;****************************************************************************************************************************** ; 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 = 70 ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 20.0 ; 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 = 15 ; This option affects DEGREES_MAXIMUM_APERTURE for iron sights. If it is set to FALSE ; the basic aperture will grow linearly to the distance to target (old behaviour). ; If TRUE the aperture will use a curve to grow slower over distance making iron sights ; more powerful over long distances. IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = TRUE ; If IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT is TRUE the following parameter defines ; how fast the aperture will grow. A lower value will make it grow slower thus making ; iron sights even more powerful. ; A value of 2.0 will make iron sights almost as powerful as a 2x scope whereas a value ; of 5.0 causes just a little change from the old behaviour. ; Values can go from 2.0 to 5.0 ; The default is 3.0 IRON_SIGHTS_MAX_APERTURE_MODIFIER = 3.0 ; 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 = 1.1 ; 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 effectively let guns hit targets further ; beyond their max range, though it is not a reliable way to hit any target. GRAVITY_COEFFICIENT = 6.0 ; The Vertical Bias "flattens" the target aperture which restricts the vertical amount ; 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 = 0.5 ; 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 = 0.7 ; 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 = 1.1 ; 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 = 50 ; 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 = 80 SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90 SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100 ; 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 = 1.0 ; 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 = 45 [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 = 3.0 BASE_MARKS = 1.0 BASE_WIS = 1.0 BASE_DEX = 1.0 ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = -3.0 ; 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 drunkenness. 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 = -100.0 ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 5.0 BASE_ONE_HANDED = 2.5 BASE_STANDING_STANCE = 2.0 BASE_CROUCHING_STANCE = 3.0 BASE_PRONE_STANCE = 4.0 BASE_HEAVY_WEAPON = 2.0 [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 = 1.0 AIM_MARKS = 3.0 AIM_WIS = 1.0 AIM_DEX = 2.0 ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = -4.0 ;------------------------------------------------------------------------------------------------------------------------------ ; This value defines at which point below scope range the AIM_TOO_CLOSE_SCOPE based penalty starts. A value of 0.0 removes ; scope penalties. A value of 1.0 means the penalty starts as soon as the target is just a little below ; scope range. 0.5 means penalty starts at half the scope range and so on... ;------------------------------------------------------------------------------------------------------------------------------ AIM_TOO_CLOSE_THRESHOLD = 0.8 AIM_GUN_CONDITION = -2.0 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 = 1.0 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 [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 = 3.0 RECOIL_MAX_COUNTER_AGI = 1.0 RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0 RECOIL_MAX_COUNTER_FORCE = 10.0 RECOIL_MAX_COUNTER_CROUCH = 10.0 RECOIL_MAX_COUNTER_PRONE = 25.0 RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.2 RECOIL_COUNTER_ACCURACY_DEX = 3.0 RECOIL_COUNTER_ACCURACY_WIS = 1.0 RECOIL_COUNTER_ACCURACY_AGI = 1.0 RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0 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 = 3.0 RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 25 ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 70 MAX_BULLET_DEV = 5.0 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 = 1.4 MAX_EFFECTIVE_RANGE_REDUCTION = 0.5 MAX_EFFECTIVE_USE_GRADIENT = TRUE ;------------------------------------------------------------------------------ ; Experimental NCTH tweaks ;------------------------------------------------------------------------------ ; limit max bullet deviation to improve suppression effectiveness ; max deviation limit depends on weapon range, recoil and shooting mode LIMIT_MAX_DEVIATION = FALSE ; limit max vertical deviation so there will be less ground shots ; works for first bullet only ; when this option enabled, VERTICAL_BIAS option has no effect LIMIT_GROUND_SHOTS = FALSE