Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Covert operations
Re: New feature: Covert operations[message #322073] Wed, 26 June 2013 15:03 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
gigagames
how ?
because every time i have a non good gun by me (backpack) and move normal the enemys see that i was bad ..?
Yes, they do. If you want to stay hidden, use gear that seems normal for the kind of person you try to emulate.

gigagames
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 ???
A civilian isn't supposed to have any guns. If the enemy sees them sporting any, its reasonable for them to open fire (this is a brutal dictatorship after all). If you notice being able to have a gun in your hand as a civilain, then that is an error.

gigagames
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 ?
Wrong thread.


Re: New feature: Covert operations[message #322078] Wed, 26 June 2013 15:51 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
A civilian isn't supposed to have any guns. If the enemy sees them sporting any, its reasonable for them to open fire (this is a brutal dictatorship after all). If you notice being able to have a gun in your hand as a civilain, then that is an error.

Then i have found a error / bug because i can have als civilian a Garotte in my hand = ok
Knife = ok
Start gun (Walther PPK) in my Hand (im Civilian) Ok
^^
Re: New feature: Covert operations[message #322079] Wed, 26 June 2013 16:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Pls. check also with different weapons since at least the garrotte would possibly be a 'covert' weapon which means it will not be detected at all.
Not sure about knife and the PPK, tho - but if they are starting weapons for an char who has the spy trait(s), they could be 'covert' items as well.
Re: New feature: Covert operations[message #322080] Wed, 26 June 2013 16:20 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
After his adamant refusal of a certain gun, I don't believe a plain PPK to be openly carryable by a civilian.
And for the record, my builds are clean Wink

[Updated on: Wed, 26 June 2013 16:22] by Moderator



Re: New feature: Covert operations[message #322098] Wed, 26 June 2013 21:43 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Garotte is a special item that can be used in hands openly.
Certain knifes can also be wielded.
Guns, however, are forbidden in hands, even if they have the coert property.

Fixed in r6161.


Re: New feature: Covert operations[message #322353] Tue, 02 July 2013 17:30 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
r6145

I don't know if anything has been done with it in the newer revisions but when disguised as a soldier the covert item attribute is ignored. If I make and undercover ballistic vest i.e. I can use it when disguised as a civilian without problem, but when I disguise the merc in soldier clothes then the game reads the vests coolness factor and the enemy attacks me because it's too high, even though the vest has covert item attribute. I don't think it makes sense, since covert items are supposed to be hidden from enemy's sight.
Re: New feature: Covert operations[message #322370] Tue, 02 July 2013 22:24 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Fixed in r6186. Covert items are hidden from the enemies sight when disguised as a soldier. Except for those in your hands - you wield those openly.


Re: New feature: Covert operations[message #322384] Wed, 03 July 2013 05:32 Go to previous messageGo to next message
Sargeno

 
Messages:73
Registered:December 2001
Location: Oregon, USA
When might r6186 be on Skydrive?

Thanks,

Jenkarno
Re: New feature: Covert operations[message #322390] Wed, 03 July 2013 12:13 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
Seriosly? I already try to keep this stuff under a day, but seven hours during nighttime? Have patience or get a compiler.


Re: New feature: Covert operations[message #322395] Wed, 03 July 2013 17:44 Go to previous messageGo to next message
Sargeno

 
Messages:73
Registered:December 2001
Location: Oregon, USA
Sorry if I came off as being pushy, as it was not my intention.
I was simply asking and I DO appreciate everything you and the others do to further the JA2 realm.

Thanks,

Jenkarno
Re: New feature: Covert operations[message #322468] Sat, 06 July 2013 08:37 Go to previous messageGo to next message
Bambusar

 
Messages:65
Registered:July 2012
Hi
I am trying Depris SCI 1.13 (http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/311288/Depri_s_Builds_and_Packages_Ge.html)
Version:
http://kermi.pp.fi/JA_2/v1.13_Releases/Unofficial/English/Depri/SCI_113/SCI_Unstable_Revision_6187_on_GameDir_1692.7z

It would be nice to have some sort of tag or weapon attribute i weapon descritpion to see if weapon is covert or if it will raise suspicion.

