Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Covert operations
Re: New feature: Covert operations[message #310199] Sat, 15 September 2012 22:50 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
You won't have the problem with the BigItems, you can use the current ones... with the palettes I created. Each item has its own palette in general. But indeed, for the smaller ones it's worse. I'll have a look later Wink

The very small pants and vests are the ones you see on the ground to pick up... They are the same, they are so tiny it's stupid to make them different, I think. I noticed the ones for armour are also identical (or otherwise as good as identical). I used the very small pic for armour pants, actually.

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Master Sergeant
Re: New feature: Covert operations[message #310209] Sun, 16 September 2012 04:53 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: made the clothes items work. See http://www.bears-pit.com/board/ubbthreads.php/topics/310208.html#Post310208. A few small changes were made regarding t covert ops trait, but they are pretty self-explaining, see the thread for details.

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Captain

Re: New feature: Covert operations[message #311796] Mon, 05 November 2012 03:01 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: It always annoyed me that Kingpin's hitmen were so easy to spot once you knew how they looked. As of r5667, Kingpin's hitmen are now better disguised. They will wear a random set of clothes and it'll be harder to spot them. This can be turned on/off via setting ASSASSINS_DISGUISED to TRUE/FALSE in the ini.

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Captain

Re: New feature: Covert operations[message #312266] Mon, 19 November 2012 22:37 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Where can i download this mod???

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Private 1st Class
Re: New feature: Covert operations[message #312267] Mon, 19 November 2012 22:40 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
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This stuff is already in the SVN trunk. So any new exe after 5529 has this.

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Captain

Re: New feature: Covert operations[message #312268] Mon, 19 November 2012 22:43 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Flugente
This stuff is already in the SVN trunk. So any new exe after 5529 has this.


Can u plz give me a link to any mod that have this? I have the original V113 only =(

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Private 1st Class
Re: New feature: Covert operations[message #312269] Mon, 19 November 2012 22:52 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
This might be helpful: http://www.bears-pit.com/board/ubbthreads.php/topics/311288/Depri_s_Builds_and_Packages_Ge.html#Post311288

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Captain

Re: New feature: Covert operations[message #312270] Mon, 19 November 2012 22:52 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/311288/Depri_s_Builds_and_Packages_Ge.html#Post311288

[Updated on: Mon, 19 November 2012 22:53] by Moderator

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Sergeant Major
Re: New feature: Covert operations[message #312271] Mon, 19 November 2012 22:53 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Thx a lot guys!! and great job on doing this btw!

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Private 1st Class
Re: New feature: Covert operations[message #313083] Sat, 15 December 2012 05:11 Go to previous messageGo to next message
vota dc is currently offline vota dc

 
Messages:54
Registered:August 2006
How to give this skill with merc profile editor to an already existing merc? Works perfectly with IMP for now.

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Corporal
Re: New feature: Covert operations[message #313101] Sat, 15 December 2012 15:38 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The covert trait is trait #20. So you'd have to assign '20' to the merc in question. If that isn't possible, you can always do so in the xml. Or, if you want to do that in an already existing campaign, hack it in via debugger.

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Captain

Re: New feature: Covert operations[message #313107] Sat, 15 December 2012 18:11 Go to previous messageGo to next message
vota dc is currently offline vota dc

 
Messages:54
Registered:August 2006
Thanks it works. I also fixed merceditorprofile languages adding three lines for upgrading merc profile editor menu with this new feature.

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Corporal
Re: New feature: Covert operations[message #313288] Tue, 18 December 2012 21:17 Go to previous messageGo to next message
johrael is currently offline johrael

 
Messages:25
Registered:June 2011
Great mod this, Flugente. Really gives the game a whole new dimension.

Just had a quick run through, had some difficulties in the beginning trying to understand how to work the uniform and what gear I can carry without revealing myself. But once I got that down, game got a little too easy IMHO. My IMP with spy and melee traits just went round during the night with a soldier uniform and a combat knife and killed over 20 soldiers without breaking a sweat. If the soldiers are too crowded, just start by picking off the stranglers one by one as they move around. It's a bit like stealth without all the sneaking around.

Though have to say, walking into an enemy base and planting C4s all around is pretty cool, as I walk back out and watch the fireworks.

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Private 1st Class
Re: New feature: Covert operations[message #313290] Tue, 18 December 2012 22:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Yeah, we should have something enabling AI to counter the spy-trait if lucky.
Like a certain probability that an enemy seeing a covert player's merc notice the disguise (because he gets suspicious wants to see an ID which the spy does not have).

