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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 = 200
  47.  
  48. ;------------------------------------------------------------------------------------------------------------------------------
  49. ; The following parameters in this block are used only if USE_NEW_CTH_CALCULATION = TRUE in your Ja2_Options.ini
  50. ; Be aware that IRON_SIGHT_PERFORMANCE_BONUS and LASER_PERFORMANCE_BONUS_IRON are cumulative!
  51. ;
  52. ; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
  53. ; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
  54. ; The default is 20.0
  55. IRON_SIGHT_PERFORMANCE_BONUS = 25.0
  56.  
  57. ; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
  58. ; The bonus only applies if the target is in laser range and the given sight is used.
  59. ; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
  60. ; can be seen and the higher the resulting bonus will be.
  61. ; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
  62. ; Values can go from 0.0 to 50.0
  63. LASER_PERFORMANCE_BONUS_HIP = 25.0
  64. LASER_PERFORMANCE_BONUS_IRON = 15.0
  65. LASER_PERFORMANCE_BONUS_SCOPE = 10.0
  66. ;------------------------------------------------------------------------------------------------------------------------------
  67.  
  68. ; This is the maximum angle, to either side of the shooter, that a bullet may fly.
  69. ; The CTH system works by shooting bullets randomly inside this angle. Increasing
  70. ; your aim will make the angle smaller, thus making rounds more likely to hit the
  71. ; target.
  72. ;
  73. ; This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
  74. ; be 100% on target, regardless of aiming.
  75. ; Decreasing this value causes all shots to be more accurate.
  76. DEGREES_MAXIMUM_APERTURE = 3
  77.  
  78. ; The Range Coefficient works with the listed weapon range to determine the weapons
  79. ; maximum range.  Once a bullet reaches it's maximum range, gravity pulls it towards
  80. ; the ground.
  81. RANGE_COEFFICIENT = 3
  82.  
  83. ; The Gravity Coefficient determines how powerful gravity is once it kicks into
  84. ; action - this happens when the bullet reaches the "maximum range" of the gun
  85. ; that fired it.
  86. ; The lower this coefficient, the faster will bullets change their trajectory
  87. ; towards the ground, hitting it sooner.
  88. ; Conversely, by increasing this value you can let bullets fly further beyond
  89. ; the max range of the gun. That will effectivelly let guns hit targets further
  90. ; beyond their max range, though it is not a reliable way to hit any target.
  91. GRAVITY_COEFFICIENT = 4
  92.  
  93. ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun
  94. ; by which a bullet can travel.  Vertical bias is ultimately based on stance where
  95. ; a standing shooter is always at 1.0, a prone shooter is at the indicated bias, and
  96. ; a crouching target is midway between the two.
  97. VERTICAL_BIAS = 0.3
  98.  
  99. ; The Scope Range Multiplier is applied against a scopes magnification to determine
  100. ; the scopes minimum effective range.  Sniper and Hunter training has a slight effect
  101. ; on this.  Valid range is 0.5 - 1.5, with a default of 0.7.  The higher you set
  102. ; this multiplier, the less effective scopes become.
  103. SCOPE_RANGE_MULTIPLIER = 0.6
  104.  
  105. ; Scope effectiveness multiplier defines the upper limit of the scopes magnification
  106. ; that is achievable by any shooter. Scope magnification makes the size of the
  107. ; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will
  108. ; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule
  109. ; half as large). A low skill shooter will only be able to achieve a much smaller
  110. ; effective magnification. Scope effectiveness is determined by a shooters experience
  111. ; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS.
  112. ; Valid values are from 0.5 to 1.5 with a default of 1.1
  113. SCOPE_EFFECTIVENESS_MULTIPLIER = 1.5
  114.  
  115. ; Scope effectiveness minimum defines a minimum percentage of scope effectiveness
  116. ; that any merc will achieve no matter how bad/good his skills are (see also description
  117. ; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope
  118. ; will provide at least 1x magnification. The rest comes from the shooters experience
  119. ; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic.
