Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Death to Spies

Death to Spies Stealth action. Professional spy working for the Soviet counterintelligence service executes dangerous operations in the heart of German territory.

Reply
 
Thread Tools Display Modes
  #451  
Old 02-07-2010, 11:00 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
Approved Member
 
Join Date: Oct 2008
Posts: 561
Default

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?
Attached Files
File Type: zip airbase.lua.zip (23.2 KB, 4 views)

Last edited by Liz Shaw; 02-07-2010 at 11:40 PM.
Reply With Quote
  #452  
Old 02-08-2010, 07:46 AM
forlik's Avatar
forlik forlik is offline
Approved Member
 
Join Date: Nov 2008
Location: Minsk, Belarus
Posts: 450
Default

Quote:
Originally Posted by Liz Shaw View Post
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.

Last edited by forlik; 02-08-2010 at 07:58 AM.
Reply With Quote
  #453  
Old 02-08-2010, 10:02 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
Approved Member
 
Join Date: Oct 2008
Posts: 561
Default

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.
Reply With Quote
  #454  
Old 02-08-2010, 01:01 PM
forlik's Avatar
forlik forlik is offline
Approved Member
 
Join Date: Nov 2008
Location: Minsk, Belarus
Posts: 450
Default

Quote:
Originally Posted by Liz Shaw View Post
all armed mechanics in Lightning have silenced Lugers.
I can't see any sense in this feature, nevertheless - my congratulations!
Reply With Quote
  #455  
Old 02-09-2010, 09:13 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
Approved Member
 
Join Date: Oct 2008
Posts: 561
Default

Quote:
Originally Posted by forlik View Post
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.
Reply With Quote
  #456  
Old 02-16-2010, 11:00 PM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
Approved Member
 
Join Date: Oct 2008
Posts: 561
Default

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?
Attached Images
File Type: jpg shad_17_02_2010_10-57-04_000.JPG (87.5 KB, 11 views)
Reply With Quote
  #457  
Old 02-18-2010, 08:15 AM
forlik's Avatar
forlik forlik is offline
Approved Member
 
Join Date: Nov 2008
Location: Minsk, Belarus
Posts: 450
Default

Quote:
Originally Posted by Liz Shaw View Post
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
Reply With Quote
  #458  
Old 02-18-2010, 08:37 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
Approved Member
 
Join Date: Oct 2008
Posts: 561
Default

Quote:
Originally Posted by forlik View Post
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;
Reply With Quote
  #459  
Old 02-18-2010, 10:27 AM
forlik's Avatar
forlik forlik is offline
Approved Member
 
Join Date: Nov 2008
Location: Minsk, Belarus
Posts: 450
Default

Quote:
Originally Posted by Liz Shaw View Post
Actor.DropCurrentWeapon( worker, Actor.WEAPON_SLOT_RIFLE, "K98");
Where did you found Actor.WEAPON_SLOT_RIFLE?
Reply With Quote
  #460  
Old 02-18-2010, 10:32 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
Approved Member
 
Join Date: Oct 2008
Posts: 561
Default

Quote:
Originally Posted by forlik View Post
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!

Last edited by Liz Shaw; 02-18-2010 at 10:47 AM.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:00 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.