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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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#1
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You didn't have to post the unpacked file for me. I'm saying that every time I expand the ai.shadvs file using the ai.txt file and then converting the ai.txt file back into shadvs format, the game still crashes.
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#2
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![]() Quote:
![]() Try to change the first two lines from Code:
101 3 00000588 00000E07 00000E93 {"root" "" Code:
100 0 {"root" "" |
#3
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It works! Male Soviet peasants now have dialogue without causing the game to crash. A big thanks to forlik!
![]() EDIT 1: What do "chto_vy", "ne_nado", "ne_prichem" and "ne_trogaite" mean? EDIT 2: I'm trying to add voices for the "male_rus_spy" voice template. Unfortunately, they don't seem to be working... EDIT 3: I tried to add some silenced weapons to armed mechanics in "Lightning", but the game crashes when I load the level. What could be wrong here: Level.OnFinishLoad(); -- All mechanics who have a gun now carry silenced Lugers and ammo, instead of Walther P38s. -- Liz Shaw local actor = Level.FindActor('GM07'); Actor.ClearInventory(actor , true ); local gun = Level.CreateItem("LugerSilencer","Weapon"); Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun ); Actor.PutWeaponAmmo( actor, "Luger"); -- local actor = Level.FindActor('GM09'); Actor.ClearInventory(actor , true ); local gun = Level.CreateItem("LugerSilencer","Weapon"); Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun ); Actor.PutWeaponAmmo( actor, "Luger"); -- local actor = Level.FindActor('GM17'); Actor.ClearInventory(actor , true ); local gun = Level.CreateItem("LugerSilencer","Weapon"); Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun ); Actor.PutWeaponAmmo( actor, "Luger"); -- local actor = Level.FindActor('GM19'); Actor.ClearInventory(actor , true ); local gun = Level.CreateItem("LugerSilencer","Weapon"); Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun ); Actor.PutWeaponAmmo( actor, "Luger"); -- local actor = Level.FindActor('GM20'); Actor.ClearInventory(actor , true ); local gun = Level.CreateItem("LugerSilencer","Weapon"); Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun ); Actor.PutWeaponAmmo( actor, "Luger"); -- end; AI.DoFile( "scripts:Levels\\Common.lua", false ); Last edited by Liz Shaw; 12-23-2009 at 05:35 AM. |
#4
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Quick bugfix: When I removed the EnableHitFace command for Polyakov (level "Stronghold"), I accidentally removed a command that made it impossible to bring him out of the castle. Sorry for any inconvenience this may have caused.
EDIT: Made the same error with the informant in "Removal" too. Last edited by Liz Shaw; 12-24-2009 at 04:03 AM. |
#5
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![]() Quote:
ne_nado*.wav means "No!", "Do not do this!" ne_prichem*.wav means "I'm not guilty!", "It's not my fault!" ne_trogaite*.wav means "Do not touch me!", "Do not beat me!" Quote:
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#6
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The LUA files for some DtS missions allow you to stun certain people frontally via the action menu. For MoT, this is totally unnecessary, since Strogov can bash people up from the front (albeit with four or two blows, depending on what weapon he's holding) without being prompted.
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#7
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Update on my addon for MoTMod:
Some of the Russian voice files have been replaced with ones from Hitman: Contracts (soldiers from The Bjarkhov Bomb). I'm not sure if these will be out of context or not, since I haven't started learning Russian yet. However, one set certainly wouldn't be... The Russians don't have any "on_mertv" dialogue, so I used the appropriate Contracts files, made them register on the basesoundsfx.shadvs file and expanded the ai.shadvs file. Is there any difference between "vot_tebe" and "ya_tebe"? |
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