What is " than what one would expect from a typical soldier " equipment ? I find out that if you kill black dressed soldier and take all (and wear only his) his equipment you still raise suspicion.

Is there any list of items with COVERT entry in their ?

Also item name that caused you being discovered is not printed correctly.

Image for body is image of camo kit. We need some body bag pic.

unrelated bug: HK P7M8 has accuracy 0

Otherwise great work on that trait! Game can now be played as good old commandos. I am trying to use one mercenary to cause alarm and other with spy trait dressed as soldier to attack enemies in the back when they form front line. So far I usually get discovered sooner than I would wish for.

Next mission is to try to booby trap the area before causing alarm.

(should this be posted in 1.13 bugs thread?)
Re: New feature: Covert operations[message #322484] Sun, 07 July 2013 01:05 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Hi,

covert property should already be displayed with a 'hat' symbol in the last page of UDB.

Equipment is rated by coolness. You get a bonus depending on the uniform you wear (dressing as elite allows higher coolness). Its basically progress/10 + 1-3 depending on uniform.

Nope.

That was fixed recently, so in what way is the name wrong?

Yes, we do need, but nobody does one.


Re: New feature: Covert operations[message #322503] Sun, 07 July 2013 19:04 Go to previous messageGo to next message
Bambusar

 
Messages:65
Registered:July 2012
Thx for you answers and all your work.

Here is image of spy hat marking COVERT trait of some LBA items:

http://i.imgur.com/L4Nu9BE.png

I noticed that I got instantly discovered when wearing Extended Ear. It has coolness 7. :bluecool:

Names of items that caused me being suspicious are displayed wrong. Maybe this (SCI_Unstable_Revision_6187_on_GameDir_1692.7z) version of Depris SCI didnt have fix in it yet. Ill try next version.

http://i.imgur.com/C1z7C7r.png


Body bag... I am designer so i can try to make those sprites. I just have to figure out how to get around that sti image format. If i remember correctly there was some thread about that somewhere.

Militia equipment works great so far.

Other minor bugs: All bartender brothers dont have speech audio files. Garotre image is reused knuckels image. Which i can also made new when i lrn how to STCI.

Is there any dedicated STCI section of forum or should i spam this thread with questions about resolutions, palletes and such things? I downloaded this editor, not sure if it is the only one. http://img855.imageshack.us/img855/6403/cd24.png

[Updated on: Sun, 07 July 2013 19:27] by Moderator

Re: New feature: Covert operations[message #322504] Sun, 07 July 2013 19:23 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@bartenders speech: a few revisions ago there were some changes in the source regarding the santos brothers. maybe a bug was introduced. can you upload a savegame so we can reproduce the speech issue. thanks


Re: New feature: Covert operations[message #322505] Sun, 07 July 2013 19:49 Go to previous messageGo to next message
Bambusar

 
Messages:65
Registered:July 2012
Here is save file and Ja2_Options.INI since it is needed so you can load it.

http://www.mediafire.com/download/wzmal17cyl4iqdz/savegamescarlosnoaudio.zip

I downloaded new SCI version: SCI_Unstable_Revision_6201_on_GameDir_1698.7z

That bug with wrong names of suspitious items is still present Sad

another note: I edited weapons.xml to fix "HK P7M8 has accuracy 0" bug. I notice that has no 6 or 84.

About images and STI image format i will just join IRC.

[Updated on: Sun, 07 July 2013 19:54] by Moderator

Re: New feature: Covert operations[message #322518] Mon, 08 July 2013 10:19 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
RoWa21
@bartenders speech: a few revisions ago there were some changes in the source regarding the santos brothers. maybe a bug was introduced. can you upload a savegame so we can reproduce the speech issue. thanks


Fixed in revision 6208


Re: New feature: Covert operations[message #322522] Mon, 08 July 2013 12:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
Bambusar
another note: I edited weapons.xml to fix "HK P7M8 has accuracy 0" bug. I notice that has no 6 or 84.
6 is the realm of DMRs, a compact pistol like the P7 is totally acceptable with 0. Can't remember nor check what the median for them is though.


