- ; Valid range for this divisor is 1.0 - 10.0. If you don't think it should be as easy
- ; to hit a target from the side as from head on, just set this value to 1.0
- SIDE_FACING_DIVISOR = 1.2
- ; This is the basic chance PER SHOT to lose 1 point of weapon condition with each
- ; bullet fired. The formula for this chance is 1 in BASE_DEPRECIATE_CHANCE, so higher
- ; values result in slower degradation.
- ; The default value for OCTH is 15, but NCTH requires a **much** higher
- ; expenditure of bullets, resulting in severely-reduced weapon condition after every
- ; battle. Therefore, the default for NCTH is currently 150.
- ; Valid range is 0-10000.
- BASIC_RELIABILITY_ODDS = 29
- [Base CTH]
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
- ; The basic value is determined by skills, and later the modifiers reduce or
- ; increase it appropriately. Characters with low skills, or with bad factors
- ; affecting their performance, will receive bad base CTH.
- ; The maximum amount of Base CTH you can have is 33 points. This is only
- ; achievable by super-mercs in excellent conditions.
- ; These settings determine the importance of each character skill in calculating
- ; your Base CTH. By default, Experience is 3 times more important than the other
- ; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
- ; each multiplied by the appropriate value from these, and then divided by the
- ; sum of all these four values.
- ;
- ; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
- ; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
- ; set all four values to 0, unless you want to see lots of crashes.
- ;------------------------------------------------------------------------------------------------------------------------------
- BASE_EXP = 1.4
- BASE_MARKS = 3
- BASE_WIS = 1
- BASE_DEX = 4
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These settings control the effect that various factors have on the shooter's
- ; Base CTH. By increasing a value, you can increase that factor's importance
- ; on raising or lowering Base CTH.
- ;
- ; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
- ; to the positive/negative and read the explanations carefully. Some factors are
- ; better when HIGHER, others better when LOWER.
- ;
- ; After calculating Base CTH from skills (see above), the factors governing it
- ; (below) are all pooled together into one penalty value. That penalty value is
- ; then used as a percentage to increase or decrease your Base CTH. In other words,
- ; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
- ; to 20.0, you'll gain 20% extra base CTH.
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This is a modifier given per each morale point below 50.
- BASE_LOW_MORALE = -1.0
- ; This modifier is given per each morale point above 50.
- BASE_HIGH_MORALE = 2.0
- ; This modifier is given to any character with the "PSYCHO" trait.
- BASE_PSYCHO = -2.0
- ; This is the modifier given when shooting one "cube" upwards. A cube is
- ; 1/3 of a tile high. This takes into account both stance and level. For
- ; example, a standing merc shooting at the legs of a target on the roof
- ; gets 1*this modifier. A prone merc on ground level shooting at the
- ; head of a target on ground level gets 2*this modifier.
- ;
- ; The shooting upwards modifier is then divided by the range to the target
- ; (in tiles). In other words, at a range of 2 tiles the modifier is
- ; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
- ; This means that the further the target is, the less relevant the upwards
- ; angle is.
- BASE_SHOOTING_UPWARDS = -15.0
- ; This is the MAXIMUM modifier given to a shooter when injured. To get this
- ; much, the shooter must be dead (0% health...). It's linear,
- ; so at 50% health the shooter gets exactly half the penalty.
- ; Note that "Bandaged" damage counts as half as much as bleeding damage.
- ; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
- BASE_INJURY = -30.0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These are the modifiers given for different levels of drunkness. Naturally,
- ; the more drunk you are, the more your CTH suffers.
- ;------------------------------------------------------------------------------------------------------------------------------
- BASE_DRUNK_TIPSY = -5.0
- BASE_DRUNK = -20.0
- BASE_DRUNK_WASTED = -50.0
- BASE_DRUNK_HUNGOVER = -10.0
- ; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
- ; It's linear, so at 50% breath you get half the modifier.
- BASE_FATIGUE = -15.0
- ; This modifier is applied when shooting at the same target again. If the target
- ; has moved between shots, or the shooter does anything but shoot at the target,
- ; the modifier is lost.
- BASE_SAME_TARGET = 5.0
- ; This is the modifier given when the shooter is in a cloud of gas and does
- ; not have a gas mask on.
