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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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#401
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You can always change the date of the mission...
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#402
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But that would not be historical correct
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#403
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I think I know the problem with the new clothes disappearing when you take them off:
Are there any files of the clothes found throughout the game? Maybe you should make new files of the clothes you made yourself... ![]() PS: The files for the clothes are probably those examples listed here: wear_scientist.SMF wear_aofficer.SMF Maybe you can make files like: wear_professor.SMF wear_colonel.SMF wear_scientist2.SMF And hopefully they'll solve the problem with the new clothes... Last edited by Liz Shaw; 02-15-2009 at 02:14 AM. |
#404
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good idea, but I already testet this and it's not working. The clothes you put off disappear anyway. I also tried to spawn some via console and script. They appear, but you cannot put them on, becaue the action menu is not visible. Till now, I do not understand how this things work internally, perhaps I will find a solution some day. PS: It's very strange, some things function like creating new NPCs, but new clothes only partially. Creating throwable objects work fine, other objects like binocular etc. do not work. Creating new weapons work fine but creating vehicles also only partially... Thanks anyway for thinking about this ![]() Sincerely AHO
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#405
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I've got a couple of improvement suggestions for "Embassy":
Volkov: I think you should replace his Colt 1911 pistol with a silenced Nagant, like what you did with his anonymous counterpart in "Hotel". It's really weird having a Soviet defector carrying an American pistol, plus everyone else carries a Colt as their sidearm. The archives chief: Maybe you should take away his pistol and reset his AI to that of a civilian (ie. cowers at the first sign of trouble). The reason is, why would someone in a civilian position like running the embassy's archives be issued with a gun??? British soldiers are guarding the freakin' place, why would the archives chief have a gun? Also there's a clone of the archives chief somewhere on the second floor, and he has civilian AI... And by the way, how did you add music to levels that didn't have music before? Just wondering if you came up with a breakthrough for adding new sound files, that's all... |
#406
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Great
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![]() The ambient musics are added to the levels a different way. Sound FX etc. are defined in the SWD map file. It's a binary file with almost unknown structure. The ambient musics are defined in the LUA script file of every level. It's very simple to add, edit or remove them. The script commands are: Level.AddMusic( Level.MUSIC_MOOD_ATTENTION,"sounds\\music\\danger. ogg"); Level.AddMusic( Level.MUSIC_MOOD_ACTION, "sounds\\music\\action_3.ogg" ); Level.AddMusic( Level.MUSIC_MOOD_DEFAULT, "#0.50#sounds\\music\\loud_speaker.ogg" ); Arguments are:
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#407
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By the way, I think you should also remove the doctor's pistol in "Removal" and reset his AI, as well, while you're at it. Just seems ridiculous, either that or give the two nurses guns too...
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#408
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![]() Funny ![]() ![]() ![]()
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#409
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Beta3 is online, also
english and hungarian language packs!
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#410
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Really? I'd better take a closer look...
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