Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Covert operations
Re: New feature: Covert operations[message #313988] Mon, 07 January 2013 22:44 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
No idea. That's my first spy merc on Depri's latest build, played just yesterday for fun. Seems all kinds of wonky.

To clarify, the corpses weren't very old at all but it might have been enough. How long is the "fresh" time?

AAR:
Snuck up, diguised as a soldier, on two guys from the east. They saw my backpack and I was discovered.
Ran into the woods north of them and finished them off with my MP5. Dropped my backpack, donned my disguise again and this is what happened.

The other dudes seemed to know I was there. I think one of them even saw me before I slipped up behind the rocks. Forgot all about me once my disguise was on.

Hmm. Maybe individual elites could be able to recognize faces? No cheap tricks for Deidranna's best! Gotta sneak in a feature request. Wink

[Updated on: Mon, 07 January 2013 22:56] by Moderator


Re: New feature: Covert operations[message #314136] Fri, 11 January 2013 10:22 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
"My bad. Sorry for being in the way!"

Fearless! Gutless?

Re: New feature: Covert operations[message #314191] Sat, 12 January 2013 23:28 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
@Slax: If you are disguised, the basic thing that happens is that the enemy does not recognize you as an enemy. Apart from that, the AI is still unchanged. However, you still make noise when you move - which the AI naturally investigates. The weird running around around your spy is just that - the AI hears you moving, and investigates, but it fails to see you (well, it sees you, but if disguised, you are as interesting to it as a rock.).

I 'dampened' this on lower alert levels. As a result, they tend to stick to you if they are alerted.

Corpses are 'fresh' for about 20 turns.

johrael
How is it possible for them to come so close to you and not get revealed? Even at Spy level, it's 5 squares away from detection.
On Expert level, you can move next to them, and they won't recognize you. Kinda the point of choosing expert. On level 1 of the trait they will always recognize you if you are too close and disguised as a soldier.


Re: New feature: Covert operations[message #315681] Sun, 24 February 2013 10:07 Go to previous messageGo to next message
fredamora

 
Messages:9
Registered:May 2012
Awesome, Flugente. I only just recently discovered your mods. The last time I was this excited was when BG:EE was announced for release. You sure got a knack of amazingly interesting ideas. Obviously, it doesn't just end with being just an idea.hehe keep em coming!

And oh, I think 4 tiles or even 3 is fair enough for spy trait. I haven't tested this, but in paper, I think that should be just right

[Updated on: Sun, 24 February 2013 10:09] by Moderator

Re: New feature: Covert operations[message #315686] Sun, 24 February 2013 15:14 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Glad you like it. Regarding the range in which lvl1 spies can get uncovered, take a look at the Skills_Settings.ini:
; if an enemy gets closer than this, he will inspect your equipment much more thorough
COVERT_CLOSE_DETECTION_RANGE = 10

; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse
COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5


Re: New feature: Covert operations[message #315724] Mon, 25 February 2013 09:00 Go to previous messageGo to next message
fredamora

 
Messages:9
Registered:May 2012
Who seriously wouldn't like this anyway?;p do we have to wait for the next release before we could try this and your other mods or features? I can hardly wait
Re: New feature: Covert operations[message #315738] Mon, 25 February 2013 20:36 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Release? Its in the trunk. Try the newest of DepressivesBrot's SCI's for up-to-date stuff.


Re: New feature: Covert operations[message #315752] Tue, 26 February 2013 11:57 Go to previous messageGo to next message
fredamora

 
Messages:9
Registered:May 2012
Oooh, I see. So to make it clear, it's included in Unstable 1.13 SCI then? Good, good! On second thought, I might just wait some more...who knows what new feature you might have in store.
Re: New feature: Covert operations[message #315753] Tue, 26 February 2013 13:50 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Yes, that's what the unstable SCIs are for: to put current dev thingies into a package for everybody not using SVN and/or not compiling own .exe.

