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[MOD] Enemies always drop their weapons and equipment


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#1 lucka99

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Posted 06 March 2012 - 02:04 AM

I did some playing around with characters.txt today and on a hunch, I added weapons and other gear to the enemy forces. I essentially copied their starting inventory into their inventory and started a new game.

What I found is that the enemy seems to drop all clothing items and weapons that it can't equip. So, if you add a second weapon, they will always drop one weapon (almost always full health) and there is the same small chance that they'll drop their weapon that they used (which almost always seems heavily damaged). They also drop duplicate armor/clothing items. I did not play around with kits and the like, nor ammo, but that may work as well.

I don't think you can use for militia since they don't start with weapons. Maybe you could add a weapon to each that they might drop when they die. I did not test, but it is possible.

Warning: You might consider only adding extra weapons to some of the enemy forces as you can quickly find yourself swimming in weapons. Before I got out of Drassen, I had more weapons than a full squad and a half could carry.

Lucka99

EDIT:

Characters.txt file compatible with Blue Dawn Mod 0.4B (Jagged Alliance Back In Action 1.11) Attached File  characters.txt   159.63K   153 downloads


Starchris took this and created actual mods for it. You can find his post here: http://boards.jagged...dpost__p__22015

I made three versions of this modification in purpose to be compatible with other popular modifications. Install "Drops All Items" modification at the very end.

FIRST ONE is working only with pure not modified Jagged Alliance Back in Action. PURE

SECOND ONE is working only with clean version of "Blue Dawn Mod". BLUE

THIRD ONE is working only with "Blue Dawn Mod" and "Firearms Rebalanced Experiment". FIRE


JA Back in Action - Drops All Items v1.00


JA Back in Action - Drops All Items v1.00 WithOut XP Changes



#2 superdeath

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Posted 06 March 2012 - 03:32 AM

Sounds like 1.13 with the enemies drop all option. You very quickly get hundreds of guns.

#3 Dilznick

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Posted 06 March 2012 - 04:35 AM

would it be possible to only have certain levels of enemies drop one of something guaranteed, with the lowest getting clothing, -> pistol/bandage -> grenade -> good gun/armor -> kits/night vision, etc

#4 sbobovyc

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Posted 06 March 2012 - 04:51 AM

Good find.
http://github.com/sbobovyc/JA-BiA-Tools
http://github.com/sbobovyc/JA-BiA-Tools/wiki

#5 lucka99

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Posted 06 March 2012 - 06:10 AM

would it be possible to only have certain levels of enemies drop one of something guaranteed, with the lowest getting clothing, -> pistol/bandage -> grenade -> good gun/armor -> kits/night vision, etc



It is possible to control what the drops are, I believe. It seems to load the enemy soldier, equip items, and whatever is left over drops. The script that handles it within the program appears to do some random calculatoin and drop what is left. There seems to be a high chance of one of the ammos dropping and a low chance of an equipped item to drop. When you put duplicates of these items into the individual soldier inventory, the duplicates taht aren't equipped seem to be dropped at 100%, at least for weapons and armor that I've seen in my brief testing.

The individual soldiers can be modified, so you could only modify some of them and leave the others completely random. You could make it so they all dropped uniforms, boots, hat, etc., by duplicating those items, but not increase weapon drops. I didn't test it, but it seems that the game equips the best weapon, so if you didn't want 100% weapon drops, but something less, you could add a duplicate lesser weapon. For instance, the soldier is equipped with an AK-47 and the duplicate weapon is a .38 caliber pistol. The pistol theoretically would drop 100% and the assault rifle sometimes, like normal.

*Underlined items in the file are just to highlight, not part of the code. Do not try to just cut and paste this into your document. Cut and paste what you're looking for from the characters.txt.*

Here is an example of the unedited inventory of "soldier 6"

// AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*

AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket

AddItem 16 // type85_01
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade

XPForKilling 150

VoiceType 229

}



This is how you'd drop only clothing/armor.

// AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*

AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket

**adding a duplicate of the above should cause a 100% drop of these equippable items**

AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket


AddItem 16 // type85_01
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade

XPForKilling 150

VoiceType 229

}



This would 100% drop the standard weapon only

// AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*

AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket

AddItem 16 // type85_01
AddItem 16 // type85_01
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade

XPForKilling 150

VoiceType 229


This should drop an alternate weapon instead of the primary at 100%

//AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*

AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket

AddItem 16 // type85_01
AddItem 36 // 36. Special Revolver
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade

XPForKilling 150

VoiceType 229

}



Hope it helps.

Lucka99

#6 Confus

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Posted 06 March 2012 - 09:13 AM

Nice find! I guess 100% drop option is what i think is a good addition to blue dawn as an option.

#7 Gonzo

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Posted 06 March 2012 - 09:45 AM

I've wondered why Elliot got this quest key twice in his inventory and assumed it has to do something with "drop that thing for sure".

Have you ever noticed that duplicated things also dropped both/twice once in a while, like twice that Type85 in your example?

#8 lucka99

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Posted 06 March 2012 - 03:04 PM

I've wondered why Elliot got this quest key twice in his inventory and assumed it has to do something with "drop that thing for sure".

Have you ever noticed that duplicated things also dropped both/twice once in a while, like twice that Type85 in your example?


Yes, the second object always drops and there is still the small chance for the original item to drop.

Another thing of note is that if you put five extra rifles in the inventory, five will drop at 100% with a chance of the 6th. I haven't played around with it enough to see if the enemy soldiers can ever become encumbered though. Might be another way to simulate zombies in the suggested zombie mod.

Lucka99

#9 BlackAlpha

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Posted 06 March 2012 - 04:37 PM

I haven't played around with it enough to see if the enemy soldiers can ever become encumbered though. Might be another way to simulate zombies in the suggested zombie mod.


I don't think they can. I created such a mod, gave the enemy low strength and agility, gave them the unfit trait, but they always kept running non-stop. So it seems that the NPCs never lose stamina. It looks like you can only do the fast zombies.

#10 lucka99

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Posted 06 March 2012 - 04:47 PM

Zombie Testing

I don't think they can. I created such a mod, gave the enemy low strength and agility, gave them the unfit trait, but they always kept running non-stop. So it seems that the NPCs never lose stamina. It looks like you can only do the fast zombies.


Coincidentally, I did some work and if you set the strength around 10-13 and give the "zombies" 200 or so strength vests and pants, they lumber everywhere. I posted my preliminary findings at: http://boards.jagged...post__p__21664.

So, with all that done, someone use my little bit of work to make an awesome zombie mod.

Lucka99

#11 motorizer

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Posted 06 March 2012 - 06:25 PM

I don't think they can. I created such a mod, gave the enemy low strength and agility, gave them the unfit trait, but they always kept running non-stop. So it seems that the NPCs never lose stamina. It looks like you can only do the fast zombies.

couldn't you do slow zombies by wounding them somehow so they shambled like a wounded merc

#12 mr31337

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Posted 06 March 2012 - 07:57 PM

...a good addition to blue dawn as an option.

THIS! B)

#13 superdeath

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Posted 06 March 2012 - 09:05 PM

please add this to blue dawn!!!

#14 artoffighters

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Posted 07 March 2012 - 12:02 PM

This should drop an alternate weapon instead of the primary at 100%

Hope it helps.

Lucka99


Lucka99 the secondary weapon will drop with 100% condition?

#15 lucka99

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Posted 07 March 2012 - 03:22 PM

Lucka99 the secondary weapon will drop with 100% condition?


That is my current belief. It seems to drop every weapon past the one that is equipped.