  120. ; 100 means that the shooters skills are irrelevant and he can use any scope to its
  121. ; full potential.
  122. ; Valid values are from 0 to 100 with a default of 50
  123. SCOPE_EFFECTIVENESS_MINIMUM = 20
  124. ; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100
  125. ; If the shooter wants to exceed these he will have to do so by the normal formula.
  126. SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 65
  127. SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 80
  128. SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 90
  129.  
  130. ; The Side Facing Divisor is applied against the shooting offsets when a target is
  131. ; facing directly perpendicular (i.e., East or West when shooter faces North or South)
  132. ; to the shooter.  This is to account for a visual error in the NCTH system.  The
  133. ; Valid range for this divisor is 1.0 - 10.0.  If you don't think it should be as easy
  134. ; to hit a target from the side as from head on, just set this value to 1.0
  135. SIDE_FACING_DIVISOR = 1.2
  136.  
  137. ; This is the basic chance PER SHOT to lose 1 point of weapon condition with each
  138. ; bullet fired. The formula for this chance is 1 in BASE_DEPRECIATE_CHANCE, so higher
  139. ; values result in slower degradation.
  140. ;  The default value for OCTH is 15, but NCTH requires a **much** higher
  141. ; expenditure of bullets, resulting in severely-reduced weapon condition after every
  142. ; battle. Therefore, the default for NCTH is currently 150.
  143. ; Valid range is 0-10000.
  144. BASIC_RELIABILITY_ODDS = 29
  145.  
  146.  
  147. [Base CTH]
  148.  
  149. ;------------------------------------------------------------------------------------------------------------------------------
  150. ; Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
  151. ; The basic value is determined by skills, and later the modifiers reduce or
  152. ; increase it appropriately. Characters with low skills, or with bad factors
  153. ; affecting their performance, will receive bad base CTH.
  154. ; The maximum amount of Base CTH you can have is 33 points. This is only
  155. ; achievable by super-mercs in excellent conditions.
  156.  
  157. ; These settings determine the importance of each character skill in calculating
  158. ; your Base CTH. By default, Experience is 3 times more important than the other
  159. ; skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
  160. ; each multiplied by the appropriate value from these, and then divided by the
  161. ; sum of all these four values.
  162. ;
  163. ; These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
  164. ; will render the appropriate skill irrelevant for calculating base CTH. DO NOT
  165. ; set all four values to 0, unless you want to see lots of crashes.
  166. ;------------------------------------------------------------------------------------------------------------------------------
  167.  
  168. BASE_EXP = 1.4
  169. BASE_MARKS = 3
  170. BASE_WIS = 1
  171. BASE_DEX = 4
  172.  
  173. ;------------------------------------------------------------------------------------------------------------------------------
  174. ; These settings control the effect that various factors have on the shooter's
  175. ; Base CTH. By increasing a value, you can increase that factor's importance
  176. ; on raising or lowering Base CTH.
  177. ;
  178. ; These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
  179. ; to the positive/negative and read the explanations carefully. Some factors are
  180. ; better when HIGHER, others better when LOWER.
  181. ;
  182. ; After calculating Base CTH from skills (see above), the factors governing it
  183. ; (below) are all pooled together into one penalty value. That penalty value is
  184. ; then used as a percentage to increase or decrease your Base CTH. In other words,
  185. ; if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
  186. ; to 20.0, you'll gain 20% extra base CTH.
  187. ;------------------------------------------------------------------------------------------------------------------------------
  188.  
  189. ; This is a modifier given per each morale point below 50.
  190. BASE_LOW_MORALE = -1.0
  191.  
  192. ; This modifier is given per each morale point above 50.
  193. BASE_HIGH_MORALE = 2.0
  194.  
  195. ; This modifier is given to any character with the "PSYCHO" trait.
  196. BASE_PSYCHO = -2.0
  197.  
