Lt.Havoc

Member Since 11 Jan 2013
Offline Last Active Apr 25 2020 02:18 PM

#145312 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 26 August 2015 - 10:28 PM

Thank you, folks.

_______________________

All right, I couldn't find the screenshots I took a few months ago, so just ran the encounter in the editor again and, well, see for yourselves.

Posted Image

It's small, I know. I might make it larger later, we'll see.
_____________________________________________________

After our heroes discovered the tunnel inside the manor and followed the trail - they end up in the mines.

Posted Image

I was thinking about introducing some unusual opposition (mutated miners or lab personnel, perhaps)...
________________________________________________


Posted Image

Yes, that was one of those things that intrigued me the most in various games (including Silent Storm). A place or a room I could see but couldn't get to.
_____________________________________________


Posted Image

There'll be some bad guys... possibly the members of the search party sent here from the manor.
___________________________________________________________



Posted Image

Now I need to finish the lab itself... Hmm...
___________________________________________
(to be continued)

~ Blunter ~


#145273 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 26 August 2015 - 05:55 AM

Moving along...

The 'Clinic' map (with reanimated patients) was just an introduction to the dark secrets of the 'Vial'. It opened 'Wansdorf' where a strange lab (mentioned in the Nurse's diary) was supposed to be found. Remember?..

Here is the template of that encounter (it'll have 3 sub zones in total, this one being just one of them). So, I am going to show only the ground (top) level of it here.
(Hmm... I wonder where the intermediate level is, I thought I had a few screenshots of it somewhere.)

Posted Image

Well, I haven't decided on the lighting yet, although I do tend to settle for something dark and foggy...
_____________________________________________________


Posted Image

...the sunset.
___________________________________________________


Posted Image

...clear night...
________________________________________________


Posted Image

...night low fog...
____________________________________________________


Posted Image

I tried to make it look sort of homie. A place I wouldn't mind calling home. You know, a place to have some tea and pot roast, ...raise kids, play chess...
Of course, those three stooges usually show up and destroy everything, but... that's an entirely different matter, isn't it?

___________________________________________________


Posted Image

...exquisite interiors...
_____________________________________________________

Posted Image

...wood paneling and leather.
____________________________________________________


Posted Image

Aha! The 'bad guys' were digging something. Well, actually there is going to be a dialog explaining what it was they were looking for and the connection our Nurse had to all of this.
____________________________________________________


Posted Image

I thought of making the chess board an RPG item, but... those items have some funky way of positioning themselves in Silent Storm environment.
Remember those ever rotating rifles? Well, imagine a chess board that would never settle down or end up on its side in the middle of the table...

...but it's a nice past-time nonetheless...wouldn't you agree?

________________________________________________________


Posted Image

Building a tunnel is hard work. Especially if you want to keep it quiet... and tidy...when the original owners are somewhat...err... dead.
_____________________________________________
(to be continued)

~ Blunter ~


#145269 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 26 August 2015 - 04:55 AM

Hi back. I apologize for the long absence.

I am still around. I've just been extremely busy with a bunch of things (personal stuff primarily).
Without going in too much detail - it concerns one of my relatives who is going through a very messy divorce (my extended family). It's a domestic violence situation, with us (my immediate family) providing support to the victim (who is in her late sixties). Threats, financial fraud, mail fraud and theft, extortion, harassment - you name it...

So, as you can imagine - I haven't had a chance to do a lot of modding.

Although, I do have some screenies of a few encounters I was working on before all that crazy stuff started happening. And... I think I'll be able to slowly get back to working on this mod... again (keeping my fingers crossed).
----------------------------------------------------
I remember working on a cult...

Here is the template of that encounter:

Posted Image

It's a monastery/ temple type of setting, populated with a horde of fanatics.
___________________________________________________________________

Our favorite trio (Fritz, Rocco an Klaus) are exploring the new location.

Posted Image

I already worked out the height map, the lighting, the clues, the loot and the overall strategy... just haven't added the opposition yet.
___________________________________________________________

Posted Image

Unless we blow a hole in that fence... but why?
____________________________________________________

It's supposed to be kind of foggy, spooky and gloomy.... Well, that was the idea...

Posted Image

__________________________________________________________

Yes, Celtic knots, hidden swastikas and mystery...

Posted Image

The bad guys will be chanting some... stuff (I haven't thought about the details yet, obviously)... attempting to summon a guardian of sorts.
_______________________________________________________

Inside the temple she's got a shrine dedicated to her... Ha! (surprise, surprise)

Posted Image

____________________________________________________

...and after we clear the place we might find some documents that will help us piece all these together, hopefully Posted Image

Posted Image

_____________________________________________________


Posted Image

Right, and "Skyrim belongs to the Nords!" is something that comes to mind as well.
_______________________________________________________

I redid the whole 'ancient sword' loot into something actually usable (a new melee weapon). Now the statue you might have encountered in your travels shares the same item in her hand.

Posted Image

______________________________________________________

Now, I'll need to put together an encounter where we can find/ discover the pommel, insert it and voila! (something to think about, I guess)

______________________________________
(to be continued)

~ Blunter ~


#136228 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 03 September 2014 - 07:42 AM

Thank you for editing, Ecthel.
I entered all the suggested corrections.

View PostEcthel013, on 29 August 2014 - 09:17 PM, said:

Arms Dealer
Poor fellow. Goes to all that trouble to secure a supply of military-grade weapons, ammo, explosives and various other items for your every need, pays up for even the most badly broken items and provides expert repair services on top of that, but is considered a corrupted money-grubber and potential traitor. It's enough to make one weep.

I agree. Posted Image
It does sound sad...

Quote

More seriously, I don't see the point in getting rid of him. He provides 3 very useful services , and we'd either have to replace him with someone who does the exact same thing (in which case, why get rid of him in the first place?) or create a whole new economy system, likely with attendant bugs, when there's a perfectly workable one already present.

I see your point, although with the skill overhaul we introduced - high level engineers (14+) can do all the fixing themselves. The banknotes (USD, rubles, Pounds, DM, etc.) and the bank system reduce/ eliminate the need to haul all the junk we found back to the base in order to make money. The only thing that's left to cover is the arbitrary tier system of unlocking 'new' weapons, most of which should really be available from the start... as they are far from being "new". In other words, we already have some parts of the new economy system in place.

Quote

Also, regarding who he might be selling the stuff to, the various governments may be inclined to "acquire" another one's weapons for various purposes (reverse engineering, false flag operations, etc.) or reacquire their own equipment to keep it out of the hands of bandits and the like.

Then maybe we need to add some description of what he really is... to the armory hint perhaps.

Quote

Alternately, the Sentinels have a credit system (you hand in an item, you get x amount of buying power represented by US dollars. Some portion of that is issued as actual cash for dealing with non-Sentinels, either on a per-mission basis or all the time) and he's not actually selling this stuff to anyone else or only through approved channels for certain items, if that makes you feel better about keeping him around. A rename to Quartermaster might also be in order in this case.

Hmm... that's interesting.
Wouldn't the credit system make us abandon the shopping screen anyway?
I mean I could do it all via the DialogMode system... just like the crafting system (possibly with multiple vendors). It would allow us to control the item availability and prices if necessary.

Quote

Lab/Workshop
Like it, though I would suggest listing the stat requirements in the crafting menu so the player can know at a glance whether or not they can craft a given item. Maybe (Produces 2, Req. Int 8 and Med 70)?

Done!

Posted Image

____________________________________________

Posted Image


Quote

As for the satchel restrictions (6 total, 2 of each type, right?), I'm not entirely sure why it would exist in-universe. I mean, the Sentinels don't have any objection to you carting around dozens of other high-powered explosives, many of which could go off just by taking a bullet.

I understand your concern (unless it is the pop-up message that you didn't find very convincing...).

There are, basically, two reasons why I introduced that limitation:

1. I don't know how to make a working script that accounts for indefinite number of remotely-controlled explosives. Initially I was going with just 2 pairs (4 satchels). Well, after 7 revisions I managed to accommodate 3 pairs (6 satchels).
2. The way the RC-explosives system is currently set up (no APs required on setting the charges and their detonation, completely undetectable by the enemies, very powerful) - is a guarantee it's going to be abused and exploited (especially if the number of satchels the player can have at any given time is unlimited).

Quote

Soviet Internal Conflicts
It's a very nice idea, I like it. That said, I'm not too sure about making it a separate set of missions, there's already a lot of side missions and we haven't even started on the main ones yet.

