Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Covert operations
Re: New feature: Covert operations[message #309522] Sat, 25 August 2012 21:35 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
My eyes + glasses can see it now. Smile

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Master Sergeant
Re: New feature: Covert operations[message #309523] Sat, 25 August 2012 22:33 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
lockie
Quote:
I would like to be able to steal weapons from Spike, Damon or Kingpin himself and then kick his ass Smile)




Didn't you say that already ?


Yes i did but in the same time flugente posted another answer!

and Sam_Hotte you don't have to be rude it's enough that you are a S(5) F(3)!

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Master Sergeant
Re: New feature: Covert operations[message #309525] Sun, 26 August 2012 00:36 Go to previous messageGo to next message
pnmartin is currently offline pnmartin

 
Messages:53
Registered:February 2010
Will this play nice with item mods like AIMNAS or IoV?

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Corporal
Re: New feature: Covert operations[message #309526] Sun, 26 August 2012 00:43 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
No rudeness intended; should have been just a funny remark ...

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Sergeant Major
Re: New feature: Covert operations[message #309527] Sun, 26 August 2012 00:58 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Timespike
Will this play nice with item mods like AIMNAS or IoV?

Yes.

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Sergeant Major
Re: New feature: Covert operations[message #309528] Sun, 26 August 2012 01:15 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Slax
Timespike
Will this play nice with item mods like AIMNAS or IoV?

Yes.


... and happy birthday Slax.

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First Sergeant
Re: New feature: Covert operations[message #309530] Sun, 26 August 2012 01:42 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Twennysix. :bandit:

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Sergeant Major
Re: New feature: Covert operations[message #309533] Sun, 26 August 2012 07:51 Go to previous messageGo to next message
pnmartin is currently offline pnmartin

 
Messages:53
Registered:February 2010
Slax
Timespike
Will this play nice with item mods like AIMNAS or IoV?

Yes.


Well, there goes my free time. Very Happy

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Corporal
Re: New feature: Covert operations[message #309542] Sun, 26 August 2012 18:03 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
Flugente, all these features enrich the gameplay and are very attractive. Now what is next in your plans?Smile 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?Smile

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Private 1st Class
Re: New feature: Covert operations[message #309598] Wed, 29 August 2012 01:29 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
hi,

this feature seems a little bit incomplete without a device with which you can attract soldiers attention. something like the green beret had in commandos.

it is impossible to free dynamo from tixa without such a device. (being undercover)

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Master Sergeant
Re: New feature: Covert operations[message #309599] Wed, 29 August 2012 01:33 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
A .50cal Desert Eagle should work nicely for attracting soldiers Very Happy

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Captain

Re: New feature: Covert operations[message #309608] Wed, 29 August 2012 09:37 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
yes, it does but not for long and dynamo doesn't want to leave his cell until you have killed all the guards. Sad(

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Master Sergeant
Re: New feature: Covert operations[message #309614] Wed, 29 August 2012 18:26 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I'm implementing this in the next version of UC-1.13 v3.7x ADCAP (being set in Eastern Europe, I keep seeing clips of Goldeneye and From Russia With Love in my mind's eye... guess what equipment the Covert Ops and Spy get). I've got a few questions:

1) are the Covert Ops and Spy traits RPC selectable? I'd like to replace the camo trait that New Traits dropped with this for the three camo RPC's in UC. If so, I'll have to edit their profiles manually in Notepad++, what are the trait id's (I'm going to guess the next to integers but thought I should check first).

2) the SVN Data-1.13 lookup table for the item flags didn't have anything beyond 1024 so I updated my table from the items, this is what I inferred:

2048 = Cleaning Kit
4096 = Civilian Clothes
8192 = ???
16384 = Covert
32768 = Dead Body

Am I right?

Also, what is 8192? No item in Data-1.13 has this item flag


EDIT: by the way, rifle grenades implemented and tested for next version. Works perfectly.

[Updated on: Wed, 29 August 2012 18:27] by Moderator

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Lieutenant

Re: New feature: Covert operations[message #309616] Wed, 29 August 2012 18:31 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
1)Yes/20 (twice for expert)
2)Garrote

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Captain

Re: New feature: Covert operations[message #309619] Wed, 29 August 2012 19:04 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thank you, making the changes before work. Will test tonight and tommorow.

As far the garrotte graphic, I'm thinking of combining the existing watch and string graphics - now in addition to From Russia With Love, I've got George H W Bush in that old episode of The Simpsons as examples.

