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Liz Shaw 02-07-2010 11:00 AM

1 Attachment(s)
A big thanks to forlik once again! As another cherry on top, there was an armed scientist in Dora who didn't have an ID until now. "Scientist05" now has a High Standard HDM instead of a Colt M1911A1.

UPDATE:

All armed mechanics in Lightning now have IDs. Unfortunately, attempting to replace their Walthers with silenced Lugers has resulted in a syntax error... What have I done wrong?

forlik 02-08-2010 07:46 AM

Quote:

Originally Posted by Liz Shaw (Post 142221)
Unfortunately, attempting to replace their Walthers with silenced Lugers has resulted in a syntax error... What have I done wrong?

Try to comment or delete line#785 (unnecessary 'end;').

UPD: Why you try to change weapon for 5 mechanics at once? Try to do it for one. If it's not work - try to separate your task into several smaller tasks. For example: try to clear inventory only and start the game. Perhaps 'Actor.ClearInventory()' works only for player, not for NPCs. If 'Actor.ClearInventory()' works for mechanic - try to create pistol, etc.

Liz Shaw 02-08-2010 10:02 AM

I finally managed to solve a problem that has been a thorn in my side for quite a while - all armed mechanics in Lightning have silenced Lugers.:grin:

forlik 02-08-2010 01:01 PM

Quote:

Originally Posted by Liz Shaw (Post 142401)
all armed mechanics in Lightning have silenced Lugers.

I can't see any sense in this feature, nevertheless - my congratulations!

Liz Shaw 02-09-2010 09:13 AM

Quote:

Originally Posted by forlik (Post 142447)
I can't see any sense in this feature, nevertheless - my congratulations!

And I don't see any sense in them having weapons at all!:)

I think I've done enough now to release v4.0.

http://www.megaupload.com/?d=OLLMQUQ0

What's new in this version:
  • Radio operators in Lightning and King's Riddle are now those from Polish Surprise. This is to make them different from other soldiers.
  • All armed civilians now carry silenced weapons.
  • Strogov can now wear the doctor's clothes in Renegades (actor reference "SovietDoctor" already has a nude skin and pass zone restrictions). There are no problems with Strogov in the doctor's clothes at all, because they are actually a fourth scientist skin.
  • New clothes tips for all MoT missions.
  • Expanded the strings.shadvs file to give descriptions to all clothes types encountered in MoT missions (eg. camouflaged German soldiers have "Waffen SS uniform", normal German soldiers have "Wiking Division uniform").

What to expect in the next release:
  • A slight revamping of Lightning's passzone restrictions.
  • Expanding White Head's zones.shadvs file to separate the uniform types for non-SS soldiers.
  • The informer in White Head speaking French instead of Russian.
  • Slight revamp of American voice recordings in Dora's Sounds folder.

Liz Shaw 02-16-2010 11:00 PM

1 Attachment(s)
Here's a screenshot of the slightly revamped Lightning. It's still a WIP...

I already gave these workers Walther P38s, but how do I get rid of their rifles?

forlik 02-18-2010 08:15 AM

Quote:

Originally Posted by Liz Shaw (Post 144053)
I already gave these workers Walther P38s, but how do I get rid of their rifles?

Try to use Actor.ClearInventory() or Actor.DropCurrentWeapon(). Can't say exactly.

P. S. Worker with Kar98k looks more historically accurate than worker with Walther P38 :)

Liz Shaw 02-18-2010 08:37 AM

Quote:

Originally Posted by forlik (Post 144395)
P. S. Worker with Kar98k looks more historically accurate than worker with Walther P38 :)

Really? In MoT, workers either had a P38 or nothing at all.

The rifle weapon slot seems to be immune to the Actor.ClearInventory command.

What am I doing wrong here?

Code:

local worker = Level.FindActor('GS06');
if (worker != nil ) then
  Actor.EnableMesh( worker, "grm_cap", true );
  Actor.ClearInventory(worker, true );
  local gun  = Level.CreateItem("Walter","Weapon");
  Actor.PutWeapon( worker, Actor.WEAPON_SLOT_PISTOL, gun );
  Actor.PutWeaponAmmo( worker, "Walter");
  Actor.DropCurrentWeapon( worker, Actor.WEAPON_SLOT_RIFLE, "K98");
end;


forlik 02-18-2010 10:27 AM

Quote:

Originally Posted by Liz Shaw (Post 144398)
Actor.DropCurrentWeapon( worker, Actor.WEAPON_SLOT_RIFLE, "K98");

Where did you found Actor.WEAPON_SLOT_RIFLE?

Liz Shaw 02-18-2010 10:32 AM

Quote:

Originally Posted by forlik (Post 144419)
Where did you found Actor.WEAPON_SLOT_RIFLE?

Uh... I guessed! That's not the right command isn't it?

EDIT: Got it wrong! It should have been WEAPON_SLOT_MACHINEGUN! But still, the rifle isn't removed!


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