Usually, everytime Flug (or somebody else) commits a feature to trunk, Depri quickly comes up with an according new SCI. Smile
Re: New feature: Covert operations[message #315754] Tue, 26 February 2013 14:38 Go to previous messageGo to next message
fredamora

 
Messages:9
Registered:May 2012
Ah, thanks for the info. I understand now that by using the unstable version it'll be like signing up for beta testing. Downloading it right now. Anything to speed up the release of stable version.;p

Question: is there nothing that can be done with "Surrender" box not appearing when in disguise and you decide to attack an enemy? I'm not sure how "surrender" works exactly. Is it predetermined in sector? All I know is sometimes it appears at the beginning of combat. E.g. in 2nd sector in my run, I disguised to get close to an enemy but I can't attack him first, as the surrender box appears and it becomes the enemies' turn. Simply put, the disguise becomes pointless because of that.

[Updated on: Wed, 27 February 2013 16:26] by Moderator

Re: New feature: Covert operations[message #315781] Thu, 28 February 2013 03:12 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
The enemy asking you to surrender is one of the first action they do if combat has been initiated. Meaning that if they do that, your disguise has already been blown. So the enemy somehow saw through your disguise (note the messages on that), initiated combat, and asked you to surrender as its first action.


Re: New feature: Covert operations[message #315785] Thu, 28 February 2013 04:05 Go to previous messageGo to next message
fredamora

 
Messages:9
Registered:May 2012
No, my disguise was fine...I was able to get close with no problem. Hmm.. Perhaps someone can see me trying to attack one of them; I'll check more thoroughly. Thanks
Re: New feature: Covert operations[message #315797] Thu, 28 February 2013 21:34 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
That is propably the explanation. They can see through your disguise when you attack them (shooting people in the face is interpreted as a hostile act).


Re: New feature: Covert operations[message #315798] Thu, 28 February 2013 22:15 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Quote:
They can see through your disguise when you attack them (shooting people in the face is interpreted as a hostile act).


Wow , who'da thought ?
Very Happy


Re: New feature: Covert operations[message #315799] Thu, 28 February 2013 22:25 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
I try to account for people doing the weirdest of things. :et5:


Re: New feature: Covert operations[message #316293] Sat, 16 March 2013 03:24 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Update: As of r5922, option 6 in the tactial function selection menu ('Ctrl' + '.') allows a spy to check his own disguise - the resulting messages give a hint on wether this disguise would be good or not. Of course, this can not take into account an actual enemy seeing you next to dead bodies, or your spy targetting an enemy, but it works well enough for inventory-related pitfalls to disguises (like too many/too cool guns etc.).


Re: New feature: Covert operations[message #316412] Wed, 20 March 2013 13:01 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
if you Steal enemy Weapon ( when disguised ) then they wont react, they still gonna act normally like nothing happened
Re: New feature: Covert operations[message #316424] Thu, 21 March 2013 00:47 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
PasHancock
if you Steal enemy Weapon ( when disguised ) then they wont react, they still gonna act normally like nothing happened
Fixed in r5943. The problem was that I previously only checked wether we performed the stealing animation. As soldiers only cyclically check for spies, one could easily fall through that checks. No more! Now stealing always has a chance of being discovered. It depends on wether our victim can see us or has previously seen us, an his alert level. Hint: Stealing from someone while standing right in front of him is a bad idea.


Re: New feature: Covert operations[message #316520] Sun, 24 March 2013 13:30 Go to previous messageGo to next message
Faalagorn

 
Messages:157
Registered:February 2012
Location: Poland
First the bugs I spotted:
Throwing body away while your merc is unconscious removes the body from the sector altogether.

I also think that decapitating terrorists does not work now. It's either that, or zombies mod, or because I haven't talked with Carmen so far?

I can provide savegames to the bugs above.


Now here's a couple of improvements/suggestions to the feature I have Smile

First a small tweak: I think the XML values for enemy clothing prices should be adjusted. $100/$120 for a clothing piece you can get from any soldier is a bit too much, especially at the price Jake buys them. I manually changed the price of each t-shirt and pants to $20, no matter if it's an enemy or a civilian clothing (but that could be adjusted even further, even with the possible question, should NPC buy Deidranna soldier clothing at all?)