From what I've read though, Zhukov and Khrushchev got along at this point, and they eventually team up to take Beria out of the picture in the early 50s after Stalin dies. I don't think it'd be a 3-way battle, barring rogue elements.

About Mikhalev, I don't think he'll be involved. He's stationed in East Germany, and I figure any such internal conflicts would mostly take place within or at least closer to Russia itself.

We could use the Soviet sub-plot as an introduction to 'Die Wolfe' and the virus.

The "Lab Assault" mission you proposed earlier in the thread can be one of the several war time missions (3-4) used to introduce the hero at the beginning.

As for Mikhalev, ... I thought his unwillingness to be antagonistic towards the Americans (helping with the spill) could have angered some MGB leaders in Moscow, triggering an open or a covert attempt to remove him from his position... ???

_________________________________________________

All right, I am done with the next stage in "Clinic Needs Supplies" mini-quest:

Posted Image

It's not going to be morphine, but opium.
_____________________________________________

Posted Image

ready for editing:

Opium Delivery,

The nurse from the Sentinel clinic is asking for your help again.

The clinic is in dire need of opiates. Painkillers, spasmolytics and cough suppressants are made out of Opium on site in the lab downstairs. The last two opium shipments didn't make it to the base. The nurse suspects the worst.

Benefit: If you can procure some opium for the clinic, they will further reduce the fees assessed for any of your medical expenses at the base.

Task: Bring 3 opium packs to the nurse to receive a 75% discount.
_________________________________________________

Posted Image

The reason for using Opium is simple -  UnitRemoveInventoryItem( unit, itemID ) removes items from the backpack as well as the the one equipped in the slot instead of removing only one at a time. Opium is a money only item (i.e. unusable), it can't be equipped and therefore it doesn't interfere with the Opium delivery counter...

(there is probably a workaround, but I haven't figured it out yet)
___________________________________________________

Posted Image

______________________________________

...I also redid the Splittermuster 45 uniform (changed to a larger pattern):

Posted Image

I remember Lt. pointing out that the print was too small...

All of these uniforms (5) are available for purchase now... as well as some other items.
______________________________________
(to be continued)

~ Blunter ~


#136227 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 03 September 2014 - 05:02 AM

View PostMacNille, on 20 August 2014 - 05:16 PM, said:

Great! I was thinking of adding uniforms of the allies of Germany that fought on the eastern front like Romanian, Hungary and Finland. Also though about adding more British uniforms (like those that they used in the north africa campaign) Romania:   Finland:   Hungary:  and the UK.   Having my squad running around in kilts whould be hillarious.

Thank you for posting those. I am not working on any new uniforms at the moment, ...but if we decide to expand the uniform selection I'll use the images you provided as references...

...can't do kilts. There are no models supporting that look, unfortunately.
________________________________________________________

View PostWoozle, on 20 August 2014 - 06:33 PM, said:

Mike needs a Romanian uniform. Also a quest that exposed the arms dealer as some kind of traitor and replaced him with someone with better prices would be awesome.

I am still undecided on what to do with the dealer. I've no idea how to change the price modifier via scripts (it is a constant set in the database that stays the same throughout the campaign) and replacing him with someone else, who is very similar in what they can do for us (except for their looks and name), might not be worth the effort...
_______________________________________________________

View Postdimovski, on 20 August 2014 - 07:24 PM, said:

I think we're trying to remove him with that quest.

I am actually questioning that after reading Ecthel's thoughts on this. Perhaps there is another way... hmm...

Quote

Regarding uniforms - the more the merrier. Btw, how about a character (not Blunter's department, IIRC?)

...not my 'department'... What do you mean? Posted Image

Quote

with Panzerwaffe background as a PK expert? And as his background/personal story - his tank got knocked out in Operation Typhoon so he had to fight as infanterist (good pistol and MP skill, with which german tankers were equipped. fighting as infantry was a one off for the assault on Moscow and had tragic consequences on the experience of the Panzerwaffe, as some of the best tankers have been lost in infantry combat) - so he could go the fanatic Nazi way (Axel) or be a bitter soldier, hating the time he had to fight as infanterist. And even more that he got transferred to an infantry regiment because there weren't enough tanks available for all tankers, and all instructor places have been taken.

That's a nice introduction into his character and motivations. Now, how does this person fit in the story line? Or is it about possible Acks? Or something else?

Quote

Now to Blunter's post - I obviously agree and admire everything. I probably just misread the achivement post, nevermind. Posted Image I usually stop functioning a lot later tho. Might have to re-grease my brain.

Thank you.
The crafting system will need to be tested first, before I start adjusting all those numbers...
______________________________________________________

View PostRonin, on 20 August 2014 - 08:26 PM, said:

Thank you, Blunter! I'm just trying to be helpful and to somehow participate in this wonderful project. Not "spy" - scout. With each innovation, this modification is becoming more and more chic. As in the opinion it draws on the full add-on, and maybe a separate game

You are being very kind, thank you.
There is still a lot of work to do... and so little time... Posted Image
_____________________________________________________

View PostRonin, on 20 August 2014 - 09:00 PM, said:

Great idea! As an option: maybe make it a member of the Division "Viking", say Swede or Dane? We have a sniper from Norway, a grenadier of Finland, why not come to the Swedish / Danish tankman? Continuing the theme: samples of uniforms of the United Kingdom, which is sent by McNeill (Scottish soldier), led me to some ideas. How about to add someone in the spirit of John "Jack" Churchill (https://en.wikipedia.../Jack_Churchill). I mean terrible accent, kilt, tam, high values ​​of possession of melee weapons, and scottish broadsword with his own name

We already have an ancient sword in the game. It's an RPG 'money item' not a melee one. I could probably try and make it a melee weapon.

Here it is:

Posted Image

BTW, I read about Jack and his 'adventures'. Wow!
____________________________________________________

View PostMacNille, on 20 August 2014 - 10:00 PM, said:

Every game need Jack Churchill. He is that awesome. It was really hard finding pictures of Romanian soldiers from World war 2 on the net. Or the other Axis powers that were not part of the big three. And Mike need his country uniform. How about some Polish home army uniforms? Jerzey is from Poland after all.   After the war, some elements of the Polish home army still fought against the Soviet. Maybe you can meet some of them? http://en.wikipedia....Cursed_soldiers And maybe have the storyline take a detour to the baltics where the forest brothers fought. http://en.wikipedia....Forest_Brothers I also found out that in Romania people fought against the goverment. http://en.wikipedia....stance_movement So many scenario's.

What encounter are you thinking about?
Keep in mind, I am not very sympathetic towards those groups...
___________________________________________________

View PostRonin, on 21 August 2014 - 08:50 AM, said:

Why not, which of the four battles for Kharkov you mean? Maybe, battle of the Korsun-Cherkassy Pocket? According to Churchill, in the old Sentinels modification of Natrix (Kazaki mod for SS2) Taras had his own specialization-Kazak (something between a soldier and a scout). Toki also had its own specialization- ninja. Both have their unique weapon - shashka and katana respectively. Why not make the Mad Jack on this image? As weapons: Scottish broadsword, and maybe "Sea Devil" (it certainly is not a long bow, but still)?

Did he reshuffle the perks for those professions (with their own perk trees and specific skill values)?
Was there a plot twist involving Cossacks or ninjas in 'Kazaki' mod?

We could make unique starting weapons for every mercenary... Any suggestions?
Rocco already has "Vendetta" (a unique Chattel MG)...
__________________________________________________

View PostMacNille, on 21 August 2014 - 03:03 PM, said:

I notice that Blunter mention one time that there is more way you can create your character then what it lets you do in the game. How was it again?

I don't know what you are referring to, MacNille...

There are several ways to create one's main character:

1. Custom process
2. Choose one of the 4 premade ones
3. Be forced to play a character via script... when the original character is removed and another one takes his/her place...Will need to override the 'lose' function here (at least once)

Did I mention any other ones?
____________________________
(to be continued)

~ Blunter ~


#135900 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 20 August 2014 - 04:58 PM

View Postdimovski, on 20 August 2014 - 06:21 AM, said:

Hah, I'm honestly flattered now! I'm just thinking out loud, nothing special...  (deep in dimovski's lair: https://www.youtube....h?v=CxmC6OlUWiQ)

With "enjoying" I meant that I had to pretend I enjoy my stay on the shore for my family, even tho I hate going to the sea (don't really see why getting salty water into your nose and then trying to dry yourself for hours on a ludicrously hot coast is fun, but they enjoy it for some reason)...

