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Re: New feature: Covert operations[message #309764]
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Sun, 02 September 2012 23:11
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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@Maalstrom: Note that there is something else in that sector you can do that will significantly help you with the enemy . Though it is not directly related to Dynamo.
@wil473: current ItemFlags:
#define EMPTY_SANDBAG 0x00000001 //1
#define FULL_SANDBAG 0x00000002 //2
#define SHOVEL 0x00000004 //4
#define CONCERTINA 0x00000008 //8
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define COW_MEAT 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally
#define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally
#define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots
#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo
#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit
#define CLOTHES_CIVILIAN 0x00001000 //4096 // with this item you can disguise as a civilian
#define GAROTTE 0x00002000 //8192 // this item is a garotte
#define COVERT 0x00004000 //16384 // if LBE, any gun inside will be covert. On a gun, it will covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE 0x00008000 //32768 // a dead body
#define SKIN_BLOODCAT 0x00010000 //65536 // retrieve this by skinning (=decapitating) a bloodcat
@ColCool: If the corpse has an intact uniform (as Nickfighter said, not if it was shot/stabbed in the torso/legs), and if it has the same bodytype as your merc (a female merc requires a female corpse etc.), and if your merc has the covert trait, your merc will disguise as a soldier.
As mercs without that trait cannot disguise as soldiers, they also cannot pick up uniforms.
I added lots of message texts in r5546. Whenever something happens regarding the cover trait, the game will now inform you with much more detail.
@drunk71: Thanks for your insight on that error, I didn't even know it existed. As an easy workaround, when using the food system, covert ops or external feeding, no icons will be shown when 'Show Face Gear Icons' is turned off. The reason is that in that case, a different icon library is used (one so ancient that it isn't even under SVN). Fixed in r5547.
[Updated on: Sun, 02 September 2012 23:35] by Moderator Report message to a moderator
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Re: New feature: Covert operations[message #309769]
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Sun, 02 September 2012 23:55
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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hermitageman
Flugente, all these features enrich the gameplay and are very attractive. Now what is next in your plans? Are you planning to implement some good features from other mods like Demise of Man (or Vengeance) where you have airstrikes (by planes and helicopters), airborn troops with parachutes and possibility to shoot into separate body parts of the enemy when he is in prone position? Maybe you could borrow a few features from the NightOps mod where you have to use batteries for night vision goggles and also you can roll grenades (not just throw them). Can we expect any of these features to be put into the main trunk any time soon?
Thank you
I am not familiar with the airstrikes in those mods, so no.
Rolling grenades is more an animation issue. Sandro and Kazuya are the ones performing wonders there, I'm no animation guy
Problem with batteries is that the standard, vanilla batteries are used by their status, which is in [0, 100]. It is therefor not really useable for any item used for longer time in my view. However, I already implemented power armor for WH40K. This also uses power from a battery, but via a use of the overheating system. This allows for very precise energy costs (power armor uses energy depending on he actions you take, and wether any auxiliary systems are active, like thermal vision). This system can easily be applies to any kind of item you use. It would be very easily adaptable to NVGs, or laser weapons... hell, it would be possible to adapt this to the soldier itself (think of robots with an energy source). However I do not plan on adding anything like that to the trunk in the near future.
I currently plan on very different feature than the ones I did before, and I will propably need several months for that... not least because I have to play a complete campaign to test it . So don't expect anything new from me in the near future (though I am known to divulge in new features relatively spontaneously). At least not in the trunk.
[Updated on: Sun, 02 September 2012 23:56] by Moderator Report message to a moderator
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Re: New feature: Covert operations[message #310178]
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Sat, 15 September 2012 10:11
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Okay, finished all the STI files for the clothes.
You can find all in a zipped file in the following link:
http://www.filefactory.com/file/71vv2wi3ha81/n/Clothes_zip
One zip file with the following 4 folders:
-BigItems
-Tilesets
-Interface
-(Ja2 drawing)
You only need the first three actually, but they have to be added with the right number/name in the respective files. The last folder is my drawing material. Cheers!
[Updated on: Sat, 15 September 2012 10:12] by Moderator Report message to a moderator
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Master Sergeant
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