Next another small XML tweak: Empty body should take two hands when held in primary hand, IMHO. It's such a big item, than it would be weird to have the possibility to carry two 80kg bodies at once

The next thing that could be really useful, would be making body sprites transparent, just like the living soldiers/mercs are when they are behind the wall - that way you could easily see where is the body of enemy after you killed them near the wall, allowing to easily take his body or clothes.

It would be also nice to have a global option in ctrl+. menu to strip all the clothing from the bodies. (and decapitate and gut options too when we're at it - I think the decapitate one was already discussed on some thread when someone mentioned hiding bodies. Option to mass remove bodies, or at least stockpile it on one spot would be nice indeed, too).

One addition to the clothing system I'd like, but might be hard to implement: instead of making clothing unusable after you shoot the enemy in torso/legs once is to make the clothing more degraded with each successful shot. The more shots your clothing item takes, the more likely are you detected. That would add a bit more realism IMO, avoid confusion when an enemy and it have no clothing (First I didn't knew why, later I've read what was the reason xD) and force your mercs to switch clothing from time to time.

Also, I think it's intentional, since the old T-shirts and the new one behave differently, you can't make rags out of t-shirts obtained from enemy soldiers. It would be cool on one hand, but on other hand it might disrupt the balance a bit, since there's LOTS of shirts lying around if you take clothes from all the soldiers from fight (I like that though xD)

And one last thing - maybe knives should break a little when decapitating and gutting, but not taking clothes away or dragging bodies?
Re: New feature: Covert operations[message #316525] Sun, 24 March 2013 18:01 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Faalagorn
First the bugs I spotted:
Throwing body away while your merc is unconscious removes the body from the sector altogether.
You shouldn't be able to throw anything while unconscious. That seems like a bug, but not specifically corpse-related.

Faalagorn
I also think that decapitating terrorists does not work now. It's either that, or zombies mod, or because I haven't talked with Carmen so far?

I can provide savegames to the bugs above.
Save game is welcome, as long as its from the current trunk. Or, on this special occasion, from AFS 4.31. I will however not install any other mod.

Faalagorn
Now here's a couple of improvements/suggestions to the feature I have Smile

First a small tweak: I think the XML values for enemy clothing prices should be adjusted. $100/$120 for a clothing piece you can get from any soldier is a bit too much, especially at the price Jake buys them. I manually changed the price of each t-shirt and pants to $20, no matter if it's an enemy or a civilian clothing (but that could be adjusted even further, even with the possible question, should NPC buy Deidranna soldier clothing at all?)
I made uniforms cost more as an ill-advised move to make it harder to get them... which fails anyway, as getting an uniform is pretty easy. I'll propably change it so that NPCs won't sell/buy it anymore (we cannot easily forbid NPCs from buying them [we can only forbid buying for their entire inventory]). However, as one can change army uniforms, this will be a bit odd.

Faalagorn
Next another small XML tweak: Empty body should take two hands when held in primary hand, IMHO. It's such a big item, than it would be weird to have the possibility to carry two 80kg bodies at once
True.

Faalagorn
The next thing that could be really useful, would be making body sprites transparent, just like the living soldiers/mercs are when they are behind the wall - that way you could easily see where is the body of enemy after you killed them near the wall, allowing to easily take his body or clothes.
Currently impossible.

Faalagorn
It would be also nice to have a global option in ctrl+. menu to strip all the clothing from the bodies. (and decapitate and gut options too when we're at it - I think the decapitate one was already discussed on some thread when someone mentioned hiding bodies. Option to mass remove bodies, or at least stockpile it on one spot would be nice indeed, too).
Strippin clothes was meant as an immersive way to get disguises. Not as a way to get money. So no.

Faalagorn
One addition to the clothing system I'd like, but might be hard to implement: instead of making clothing unusable after you shoot the enemy in torso/legs once is to make the clothing more degraded with each successful shot. The more shots your clothing item takes, the more likely are you detected. That would add a bit more realism IMO, avoid confusion when an enemy and it have no clothing (First I didn't knew why, later I've read what was the reason xD) and force your mercs to switch clothing from time to time.
Currently impossible. The clothes items cease to exist once you wear them - applying clothes simply changes your 'colours', and I set a marker that new clothes have been applied. Plus a marker if clothes have been damaged. Upon stripping, if we wear new clothes but do not have 'damaged' flag, I spawn a new clothes item. I will not add a sort of status to that.

