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Night Combat related[message #323487] Tue, 30 July 2013 21:33 Go to next message
Strohmann is currently offline Strohmann

 
Messages:280
Registered:August 2011
Location: Division Thought Crimes
Greetings.

Could it be possible to add a flag to items, that lets the AI only select these items from EnemyItemChoices.xml, EnemyGunChoices.xml etc. if it's night, not day? I'm talking about more than just night vision goggles.

Could it be possible to add a new camouflage-tag, that is only active during night and overwrites all other 4 tags then?

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Master Sergeant
Re: Night Combat related[message #323489] Tue, 30 July 2013 21:42 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
That is possible. What do you have in mind?

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Captain

Re: Night Combat related[message #323491] Tue, 30 July 2013 22:14 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:280
Registered:August 2011
Location: Division Thought Crimes
1st flag: Night Vision Devices/Scopes (with penalties during day) the AI doesn't get access to at the wrong time, as it can't piece its gear together like a human player. Maybe even items like flashlights or ISM-V-IR.

Some items like the SWAT armor or black cap are really dark, they could be good candidates for the second tag.

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Master Sergeant
Re: Night Combat related[message #323492] Tue, 30 July 2013 22:17 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
There is already the possibility to give a stealth bonus on items, might be related to your wishes. I also remember some mod (AIMNAS? some of wil's stuff?) where mercs went black when wearing some stuff, dunno if that was nightcamo or a graphical error.

The first part should be doable.

Note that I strongly advise against handing out working flashlights to the AI. They can't handle it and try to run away from the light, which is pretty futile if the light is in their hands. :placard:

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Captain

Re: Night Combat related[message #323495] Tue, 30 July 2013 22:59 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
XML Tag

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Captain

Re: Night Combat related[message #323496] Tue, 30 July 2013 23:08 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:280
Registered:August 2011
Location: Division Thought Crimes
Ok, i did some tests with the .

If Merc has more then 50 combined, he turns blackish, similar to the other camouflage types. He does however not immediatly turn black if exceeding this limit and also he stays black even when completly stripped out of gear. Only reloading remedies that.

Its tooltip implies it just reduces the chance of making noise while sneaking. It is not listed in the char screen like the other camo types. Checking the enemy field of at night and day shows no change with or without equipped armor with the bonus. Conclusion: it does not work as a camouflage.

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Slighty related to the topic: can armours be somehow paired to "sets" with a flag? For example in the xml the AI has access to various armor parts with different camo types. At the moment they seem to be picked at random, so soldier could end up with a helmet with snow camo, a body armour with desert camo and leggings with wood camo (just for the sake of the example).

Could it be made so that all armours with one camo type can be "sets"? So the AI routine scans the xml-entries and picks up a body armour with flag x at first. After that it goes through the permitted xml-entries and tries to find helmets and leggings with the same flag first to assign them to the soldiers (if it doesn't find them it uses armours with different flags/none in the EnemyItemChoices.xml).

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Master Sergeant
Re: Night Combat related[message #323497] Tue, 30 July 2013 23:12 Go to previous message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Possible, but a lot of hassle for such a small thing. Especially as they sometimes are camoed anyway.

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Captain

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