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Sergeant Major
Re: New feature: Covert operations[message #313292] Tue, 18 December 2012 22:48 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3720
Registered:February 2006
Location: Scotland
Quote:
just start by picking off the stranglers one by one as they move around.


Yeah , I'd have picked off the stragglers first , but hey , who knows when some sly git sneaks up behind with a nylon cord .... Very Happy

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Captain

Re: New feature: Covert operations[message #313329] Wed, 19 December 2012 14:59 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
Maybe I'll give Dimitri the spy trait, after all he is a local, speaks the language etc...
I was thinking, there should be a chance for mercs that are spys & forgetful to forget that they are on an assignment and stay civilian or enemy for good Smile

On a serious note, how exactly is it determined if a weapon is "too good" and therefore suspicious?
Coolness level? Does it take into account if you are disguised as an elite soldier?

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Corporal
Re: New feature: Covert operations[message #313331] Wed, 19 December 2012 15:16 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Dimitri would however fall under 'known enemies of the state', cancelling any advantages he might have as a local.

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Captain

Re: New feature: Covert operations[message #313335] Wed, 19 December 2012 17:06 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
So better replace Dimitri with Hamous for this. Smile

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Sergeant Major
Re: New feature: Covert operations[message #313336] Wed, 19 December 2012 17:18 Go to previous messageGo to next message
Torres is currently offline Torres

 
Messages:171
Registered:June 2010
Location: Canary Islands
Well Flugente this is a masterpiece, IMHO that little AAR story was amazing and the spy skills too.

Don't know how you guys do this but it's just fucking incredible, now I'll have to install 2 copies of JA2, one of course to play as a spy james bond style.

+10 internets to you

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Staff Sergeant
Re: New feature: Covert operations[message #313338] Wed, 19 December 2012 17:35 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
could be fun... poisoned icecream, a melody that attracts soldiers to the ice cream truck... Smile

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Corporal
Re: New feature: Covert operations[message #313341] Wed, 19 December 2012 19:22 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3720
Registered:February 2006
Location: Scotland
And , of course ice cream vans sell drugs .... at least in Glasgow they do .... Very Happy

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Captain

Re: New feature: Covert operations[message #313429] Sat, 22 December 2012 13:59 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Hmm, when I get discovered my clothes are automatically removed and placed in the inventory.
This wasn't a case in earlier versions and I would like to be able to keep wearing clothes.
I used the close to change appearance of mercs in game, not only for cover ops and, with automatic removal, I can't do that anymore.

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Master Sergeant
Re: New feature: Covert operations[message #313477] Mon, 24 December 2012 00:05 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@Uriens: If a merc has new clothes and is disguised (the 'hat' symbol appears), try to strip him once ('Ctrl' + '.'). The hat (and with it the disguise property) should disappear, but the clothes will stay.

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Captain

Re: New feature: Covert operations[message #313567] Wed, 26 December 2012 17:39 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
is it possible to wear lbe when you disguise as civilians? Cause some of LBEs have camo bonus.
1)Can you increase allowance for civilians to wear camo up to 10%?
2)I saw on pictures in main post showing spy wearing leather jacket, is it allowed for civilians? It does not have much protection but it is in armour class.
3)What will happen If militia sees you trying to disguise as enemy soldier? Will you be able to further use spy skill?
4) why game keeps tellin me that my equipment is too good when I picked up from enemy soldiers? Maybe the quantity of items? I have a silencer and rest can be seen in screenshot.

Could you make a list what is good and what is not or better put in game log which item of equipment was too good for enemy soldier?

http://s017.radikal.ru/i443/1212/57/5e3ff7cc2fbe.jpg

[Updated on: Wed, 26 December 2012 20:13] by Moderator

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Master Sergeant
Re: New feature: Covert operations[message #313578] Wed, 26 December 2012 22:35 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
1) When disguising as a civilian, you may not wear anything that gives you a camo-bonus (sorry industrial-fans :bunny:). This is intended, and I will not change it.
2) Leather jackets are fine, this includes armoured versions. You can also 'allow' equipment by adding the 'covert item'-flag to the . Also look at 4).
3) Militia does not attack you if you are disguised. While it would be logical, it would require a huge change of code (and it would be pretty annoying).
4) Equipment counts as 'too good' depending on coolness level, you might have picked up superior gear from elites that were is current coolness. I am away from code atm, so I cannot give you the exact formula now. As I recall, it was something akin to
if (rounded(current progress/10) > coolness of item)
    we are uncovered!