#16 Starchris

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Posted 08 March 2012 - 08:42 PM

I tested thoroughly your idea and I think you have a good conception about drops all items but I think you are defining it incorrectly. In my opinion here is not about duplicating equipment but about what the enemies have in their inventory. I think that all enemies are dropping only this equipment that is in their inventory. They will never drop equipment that they are wearing (well, almost never). If you duplicate weapon, then this weapon will be in inventory, so that's why it always will be dropped but it not need to be a duplicate, it can be other weapon but if it will be in inventory it will always be dropped. This explain why almost every enemies is dropping always only an ammunition, because ammunition is always in inventory. So conclusion is: area where is inventory is dropable and area where enemies is wearing equipment is not dropable (almost not dropable, there is always a small chance to drop something).


So I made modification that is basing on your idea and my interpretation which is adding to the entire game option Drops all Items. Thanks to this option, all enemies, militias, terrorists, hillybillis and all NPCs will be dropping everything what they will be having.



I made six versions of this modification in purpose to be compatible with other popular modifications. Install this modification as the last installation of all.


FIRST ONE is working only with pure not modified Jagged Alliance Back in Action. PURE

SECOND ONE is working only with pure not modified Jagged Alliance Crossfire. PURE CRF

THIRD ONE is working only with clean version of "Blue Dawn Mod". BLUE

FOURTH ONE is working only with "Blue Dawn Mod" and "Firearms Rebalanced Experiment". FIRE

FIFTH ONE is working only with clean version of "Combat Evolved". COMBAT

SIXTH ONE is working only with clean version of "Combat Evolved for Crossfire". COMBAT CRF



JA Back in Action - Drops All Items v1.4




Have fun !!!




VERSION HISTORY
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#17 sevensixtytwo

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Posted 08 March 2012 - 11:04 PM

Trying it out now. Much thanks!

#18 lucka99

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Posted 08 March 2012 - 11:19 PM

I tested thoroughly your idea and I think you have a good conception about drops all items but I think you are defining it incorrectly. In my opinion here is not about duplicating equipment but about what the enemies have in their inventory. I think that all enemies are dropping only this equipment that is in their inventory. They will never drop equipment that they are wearing. If you duplicate weapon, then this weapon will be in inventory, so that's why it always will be dropped but it not need to be a duplicate, it can be other weapon but if it will be in inventory it will always be dropped. This explain why almost every enemies is dropping always only an ammunition, because ammunition is always in inventory. So conclusion is: area where is inventory is dropable and area where enemies is wearing equipment is not dropable.



Yes, I think we're saying the same thing for the most part. Whatever you cannot equip is in your inventory and so, they equip what is equippable, and whatever else is in inventory and can drop.

The part I think I disagree with is that they will never drop what they are wearing. I believe there is a very small chance that an enemy will drop and equipped item which is how you sometimes get shirts, trousers, boots, headgear, weapons, and the like. It is a very small chance and with the modifications I proposed, you sometimes get two weapons. The one in inventory drops at 100% and the one out of inventory drops at some damaged state, usually.

#19 BGratz77

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Posted 08 March 2012 - 11:35 PM

What I found is that the enemy seems to drop all clothing items and weapons that it can't equip. So, if you add a second weapon, they will always drop one weapon (almost always full health) and there is the same small chance that they'll drop their weapon that they used (which almost always seems heavily damaged). They also drop duplicate armor/clothing items. I did not play around with kits and the like, nor ammo, but that may work as well.


Good to know, but to add to much items will enhance the problem with the carrying system.

#20 mr31337

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Posted 09 March 2012 - 12:14 AM

I also increased the amount of experience points that we are collecting through the entire game. The new parameters are:


Great work and thank you for this mod. :)

I've tested this with Blue Dawn and can say it works quite well. Of course as you know, you still get a selection of what I assume was equipped as well as everything that was in the inventory, but it works well enough and is a lot better than vanilla imho.

Please can you release a version that doesn't alter the orignal values for XP gains?




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