Yes, the things we do for the family...

Quote

I also agree that my proposal is a bit far too complicated and tedious, there ought to be a better way...

We'll figure something out.

Quote

Those achivements are simply EXCELLENT! I'd like to propose another additional trigger for them, however - if you need 10 experiments to unlock level 1 of the achivement, how about adding for all level 1s a 95% chance that they happen. If not, the next experiment also has 95% chance etc, The 2nd would have maybe 80%, and the 3rd one 65%. It wouldn't be soo routinous then.

The random check runs every time we attempt to create something at the lathe or the med cabinet. If you think the %s are too high or the benefits come too early - I could reduce the %s and raise the number of required tries before the achievements are awarded... hmm... perhaps, I didn't really understand what you were getting at...

Quote

And the dialogs are HILLARIOUS! However, I have that funny feeling Klaus(?) would prefer red stripes on some trousers (general staff of the Wehrmacht... I always knew he just wanted a safe logistics place! I even heard that a bohemian doctor tried making him unfit for duty for just 2500RM!)

I am glad you liked the comics. Posted Image
It was fun creating them.

View Postdimovski, on 20 August 2014 - 07:01 AM, said:

I might be wrong on this one, but wasn't ammonium nitrate used as rocket fuel in the late 40s/early 50s? If it really was, 25% is probably too low for European conditions - if it's the same supstance the Germans were using, I remember the Americans seized full railcar loads of 70 to 90% purified ammonium nitrate!

I think there's a pdf version of the book from which I've read that ("Ignition!" I think, so I'll check)

EDIT:Nevermind, peroxide it was.

IIRC, ethanol and some of the ammonia derivatives were indeed used for fuel... in Belgium and a few other countries. So they might still have some depots and warehouses storing those... ( for us to 'borrow' from)

View PostWoozle, on 20 August 2014 - 07:49 AM, said:

Thank you for prompt anwser, yes, I am playing Sentinals and yes with your mod, I used dynamite early on with my engineer charachter, found it had no real effect then stopped using it, after testing it now at level 12 it seems to work much better! Thank you for help and excellent mod!

You are welcome! Enjoy!
____________________________________________

Right,.. remember I mentioned the clinic nurse as a potential quest giver?
Well, guess what... She is now.

Posted Image

Yeah, what's going on!?
_____________________________________________________

Posted Image

...wow, ...do for me? (grinning), where do I start?.. Do you need any help?
___________________________________________________

Posted Image

The 'rotten' socialist system of free medicine and caring medical personnel is gone...
Now we have to work to get coverage...
_____________________________________________________________

Ready for editing:
--------------------------------------------------------------
Medicine Delivery,

The nurse from the Sentinel clinic is concerned with their dwindling medical supplies and irregular deliveries. The reasons for these shortages are still unclear.

She is asking you for help.

Benefit: If you obtain some burn and heart medication for the clinic, you will receive a 50% discount on medical services at the base.

Task: Bring 3 picric acid ointments and 3 heart medication packs to the nurse to seal the deal.
---------------------------------------------------------------
___________________________________________________

Posted Image


______________________________________________________

Posted Image

...the prices are adjusted to hero's level (14 in this case). That's the default system, not my invention.
_______________________________________________________

Posted Image

... yet another job to put on his resume' Posted Image
______________________________________________________

Posted Image

I might need to make those usable medical items to avoid the 'crisis of overproduction'...
______________________________________________________

Posted Image

The doctor has some valid concerns now...
______________________________________________________

Posted Image

Did I ever mention I wasn't a programmer?..
______________________________________________________

Posted Image

Nice!
______________________________________________________

Posted Image

_________________________________________________

Posted Image

She is very kind, isn't she?
BTW, the doctor will do the same.
________________________________________________________

Posted Image

___________________________________________________


This mini-quest doesn't have to end here.

We could add another little errand (2 morphine delivery, for example) further reducing the fees to 25%, followed by a request to investigate the reasons/ causes behind the shortages...

That could eventually lead to exposing the Arms Dealer as the culprit... He could simply be corrupt or even be a 'Die Wolfe'/ 'Hammer' agent... and/ or the guy responsible for the kidnapping of the real Major... Thoughts?
________________________
(to be continued)

~ Blunter ~


#135881 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 20 August 2014 - 06:37 AM

All right, onto the specific items and their descriptions:

Ready to be edited:

(if necessary)
_______________________________________________________

Ammonia Hydroxide Container

Posted Image

Ammonia Hydroxide Container

Ammonia hydroxide is a colorless liquid with a strong pungent smell. It's a precursor to a wide variety of chemicals, from nitric acid and fertilizer to pharmaceuticals and explosives.  It is also used as an anti-septic in hospitals and households.

Combining ammonia with nitric acid yields an explosive compound -  ammonium nitrate, used in the production of industrial dynamite and Amatol explosives.

Adding picric acid forms another explosive substance - ammonium picrate, also known as 'Explosive D' or Dunnite. 1:1 mixes with TNT yield powerful Pictratol explosives.
________________________________________________________________

Nitric Acid

Posted Image

A vial of nitric acid

One of the strongest and most corrosive mineral acids. Handle with care!
______________________________________________________________

Furtilizer Bag

Posted Image

Furtilizer Bag

The bag is filled with ammonium nitrate (25%), a nitrogen rich chemical, primarily used as plant furtilizer.

Ammonium nitrate is also one of the reagents needed to produce industrial dynamite and Amatol explosives.
_____________________________________________________________

Ammonium Nitrate Flask

Posted Image

Ammonium Nitrate Flask

RE Factor: 0.85

The flask is filled with concentrated ammonium nitrate powder, a nitrogen rich chemical, primarily used as plant furtilizer.

Ammonium nitrate is also one of the reagents needed to produce industrial dynamite and Amatol explosives.
______________________________________________________________

Ammonium Picrate Flask

Posted Image

Powdered Ammonium Picrate

RE Factor: 1.22

The powder of ammonium picrate is ready. It is also known as 'Explosive D' or Dunnite. Due to various stability issues it's rarely used by itself.

Depending on your engineering expertise, you can combine it with TNT (1:1) to create Picratol remote explosives.
_____________________________________________________________

Canister of Toluol

Posted Image

Toluol Canister

Water-insoluble liquid commonly used as an industrial feedstock, solvent or fuel.

When combined with nitric acid, toluol forms a powerful explosive -  TNT.
_____________________________________________________________

Trinitrotoluol (TNT) Granules

Posted Image

Granulated Trinitrotoluol (TNT)

RE Factor: 1.0

The granules are ready. Depending on your engineering expertise, you can create TNT charges with it or combine it with other explosives to develop more sophisticated devices.
_____________________________________________________________

Phenol Container

Posted Image

Phenol Container

Normally a crystalline solid, this phenol is in liquid form. It's commonly used as an anti-septic and is a precursor for a myriad of medications.

When combined with nitric acid, phenol forms a powerful explosive -  Picric Acid, also known as Lyddite.
_______________________________________________________________

Picric Acid Flask

Posted Image

Powdered Picric Acid (Lyddite)

RE Factor: 1.2

The flask is filled with picric acid. In medicine it is used in burn treatment as well as an antiseptic.

Depending on your engineering expertise, you can create Picric Acid (Lyddite) charges with it or combine it with other explosives to develop more sophisticated devices.
__________________________________________________________

Glycerin Container

Posted Image

Glycerin Container

A colorless, odorless, viscous liquid that is widely used in medicine, food production and pharmaceutical industry.
It is found in bakeries (sweetener), hospitals (lubricant), botanical gardens (preservative) and various chemical plants (solvent and feedstock).

In laboratories, under controlled conditions can be combined with nitric acid to produce a powerful explosive - Nitroglycerin.

CAUTION: Glycerin is a strong laxative.
_____________________________________________________________

Nitroglycerin Flask

Posted Image

Nitroglycerin Flask

RE Factor: 1.25

The liquid is ready. If your engineering expertise is high enough you can prepare Nobel's Dynamite charges with it.
______________________________________________________________

Hexamine Powder

Posted Image

Hexamine Powder

The flask is filled with hexamine. Civilians as well as the military use its tablet form to heat rations and to maintain fire.