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Lieutenant

Re: New feature: Covert operations[message #309632] Thu, 30 August 2012 00:19 Go to previous messageGo to next message
STK is currently offline STK

 
Messages:104
Registered:December 2010
Location: UK
Hi all how do you actually pick up a corpse i get no option to do so if I stand on or near one?.

thanks

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Sergeant
Re: New feature: Covert operations[message #309637] Thu, 30 August 2012 01:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
@STK:
Flugente

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Sergeant Major
Re: New feature: Covert operations[message #309662] Thu, 30 August 2012 18:04 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Hello! Fab work.

However ran into an issue with it.

Picked up iggy and his portrait had the spy hat. Still kept it even in combat firing away his rocket rifle. I clicked the preference for showing face icons to off and it crashed the game and refused to load any saves until I put the preference to show face icons again.


Hope the info helps tweak a few issues

thankyou for all the good work Smile

M

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Corporal
Re: New feature: Covert operations[message #309729] Sat, 01 September 2012 15:58 Go to previous messageGo to next message
ColCool

 
Messages:12
Registered:March 2011
What exactly is supposed to happen right after having clicked the grab uniform button? I cannot detect any differences :s

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Private
Re: New feature: Covert operations[message #309737] Sun, 02 September 2012 00:29 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
The figure onscreen won't change appearance , that would be many more frames of animation with different clothes/uniforms . Have you tried actually walking around enemy soldiers ?

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Captain

Re: New feature: Covert operations[message #309740] Sun, 02 September 2012 01:59 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
lockie
The figure onscreen won't change appearance , that would be many more frames of animation with different clothes/uniforms . Have you tried actually walking around enemy soldiers ?

You certain about that, lockie? Cause I'm rather sure that when I disguise as an enemy, my merc's outfit colors change to the uniform he put on.

@ColCool:
It's possible to disguise yourself as an enemy only if you took him out via a headshot\throat cut or hand to hand combat.

Shots to the body or legs result in the uniform being damaged, hence rendering it mostly useless as disguise Razz

[Updated on: Sun, 02 September 2012 01:59] by Moderator

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Sergeant
Re: New feature: Covert operations[message #309764] Sun, 02 September 2012 23:11 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@Maalstrom: Note that there is something else in that sector you can do that will significantly help you with the enemy Smile. 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

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Captain

Re: New feature: Covert operations[message #309769] Sun, 02 September 2012 23:55 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
hermitageman

Flugente, all these features enrich the gameplay and are very attractive. Now what is next in your plans?Smile 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?Smile


Thank you Smile

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 Smile

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 Smile. 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

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Captain

Re: New feature: Covert operations[message #309773] Mon, 03 September 2012 11:11 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
Thank you, Flugente, for these explanations!Smile But you have not commented the possibility of shooting into the separate body parts when in prone position (like in Demise of Man). Do you have any plans for this feature? It would make the game even more realistic.

Also what about the implementation of moving jeeps, APC's or tanks like in NightOps mod (this mod uses a robot scheme for them, it is not ideal, but still very interesting)? I know about the potential problems which would be created for the autoresolve battles because those jeeps/tanks would be counted as regular soldiers but in tactical gameplay this feature would enrich the game a lot.

Just a few suggestions from my side.Smile

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Private 1st Class
Re: New feature: Covert operations[message #309799] Tue, 04 September 2012 18:18 Go to previous messageGo to next message
ColCool

 
Messages:12
Registered:March 2011
Flugente

and if it has the same bodytype as your merc


Aww crap, really? I was going to report further unsuccessful attempts but indeed I did not consider the bodytype thingy. Seems like my stereotypical Russian female spy is pretty useless now Sad

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Private
Re: New feature: Covert operations[message #309803] Tue, 04 September 2012 18:49 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
ColCool
Flugente

and if it has the same bodytype as your merc


Aww crap, really? I was going to report further unsuccessful attempts but indeed I did not consider the bodytype thingy. Seems like my stereotypical Russian female spy is pretty useless now Sad


Can't you just stealthily murder a female soldier and take her uniform? You can always disable the female elite-only restriction in the ini file Razz

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Sergeant
Re: New feature: Covert operations[message #310042] Wed, 12 September 2012 17:15 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
New idea for "Covert operations" -
Spy infects enemies with "zombie virus" ... :snake: then they attack each other ... :roulette:


:skull: Capsules with a [color:#003300]zombie virus[/color] for tranquilizer gun.

*Ingredients:
tranquilizer Capsules + zombie blood.

*Effect to soldier:
falls and sleeps(low stamina for some time) without a reaction on shot, after a time becomes a zombie :smilingsoldier:


===========
:skull: Smoke grenades with a [color:#003300]zombie virus[/color] ...


*Ingredients:
smoke grenades + zombie blood.

