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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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  #461  
Old 02-18-2010, 11:02 AM
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Uh... I guessed!


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It should have been WEAPON_SLOT_MACHINEGUN! But still, the rifle isn't removed!
Yes. The rifle slot is Actor.WEAPON_SLOT_MACHINEGUN.
I'm not sure that you using Actor.DropCurrentWeapon() correctly.
I can found examples with Level.GetPlayer(), not with another actors.
Perhaps this method can work with player only
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  #462  
Old 02-18-2010, 12:43 PM
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See if you can have a go at this! The only thing I could think of now is some kind of alternate SWD editor, one that HG doesn't use...

PS. By the way, does the extra insignia on the new German uniforms affect the disguise (eg. field medic ranks "Sanitätssoldat" and "Sanitätsfeldwebel")?
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Last edited by Liz Shaw; 02-18-2010 at 12:48 PM.
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  #463  
Old 02-18-2010, 01:28 PM
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See if you can have a go at this! The only thing I could think of now is some kind of alternate SWD editor, one that HG doesn't use...
What do you mean? An alternate SWD editor? If you'll create it - your name will be in history forever

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PS. By the way, does the extra insignia on the new German uniforms affect the disguise (eg. field medic ranks "Sanitätssoldat" and "Sanitätsfeldwebel")?
It works via zones.shadvs. You can create your own rule where, for example "Sanitätssoldat" will be ignored by field police officer and "Sanitätsfeldwebel" will be decamouflaged by field police officer.
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  #464  
Old 02-18-2010, 01:35 PM
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It works via zones.shadvs. You can create your own rule where, for example "Sanitätssoldat" will be ignored by field police officer and "Sanitätsfeldwebel" will be decamouflaged by field police officer.
Yeah, I have modified the zones.shadvs files for MoT missions. I'm currently making new passzone restrictions in Lightning for workers and tower sentries.

EDIT: Is the example you just gave me really going to be applied to Jagdpanther?

Last edited by Liz Shaw; 02-18-2010 at 01:44 PM.
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  #465  
Old 02-18-2010, 03:12 PM
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Is the example you just gave me really going to be applied to Jagdpanther?
It's only example. There are no medics in Jagdpanther. But the idea is the same.
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  #466  
Old 02-19-2010, 12:36 AM
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What do you mean? An alternate SWD editor? If you'll create it - your name will be in history forever
Wait, have you ever done a Google search for "SWD Editor"? Or is it completely different to the files used by HG?

EDIT: And what do you mean "no medics in Jagdpanther"? You showed us a screenshot of them, so where are they supposed to go?

Last edited by Liz Shaw; 02-19-2010 at 04:09 AM.
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  #467  
Old 02-19-2010, 12:03 PM
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Wait, have you ever done a Google search for "SWD Editor"? Or is it completely different to the files used by HG?
SWD isn't open file format and it's used in DtS/MoT only. Only HG knows the SWD structure.

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EDIT: And what do you mean "no medics in Jagdpanther"? You showed us a screenshot of them, so where are they supposed to go?
mok created a several skins for almost every Heer arm and for the field police. But I'm not planning to use all of them in the Jagdpanther. At least for now
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  #468  
Old 02-19-2010, 01:19 PM
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UPDATE:

All orange-camouflage soldiers in Lightning have been replaced with workers (the only German MoT mission that doesn't have them) to avoid confusion with forest soldiers (all of them have the AI type "Soldier", yet they look like they're "ForestSoldier" types). The orange-camouflage skin will instead be applied to the tower guards.

I was unfortunately not able to get rid of workers' K98s and MP40s. The machine gun weapon slot seems to be immune to the Actor.ClearInventory command.
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  #469  
Old 02-22-2010, 09:35 AM
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Default Jagdpanther (WIP)

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  #470  
Old 02-22-2010, 09:51 AM
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Seems you can't enter the bunker while dressed as a field policeman, even with an officer's rank. What are the soldiers saying in three of the screenshots?
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