need betatester

6 years 7 months ago #19 by Polanski
Replied by Polanski on topic need betatester

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.


Yes, I know the problem. so I doubt if you put the respawn at this point. I have also seen the officer of the gestapo flee through a closed door, although it is not frequent. I think I'll put the respawn back with the resistance. or I can leave some soldiers fixed so they do not look for you to the warehouse.

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.

in the next version I will try to solve all these bugs.
The following user(s) said Thank You: NL

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6 years 7 months ago #20 by NL
Replied by NL on topic need betatester

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.

Trust is hard to gain but easy to lose.

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6 years 7 months ago #21 by Polanski
Replied by Polanski on topic need betatester

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.


There is no soldier with a silenced pistol. Maybe it was a soldier from inside the building and you would not hear the shots.

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6 years 7 months ago #22 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic need betatester
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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6 years 7 months ago - 6 years 7 months ago #23 by Polanski
Replied by Polanski on topic need betatester

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.)


Hello! thanks for playing and commenting!

Freiberg should not die before talking to Trebissky! I can limit the time to talk to Trebissky to correct this, but the mission clearly says that you must release Trebissky and in the new version there are indications on the map.

It is difficult to exactly adjust the animations and the voice, I suppose in some languages ​​works better. Salter should not die! in the current version, if she dies the mission fails.

The bug of the phone should be solved in the current version (model included)

At the end of the mission the collaborator is captured and is the end of the game, maybe a little rough?

I have played the mission many times and it has only happened to me 2 times. I think because of the presence of vehicles nearby. It may be a solution to place a second dummy but it is not aesthetic.

I have seen that the prisoners sometimes stand in the middle of the street or die on the fences. They are weak and disoriented. I have observed how the contact of the guerrilla is sometimes underground as well. I think that kind of terrain gives problems with coordinates.

The prisoners do not wear anything in items (they are prisoners!) Do you mean any more? the warehouse officer only wears glasses but I think he's the only one.

Ah! You're the first to meet him! Congratulations! I would like to hide some more... ;)

I write your comments, thanks again!

PD: There is a new version in the first message.
The following user(s) said Thank You: NL, ShayoX

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6 years 6 months ago - 6 years 6 months ago #24 by Stern
Replied by Stern on topic need betatester
What about adding some random movements to enemy ?
Moving randomly from object to object (or dummy).
I have used dummys for patrolling enemy, hart to find other objects on empty street.
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;

This "dummy" can be a dummy object(invisible and has only coordinates) or any other object that exists in game files.

And you can add random movements after enemy gets alerted:
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

Logic is that it should also work like this:
HUMAN_MoveRandomRadius(_randomint(30)+5);
but it doesnt...that means equal sign is not actually "equal" sign...

But does this work???:
if (_randomint(30)+1>10)

The one who hesitates is lost !

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