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- Thank you received: 18
NL wrote: Tried map again but to be honest it's a bit frustrating.
I got killed 3 times by soldiers coming through closed doors and solid walls. Got killed by an invisible and in-audible soldier around Av. de la Paix.
In other missions you can get killed through walls too on this map, not all walls and doors seem to have collision. Like east wall and north door of ammo room.
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I do not know what invisible soldier you mean, there is a sniper in that area, maybe he has killed him, but it is not silent.
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NL wrote:
I do not know what invisible soldier you mean, there is a sniper in that area, maybe he has killed him, but it is not silent.
I guess it could have been an officer with silenced pistol shooting through a wall. Was not the sniper, he was already dead.
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Sqdn. Ldr. Ted Striker wrote: Played it a few times, good new ideas! My comment is referring to the first version; I have not tried any new versions if there are.
Bugs: If Freiberg and the other officer are killed and the documents are acquired before freeing Trebissky, these 2 objectives will be set to not accomplished again after freeing Trebissky and the map cannot be finished.
Some talks when handing in the papers might be adjusted (time/range)
Salter talks even if she’s already dead;)
telephone at the entrance hangs “in the air”
Some bug with the collaborator when he raises arms, the model freezes somehow?
One time the gate could not be destroyed with one dynamite, maybe you could offer a second dummy to place dynamite?
Some prisoners run to places where they stand under ground (checkpoints?)
Some human actors have no uniform entry in items.dat
guess there is some “easter egg”, really nice!
mfg,
Ted Striker (Sqdn. Ldr.)
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label checkpoint1:
HUMAN_MoveToFrame(dummy1, 2); //move to frame dummy1 (2 meters)
gosub delay; //go to random delay time
rnd1=(_randomint(2)+1); //randomly select next "dummy" to go to
if (rnd1==1){goto checkpoint2;}
if (rnd1==2){goto checkpoint3;}
label checkpoint2:
HUMAN_MoveToFrame(dummy2, 2);
gosub delay;
rnd1=(_randomint(2)+1);
if (rnd1==1){goto checkpoint1;}
if (rnd1==2){goto checkpoint3;}
label checkpoint3:
HUMAN_MoveToFrame(dummy3, 2);
gosub delay;
rnd1=(_randomint(2)+1);
if (rnd1==1){goto checkpoint1;}
if (rnd1==2){goto checkpoint2;}
label delay:
rndpause=(_randomint(10000)+5000);
delay(rndpause);
return;
label alrmdone:
gosub delay; //use same delay from the random movements section
rnd1=(_randomint(30)+5); //you can and I guess, should re-use variables.
HUMAN_MoveRandomRadius(rnd1); //generates random distance 5 to 30 meters.
goto alrmdone; //loop back
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