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Covert Operations Items too advanced[message #349114] Fri, 03 March 2017 07:35 Go to next message

Registered:May 2015
Location: Philippines
I seem to have this issue where a lot of the gear enemies of the same level of disguise I'm wearing as a spy are considered too advanced. It doesn't make sense that a black shirt soldier can wear an extended ear and kevlar but when I put them on disguised as a black shirt too I'm suspicious. Is there any way to fix this?

EDIT: When I say Kevlar Vest I didn't mean the item just called kevlar vest. I'm talking about the named body armors and stuff.

[Updated on: Fri, 03 March 2017 07:42]

Re: Covert Operations Items too advanced[message #349130 is a reply to message #349114] Fri, 03 March 2017 22:10 Go to previous message

Registered:April 2009
Location: Germany
The idea is to stop the player from operating a spy with gear that would be too advanced. The problem is that we cannot use the enemy gear drop tables for this - if we would, we'd always fail this check with any item not on those lists. Which would mean, for example, that you would get uncovered even if you were to carry outdated or utterly harmless items (you would be uncovered for carrying a rock, for example).

As a result, we use item coolness. Allowed maximum coolness is 1 + uniform modifier + current progress/10 (rounded down). The modifier for enemy uniforms ranges from 1 (admin) to 3 (elite). If you carry an item with a higher coolness (that does not have the COVERT flag or is in LBE with the COVERT flag), you will be uncovered. This behaviour is hardcoded.

Note that while disguised in tactical, the [Ctrl] + [.] menu offers an option to test whether your disguise will hold.

I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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