*Effect to soldier:
falls and sleeps(low stamina for some time) without a reaction on smoke, after a time becomes a zombie :smilingsoldier:

[Updated on: Wed, 12 September 2012 17:18] by Moderator

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Master Sergeant
Re: New feature: Covert operations[message #310046] Wed, 12 September 2012 19:34 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Maybe this should actually be in the zombie mod thread ?

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Captain

Re: New feature: Covert operations[message #310048] Wed, 12 September 2012 20:50 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
lockie
Maybe this should actually be in the zombie mod thread ?


Maybe...

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Master Sergeant
Re: New feature: Covert operations[message #310055] Thu, 13 September 2012 00:03 Go to previous messageGo to next message
Kirill_OverK is currently offline Kirill_OverK

 
Messages:257
Registered:September 2010
New [color:#990000]idea 2[/color] for "Covert operations" -


Some sleeping enemy soldiers \ civilians at night ..
So ... you can kill sleeping soldier quietly.... or pick up his weapon with spy ..

or replace his ammunition on idle ... Very Happy

or undermine him with c4...


So .. at some houses you can find enemy soldiers with sleeping animation ...
beside the bed for example ..
(because there is no animation - "sleeping on a bed" ...)


so at night they can wake up only if alarm ...

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Master Sergeant
Re: New feature: Covert operations[message #310111] Thu, 13 September 2012 22:35 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Hey, Flugente, you are able to make the clothes of the mercs change to the enemy soldiers' outfit, so it looks to me that you have figured out a code on how to change "costumes" in-game.

As you are this far, could you make the option possible to change to other costumes? I think some people (like me) are often annoyed by the outfits of some mercs. Would be nice if you could buy some army-green or black costumes at BR's. For IMPs you can choose yourself in-game, but the others you can only change in the editor for now. What do you think?

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Master Sergeant
Re: New feature: Covert operations[message #310112] Thu, 13 September 2012 22:43 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
So, in the line of "4096 = Civilian Clothes"...
Wink

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Master Sergeant
Re: New feature: Covert operations[message #310113] Thu, 13 September 2012 23:01 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Just linking (some) armor items to the existing color palette for mercs, interesting idea for an intermediate solution until someone finishes those layered graphics.

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Captain

Re: New feature: Covert operations[message #310114] Thu, 13 September 2012 23:01 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
That would be easily possible. It would require ~20 new items (coloured pants and coloured shirts), that would then have to be applied singlehandedly.

Implementing this would mostly be about adding a whole new -tag, and having a battle with the ~20 new flags for that incode. And then adding the new items everywhere.

However, as nobody even volunteered to make a new item pic for the clothes item, even though I asked multiple times, I guess there isn't much interest in this. Also, a problem will be that one can easily lose oversight over which merc is where.

If somebody would make the STI-ready pics, I might consider this.

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Captain

Re: New feature: Covert operations[message #310116] Thu, 13 September 2012 23:08 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@Kirill: Not only would this require this new animations and significant AI changes, it would also make night assaults much much easier. Playing with the covert trait is already too easy. So no.

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Captain

Re: New feature: Covert operations[message #310117] Thu, 13 September 2012 23:14 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
I'll see what I can do... I used to make some graphics in the past. Laptop stolen after a burglary and down to a little netbook for the moment, though. Have to record some voice files as well... Anyway, I'll see what a program like Paint will say Wink

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Master Sergeant
Re: New feature: Covert operations[message #310162] Fri, 14 September 2012 20:59 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Okay, I already finished the sleeveless shirts (11), the big pics STI-files. The rest will have to wait for another day.
http://imageshack.us/photo/my-images/850/vests.jpg/

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Master Sergeant
Re: New feature: Covert operations[message #310173] Sat, 15 September 2012 06:50 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Pants...also STI-files. Only finished the big pics.
http://imageshack.us/photo/my-images/836/pantswi.jpg/

Is this something you had in mind, Flugente?

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Master Sergeant
Re: New feature: Covert operations[message #310178] Sat, 15 September 2012 10:11 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
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

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Master Sergeant
Re: New feature: Covert operations[message #310182] Sat, 15 September 2012 16:25 Go to previous messageGo to previous message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Oh, that is very nice, thank you. However, the small images (tileset) are all identical... did you perhaps zip up the wrong files there?

Also, the next time you do such STI pics, please use an existing palette. I'll add these pics to the P2Items library. As the palettes don't match, some pixels come of weird (especially on the yellow vests).

I'll see what I can do with this. It is very sad that Tina isn't working as a merchant, as she would be the perfectly fitting merchant for this.

Thank you again Smile

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Captain

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