Faalagorn
Also, I think it's intentional, since the old T-shirts and the new one behave differently, you can't make rags out of t-shirts obtained from enemy soldiers. It would be cool on one hand, but on other hand it might disrupt the balance a bit, since there's LOTS of shirts lying around if you take clothes from all the soldiers from fight (I like that though xD)
Nah, I just didnt care.
Faalagorn

And one last thing - maybe knives should break a little when decapitating and gutting, but not taking clothes away or dragging bodies?
Sounds reasonable...

Update: As of r5952 and GameDir r1625, corpses are twohanded, NPC merchants dont accept admins shirts, knifes can get damaged on decapitating/gutting.

Decapitating terrorists works perfectly fine for me. Throwing items while unconscious works for other items too, but is only a very minor issue anyway.

[Updated on: Sun, 24 March 2013 19:51] by Moderator



Re: New feature: Covert operations[message #317630] Mon, 22 April 2013 00:23 Go to previous messageGo to next message
Wil473

 
Messages:2833
Registered:September 2004
Location: Canada
This was reported earlier today in the DL-1.13 thread
Rodelero
Also, in Omerta where Olga atacks you, there were messages about some missing xml for her.


I'm not sure if this is something I'm doing wrong, or if it is an unintended side effect of this feature (or perhaps it is intended and my scan through this thread missed it), but I'm finding that Kingpin's assassins always drop some clothes, with a message about their disguise failing, when approaching my mercs. Initially I thought it was the obsolete Clothes.XML in my earlier releases, but in testing what I though was the fix, a current Clothes.XML from GameDir_1652, I am still seeing clothes being dropped in both both UC-1.13, where Kingpin's assassins are used as triggers for gang violence, and DL-1.13, where the assassins are present from day one for the story.

I've already tried, toggling the INI option for ASSASSINS_DISGUISED, both TRUE and FALSE have the assassin dropping a pile of clothes when my mercs see the NPC.

Is there a way for King Pin's assassins to not drop their clothes to the map despite being spotted?

EDIT: additionally I found that Conrad is disguised right from the moment you hire him.

[Updated on: Mon, 22 April 2013 00:32] by Moderator



Re: New feature: Covert operations[message #317632] Mon, 22 April 2013 00:58 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Kingpin's assassins are supposed to be covert when that option is on, but should not drop clothes if it is off.

Conrad being disguised is intentional. The enemy 'knows' him to be one of their soldiers, so they treat him like one of theirs until he attacks them. Same for Iggy - both are disguised as soldiers. Others, like Maddog an Hamous, are known civilians.

This only applies upon recruiting them. If they lose that disguise, the normal rules for covert ops apply (no trait - bad in disguising).


Re: New feature: Covert operations[message #319402] Sun, 12 May 2013 02:59 Go to previous messageGo to next message
Taro_M

 
Messages:297
Registered:November 2008
Cool stuff, but there are areas where things could be improved:

*add the possibility for spy with max stat to be detected when standing next to the enemy, its a bit too easy otherwise. Also it looks a bit silly.
*on CTRL + . you could add an option to inspect your gear and give player message if it fits the current progress. A simple check, if equipment coolness is same or less then progress then player gets message "Seems legit" Razz. If its more the progress then player gets "Your equipment seems out of place" message. An easy way to check if your cover will hold

One thing I think wasent taken into consideration is how enemies react if spy is near other mercs. Because I came up with idea to use spy as a spotter. Simply make your mercs hug the wall and use spy to bait and spot enemies. Its very likely this could be a great exploit.
Re: New feature: Covert operations[message #319444] Sun, 12 May 2013 20:03 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
As there is no 'rating' for suspicion (the enemy either treats you as an enemy or doesn't), this would turn into 'if next to enemy, x% chance to be uncovered suddenly'. Which would almost guarantee death. Suddenly dying because the game feels like it seems a bad mechanic to me.

I already added a spy-selftest to the 'Ctrl' + '.' in 5922 (a few posts above). Seems you are not up to date Smile

But yes, this trait can be used to exploit. It's either that or make it so hard that its useless.