In laboratories, under controlled conditions the powder can be combined with nitric acid to produce a powerful explosive - RDX.

NOT FOR INTERNAL USE: hexamine releases toxic formaldehyde when ingested.
________________________________________________________

Hexamine Fuel Tablets

Posted Image

Hexamine Fuel Tablets

A form of solid fuel that burns smokelessly and has high energy density. Used by campers and the military to heat rations and to maintain fire.

In laboratories, under controlled conditions can be combined with nitric acid to produce a powerful explosive - RDX.

NOT FOR INTERNAL USE: the tablets release toxic formaldehyde when ingested.
_____________________________________________________________

Powdered RDX (Hexogen)

Posted Image

Powdered RDX (Hexogen)

RE Factor: 1.6

The powder is ready. Depending on your engineering expertise, you can create RDX charges with it or combine it with other explosives to develop more sophisticated devices.
______________________________________________________________

Powdered HMX

Posted Image

Powdered HMX

RE Factor: 1.7

HMX is a very powerful high explosive. It's a by-product of hexamine nitration in RDX manufacturing (10-20%).

Depending on your engineering expertise, you can create HMX charges with it.
______________________________________________________________

Pentek Package

Posted Image

Pentek Package

Pentek (pentaerythritol) is a crystalline solid.

When combined with nitric acid, pentaerythritol forms a powerful explosive - PETN, also known as penthrite.
______________________________________________________________

Pentek Powder

Posted Image

Pentek Powder

The flask is filled with crystalline pentek (pentaerythritol).

When combined with nitric acid, pentaerythritol forms a powerful explosive - PETN, also known as penthrite.
______________________________________________________________

PETN Crystals

Posted Image

Crystallized PETN (penthrite)

RE Factor: 1.66

The crystals are ready. Depending on your engineering expertise, you can create PETN charges with it.
______________________________________________________________

Battery

Posted Image

Battery

A standard 6 volt battery. Used to power small devices and flashlights.
_____________________________________________________________

Formaldehyde Bottle

Posted Image

Formaldehyde

The bottle contains formaldehyde, a well-known desinfectant and tissue fixative. It is also used in production of adhesives, paints and image stabilizers.

In military industry, formaldehyde is a precursor to some of the explosive compounds such as pentaerythritol (pentek) and hexamine.

WARNING: Highly toxic! Avoid skin contact! Do not ingest!
_______________________________________________________________

Fuse

Posted Image

Fuse

Any hand thrown explosive benefits from a properly attached fuse.
______________________________________________________________

Vinegar Bottle

Posted Image

Vinegar

The bottle contains a diluted solution of vinegar (acetic acid). Aside from its traditional use in cooking and cleaning, vinegar can be used in various industrial processes as a mild acid.

Produced by the fermentation of ethanol (alcohol).
_____________________________________________________________

Detonator BX-7

Posted Image

(weapon)
_______________________________________________________________

Amatol Satchel Charge*
Amatol Satchel Charge**
Picratol Satchel Charge*
Picratol Satchel Charge**
C-3 Satchel Charge*
C-3 Satchel Charge**

Posted Image

(weapons)
(Satchel Charge Weapon Type Description):
Satchel Charge
Description: Remotely activated explosives, equipped with a low frequency receiver.
Part of a pair. Color-marked. Stable and insensitive to regular damage.
Instructions: To set the charge - equip in active slot .
Warning: Unequip the detonator before setting the charge.


_____________________________________________________________

Industrial Dynamite Charge (ANFO)
TNT Charge
Lyddite Charge
Nobel's Extradynamit Charge
Military Dynamite M1 Charge
RDX Charge
PETN Charge
HMX Charge

Posted Image

(Changed the confusing description to this):

While the charge can be used by any qualified character as a grenade, its effectiveness will be significantly modified by the engineering skill of the user.
_______________________________________________________________

Nitroglycerin Pills

Posted Image

Nitroglycerin Tablets

This strong vasodilator medication is usually used in patients with angina to increase the blood flow to the heart muscle.

Found in hospitals and pharmaceutical institutions.

WARNING: Overdose may cause severe headaches.
_________________________________________________________________

Picric Acid Ointment

Posted Image

Picric Acid Ointment

The mixture has strong antiseptic and astringent properties.

Found: in hospitals and pharmaceutical institutions. Primary use: burns treatment.

WARNING: DO NOT INGEST! External use only.
_______________________________________________________________

If you have any suggestions, corrections or additions - please, provide your feedback.

_________________________
(to be continued)

~ Blunter ~


#135876 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 20 August 2014 - 05:15 AM

View PostWoozle, on 20 August 2014 - 03:26 AM, said:

Can you make dynamite actually damage buildings? It seems to do nothing whatsoever.

Hello Woozle,

Questions for you:

- Are you playing Silent Storm Sentinels? (I can't help with S^2 or H&S)
- Are you using my mod? (hopefully Posted Image )
- What type of explosive are you using? (the more powerful the better)
- What's the profession of the person tossing the dynamite? (should be engineer only)
- If the person is an engineer - what is their (level) engineering skill? (at levels 16-18, eng = 200 a simple dynamite charge is devastating, I won't even mention RDX - hexogen, etc.) At levels 20 -25 your engineers might be able to disable a PK with one charge... and literally demolish the whole place...
- Did you select the "Demolition" perk for your engineer? It increases the damage your eng. does to buildings by 100%.

Engineering grenades' default effect is not very impressive. You might want to give them to your engineer and you should see the difference. If you are using my mod where mercs' professions and their corresponding skills are emphasized the difference will be tremendous.
In short: if you are using your scout or soldier to toss those things around - don't expect very much. They simply "don't know" how to use the explosives effectively... (an RPG element introduced by Nival)...

Note: There are indestructible structures in the game (some floors, underground walls, etc.) You will not be able to destroy or damage them under any circumstances.
___________________________________________________

Back to the Workshop:

How about C-3 charges, Rocco?

Posted Image

If we managed to get a hold of some RDX - we are in luck. These things are PK killers (very high penetration values).
_______________________________________________

Posted Image

Has anyone been to "Blumberg" yet?
________________________________________________________
________________________________________________________

Next: Workshop Achievements

Posted Image

________________________________________________________

Posted Image

________________________________________________________

Posted Image

The percentages are noticeably lower than those at the lab. Well, here we deal with the end product, not some feed-stock. Naturally I reduced them...
Note: these benefits have no effect on remotely activated explosive charges produced at the workshop.
________________________________________________________
________________________________________________________

Here are skill requirement reference tables for the LAB and the workshop:

---------- L A B -----------------------------------------------------------------------

Posted Image

The things not mentioned in this table can be produced by anyone with either Med = 70 or Int = 8
1 HMX is produced every 3 times you create RDX powder...
_____________________________________________

---------- W O R K S H O P ----------------------------------------------

Posted Image

the same here... Eng = 70 or Int = 8 for anything else at the workshop.
_____________________________________________________________

All the numbers (including percentages, actual damage, radius and penetration values, etc.) as well as any naming conventions are subject to change based on my own observations and your feedback.

_____________________________________________________________

All the essential explosives' precursors are now available at the Arm's Dealer. Prices have been adjusted based on the projected availability in the game world and the expected rarity of the potential product.
Take a look:

Posted Image

______________________________________________________

Posted Image

_______________________________________________________
Let me know what you think, folks.

_________________________
(to be continued)

~ Blunter ~


#135875 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 20 August 2014 - 03:52 AM

View PostMacNille, on 16 August 2014 - 03:47 PM, said:

Does Blunter still add new uniforms to the mod? Just asking.