- BASE_GASSED = -15.0
- ; This modifier is applied when the shooter is being bandaged by someone else.
- BASE_BEING_BANDAGED = -5.0
- ; This is the MAXIMUM modifier given when the target reaches the maximum number
- ; of Suppression Shock points, which by default would be 30. It's linear, so at
- ; 15 shock points you get half the penalty.
- ; Note that characters with high experience stop accumulating shock much earlier,
- ; and so are much less subject to this modifier than other characters.
- BASE_SHOCK = -150.0
- ; This modifier is applied if the target has exceptional agility or experience level.
- BASE_AGILE_TARGET = -5.0
- ; This modifier is applied if the shooter can't see the target. This happens
- ; when shooting at a target spotted by someone else.
- BASE_TARGET_INVISIBLE = -50.0
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These modifiers work very differently from the others. The are related to a
- ; concept called Gun Handling, which is still being adjusted. Basically,
- ; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
- ; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
- ; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
- ; have very low Gun Handling values.
- ;
- ; BASE_DRAW_COST is applied per each Gun Handling point.
- ;
- ; The other values act as multipliers applied directly to the Gun Handling
- ; value. For example, by default a pistol fired with one hand (other hand
- ; full or holding another pistol) gets its Gun Handling value doubled.
- ;
- ; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
- ; The higher they are, the greater their effect.
- ;------------------------------------------------------------------------------------------------------------------------------
- BASE_DRAW_COST = 2.0
- BASE_TWO_GUNS = 12
- BASE_ONE_HANDED = 4
- BASE_STANDING_STANCE = 3.7
- BASE_CROUCHING_STANCE = 4.9
- BASE_PRONE_STANCE = 5.2
- BASE_HEAVY_WEAPON = 4
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These modifiers are applied based on game difficulty, and only affect
- ; the base CTH of ENEMY COMBATANTS.
- ;------------------------------------------------------------------------------------------------------------------------------
- BASE_DIFFICULTY_NOVICE = 0
- BASE_DIFFICULTY_EXPERIENCED = 0
- BASE_DIFFICULTY_EXPERT = 0
- BASE_DIFFICULTY_INSANE = 0
- [Aiming CTH]
- ;------------------------------------------------------------------------------------------------------------------------------
- ; Aiming CTH is the amount of CTH you get for adding extra aiming to your
- ; shot, by paying extra APs.
- ;
- ; First, the game calculates the maximum CTH our shooter can have, using
- ; the shooter's skills as a guide. This is called the CTH cap, and the shooter
- ; can NEVER have more CTH than this cap, ever.
- ;
- ; The program then subtracts the Base CTH value from the CTH Cap, coming up
- ; with a number called the Maximum Aiming Bonus. At peak condition, and with
- ; the maximum number of aiming levels applied, the shooter will reach his
- ; CTH Cap, meaning he will be as accurate as he can be.
- ;
- ; Note that for each AP you spend on aiming, you only get PART of the Maximum
- ; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
- ; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
- ; of the total bonus, but that little bit can sometimes be crucial.
