Li1 Prison Break

6 years 6 months ago #7 by Stern
Replied by Stern on topic Detect dead enemy (MP)
Today I made objectives test run on this mission that I dug up few weeks ago, it was left unfinished in early 2016, maybe its still worth finishing it.

This corpse detecting does not work.
_FrameInRange does not allow to detect killed enemy :/
Whenever DetectEnemy1 ((_FrameInRange(EG01)<15) and (_Actor_GetState(EG01)==0))
{
printf ("EG01 killed");

//animation
//HUMAN_SETMODE_Run();
//HUMAN_MoveToFrame(EG01, 1);
//HUMAN_SetAnim("%%cumvoda", 1000, 1000, 1);
//delay(3000);
//HUMAN_SetAnim("%%nabralvodu", 1000, 1000, 1);
//delay(4000);
//HUMAN_SetAnim("", 1000, 1000, 1);
}

This animation can make enemy run to body, lean to the front and then crouch down to check the body.

The one who hesitates is lost !
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6 years 6 months ago - 6 years 6 months ago #8 by Stern
Replied by Stern on topic Li1 Prison Break
Libya1(PrisonBreak)

Here is that lost-and-found mission. Based in Li1.
Its meant to be stealth mission.
Works good on dedicated server. (not so good on non-dedicated)
Tank models are original for now.


*Player starts with knife in jail.
*Random selection of Objectives.
*Random spawns of enemy.
*Some enemy move around the map.
*Enemy have some of the equipment selected randomly and some of it depends on active objectives.
*Most of enemy have movements and animations to make it look realistic.


Some Tips:
Supply box is on the 1.floor.
Transmitter place is on the roof, behind the "sniper" tower.
Use the roofs and small alleyways to move.
There are some locked doors, Officers and Doctor might have the key...

The one who hesitates is lost !
The following user(s) said Thank You: snowman, NL, Maki

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6 years 6 months ago - 6 years 6 months ago #9 by Stern
Replied by Stern on topic Li1 Prison Break
There is a test-server, up and running...

90.190.34.191:11001

The one who hesitates is lost !

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6 years 6 months ago #10 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic Li1 Prison Break
I would like to add my Ehrensenf as we say over here, not percent, but that’s not so important right now.
Played a few rounds, nice random.
Is there something wrong with the vehicle def of kubel/citroen? You hear no sound when you board when without fuel.
Some approaching enemies run past you before they attack; I guess this is a general HD2 problem.
It’s difficult to find all snipers, binoculars would help. Maybe some are too high to be seen from the accessible area?

Some enemies could have the Sten Gun (Germans used a copy of it), so you’d have more access to Sten Gun ammo.

For all stealth map can be said that you could go as a German officer, there a 2 useable uniforms. You could have the Sten Gun and all needed explosives from the start, crates would offer head gear, nades, backpack and so on.

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6 years 6 months ago - 6 years 6 months ago #11 by Stern
Replied by Stern on topic Li1 Prison Break
Busy with restoration of this old tube radio...
Warning: Spoiler!


Random is good, i think, looks and acts different every time.
("_randomint" is used 909 times in scripts)
Some definitions are taken from DCED folder and some are from original missions.
Snipers will find you, they are all on some roofs, close to accessible area.
Binoculars then might be in "random equipment" selection.
Ammoboxes are everywhere, but yes, for some of them, the key is needed.

Does a uniform give a disguise ? I did try it, but i was attacked right after I was visible to enemy, one of them ended up being stuck in the ceiling :rofl:

The one who hesitates is lost !
Attachments:
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4 years 5 months ago - 4 years 5 months ago #12 by Stern
Replied by Stern on topic Li1 Prison Break
Does this sandstorm effect outside the village make any lag ?
For me it does, so maybe its a problem.
If server host wants to turn this off here is how to do this:

Locate script name: DetectZone8.scr
(Scripts / Li1(PrisonBreak) / DetectZone8.scr)

From that file delete lines (or mark as comment //)

Delete:

FRM_CreateParticle(59, p1);
FRM_CreateParticle(59, p2);
FRM_CreateParticle(59, p3);
FRM_CreateParticle(59, p4);
FRM_CreateParticle(59, p5);
FRM_CreateParticle(59, p6);
FRM_CreateParticle(59, p7);
FRM_CreateParticle(59, p9);
FRM_CreateParticle(59, p10);
FRM_CreateParticle(59, p11);
FRM_CreateParticle(59, p12);

or like this:

//FRM_CreateParticle(59, p1);
//FRM_CreateParticle(59, p2);
//FRM_CreateParticle(59, p3);
//FRM_CreateParticle(59, p4);
//FRM_CreateParticle(59, p5);
//FRM_CreateParticle(59, p6);
//FRM_CreateParticle(59, p7);
//FRM_CreateParticle(59, p9);
//FRM_CreateParticle(59, p10);
//FRM_CreateParticle(59, p11);
//FRM_CreateParticle(59, p12);

Then this effect is turned off.

The one who hesitates is lost !
The following user(s) said Thank You: snowman

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