Yes, sir. Just not at the moment.
If you have something in mind - please, share your ideas. ( front and back flat pictures/ textures are the best references...for me)
______________________________________________

All right, back to the workshop where Rocco is struggling to maintain his composure:

Posted Image

...that's true... and as you know... the truth is universal... ( well, on the second thought -  it probably isn't... )
______________________________________________________

Posted Image

Klaus never changes... never...
___________________________________________

Posted Image

If we could have a steady supply of toluol and ammonia..., well, you probably know the rest...
________________________________________________

Posted Image

hmm...
______________________________________________________

Posted Image


_______________________________________________

Posted Image

I introduced quite a few of those helpful notifications... Posted Image
It might be frustrating but at least you'd know what went wrong.
_____________________________________________________

Posted Image

Nope...won't even try it. As Rocco would say: "Forrrget about it!"
_________________________________________________

Posted Image

Oh yeah, the guy who "infected" me with this idea. Fireman!
_________________________________________________________

Posted Image

Remotely activated explosives will utilize external scripts.
________________________________________________________

Posted Image

Those satchels are...err... OK. Not very powerful, but they'll get the job done. A small, limited type of job...
____________________________________________________

Posted Image

...no dancing around this one... One has to use them before building new ones. Period!
No substitutions or refunds.
_____________________________________________________

Posted Image

...disgusting...
______________________________________________________

Posted Image

My attempt to justify the limitation...
What do you think?
_______________________________________________________

Posted Image


_________________________________________________________

Posted Image


_______________________________________________________

Posted Image


___________________________________________________

Posted Image

What a difference! Go Rocco!
______________________________________

(See next post)
______________________________________
(to be continued)

~ Blunter ~


#135427 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 08 August 2014 - 06:10 AM

Folks, I am still working on the crafting system. It's looking good so far. I'll share the screenshots and item descriptions when I'm done.


The LAB scripts are done. They include...
------------------------------------------------------------------------
Medical items (separate dialog mode):

- picric acid flask + glycerin container = burn medication (2) ??? (what should this be? a usable or a quest item?)
- nitroglycerin flask = heart medication (2) ??? (what should this be? a quest item?)
- opium package + ammonia (hydroxide) container = morphine kit (1)
- morphine kit + vinegar bottle = heroin syringe (1) --NEW
------------------------------------------------------------------------
Standard explosive materials (separate dialog mode):

- ammonia (hydroxide) container + nitric acid bottle = ammonium nitrate (2)
- toluol canister + nitric acid bottle = TNT granules (4)
- phenol container + nitric acid bottle = picric acid flask (2)
- ammonia (hydroxide) container + picric acid flask + nitric Acid flask = ammonium picrate flask (3)
- glycerin container + nitric acid flask = nitroglycerin flask (2)
------------------------------------------------------------------------
Advanced explosive materials (separate dialog mode):

- hexamine tablets (or powder) + nitric acid = RDX powder (2) (every 3rd time 1 HMX powder is produced)
- pentek package (or powder) + nitric acid = PETN crystals (2 for powder) (4 for package)
-----------------------------------------------------------------------
Convert raw materials (separate dialog mode):

alcohol (ethanol) bottle = vinegar bottle (2)  -(NEW)  -- through fast fermentation
ammonia (hydroxide) container = nitric acid (4)
ammonia (hydroxide) container + formaldehyde bottle (NEW) = hexamine powder   -(NEW)
alcohol (ethanol) bottle + formaldehyde bottle = pentek powder  -(NEW)  -- skipped acetaldehyde stage... as there was no other use for it. I try to find reagents that have other uses: in-game or in reality. Acetaldehyde is an intermediate product in our case - so I omitted it entirely.

Posted Image

-----------------------------------------------------------------------
Note: currently, only regular and strong Blunter alcohol bottles can be used as ethanol (spiked can not).
-----------------------------------------------------------------------

The WORKSHOP scripts are finished. No special ammo or weapon modifications have been added yet.
The rest is ready:
-----------------------------------------------------------------------
Create standard explosives (separate dialog mode):

ammonium nitrate (furtilizer pack or flask) + TNT granules + fuse = industrial dynamite (2)
TNT granules + fuse = TNT charge (1)
picric acid flask + fuse = lyddite charge (1)
nitroglycerin flask + fuse = Nobel's extradynamit
-----------------------------------------------------------------------
Create advanced explosives (separate dialog mode):

RDX powder + TNT granules + fuse = military dynamite (2)
RDX powder + fuse = RDX charge (1)
PETN crystals + fuse = PETN charge (1)
HMX powder + fuse = HMX charge (1)
-----------------------------------------------------------------------
Create remotely controlled explosives (separate dialog mode):

ammonium nitrate (furtilizer pack or flask) + TNT granules + battery = Amatol satchels (2)
ammonium picrate flask + TNT granules + battery = Picratol satchels (2)
RDX powder + TNT granules + battery = C-3 satchels (2)
-----------------------------------------------------------------------
Create special ammos: ?????
-----------------------------------------------------------------------
Perform weapon modifications and upgrades: ?????
-----------------------------------------------------------------------

Everything seems to work. The items are 'consumed' and 'created' properly, in correct amounts... no glitches so far.

_____________________________________________________________

View Postdimovski, on 03 August 2014 - 12:01 PM, said:

Regarding the "Friendly hit", here in Croatia (well, probably its known in all south-slavic countries) we say "Čudni su putevi Gospodnji", it translates to something like: Unknown/Weird are the ways of the Lord. Or maybe something from the Bible - like the "vale of tears"?
Thank you for the amazing work btw, if anything in SS was really amazing and gave flair - it was the great voiceacting.

I have to agree.
Those acks do look good!
BTW, that saying exists in both Russian and English. It is one of the most misquoted (paraphrased) biblical verses (from the Romans I think, about his wisdom being unfathomable and his ways being indecipherable). The Russian version goes: "Puti gospodni ne ispovedimy" and the English one: "The Lord works in mysterious ways".

It's a good one, dimovski.

Quote

Now to Blunters amazing post:
As always, I'm stunned with your work. I'd sit their crying for weeks trying to figure such stuff out. Or I'd just hammer my laptop Posted Image
Is it possible to re-use the SS3 multiple-choice quest-picking GUI? And for example, from the 4 possible missions we'd have:
1)Titanium Raid I
2)Vanadium Mine I
3)Scandium Refinery Plant I
4)Plutonium Warehouse I

After finishing Vanadium Mine I, we get:
1)Titanium Raid I
2)Vanadium Mine II
3)Scandium Refinery Plant I
4)Plutonium Warehouse I
etc. Each time more enemies, and maybe even bigger or simply different maps. Obviously it's a lot of work to create them, so I'm just daydreaming.

Thank you, dimovski. You are being very kind. Posted Image

I am not sure about the way that UI works yet (not to make substitution changes but to make independent ones, without touching the vanilla campaign). I'll need to look into that. I'd love to be able to utilize that interface or even modify it if possible. We'll see.

Now the various mines and warehouses (I,II,IIi, etc.) sound interesting... It does remind me of the "radiant" quest system from Skyrim. Hmm... Killing the same giant, in the same cave, for the same reward, for the tenth time...
Yes, different maps and opposition might help with that. Perhaps liberating them (or defending from attacks) and buying resources at a discount later/ or getting tribute or something could be the way to go... I need to think about it.

Quote

Back to the arms dealer: How do we even know he's loyal to us?! And even more importantly... how can he be loyal to us if he's buying weapon - I mean, who wants weapons in the year 1947?(Is it even 1947?)
1)Mafia
2)Die Wölfe
3)We
4)"small criminals"
5)secret service undercover agents... I guess. If they can't smuggle weapons to their area of operations. (You'd guess it's easier to smuggle a 1911 into a factory than a human, but then again...)
6)The not-so-average-father-who-can-afford-buying-weapons-on-the-black-market-to-protect-his-children-with-them(-even-tho-he-was-in-the-war-and-probably-still-has-his-Kar98-and-a-Mauser-semi-auto)

So there's literally 2 out of 6 options, with them being probably the least important in volume of orders, which would be acceptable to the Sentinels - themselves and civilans. I didn't count the few high-class citizens who can afford to go hunting 2 years after the war.
IMO, if you really don't want to remove him completely, would it be possible to create a different base interface for a different difficulty setting? Then you could add "Sentinel" or "Silent Storm" difficulty, with no arms dealer. Or modify the current most difficult one (or the easiest one, which no one probably uses... or atleast would use with this mod). Or remove the easiest one and add "Sentinel". I'd go with removing him for good tho.

I've no problem removing him. What will the player do without him?
I don't have any alternative economy set up yet...

Quote

I "like" Zhukov too, but taking into account the blunder at Seelow Heights (losing 2000 tanks just to get 1st to Berlin, so that his Ukrainian comrade from the south can't sack the glory) - I'd imagine he's more than capable of acting in a ruthless way. Beria obviously doesn't sound really trustful and humane either.

Good points.