Depending on you current progress, I'd say at least the silencer is 'too cool'.

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Captain

Re: New feature: Covert operations[message #313586] Wed, 26 December 2012 23:56 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Flugente
1) When disguising as a civilian, you may not wear anything that gives you a camo-bonus (sorry industrial-fans :bunny:). This is intended, and I will not change it.
2) Leather jackets are fine, this includes armoured versions. You can also 'allow' equipment by adding the 'covert item'-flag to the . Also look at 4).
3) Militia does not attack you if you are disguised. While it would be logical, it would require a huge change of code (and it would be pretty annoying).
4) Equipment counts as 'too good' depending on coolness level, you might have picked up superior gear from elites that were is current coolness. I am away from code atm, so I cannot give you the exact formula now. As I recall, it was something akin to
if (rounded(current progress/10) > coolness of item)
    we are uncovered!

Depending on you current progress, I'd say at least the silencer is 'too cool'.


where to add those flags? using notepad or editor? which files to change? items.xml?
well, i throw out silencer - same thing. Enemies got shotguns and SMGs (bison, type 59, m1a1) with kevlar armor and they keep telling that i have too good equipment, while my equipment worse than enemy's. I will try to reduce coolness, and we'll see what happens.

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Master Sergeant
Re: New feature: Covert operations[message #313589] Thu, 27 December 2012 00:08 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Change the -tag of items in TableData/Items.xml (the covert flag should be 4096 if I recall correctly). Can also be done via xml editor, but you seem to have a problem with that in another thread Smile.

The ear listening device is also pretty cool, might be good to test without it.

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Captain

Re: New feature: Covert operations[message #313592] Thu, 27 December 2012 00:17 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Coolness and enemy item choices are two very different things.

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Captain

Re: New feature: Covert operations[message #313597] Thu, 27 December 2012 00:53 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Flugente
Change the -tag of items in TableData/Items.xml (the covert flag should be 4096 if I recall correctly). Can also be done via xml editor, but you seem to have a problem with that in another thread Smile.

The ear listening device is also pretty cool, might be good to test without it.


that is unfair =( they have sunglasses, ear extender, which picked up from them. Can you add to game log which item they discovered as too cool that would be awesome.

By the way can I disguise as an elite soldier while walk around regulars?

Not all items have the , only guns? so what exactly will happen in game if I change this tag?

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Master Sergeant
Re: New feature: Covert operations[message #313605] Thu, 27 December 2012 03:38 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
DepressivesBrot
Coolness and enemy item choices are two very different things.



correct, but when enemy compares your equipment it looks at the coolness level
Flugente

4) Equipment counts as 'too good' depending on coolness level, you might have picked up superior gear from elites that were is current coolness. I am away from code atm, so I cannot give you the exact formula now. As I recall, it was something akin to
if (rounded(current progress/10) > coolness of item)
    we are uncovered!


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Master Sergeant
Re: New feature: Covert operations[message #313611] Thu, 27 December 2012 11:51 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Flugente
@Uriens: If a merc has new clothes and is disguised (the 'hat' symbol appears), try to strip him once ('Ctrl' + '.'). The hat (and with it the disguise property) should disappear, but the clothes will stay.


Ok, that worked.

You must admit this is counter intuitive as it works now. You lose clothes when someone sees through disquise automatically and using option to remove disguise (which is clothes actually) in fact lets you keep it. I'm feeling dizzy now. :silly:

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Master Sergeant
Re: New feature: Covert operations[message #313613] Thu, 27 December 2012 12:11 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
E1vS
DepressivesBrot
Coolness and enemy item choices are two very different things.
correct, but when enemy compares your equipment it looks at the coolness level
Flugente
4) Equipment counts as 'too good' depending on coolness level, you might have picked up superior gear from elites that were is current coolness. I am away from code atm, so I cannot give you the exact formula now. As I recall, it was something akin to
if (rounded(current progress/10) > coolness of item)
    we are uncovered!
Yeah, so? It means you have to check the coolness of your items and compare it to your progress, not to what the enemy drops. Given the right XMLs, they could literally shoot you with SCARs and Barrets while your tommy gun is 'too cool'.

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Captain

Re: New feature: Covert operations[message #313617] Thu, 27 December 2012 13:30 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Smile

Well, after using it once, you lose only the 'disguise' part, but can keep the clothes indefinetly. Plus, I do not need to add another key for that (unused key combos are extremely rare, thus the pop-ub dialogues with choices).

