Jagged Alliance 3

Jagged Alliance 3

Random Enemy Weapons
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Update: 7 Feb, 2024 @ 11:53am

- removed the SlotDependency Code Asset

Update: 6 Feb, 2024 @ 11:13am

- New hook used for changing weapons; should allow to change weapons before auto-resolve, allowing them to drop when auto-resolving.
- Added a small check if a unit normally belonging to enemy groups is part of the player team - which should allow for better compatibility with "Recruit Anyone"
- Added Enemy Tiers (kudos for ratos code to apply them automatically) and Weapon Tiers (new "Tier" key on the lists for modders to provide, assumes tier 3 if none is provided). zz_lowerTierDiff (default 3) used to check how many Tiers a weapon is allowed to be lower than the enemy. If a gun is of a higher tier than the enemy, it won't be spawned, if it's lower than enemy tier - zz_lowerTierDiff, it also want spawn.
- Added rew_tier property to units (should be visible in the unit editor when the mod is loaded), usable if one wants to determine enemy tiers by manually. The scripts will prefer that value if available over ratos algorithm and put that value into our Tier list. Enemy units and tier will be in zz_TierList after the List it built. So be free to mod that also.
- Added a "rew_tierListFin" message to hook onto after we've built our zz_TierList.
- Pushed enemy groups into "zz_ExchangeGroups" - all enemy groups listed here are checked to build enemy tiers and to the script to check if it should exchange weapons.
- added "SiegfriedSuperSoldiers" as new enemy group, so on can change the weapons of the super soldiers out of the box.
- added "All" as possible for mod provided Affiliation - it will mean the weapon is able to spawn for all groups.
- affilation_mod - list of base enemy tiers for the different enemy groups; once again kudos for rato for the code.
- one can now call zzBuildWeaponLootTable(send_msg) to trigger a rebuilt of the loot table, if you rather want to mess with the mod provided tables than the direct one. send_msg is boolean so you can decide if the message of the table having been build should be send again.
- added a new message Msg("rew_ExchangedWeaponRand", unit), that gets fired after we run our script to try to exchange a weapon on an enemy.

Likely missed some more small changes...

Update: 24 Nov, 2023 @ 10:43am

- removed the Weapon Rarity table. It's now part of the ToG mod.
- Added a way to gather Rarity tables from different mods. Currently Used by ToG and Masters of War
- Added a randomisation function for weapon mods. Currently a base 10% for each mod slot; With a equal chance for any available mod for the slot. Please report if you see any error with this script.

Update: 17 Nov, 2023 @ 5:06am

- added STG44 Replacement, M1918A2, StenMK2, Garand Camo variants
- minor rarity adjustments

Update: 11 Nov, 2023 @ 7:46am

- DropChance setting deprecated. Uses base Game drop chance now and thus compatible with Mods that change the drop chances

Update: 9 Nov, 2023 @ 5:07pm

- 1.3 Hotfix for Ammo drops

Update: 9 Nov, 2023 @ 6:42am

- update for JA3 1.3

Update: 7 Nov, 2023 @ 2:21am

- introduced Ammo drop for Enemies equipped with ToG weapons. Serialization of the LootDrop diceroll. We roll the dice once and have 3 checks now. Diceroll < 10 = weapon and ammo drops(lucky) Diceroll < Modoption LootDrop Setting = only weapon drops, Diceroll < 25 = only ammo(magsize) drops

Update: 4 Nov, 2023 @ 10:14am

- changed default value of randomized weapons to 50%

Update: 4 Nov, 2023 @ 9:55am

- added Thugs and Rebels
- extended Rarity Table to contain more Weapons