I was thinking more along the lines of pushy, stubborn and ruthless vs. treacherous, cunning and murderous for the 'evil someone' job requirements. I think Beria could be more qualified to be the bad guy here...
And if he is the one behind the scenes plotting, sending assassins, etc. who's side Lt. Col. Mikhalev would be on? Initially? Eventually? First Beria's then Zhukov's?
_____________________________________________________

View PostRonin, on 03 August 2014 - 05:43 PM, said:

Thanks, I'll try! By the way, this is not so cold: about + 5 and light rain). And yet it is very beautiful, in the northern beauty...
Personality Zhukov in the Soviet military history is extremely an ambiguous: on the one hand propaganda made ​​him Marshal of Victory, but on the other hand, his methods of warfare, certain strategic miscalculations and a huge loss, make you think ... I remember a phrase that said my grandfather, come down to Berlin during World War II (as sergeant of anti-tank group, with PTRS rifles), and so, he said: "The soldiers did not like, but were afraid to Zhukov, because they knew - Zhukov, will spare no soldiers." Second Rzhev-Sychevsky operations ("Mars"), the storming of the Seelow Heights, do not add votes Zhukov.
Well, Beria has such a reputation that it is really "Enfant Terrible" of the Soviet postwar history ...What if Beria (or-someone-there-yet) "accelerated" the death of Stalin? Thus, with the death of the leader, we get some chaos in the leadership of the USSR: the acute power struggle between the army leadership (conditional Zhukov), MGB (Beria), and the Communist Party leaders (conditional Khrushchev). Thus, we have a number of domestic groups, de facto, hostile to each other

The weather you describe sounds like a really bad winter here, in California.

I like the idea of a bitter, underhanded, back-stabbing power struggle between those groups. MGB vs. Army vs. ??? (who?). Who would represent the CPSU in terms of physical units on the map for us to shoot at (or to defend...) A pompous party leader and some shady bodyguard characters? Special guards, special forces? Elite army units?...
_____________________________________________________

View PostMacNille, on 07 August 2014 - 11:02 AM, said:

Awesome mod, but I have a problem. My game crash after the Danilov mission (where you first find him with the smuggler etc and try to find out if he is a fake or not) and I can't proceed. What can I do? Anyway, Have a nice day.

Hi MacNille.

Thank you for trying it out.

I noticed your post on GoG forums. My questions to you:

1. Did you install the mod correctly?
2. Did you overwrite, modify, delete anything on purpose or by accident? (BlunterMod v 2.4  installation does not require any overwriting)
3. Are you using any other mods (including previous versions of BlunterMod)?
4. Are you using any utilities? (addMod)
5. Are you using any external scripts? (anti-durability, No-PK, etc.)
6. Which version of S^2, S^3 is your game (GoG? Steam? CDs?)
7. Did you start v 2.4 from the beginning?
8. Where/ when does your game crash?..

_____________________________________
to be continued

~ Blunter ~


#135295 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted dimovski on 03 August 2014 - 12:01 PM

Regarding the "Friendly hit", here in Croatia (well, probably its known in all south-slavic countries) we say "Čudni su putevi Gospodnji", it translates to something like: Unknown/Weird are the ways of the Lord. Or maybe something from the Bible - like the "vale of tears"?
Thank you for the amazing work btw, if anything in SS was really amazing and gave flair - it was the great voiceacting.

Now to Blunters amazing post:
As always, I'm stunned with your work. I'd sit their crying for weeks trying to figure such stuff out. Or I'd just hammer my laptop :P
Is it possible to re-use the SS3 multiple-choice quest-picking GUI? And for example, from the 4 possible missions we'd have:
1)Titanium Raid I
2)Vanadium Mine I
3)Scandium Refinery Plant I
4)Plutonium Warehouse I

After finishing Vanadium Mine I, we get:
1)Titanium Raid I
2)Vanadium Mine II
3)Scandium Refinery Plant I
4)Plutonium Warehouse I
etc. Each time more enemies, and maybe even bigger or simply different maps. Obviously it's a lot of work to create them, so I'm just daydreaming.

Back to the arms dealer: How do we even know he's loyal to us?! And even more importantly... how can he be loyal to us if he's buying weapon - I mean, who wants weapons in the year 1947?(Is it even 1947?)
1)Mafia
2)Die Wölfe
3)We
4)"small criminals"
5)secret service undercover agents... I guess. If they can't smuggle weapons to their area of operations. (You'd guess it's easier to smuggle a 1911 into a factory than a human, but then again...)
6)The not-so-average-father-who-can-afford-buying-weapons-on-the-black-market-to-protect-his-children-with-them(-even-tho-he-was-in-the-war-and-probably-still-has-his-Kar98-and-a-Mauser-semi-auto)

So there's literally 2 out of 6 options, with them being probably the least important in volume of orders, which would be acceptable to the Sentinels - themselves and civilans. I didn't count the few high-class citizens who can afford to go hunting 2 years after the war.
IMO, if you really don't want to remove him completely, would it be possible to create a different base interface for a different difficulty setting? Then you could add "Sentinel" or "Silent Storm" difficulty, with no arms dealer. Or modify the current most difficult one (or the easiest one, which no one probably uses... or atleast would use with this mod). Or remove the easiest one and add "Sentinel". I'd go with removing him for good tho.

I "like" Zhukov too, but taking into account the blunder at Seelow Heights (losing 2000 tanks just to get 1st to Berlin, so that his Ukrainian comrade from the south can't sack the glory) - I'd imagine he's more than capable of acting in a ruthless way. Beria obviously doesn't sound really trustful and humane either.


#135294 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 03 August 2014 - 09:12 AM

View PostLt.Havoc, on 26 July 2014 - 09:27 PM, said:

Those explosives look great. Cant wait to blow up some stuff!

Yes, me too.

It took me some time to get the script right (had to re-write it ~ 15 times), but I think I nailed it this time.
Woo-hoo!

Initially I used FindItem() function to find the charges on the map by their IDs... and in my first tests (with all 6 satchels detonated at once) it worked fine . When I attempted to detonate only a few at a time (while removing the 'used' ones) the game started crashing. After 40 or so CTDs I realized that the problem wasn't my script (I kept re-writing), but rather the function itself.
It seems that FindItem() creates a long list of identifiable RPG items (and possibly debris objects as well) on the current template, excluding the items in units' inventories, and stores that data in some kind of cache or temporary reference table. Any subsequent FindItem() then checks against that list... and if there is a slight change (some of the items were removed or new items were spawned or dropped) - it spits out an error and crashes. Well, at least that's the explanation I came up with based on my observations.

Other than that it's a great function and I'll see if I can find a creative way to use it... later... Posted Image

So the 1st system was: have a satchel (RPG/ money item) > drop the satchel > FindItem() > Create Waypoint there > Place template with a fake decoy object there > equip the detonator (weapon) > identify the detonator in active slot > Explosion() at the created waypoint > Remove decoy object - that system is gone...

Now the new system is: have a satchel (RPG weapon item) > Equip the satchel in the active slot > Identify the satchel in the active slot by its durability/Identify the character holding that satchel at that moment > Remove the satchel from inventory > Create waypoint where that person is standing > Place template with a fake decoy object there > equip the detonator (weapon) > identify the detonator in active slot > Explosion() at the created waypoint > Remove decoy object...

So far (knock on wood) this new script hasn't crashed a single time. Let's hope it'll remain that way.

A few screenshots to illustrate how this system works in-game:

Posted Image

There was no 'normal' way to identify what a unit had in their active slot at any given time. The only way I managed to do it was through a UnitWeaponGetDurability(unit) function and a weapon(s) with unique, unchangeable durability values (durability step 0).
___________________________________________________________

Posted Image

Currently the player can have up to 6 explosive satchels at any given time... That's a lot of firepower!
___________________________________________________________

Posted Image

One of the problems I discovered was the fact that killing enemy units with remote explosives didn't give the player any XP at all. I attempted to rectify that by rewarding the party with a small ammount of XP every time they lay the charges...
___________________________________________________________

Posted Image

Removing those from active slots without activating them is a bit tricky...  just place another weapon there. That should do it...
___________________________________________________________

Posted Image

___________________________________________________________

Posted Image

The messages are color-coded (green for Amatol, blue for Picratol, and dark orange for C-3). There is also an on-screen counter to help keep track of the remaining explosives.
___________________________________________________________

Posted Image

Remember to un-equip the detonator, before laying down the next batch of those...
___________________________________________________________

Posted Image

___________________________________________________________

Posted Image

___________________________________________________________

Posted Image

___________________________________________________________

Posted Image
___________________________________________________________
___________________________________________________________


View Postdimovski, on 27 July 2014 - 06:58 AM, said:

I have to agree - that is truly epic!
The... "planning room" is what I called the room you made for which you said that you haven't found a purpose, and I thought it might work out as some sort of planning room (the map on the table inspired me I guess...) which could be used for obtaining resources etc.

