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Death to Spies Stealth action. Professional spy working for the Soviet counterintelligence service executes dangerous operations in the heart of German territory. |
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#1
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"Actor.MarkAsTarget( comendat , true );" Or set the second argument to "false".
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#2
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That only removes the flashing red circle around him even before I get the spare uniform. I meant how to make the red "1" mark disappear from the map once I get the spare uniform.
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#3
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sure, because I did not test it...
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#4
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Okay, I'm having no luck so far on how to make the map marker in the warden's room disappear once I take the spare uniform. But, here's some updates on what I've done so far:
I also had a go at placing a German soldier's winter uniform in "Winter Cold", but I encountered a problem - Strogov wears TWO hats in the same uniform (the cap protrudes a little bit from the helmet). |
#5
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Level.AddActionHandler( Level.AH_FINISH_CHANGECLOTH, 'WRFB', "OnChangeFbiCloth" ); ... function Level.OnChangeFbiCloth() local player = Level.GetPlayer(); if ( player != nil ) then Actor.EnableMesh( player, "mesh_hat" , false ); Actor.EnableMesh( player, "mesh_glasses" , false ); end; end; This part of code removes hat and glasses from Semen in FBI uniform. I think, you can apply this solution to helmet/cap of the German uniform. |
#6
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Is this correct?
Level.AddActionHandler( Level.AH_FINISH_CHANGECLOTH, 'WSOL', "OnChangeWSoldierCloth" ); ... function Level.OnChangeWSoldierCloth() local player - Level.GetPlayer(); if ( player !=nil ) then Actor.EnableMesh (player, "mesh_cap" , false); end; |
#7
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No. The valid value for the cap mesh is "grm_cap".
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