#21
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Quote:
will duplicated every time you load a save game. Quote:
You can check the error message in the console's log
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#22
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Thank you, it worked! There's now one uniform on the bed! I still have to work out how to make it register on the map (how to make the red mark and the red circle around the real warden disappear).
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#23
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Quote:
"Actor.MarkAsTarget( comendat , true );" Or set the second argument to "false".
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#24
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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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#25
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Quote:
sure, because I did not test it...
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#26
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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). |
#27
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Quote:
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. |
#28
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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; |
#29
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No. The valid value for the cap mesh is "grm_cap".
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#30
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I think I've got this wrong:
Level.AddActionHandler( Level.AH_ACTOR_KILLED , "PKUR" , "OnKilledKurier"); Level.AddActionHandler( Level.AH_FINISH_CHANGECLOTH, 'WSOL', "OnChangeWSoldierCloth" ); -- patch Level.AddActionHandler( Level.AH_ACTOR_KILLED , "GO07" , "OnKilledMarkedOfficer"); Level.AddActionHandler( Level.AH_ACTOR_HITTED , "GO07" , "OnKilledMarkedOfficer"); Level.AddActionHandler( Level.AH_ACTOR_KILLED , "GO02" , "OnKilledMarkedOfficer"); Level.AddActionHandler( Level.AH_ACTOR_HITTED , "GO02" , "OnKilledMarkedOfficer"); Level.AddActionHandler( Level.AH_PLAYER_INVENTORY ); ... function Level.ChangeKurierTask() Level.AddMissionTask( MissionText.Task_2, 'FREE', "levels\\posilka\\free_task.txt" ); Level.RemoveMissionTask( 'GETK' ); Level.PlayMenuSound("task_finish"); Level.AddLargeMessage( MissionText.Message_1, 15.0, 255, 255, 255 ); Level.EnableLevelMark( 'GETK' , false ); Level.EnableLevelMark( 'FREE' , true ); local kurier = Level.FindActor('PKUR'); if ( kurier != nil ) then Actor.SetMapHidden( kurier, false ); Actor.MarkAsTarget( kurier, true ); end; Level.EnableLevelMark( 'OFFR' , true ); -- patch Level.CheckKilledOfficers(); Level.ShowTargetGuards(); end; function Level.OnChangeWSoldierCloth() local player - Level.GetPlayer(); if ( player !=nil ) then Actor.EnableMesh (player, "grm_cap" , false); end; When I load the level, a Syntax error is triggered. |
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