Thank you.

Are you talking about the lab? That's where I planned to conduct chemical and 'medical' experiments and conversions.

How would we 'plan'?.. (Scripting/ UI wise)... even if its in a different room... Could you elaborate a bit further?
___________________________________________________________

View PostRonin, on 28 July 2014 - 04:40 AM, said:

Rather, some radical elements - of the most intransigent employees MGB, "paranoid", seeing a threat throughout, reporting directly to Beria, who uses them in the struggle for power in the USSR. Do not forget that by the end of 40s, due to the deteriorating health Dzhugashvili, began active undercover game between the various factions in the CPSU (Khrushchev, Beria), MGB and Army (Zhukov), Beria, having a significant connection with the MGB could operatives to use them for their own purposes. Besides, Beria supervised program to develop weapons of mass destruction, therefore, with a certain amount of fantasy (in our alternate history), he could search for data about "Lucifer" for their own purposes.

Unfortunately, did not play because 3 week'm already at work (forensic anthropology) on Bely Island (http://en.wikipedia....iki/Bely_Island), still surprised that it employs cellular! Of longing and Polar Bears saves only laptop with Sentinels with BlunterMod v2.3)

Wow, that's way up there... Stay warm, Ronin. Posted Image
So, now we have a forensic expert among us... Nice!
-----------------

I don't  know about making Zhukov a bad guy. I happened to like him...
Now, Beria is a totally different story... I can easily imagine him doing something nasty... even harboring or financing "The Professor" and his research, directly and/or indirectly... hmm... what if Stalin got sick earlier, in 1947-48 in this case... and Beria realized he is about to be 'removed'?
___________________________________________________________

View PostEcthel013, on 28 July 2014 - 08:13 AM, said:

I'd certainly be willing to help with editing. It may not be very prompt, though, since Star Trek Online has me firmly hooked and I can't slip free easily.

I don't think you mentioned anything about a planning room, I just liked dimovski's suggestion of one.

Crafting New Weapons
I actually meant crafting any item in general would use components, like the explosives and such. Though now that I think about it, you probably could assemble your own knock-off versions of existing weapons, shoddy or otherwise.

I don't think entirely new homemade weapons are feasible, given the fact that they would likely require custom models. If this changes, though, I agree that a blueprint of some sort would likely be necessary unless it's something very simple. I don't think it's necessary to make it an actual item, though, you could just have a dialog option that sets a flag that makes the crafting option available in the dialog menu, or something like that.

Weapons and the Economy
Considering the fact that there's a major armed insurgency brewing (Die Wolfe) that's much bigger than any that happened in our history around this point, I'm pretty sure the various occupying forces would be keeping a much tighter grip on any weapons they know about in the vicinity, even the cheap bog-standard ones. This in turn means that various non-government groups or individuals (that aren't saboteurs or bandits) in the areas affected would be willing to pay up extra on the black market even for surplus weapons and ammunition. Demands will be supplied, making it illegal simply jacks up the price.

Thanks, Ecthel. There is no rush. I still have a lot to do with the crafting system.
I'll post the detailed encounter walk-throughs in a bit.

You are right, with blueprints I can just show a hint or a message and set a GV. That should take care of it...

Good points about the insurgency and the black market. Although, after reading dimovsky's thoughts I am wondering if we should keep the Arms Dealer at all... I am not sure why but his presence (in his current capacity) at the base just doesn't make much sense to me... except for Nival trying to implement 'economy'...  
(I know, we'd already talked about it before.).. hmm...
___________________________________________________________

View PostEcthel013, on 28 July 2014 - 10:42 PM, said:

Considering the sheer number of sabotage strikes Die Wolfe is making (pretty much every RE in the Berlin area seems to involve them),  not to mention the existence of the Lucifer virus (not finished yet, but an early version literally leaked, causing the outbreak of zombies), I'd say they are a bigger threat at this stage. Also, the Allied forces don't need to know that it's just one organization carrying out all of them, just the sheer number of attacks would suffice. Especially considering the fact that they also need to quarantine a decently sized part of Germany and contain any zombies, which would require a pretty large force.

Yes, I also thought about making one of the Allied Commanders (on the US side, perhaps) another double... who'd be sabotaging the chemical spill containment efforts by sending poorly protected US troops in the affected areas - basically creating even more zombies as the result...
___________________________________________________________

Hey, Tsylie. I see you added a few new Acks in there. Nice!
I can just hear that rabid priest preaching in a wailing ghoul voice (from fallout 3)

How about posting some of the other ones you worked on.
Arnold's were hilarious... Posted Image
___________________________________________________________
to be continued

~ Blunter ~


#135212 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted Tsylie on 31 July 2014 - 12:27 AM

I will also show the other phrases that the priest cycles through in-game:

Condition Code (Phrase 2)~~RabPri
Enemy becomes visible -- You foolishly challenge the prophet of the Lord?
More new enemy characters appear -- You can't stop the word of the Lord!
That was my last piece of ammo -- I will pound the divine law into you!
Successful melee attack -- God smite you!
Target hit -- "And you will know my name is the Lord when I lay my vengeance upon thee."
Badly missed target -- For I will not trust in my bow, nor shall my sword save me.
Critical damage inflicted to enemy -- Are you ready to face the judgment?
Wounds FRIEND accidentally -- I pray for your forgiveness.
Successful hit on a hard target -- When we are strong in our faith, miracles abound!
FRIEND badly misses target -- The Lord forgives those who fail.
FRIEND inflicts critical damage to enemy -- And without shedding of blood is no remission…
PC suffers light damage --  NONE SHALL HALT MY HOLY MISSION!!!
PC mocks poor aim of enemy -- His light blinds thee!
PC has been inflicted with critical damage -- My Lord is calling upon me!
PC has been badly wounded, or he cannot finish dressing his own wound -- The Lord shall endure forever even with the delay in his plan.
Killed an enemy -- Through Your name we will trample those who rise up against us.
Final words before death -- I…am coming, Father…(dies)
FRIEND dies -- May God be kind to you, brethren.
Killing  <N> enemy in a row -- REPENT!!!
<N> PC in our group is killed -- The Shepherd shall guide thee into the gates of Heaven.
Character finished successfully dressing a wound. NOT their own -- The Holy Father hath blessed the righteous!
Character cannot finish dressing a wound because he lacks the skills. NOT their own -- Trust in the LORD with all your heart and lean not on your own understanding.
Character finished successfully dressing their own wound -- Fear me, infidels! The Lord is on my side!
PC throws grenade/uses heavy weapon and kills more than one enemy -- And all the heathens and their false prophets perished from his wrath.
FRIEND throws grenade/uses heavy weapon and kills more than one enemy -- Thou certainly wreaked vengeance upon them.
PC throws grenade/uses heavy weapon and destroys a lot of structures or objects -- For thus saieth the Lord God: I make thee a desolate city…
FRIEND throws grenade/uses heavy weapon and destroys a lot of structures or objects -- The power of God is unabridged!
Successfully interrupted enemy -- Thy iniquity weighs heavily upon thy reflexes…
Skill/stat increased. -- God blesses me with skill and knowledge.
Impossible to perform action -- Only our Holy Father can do what you will.
Order confirmation -- Holy Spirit guides my path!
Weapon is jammed -- Fix my weapon so I may once again bring justice upon the heads of our enemies!
PC is overloaded -- God, lend me your strength!
About to take an enemy by surprise -- "And they shall know I am the Lord thy God."
Discovering a mine/boobytrap nearby -- The denizens of hell left their dark gift behind.
PC is given an item/piece of equipment he likes a lot -- Blessed be the giver of all things holy!
PC equipment has been changed to something worse -- I must not detest the correction of the Lord…
Enemy becomes visible in Real-time -- Greetings, unwashed infidel, from the hand of God!
NPC interaction. -- Speaketh to that person up yonder.
PC has been spotted by the enemy -- Satan's agents TOO have eyes!
General Good Comment -- It's a good day to walk in the light.
General Bad Comment -- The cherubs are burning…
Strong enemy becomes visible, <N> lvl higher -- Though an army may encamp against me, my heart shall not falter!
Weak enemy becomes visible, <N> lvl lower -- A measly satyr.
Long Burst -- RRRREEEEEEPPPPEEEEENNNNTTTTTT!!!!!!