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Captain

Re: New feature: Covert operations[message #313626] Thu, 27 December 2012 21:16 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
depressives brot has a good point there.

Wouldn't it be better if the weapon check would look at EnemyGunChoices.xml? That way, you'd definitly know a weapon that a weapon is safe once you've seen an enemy drop it. Also, if deidrannas army is configured to only carry eastern bloc weapons, they would find it strange if they saw you with an mp5.
You could see it that way - any weapon thats not handed out by the queens armory would draw attention. Doesn't have to be suspicion, could be something like "wow dude, nice piece you got there! Can I have a closer look?" I imagine that is something a covert operative would try to avoid.

Right now it involves a lot of guessing... since you can't see the current progress level, nor the coolness of the gun.

Another thing, can the enemy identify your weapon from any distance? If yes, maybe the dynamic tooltip mechanic could be used

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Corporal
Re: New feature: Covert operations[message #313628] Thu, 27 December 2012 21:34 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Progress is [v]. Coolness is hidden however as the player shouldn't need to know it.

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Captain

Re: New feature: Covert operations[message #313629] Thu, 27 December 2012 21:36 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
sardonic_wrath
depressives brot has a good point there.

Wouldn't it be better if the weapon check would look at EnemyGunChoices.xml? That way, you'd definitly know a weapon that a weapon is safe once you've seen an enemy drop it. Also, if deidrannas army is configured to only carry eastern bloc weapons, they would find it strange if they saw you with an mp5.


1) you are not completely right - WWII era western SMGs are common (Thompson, m1a1,sterling L3a3, etc) among enemy soldiers
2) You did not read carefully what I wrote before - I pickup enemy's weapons right after i kill them.

DepressivesBrot

Yeah, so? It means you have to check the coolness of your items and compare it to your progress, not to what the enemy drops. Given the right XMLs, they could literally shoot you with SCARs and Barrets while your tommy gun is 'too cool'.


that is why I want to make guns less "cool"

[Updated on: Thu, 27 December 2012 21:37] by Moderator

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Master Sergeant
Re: New feature: Covert operations[message #313630] Thu, 27 December 2012 21:42 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Flugente
Smile

Well, after using it once, you lose only the 'disguise' part, but can keep the clothes indefinetly. Plus, I do not need to add another key for that (unused key combos are extremely rare, thus the pop-ub dialogues with choices).



there is bug - sometimes i lose brown (or red, do not remember) army t-shirt when I being uncovered.
2nd bug - if your spy leave territory occupied by enemy - all items that you leave or dead soldiers leave - all disappear.

[Updated on: Fri, 28 December 2012 00:35] by Moderator

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Master Sergeant
Re: New feature: Covert operations[message #313631] Thu, 27 December 2012 22:05 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
[quote=E1vS]sardonic_wrath
depressives brot has a good point there.
1) you are not completely right - WWII era western SMGs are common (Thompson, m1a1,sterling L3a3, etc) among enemy soldiers
2) You did not read carefully what I wrote before - I pickup enemy's weapons right after i kill them.

1)Thats why I wrote "if deidrannas army is configured to only carry eastern bloc weapons". By default thats not the case, but a lot of players / submods have their own custom EnemyGunChoices.xml that give a "theme"
2) Thats right, but I wasn't replying to you, I was making a suggestion Wink

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Corporal
Re: New feature: Covert operations[message #313636] Fri, 28 December 2012 02:30 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Note that coolness applies not only to weapons, but to other parts of gear as well. You will also be caught if your armour is too cool etc., so even if this were adjusted to enemygunchoices.xml, coolness would still need to be checked. Furthermore, I consider it a modder's responsibility to add fitting coolness values to his items. I will not alter this feature in that regard.

I checked, the COVERT-flag has value 16384, not 4096.

An item is considered to cool if its coolness value is greater than 3 + rounded down(current progess/10).

When uncovered, you will stop wearing the clothes. They will spawn in your inventory, if that is not possible, on the ground.

When you leave a still occupied sector with items on the ground, the enemy may take them, it has always been like that.

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Captain

Re: New feature: Covert operations[message #313639] Fri, 28 December 2012 02:44 Go to previous messageGo to previous message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Flugente

When you leave a still occupied sector with items on the ground, the enemy may take them, it has always been like that.


Can you add Mary and John Culba (in Chitzena) as civilians? I am trying to rescue them with my spy, but as soon as enemy sees them - they start shooting at them, and even my spy is disguised as a soldier and is not discovered.

Can you add fix so spy merc can use elite enemy clothes as well as better equipment?

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Master Sergeant
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