Re: New feature: Covert operations[message #319826] Thu, 16 May 2013 12:24 Go to previous messageGo to next message
Taro_M

 
Messages:297
Registered:November 2008
Well you could make spy's cover blow when he is X distance from other mercs. The better the spy the closer he can be to other mercs, but even awesome spy cant get too close or the enemies will "see" that he acts suspicious around the supposed enemy (other mercs).

As for the "chance" of blown cover you could make it like this: there could be hidden disguise meter that is drained when spy is close to the enemy and in sight range, it "recharges" when spy is out of sight of enemies. The better the spy the longer it takes for the "meter" to "drain". Its just an idea though.

[Updated on: Thu, 16 May 2013 12:28] by Moderator

Re: New feature: Covert operations[message #319884] Fri, 17 May 2013 00:28 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
While having some sort of 'suspicion meter' would be pretty nice (perhaps with the enemy getting more and more hostile as you score higher), the problem is that the checks for suspicious behaviour happen whenever necessary... and when adding points, we do not know for what we already added points. So if standing next to a corpse would net you 5 points, and you'd be uncovered at 100 points, you'd get 5 points per turn if one enemy sees you an stands still. If he moves however, the check would be performed once for every new tile he visits - so if he just keeps moving, he'll uncover us in no time. And no, we cannot skip those checks in favour of 'once check per turn' - that would be obviously exploitable.

The only way around that would be to note every instance where we acquired suspicion points - which is mind-boggling, given the many ways one can raise suspicion.

Would be nice though. A soldier-specific meter would be even better (as in: different soldiers can be differently suspicious of us, depending on what they saw us do etc.). Though we'd then need 256 separate meters for every soldier... which'd come down do 256^2 suspicion meters.

Might be bit of a performance killer.


Re: New feature: Covert operations[message #319951] Fri, 17 May 2013 17:42 Go to previous messageGo to next message
Moonfluk
Messages:3
Registered:May 2013
Hi folks. Very excited about trying out this feature! Does anyone know the "bNewSkillTrait" number for this skill? I want to give it to an existing merc, but the version of the Merc Profile Editor that I'm using doesn't include it as an option in the drop-down.

Also, after reading the comments on this post I'm still a bit confused about one point. The skill tooltip mentions a bonus to CTH and instakill for covert melee weapons. What entails a "covert melee weapon" exactly? Is that any melee weapon used by a covert operative still in a working disguise? Also, does this exclude throwing knives?
Re: New feature: Covert operations[message #319953] Fri, 17 May 2013 18:09 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hi Pudge, welcome to the pit!

The covert trait is trait number 20. Note that after editing the Merc Profiles, you will have to start a new game for this to take effect.

Covert melee weapons are weapons specially designed for covert operations. In the trunk, this is only the Garotte (item #1579). In order for this to also work on other weapons, you'd have to ad the tag 24576 to them - but it will only work on melee weapons, not om throwables.


Re: New feature: Covert operations[message #319955] Fri, 17 May 2013 18:17 Go to previous messageGo to next message
Moonfluk
Messages:3
Registered:May 2013
Thanks very much, Flugente. That's exactly what I needed. I've played JA2 pretty much every year since it was released, and I'm a longtime lurker of this forum. The massive amount of work you guys have done to expand on this game is GREATLY appreciated. Thanks again.
Re: New feature: Covert operations[message #321949] Mon, 24 June 2013 23:20 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Hello,
i played JA 2 UC 1.13 , and i have make a Spy,

First i have other items than you (first screen)
second Every time i go in civi. clothes and see an enemy its saing
"Doint look like a Civi."
"PPSH-41 considered Military hardware"

I doint have a PPSH-41 in my inv why its say that ?
it this a bug ?


edit :
I Drop everything and Pick it up, now its work , wtf ? xD

Now i buyed a Crossbow , when i put it in the Weapon slot (NOT that in the hand , that from the inventar) but then its say that its military hardware (its showing NOT the right weapon name)
Then i put it in the BACKPACK , and its saying again that its only military ,(But whit a other weapon name) how can i transport a crossbow that its not "showed" and why its showing wrong names ?