Re: New feature: Covert operations[message #322815] Tue, 16 July 2013 15:47 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA
What then is the ideal scenario/method/parameters/equipments for use of this perk/ability?
Re: New feature: Covert operations[message #322833] Tue, 16 July 2013 21:42 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Infiltration is the main use. You can, for example, send a lone spy and sabotage the SAM sites. With correct planning, you can then immediately fly in your main troops, saving hours of marching.

The other point is reconnaisance. A properly disguised operator can move among enemies with impunity, thereby letting you know the exact position of enemy forces.

You can also decide to take some enemies out in a 'Commandos/Hitman'-esque style. Wether that's fun or an exploit is up to you.

All those options obviously require a disguise, which you can conveniently take from fallen enemies. When undercover, your equipment will be inspected, you should plan for that.


Re: New feature: Covert operations[message #323362] Sun, 28 July 2013 17:32 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
As of r6249 an GameDir r1714, if COVERT_ELITES_DETECT_NEXTTILE is set to TRUE, elite soldiers will uncover spies disguised as soldiers next to them if more experienced. Covert trait levels also count to your experience levels in that regard.

This only affects spies that are disguised as soldiers, not those disguised as civilians, to give more value to that option.


Re: New feature: Covert operations[message #323710] Tue, 06 August 2013 19:15 Go to previous messageGo to next message
sevenfm

 
Messages:1486
Registered:December 2012
Location: Under the Mountain
How to remove that annoying "See enemy!" stop feature when covert?


Re: New feature: Covert operations[message #323712] Tue, 06 August 2013 19:28 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
What exactly do you refer to?


Re: New feature: Covert operations[message #323713] Tue, 06 August 2013 19:34 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
I think he means a disguised merc halts any movement if an new enemy pops into his field of view. You have to spam movement orders if want to go through a populated area.
Re: New feature: Covert operations[message #323715] Tue, 06 August 2013 19:40 Go to previous messageGo to next message
sevenfm

 
Messages:1486
Registered:December 2012
Location: Under the Mountain
Flugente:
When in enemy sector, my covert merc sees enemy, says "see enemy!" and stops moving.
So i have to give him new movement order, then he sees another enemy and stops again.
So if i want to go somewhere or just run through enemy sector i have to click moving orders endlessly.
Thats what i call annoying see-enemy-stop feature.

Is it possible for my covert mercs to just continue moving instead of looking at shouting at every new enemy?


Re: New feature: Covert operations[message #323716] Tue, 06 August 2013 19:41 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Ah, that. Not at the moment. Might be solvable, not sure, have to check later.


Re: New feature: Covert operations[message #323717] Tue, 06 August 2013 19:45 Go to previous messageGo to next message
sevenfm

 
Messages:1486
Registered:December 2012
Location: Under the Mountain
Something like

; If TRUE, disables some potentially annoying messages during real-time sneaking mode
QUIET_REAL_TIME_SNEAK = TRUE
; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE

But for covert instead of sneaking.


Re: New feature: Covert operations[message #323728] Wed, 07 August 2013 00:03 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
As of r6274, Disguised mercs no longer stop on seeing new enemies. I also fixed a shameful bug - a wrong statement caused the message that gear was suspicious to be printed out, but no uncovering occured.


Re: New feature: Covert operations[message #323735] Wed, 07 August 2013 10:50 Go to previous messageGo to next message
sevenfm

 
Messages:1486
Registered:December 2012
Location: Under the Mountain
Flugente, thanks for creating and improving this cool feature! Smile


Re: New feature: Covert operations[message #323774] Thu, 08 August 2013 07:57 Go to previous messageGo to next message
GASK3T

 
Messages:135
Registered:March 2011
So I am trying to figure out how to get the "spy hat" logo to appear on Elroy (who has the SPY Skill trait). Even though I give him a leather jacket, he doesn't go into spy mode, any suggestions?
Re: New feature: Covert operations[message #323791] Thu, 08 August 2013 21:29 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Use clothes items on him. Reading this thread would help too.