  198. ; This is the modifier given when shooting one "cube" upwards. A cube is
  199. ; 1/3 of a tile high. This takes into account both stance and level. For
  200. ; example, a standing merc shooting at the legs of a target on the roof
  201. ; gets 1*this modifier. A prone merc on ground level shooting at the
  202. ; head of a target on ground level gets 2*this modifier.
  203. ;
  204. ; The shooting upwards modifier is then divided by the range to the target
  205. ; (in tiles). In other words, at a range of 2 tiles the modifier is
  206. ; HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
  207. ; This means that the further the target is, the less relevant the upwards
  208. ; angle is.
  209. BASE_SHOOTING_UPWARDS = -15.0
  210.  
  211. ; This is the MAXIMUM modifier given to a shooter when injured. To get this
  212. ; much, the shooter must be dead (0% health...). It's linear,
  213. ; so at 50% health the shooter gets exactly half the penalty.
  214. ; Note that "Bandaged" damage counts as half as much as bleeding damage.
  215. ; Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
  216. BASE_INJURY = -30.0
  217.  
  218. ;------------------------------------------------------------------------------------------------------------------------------
  219. ; These are the modifiers given for different levels of drunkness. Naturally,
  220. ; the more drunk you are, the more your CTH suffers.
  221. ;------------------------------------------------------------------------------------------------------------------------------
  222.  
  223. BASE_DRUNK_TIPSY = -5.0
  224. BASE_DRUNK = -20.0
  225. BASE_DRUNK_WASTED = -50.0
  226. BASE_DRUNK_HUNGOVER = -10.0
  227.  
  228. ; This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
  229. ; It's linear, so at 50% breath you get half the modifier.
  230. BASE_FATIGUE = -15.0
  231.  
  232. ; This modifier is applied when shooting at the same target again. If the target
  233. ; has moved between shots, or the shooter does anything but shoot at the target,
  234. ; the modifier is lost.
  235. BASE_SAME_TARGET = 5.0
  236.  
  237. ; This is the modifier given when the shooter is in a cloud of gas and does
  238. ; not have a gas mask on.
  239. BASE_GASSED = -15.0
  240.  
  241. ; This modifier is applied when the shooter is being bandaged by someone else.
  242. BASE_BEING_BANDAGED = -5.0
  243.  
  244. ; This is the MAXIMUM modifier given when the target reaches the maximum number
  245. ; of Suppression Shock points, which by default would be 30. It's linear, so at
  246. ; 15 shock points you get half the penalty.
  247. ; Note that characters with high experience stop accumulating shock much earlier,
  248. ; and so are much less subject to this modifier than other characters.
  249. BASE_SHOCK = -150.0
  250.  
  251. ; This modifier is applied if the target has exceptional agility or experience level.
  252. BASE_AGILE_TARGET = -5.0
  253.  
  254. ; This modifier is applied if the shooter can't see the target. This happens
  255. ; when shooting at a target spotted by someone else.
  256. BASE_TARGET_INVISIBLE = -50.0
  257.  
  258. ;------------------------------------------------------------------------------------------------------------------------------
  259. ; These modifiers work very differently from the others. The are related to a
  260. ; concept called Gun Handling, which is still being adjusted. Basically,
  261. ; Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
  262. ; cumbersome guns like sniper rifles or machine guns get a high Gun Handling
  263. ; value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
  264. ; have very low Gun Handling values.
  265. ;
  266. ; BASE_DRAW_COST is applied per each Gun Handling point.
  267. ;
  268. ; The other values act as multipliers applied directly to the Gun Handling
  269. ; value. For example, by default a pistol fired with one hand (other hand
  270. ; full or holding another pistol) gets its Gun Handling value doubled.
  271. ;
  272. ; Please note that all of these except BASE_DRAW_COST should be POSITIVE.
  273. ; The higher they are, the greater their effect.
  274. ;------------------------------------------------------------------------------------------------------------------------------
  275.  