- ;------------------------------------------------------------------------------------------------------------------------------
- AIM_EXP = 2
- AIM_MARKS = 3.0
- AIM_WIS = 1.5
- AIM_DEX = 1.9
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This value is multiplied against 1/2 the scopes mag factor to determine the
- ; actual penalty applied. Setting it too low will make it impossible to use
- ; scopes within effective range
- ;------------------------------------------------------------------------------------------------------------------------------
- AIM_TOO_CLOSE_SCOPE = -8.0
- AIM_GUN_CONDITION = -1.0
- AIM_LOW_MORALE = -2.0
- AIM_HIGH_MORALE = 1.0
- AIM_PSYCHO = -5.0
- AIM_VISIBILITY = -1.0
- AIM_SHOOTING_UPWARDS = -20.0
- AIM_INJURY = -60.0
- AIM_DRUNK_TIPSY = -10.0
- AIM_DRUNK = -40.0
- AIM_DRUNK_WASTED = -90.0
- AIM_DRUNK_HUNGOVER = -15.0
- AIM_FATIGUE = -40.0
- AIM_GASSED = -80.0
- AIM_BEING_BANDAGED = -20.0
- AIM_SHOCK = -150.0
- AIM_TARGET_INVISIBLE = -50.0
- AIM_SNIPER_SKILL = 25.0
- AIM_DRAW_COST = 0.5
- AIM_STANDING_STANCE = 1.5
- AIM_CROUCHING_STANCE = 1.25
- AIM_PRONE_STANCE = 1.0
- AIM_TWO_GUNS = 4.0
- AIM_ONE_HANDED = 2.5
- AIM_HEAVY_WEAPON = 2.0
- AIM_DIFFICULTY_NOVICE = -30.0
- AIM_DIFFICULTY_EXPERIENCED = 0.0
- AIM_DIFFICULTY_EXPERT = 10.0
- AIM_DIFFICULTY_INSANE = 20.0
- [Shooting Mechanism]
- MOVEMENT_MRK = 3.0
- MOVEMENT_WIS = 2.0
- MOVEMENT_DEX = 1.0
- MOVEMENT_EXP_LEVEL = 2.0
- MOVEMENT_TRACKING_DIFFICULTY = 40
- MOVEMENT_PENALTY_PER_TILE = 1.0
- PRE_RECOIL_WIS = 2.0
- PRE_RECOIL_EXP_LEVEL = 3.0
- PRE_RECOIL_AUTO_WEAPONS_SKILL = 2.0
- RECOIL_MAX_COUNTER_STR = 3.5
- RECOIL_MAX_COUNTER_AGI = 1.5
- RECOIL_MAX_COUNTER_EXP_LEVEL = 1.5
- RECOIL_MAX_COUNTER_FORCE = 50.0
- RECOIL_MAX_COUNTER_CROUCH = 60.0
- RECOIL_MAX_COUNTER_PRONE = 75.0
- RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2
- RECOIL_COUNTER_ACCURACY_DEX = 3.0
- RECOIL_COUNTER_ACCURACY_WIS = 2.0
- RECOIL_COUNTER_ACCURACY_AGI = 2.0
- RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 3.0
- RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
- RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
- RECOIL_COUNTER_ACCURACY_ANTICIPATION = 25.0
- RECOIL_COUNTER_ACCURACY_COMPENSATION = 2.0
- RECOIL_COUNTER_FREQUENCY_AGI = 6
- RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 4
- RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.6
- ;------------------------------------------------------------------------------------------------------------------------------
- ; These set the percentage by which the autofire target offset is improved. At 20%, it takes 5 "steps" (based on CFF)
- ; to reach best offset improvement.
- ;------------------------------------------------------------------------------------------------------------------------------
- RECOIL_COUNTER_INCREMENT = 1
- RECOIL_COUNTER_INCREMENT_TRACER = 10
- ;------------------------------------------------------------------------------------------------------------------------------
- ; This value determines the distance ratio for recoil. Higher values result in
- ; less overall recoil movement at longer ranges.
- ; This value is an INTEGER, with a range of 10 to 1000. The distance is
- ; measured in METERS, not tiles, so 100 means 10 tiles.
- ;------------------------------------------------------------------------------------------------------------------------------
- NORMAL_RECOIL_DISTANCE = 110
- MAX_BULLET_DEV = 2
- RANGE_EFFECTS_DEV = TRUE
- ;------------------------------------------------------------------------------
- ; MAX_EFFECTIVE_RANGE_MULTIPLIER
- ; Maximum effective range of Gun that AI will still attempt to shoot
- ; Default: 1.1 which equates to 110% of the gun's effective range
- ; MAX_EFFECTIVE_RANGE_REDUCTION
- ; Maximum reduction of chance to hit when exceeding effective range
- ; Default: 0.5 which equates to 50% reduction
- ; MAX_EFFECTIVE_USE_GRADIENT
- ; Whether to apply the reduction as a flat reduction or as gradient
- ; Default: FALSE which is flat reduction when exceeding range
- ;------------------------------------------------------------------------------
- MAX_EFFECTIVE_RANGE_MULTIPLIER = 2
- MAX_EFFECTIVE_RANGE_REDUCTION = 0.35
- MAX_EFFECTIVE_USE_GRADIENT = FALSE
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