[Updated on: Mon, 24 June 2013 23:33] by Moderator

Re: New feature: Covert operations[message #321950] Mon, 24 June 2013 23:24 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
You have something in your inventory that would make the enemy suspicious. Unfortunately, the message you see prints out a wrong item (it is some other item). You can either update to an up-to-date exe (last week or so), or: Open the Items.xml in /Data-UC/TableData/Items/Items.xml, and tell me which number the PPSH-41 has. I can then tell you in which slot the item the game really means is.


Re: New feature: Covert operations[message #321951] Mon, 24 June 2013 23:42 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Wow the answer was fast,
first i have update my post
if its not realy good to understand write me an PN and i will write it to you in german because i see you german xDD

And here the ids :
4437 & 13

i play whit 4.45 20130518,
i patch now , and than i say if its fixed

edit : Ok this patch fix it , but again , how can i travel whit my crossbar so thats nobody nos that i have it ?because how can they see in my backpack ? have they backpack - X-ray - Items xD ?

[Updated on: Mon, 24 June 2013 23:53] by Moderator

Re: New feature: Covert operations[message #321954] Tue, 25 June 2013 00:28 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
In order to hide items from detection you need special items with the 'covert' property. Either the item is 'covert' itself or you need e.g. a holster that can hide your gun.
Re: New feature: Covert operations[message #321966] Tue, 25 June 2013 10:09 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
my Pistole have nothing whit covert only reliability.
The gun name :
Walther PPK
This gun is hided , when i equip it in my hand its Hided too ? bud a gun in my backpack not ? wtf ?

edit :
Lol
now i have pick up a gun (this gun was droppet by a soldire)
and what say it ? the gun is too "good" for a soldire , but i became it from a soldire what the ?

gun name : M77B1 Tactical stock..

and can you plss add that when a gun is in the backpack the Soldirs doint see this gun ?
and when a soldire see that you a bad gay that you DOINT lose you clothes , that the icon thats saying "undercover" was crossed out ? and when you noobody see its again there ?

[Updated on: Tue, 25 June 2013 11:19] by Moderator

Re: New feature: Covert operations[message #321970] Tue, 25 June 2013 15:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Since you play UC-1.13 I'd recommend going to its dedicated section and make polite suggestions to the creator there ...
(e.g. "how about giving all backpacks the 'covert' property to hide everything stored and concealed in a backpack")
Re: New feature: Covert operations[message #322004] Tue, 25 June 2013 20:39 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
can i change a xml / ini and add there items for "hiding" or is it in the code?
Re: New feature: Covert operations[message #322007] Tue, 25 June 2013 20:51 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Add 16384 to an item in TableData/Items/Items.xml.


Re: New feature: Covert operations[message #322017] Tue, 25 June 2013 23:06 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
@Flugente ok i will try it ^^

when a programmierer read this :
Pls make that he only Check what for a gun you have in you hand

When you Have a gun in the hand and you civi = they see you not a civi

if you have a gun in the hand AND you SOLDIRE then check is this gun a soldir gun ... so that you doint check the inventory ...



Re: New feature: Covert operations[message #322019] Tue, 25 June 2013 23:23 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Enemy soldiers have to check the entire inventory. Otherwise this could be exploited by, well, keeping all kinds of outlandish gear in your inventory.

That the enemy checks your inventory is a significant point of this feature. If one wants to be hidden, you have to compromise and not raise suspicion.


Re: New feature: Covert operations[message #322038] Wed, 26 June 2013 02:37 Go to previous messageGo to previous message
Gigagames

 
Messages:33
Registered:January 2013
If one wants to be hidden, you have to compromise and not raise suspicion.

how ?
because every time i have a non good gun by me (backpack) and move normal the enemys see that i was bad ..?


And when i have a "good" gun equipt (in my hand) and im Civi its ok xD ? but when i have a gun in my backpack its not ok xD ???

edit : Its not about this "addon" but , i have played whit the 3 of difficulty and i have make and i go to callisto airport , yea im now finisch whit this airport and have so mutch loot 2 sides only loot from the enemys there was there !! ca 30 and more enemeys ... is this normal ?

[Updated on: Wed, 26 June 2013 05:42] by Moderator

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