  276. BASE_DRAW_COST = 2.0
  277. BASE_TWO_GUNS = 12
  278. BASE_ONE_HANDED = 4
  279. BASE_STANDING_STANCE = 3.7
  280. BASE_CROUCHING_STANCE = 4.9
  281. BASE_PRONE_STANCE = 5.2
  282. BASE_HEAVY_WEAPON = 4
  283.  
  284. ;------------------------------------------------------------------------------------------------------------------------------
  285. ; These modifiers are applied based on game difficulty, and only affect
  286. ; the base CTH of ENEMY COMBATANTS.
  287. ;------------------------------------------------------------------------------------------------------------------------------
  288.  
  289. BASE_DIFFICULTY_NOVICE = 0
  290. BASE_DIFFICULTY_EXPERIENCED = 0
  291. BASE_DIFFICULTY_EXPERT = 0
  292. BASE_DIFFICULTY_INSANE = 0
  293.  
  294.  
  295. [Aiming CTH]
  296.  
  297. ;------------------------------------------------------------------------------------------------------------------------------
  298. ; Aiming CTH is the amount of CTH you get for adding extra aiming to your
  299. ; shot, by paying extra APs.
  300. ;
  301. ; First, the game calculates the maximum CTH our shooter can have, using
  302. ; the shooter's skills as a guide. This is called the CTH cap, and the shooter
  303. ; can NEVER have more CTH than this cap, ever.
  304. ;
  305. ; The program then subtracts the Base CTH value from the CTH Cap, coming up
  306. ; with a number called the Maximum Aiming Bonus. At peak condition, and with
  307. ; the maximum number of aiming levels applied, the shooter will reach his
  308. ; CTH Cap, meaning he will be as accurate as he can be.
  309. ;
  310. ; Note that for each AP you spend on aiming, you only get PART of the Maximum
  311. ; Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
  312. ; second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
  313. ; of the total bonus, but that little bit can sometimes be crucial.
  314. ;------------------------------------------------------------------------------------------------------------------------------
  315.  
  316. AIM_EXP = 2
  317. AIM_MARKS = 3.0
  318. AIM_WIS = 1.5
  319. AIM_DEX = 1.9
  320.  
  321. ;------------------------------------------------------------------------------------------------------------------------------
  322. ; This value is multiplied against 1/2 the scopes mag factor to determine the
  323. ; actual penalty applied.  Setting it too low will make it impossible to use
  324. ; scopes within effective range
  325. ;------------------------------------------------------------------------------------------------------------------------------
  326.  
  327. AIM_TOO_CLOSE_SCOPE = -8.0
  328.  
  329. AIM_GUN_CONDITION = -1.0
  330. AIM_LOW_MORALE = -2.0
  331. AIM_HIGH_MORALE = 1.0
  332. AIM_PSYCHO = -5.0
  333. AIM_VISIBILITY = -1.0
  334. AIM_SHOOTING_UPWARDS = -20.0
  335. AIM_INJURY = -60.0
  336. AIM_DRUNK_TIPSY = -10.0
  337. AIM_DRUNK = -40.0
  338. AIM_DRUNK_WASTED = -90.0
  339. AIM_DRUNK_HUNGOVER = -15.0
  340. AIM_FATIGUE = -40.0
  341. AIM_GASSED = -80.0
  342. AIM_BEING_BANDAGED = -20.0
  343. AIM_SHOCK = -150.0
  344. AIM_TARGET_INVISIBLE = -50.0
  345. AIM_SNIPER_SKILL = 25.0
  346.  
  347. AIM_DRAW_COST = 0.5
  348. AIM_STANDING_STANCE = 1.5
  349. AIM_CROUCHING_STANCE = 1.25
  350. AIM_PRONE_STANCE = 1.0
  351. AIM_TWO_GUNS = 4.0
  352. AIM_ONE_HANDED = 2.5
  353. AIM_HEAVY_WEAPON = 2.0
  354.  
  355. AIM_DIFFICULTY_NOVICE = -30.0
  356. AIM_DIFFICULTY_EXPERIENCED = 0.0
  357. AIM_DIFFICULTY_EXPERT = 10.0
  358. AIM_DIFFICULTY_INSANE = 20.0
  359.  
