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-   -   Mod/Patch/Enhancement (http://forum.fulqrumpublishing.com/showthread.php?t=3754)

Liz Shaw 02-19-2009 12:23 PM

Quote:

Originally Posted by AHO (Post 67373)
Something other:
I still want to spawn clothes, items, weapons to some places in various missions... Do you have a suggestion?

I don't know what to think, but...

Clothes: In "Stronghold", maybe you could place a warden's uniform in the bedroom near the conference room (a secretary is sitting next to the door).

Items: You could place more glasses and breakable mugs throughout various offices in "Project Y" and "Embassy".

Weapons: No ideas about placing new weapons, but what's the difference between an M1 Garand and an M1 Carbine? Aren't they the same weapon? Some American soldiers carry an "M1 Garand", while others carry an "M1 Carbine".

AHO 02-19-2009 06:51 PM

Quote:

Originally Posted by Liz Shaw (Post 67376)
I don't know what to think, but...

Clothes: In "Stronghold", maybe you could place a warden's uniform in the bedroom near the conference room (a secretary is sitting next to the door).

Items: You could place more glasses and breakable mugs throughout various offices in "Project Y" and "Embassy".

Hmm, the wardens uniform idea is good...


Quote:

Originally Posted by Liz Shaw (Post 67376)
Weapons: No ideas about placing new weapons, but what's the difference between an M1 Garand and an M1 Carbine? Aren't they the same weapon? Some American soldiers carry an "M1 Garand", while others carry an "M1 Carbine".

Start a new game and select "Removal" mission, then in the inventory
selections screen select these weapons and look at the rotating
picture of these rifles, then you see the difference.

Code:


M1 Garand            M1 Carabine
Weight: 4.42 Kg      2.56 Kb
Bullets: 8            15
Charge type: Bullets  Magazine

You see they are a different kind of weapon. I'm no expert but I think
the carabine is a more recent version of the M1 rifle...

Liz Shaw 02-20-2009 02:47 AM

I've got some more ideas:

Items: In "Project Y", maybe you could add chloroform bottles in the room with the marked scientist, the smokestation room's cubicle, the laboratory and in the classroom. You could also add a first aid kit on the teacher's desk as well...

Weapons: Besides the cooks in "Hotel", there are also two cooks in "Die, Spies!", and one in "Embassy". In "Hotel", you added a knife in each cook's inventory, maybe you should do the same with the cooks in the other two levels. And speaking of knives, I think you should add one on top of the sink in the embassy's kitchen, next to the two stacked plates...

Divebomb 02-25-2009 04:36 PM

This looks really nice, AHO!

Liz Shaw 03-02-2009 08:00 AM

I couldn't find the decaying sniper in "Winter Cold". You said he is found behind the trees near the walls, but I checked and couldn't find him. Did you post another unfinished or corrupted file?

AHO 03-02-2009 09:57 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68439)
I couldn't find the decaying sniper in "Winter Cold". You said he is found behind the trees near the walls, but I checked and couldn't find him. Did you post another unfinished or corrupted file?

I checked it and everything is OK!

Update:// I marked the position on the map. See attachment!

Liz Shaw 03-02-2009 11:11 AM

I still can't find it, even in the position you specified...:(

Also, I found another oddity, not related to the Beta3 modifications:

In "Embassy" the man who distracts most of the people in the staff lounge by playing the piano is one of Volkov's bodyguards, but he does not carry a gun and has civilian AI (ie. cowers at the first sign of trouble).

I've got two solutions to this:

1. Set the pianist's AI to that of an armed guard and give him a Colt 1911 with ammo.

2. Change his character model to another employee.

forlik 03-02-2009 11:57 AM

Quote:

Originally Posted by Liz Shaw (Post 68467)
In "Embassy" the man who distracts most of the people in the staff lounge by playing the piano is one of Volkov's bodyguards, but he does not carry a gun and has civilian AI (ie. cowers at the first sign of trouble).

As for me, I'm planning to use hotel manager model (mission#4) for him because of the new model for Volkov's bodyguard:

http://img45.imagevenue.com/loc1164/...122_1164lo.jpg

This man isn't looks like a pianist :)

AHO 03-02-2009 07:18 PM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68467)
I still can't find it, even in the position you specified...:(

I can't understand why :o


Quote:

Originally Posted by Liz Shaw (Post 68467)
2. Change his character model to another employee.

I think this is the best solution. I'm going to make it like forlik wrote...



Update://

Quote:

Did you post another unfinished or corrupted file?
Unfortunately yes. I did not add the new "Object" to english version of "equipment.shadvs".
I was confused (like often) because I'm editing the german version, then I had to update
the english and hungarian language files...

I will fix it now.

Update 2:// Take the updated file from attachement an put into folder: \scripts\templates\

AHO 03-02-2009 08:18 PM

1 Attachment(s)
Better Pianist in Embassy

Replaced the pianist in embassy with a man in tuxedo (Hote Manager NPC),
because he was a generic british agent.


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