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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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  #21  
Old 09-17-2009, 10:33 PM
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AHO AHO is offline
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Quote:
Originally Posted by Liz Shaw View Post
How do I only make one warden's uniform appear on
the bed instead of multiple uniforms in the same position?
Only spawn your new item in function Level.OnLoaded() or the item
will duplicated every time you load a save game.


Quote:
Originally Posted by Liz Shaw View Post
Also, I tried to add a chef's uniform in the Embassy kitchen. However, when
I attempted to test it, the level loads with Strogov in his camouflage clothes, without his weapons, under fire.
This occurs, if there is a syntax error in the scripts e.g. missing ")" or ";" etc.
You can check the error message in the console's log
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  #22  
Old 09-18-2009, 12:55 AM
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Liz Shaw Liz Shaw is offline
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Quote:
Originally Posted by AHO View Post
Only spawn your new item in function Level.OnLoaded() or the item
will duplicated every time you load a save game.
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  
Old 09-22-2009, 09:17 PM
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Quote:
Originally Posted by Liz Shaw View Post
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).
Delete or comment out the line with:
"Actor.MarkAsTarget( comendat , true );"

Or set the second argument to "false".
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  #24  
Old 09-24-2009, 04:52 AM
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Liz Shaw Liz Shaw is offline
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Quote:
Originally Posted by AHO View Post
Delete or comment out the line with:
"Actor.MarkAsTarget( comendat , true );"

Or set the second argument to "false".
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  
Old 09-25-2009, 07:08 PM
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Quote:
Originally Posted by Liz Shaw View Post
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.
Try this command "Level.EnableLevelMark('YOFS' , false );", but I'm not
sure, because I did not test it...
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  #26  
Old 09-26-2009, 04:30 AM
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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:
  • In "Project Y", there is a bottle of chloroform and a first aid kit in four rooms - the room with the marked scientist, the smokestation room's cubicle, the teacher's desk in the classroom, and in the laboratory next to the safe. There's also a spare officer's uniform in the shower room before you take the corridor to the cyclotron.
  • In "Embassy", there is a chef's uniform in the kitchen. Apparently, the chef can go upstairs without being told off, but can't enter the staff lounge. This is where a spare agent's uniform comes in. You can find it in the room with the kissing couple.

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).
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  #27  
Old 09-26-2009, 09:03 AM
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Quote:
Originally Posted by Liz Shaw View Post
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).
About German winter uniform, see Cowboy.lua:

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.
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  #28  
Old 09-26-2009, 10:29 AM
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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;
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  #29  
Old 09-26-2009, 04:22 PM
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Quote:
Originally Posted by Liz Shaw View Post
Is this correct?
Actor.EnableMesh (player, "mesh_cap" , false);
No. The valid value for the cap mesh is "grm_cap".
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  #30  
Old 09-27-2009, 02:46 AM
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Liz Shaw Liz Shaw is offline
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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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