  360.  
  361. [Shooting Mechanism]
  362.  
  363. MOVEMENT_MRK = 3.0
  364. MOVEMENT_WIS = 2.0
  365. MOVEMENT_DEX = 1.0
  366. MOVEMENT_EXP_LEVEL = 2.0
  367. MOVEMENT_TRACKING_DIFFICULTY = 40
  368. MOVEMENT_PENALTY_PER_TILE = 1.0
  369.  
  370. PRE_RECOIL_WIS = 2.0
  371. PRE_RECOIL_EXP_LEVEL = 3.0
  372. PRE_RECOIL_AUTO_WEAPONS_SKILL = 2.0
  373.  
  374. RECOIL_MAX_COUNTER_STR = 3.5
  375. RECOIL_MAX_COUNTER_AGI = 1.5
  376. RECOIL_MAX_COUNTER_EXP_LEVEL = 1.5
  377. RECOIL_MAX_COUNTER_FORCE = 50.0
  378. RECOIL_MAX_COUNTER_CROUCH = 60.0
  379. RECOIL_MAX_COUNTER_PRONE = 75.0
  380.  
  381. RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2
  382. RECOIL_COUNTER_ACCURACY_DEX = 3.0
  383. RECOIL_COUNTER_ACCURACY_WIS = 2.0
  384. RECOIL_COUNTER_ACCURACY_AGI = 2.0
  385. RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 3.0
  386. RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
  387. RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
  388. RECOIL_COUNTER_ACCURACY_ANTICIPATION = 25.0
  389. RECOIL_COUNTER_ACCURACY_COMPENSATION = 2.0
  390.  
  391. RECOIL_COUNTER_FREQUENCY_AGI = 6
  392. RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 4
  393. RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.6
  394.  
  395. ;------------------------------------------------------------------------------------------------------------------------------
  396. ; These set the percentage by which the autofire target offset is improved.  At 20%, it takes 5 "steps" (based on CFF)
  397. ; to reach best offset improvement.
  398. ;------------------------------------------------------------------------------------------------------------------------------
  399.  
  400. RECOIL_COUNTER_INCREMENT = 1
  401. RECOIL_COUNTER_INCREMENT_TRACER = 10
  402.  
  403. ;------------------------------------------------------------------------------------------------------------------------------
  404. ; This value determines the distance ratio for recoil.  Higher values result in
  405. ; less overall recoil movement at longer ranges.
  406. ; This value is an INTEGER, with a range of 10 to 1000. The distance is
  407. ; measured in METERS, not tiles, so 100 means 10 tiles.
  408. ;------------------------------------------------------------------------------------------------------------------------------
  409.  
  410. NORMAL_RECOIL_DISTANCE = 160
  411.  
  412. MAX_BULLET_DEV = 2
  413. RANGE_EFFECTS_DEV = TRUE
  414.  
  415. ;------------------------------------------------------------------------------
  416. ; MAX_EFFECTIVE_RANGE_MULTIPLIER
  417. ;   Maximum effective range of Gun that AI will still attempt to shoot
  418. ;    Default: 1.1 which equates to 110% of the gun's effective range
  419. ; MAX_EFFECTIVE_RANGE_REDUCTION
  420. ;   Maximum reduction of chance to hit when exceeding effective range
  421. ;    Default: 0.5 which equates to 50% reduction
  422. ; MAX_EFFECTIVE_USE_GRADIENT
  423. ;   Whether to apply the reduction as a flat reduction or as gradient
  424. ;    Default: FALSE which is flat reduction when exceeding range
  425. ;------------------------------------------------------------------------------
  426. MAX_EFFECTIVE_RANGE_MULTIPLIER = 2
  427. MAX_EFFECTIVE_RANGE_REDUCTION = 0.35
  428. MAX_EFFECTIVE_USE_GRADIENT = FALSE
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