Re: New feature: Covert operations[message #323809] Fri, 09 August 2013 01:05 Go to previous messageGo to next message
GASK3T

 
Messages:135
Registered:March 2011
Yep, i figured it out. i was trying to wear the clothing like armor instead of putting it on the merc icon. I R Clever

Great addition to the game Flugente, very impressed!
Re: New feature: Covert operations[message #325187] Sun, 15 September 2013 01:04 Go to previous messageGo to next message
Faalagorn

 
Messages:157
Registered:February 2012
Location: Poland
A couple of bugs/possible improvements related to the covert ops I found. I'm not sure whether they exist in stock 1.13 or just in AFS, but since I'm playing with the AFS set up, I only tested them here. If they are exclusive to AFS, I'll forward them to wil:

  • Body item should be 2-handed (you can pick up two bodies using an exploit btw - just hold 2nd body over your cursor (screen).
  • Clothes are worth too much when selling with alt+lmb.
  • Body item still don
Re: New feature: Covert operations[message #325241] Mon, 16 September 2013 21:28 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Bodies are 2-handed in 1.13. Carrying two is not an issue anyway, as they weight 80 kgs. They also have an image, I guess you pics aren't up-to-date.

Item price just gets a general modifier when selling via Alt+LMB, not item type specific. As I personally see the whole 'sell item in sector inventory'-thing as a lame exploit anyway, I don't see any need to alter prices.


Re: New feature: Covert operations[message #325255] Tue, 17 September 2013 01:51 Go to previous messageGo to next message
Faalagorn

 
Messages:157
Registered:February 2012
Location: Poland
I was thinking that the issues may be AFS side, I'll post that in AFS section then.

About the sector inventory - while I don't sell items with alt-click as well, I do use it to see the item prices (may be a bit unrealistic, but I prefer to see the price) - and it's just weird that the clothes seems to be way pricer than other, most valuable items Smile.
Re: New feature: Covert operations[message #325256] Tue, 17 September 2013 01:55 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Well, most shirts are ~20$, most pants ~90$, and military uniforms cost extra due to being contraband. Seems odd if that is more expensive than the military gear you find^^


Re: New feature: Covert operations[message #325749] Thu, 26 September 2013 20:05 Go to previous messageGo to next message
Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
I've been trying to get familiar with this new feature (an it's very cool). But, you know, I must be blind. But I can't for the life of me find the command to Gut/Decapitate/Take Body/Steal Clothes. Can someone tell me what it is? Or where to find it? I've haven't been active on the boards for a while, so if it's an older command, I missed it. But I've been looking for hours now and can't find it. Can somebody help me out? Man, it's been so frustrating.
Re: New feature: Covert operations[message #325751] Thu, 26 September 2013 20:29 Go to previous messageGo to next message
sevenfm

 
Messages:1486
Registered:December 2012
Location: Under the Mountain
Zundman7301
try to attack a corpse with a knife in your hand.


Re: New feature: Covert operations[message #325759] Thu, 26 September 2013 22:00 Go to previous messageGo to next message
Zundman7301

 
Messages:38
Registered:June 2005
Location: USA
Got it, thanks.
Re: New feature: Covert operations[message #326558] Sun, 13 October 2013 11:54 Go to previous messageGo to next message
Lepidosteus

 
Messages:93
Registered:November 2007
Location: Land of Buns.
When I move spies around in enemy sectors, morale in my own towns drop and some mercs (aggressive ones I think) gets all mad.

Would it be possible to make a code change so that if a disguised merc leaves an enemy-controlled sector, you won't get that morale hit?
Re: New feature: Covert operations[message #327488] Sat, 02 November 2013 14:42 Go to previous messageGo to previous message
cnagorneac

 
Messages:186
Registered:April 2012
I think I saw somewhere Shortcut for checking the suspicious items on the spy. just to check. Any one knows?
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