We're attempting to get at least 4 phrases that are unique and individual. In the next 2 phrase lists, you may notice empty spaces. Those are ones that need to be filled. If you suggest something that is acceptable and in character, it may fill the new phrase spot and you will be credited for your assistance (that is, if you want to). Now that that is out there, here are the other two phrase lists:

Condition Code (Phrase 3)~~RabPri
Enemy becomes visible -- I will wipe you, evil fiend, from the face of God's Earth.
More new enemy characters appear -- God give me strength!
That was my last piece of ammo -- No longer shall I rely on crude mortal things.
Successful melee attack -- Feel the divine hand crush you, demon!
Target hit -- That's what happens to non-believers!
Badly missed target -- The devil is strong with this one.
Critical damage inflicted to enemy -- PRAY! Pray for forgiveness!
Wounds FRIEND accidentally -- Flee, demons; I shall vanquish thee for smiting my brethren.
Successful hit on a hard target -- Behold the power of the LORD!
FRIEND badly misses target -- Don't stray from the light!
FRIEND inflicts critical damage to enemy --
PC suffers light damage -- You can not shatter my steely resolve!
PC mocks poor aim of enemy -- Only his TRUE followers will be shown the path!
PC has been inflicted with critical damage -- Is it my day to join our Holy Father in Heaven?
PC has been badly wounded, or he cannot finish dressing his own wound --
Killed an enemy -- Lord have mercy on your soul.
Final words before death --
FRIEND dies -- The righteous never perish in vain.
Killing  <N> enemy in a row -- THE LORD SHALL NOT BE TESTED!
<N> PC in our group is killed --
Character finished successfully dressing a wound. NOT their own -- This poor soul cried out, and the LORD heard him!
Character cannot finish dressing a wound because he lacks the skills. NOT their own -- I ask the Holy Father to strengthen you by his Spirit.
Character finished successfully dressing their own wound -- Not by thy skill, but thy faith maketh thou whole again!
PC throws grenade/uses heavy weapon and kills more than one enemy --
FRIEND throws grenade/uses heavy weapon and kills more than one enemy --
PC throws grenade/uses heavy weapon and destroys a lot of structures or objects --
FRIEND throws grenade/uses heavy weapon and destroys a lot of structures or objects --
Successfully interrupted enemy --
Skill/stat increased. -- I am guided by God's hand.
Impossible to perform action --
Order confirmation -- Thy will shall be done.
Weapon is jammed --
PC is overloaded --
About to take an enemy by surprise -- "But they lie in wait for their own blood…"
Discovering a mine/boobytrap nearby --
PC is given an item/piece of equipment he likes a lot --
PC equipment has been changed to something worse --
Enemy becomes visible in Real-time -- Their feet run to evil, and they make haste to shed blood.
NPC interaction. -- Invoke not the Lord's name in vain.
PC has been spotted by the enemy --
General Good Comment --
General Bad Comment --
Strong enemy becomes visible, <N> lvl higher --
Weak enemy becomes visible, <N> lvl lower -- Come forth, pathetic underlings of evil.
Long Burst --


Condition Code (Phrase 4)~~RabPri
Enemy becomes visible -- More infidels!
More new enemy characters appear -- Behold, the wicked brings forth iniquity.
That was my last piece of ammo --
Successful melee attack -- You heathens shall fall by his sword!
Target hit -- Convert or die!
Badly missed target -- The Lord hath spared you; I will not.
Critical damage inflicted to enemy -- And I will strike upon thee with great vengeance!
Wounds FRIEND accidentally --
Successful hit on a hard target -- Thank you, o Lord, for guiding my hand.
FRIEND badly misses target -- For all have sinned, and come short of the glory of God.
FRIEND inflicts critical damage to enemy --
PC suffers light damage --
PC mocks poor aim of enemy --
PC has been inflicted with critical damage -- My mortal body weakens.
PC has been badly wounded, or he cannot finish dressing his own wound --
Killed an enemy -- He that believeth not the Son shall not see life!
Final words before death --
FRIEND dies -- I will mourn thy departure.
Killing  <N> enemy in a row --
<N> PC in our group is killed --
Character finished successfully dressing a wound. NOT their own --
Character cannot finish dressing a wound because he lacks the skills. NOT their own -- Your soul is in the Lord's hands now.
Character finished successfully dressing their own wound -- Body and spirit reuniteth.
PC throws grenade/uses heavy weapon and kills more than one enemy --
FRIEND throws grenade/uses heavy weapon and kills more than one enemy --
PC throws grenade/uses heavy weapon and destroys a lot of structures or objects --
FRIEND throws grenade/uses heavy weapon and destroys a lot of structures or objects --
Successfully interrupted enemy --
Skill/stat increased. --
Impossible to perform action --
Order confirmation --
Weapon is jammed --
PC is overloaded --
About to take an enemy by surprise --
Discovering a mine/boobytrap nearby --
PC is given an item/piece of equipment he likes a lot --
PC equipment has been changed to something worse --
Enemy becomes visible in Real-time --
NPC interaction. --
PC has been spotted by the enemy --
General Good Comment --
General Bad Comment --
Strong enemy becomes visible, <N> lvl higher --
Weak enemy becomes visible, <N> lvl lower --
Long Burst --

If you have a question about a condition code, I'll do my best to answer.


#135211 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted Tsylie on 30 July 2014 - 10:19 PM

Hello everyone! Blunter's daughter here. You've probably heard of my existence from his other posts.

But anyways, to the point!

A while back, Blunter and a few of you mentioned Acknowledgements (Acks) in the game and suggested that we make new ones. Novik sent the files for making potentially new Acks and I have been creating a few new ones to develop new characters. There may be some new interesting ones, provided Blunter makes them work in the mod.

According to the files, there are specific condition codes that activate a certain Ack at a specific time.  Here are the ones listed in the Excel File:   

Condition Codes ~~~RABPRI ACKS
Enemy becomes visible -- Prepare to face the hand of judgement!
More new enemy characters appear -- I will bring God's light here!
That was my last piece of ammo -- This will not halt the prophet!
Successful melee attack -- Feel my righteous fury!
Target hit -- In God's name!
Badly missed target -- Oh, Lord! Guide my next shot!
Critical damage inflicted to enemy -- And so the righteous smote the wicked!
Wounds FRIEND accidentally -- Forgive me, my brethren. I am no one but a sinner.
Successful hit on a hard target -- With God, everything is possible.
FRIEND badly misses target -- Thy Holy Father shall guide thy aim.
FRIEND inflicts critical damage to enemy -- And almost all things are by the law purged with blood!
PC suffers light damage -- Nothing shall prevent me from spreading his words!
PC mocks poor aim of enemy -- The darkness clouds thy mind, godless creature!
PC has been inflicted with critical damage -- I see the light!
PC has been badly wounded, or he cannot finish dressing his own wound -- The Lord is my shepherd; he shall restore my soul.
Killed an enemy -- So may all your enemies perish, o Lord!
Final words before death -- The Lord…is my light…and my salvation. (dies)
FRIEND dies -- And so they are delivered into his embrace…
Killing  <N> enemy in a row -- The Lord shall judge ALL people.
<N> PC in our group is killed -- He stands with open arms at the gate.
Character finished successfully dressing a wound. NOT their own -- Blessed is he who shepherds the weak through the valley of darkness.
Character cannot finish dressing a wound because he lacks the skills. NOT their own -- The lord helps those who help themselves.
Character finished successfully dressing their own wound -- My faith alone heals my wounds!
PC throws grenade/uses heavy weapon and kills more than one enemy -- Fear his wrath!
FRIEND throws grenade/uses heavy weapon and kills more than one enemy -- Thou ist a holy vanquisher!
PC throws grenade/uses heavy weapon and destroys a lot of structures or objects -- He will erase thy false idols; only pay homage to the TRUE GOD.
FRIEND throws grenade/uses heavy weapon and destroys a lot of structures or objects -- With holy guidance, you shall do his wonders!
Successfully interrupted enemy -- You can not beat the speed of angels!
Skill/stat increased -- It is God who arms me with strength and makes my way perfect.
Impossible to perform action -- Verily, verily I say onto you, no mortal can do what you ask of me.
Order confirmation -- In the name of the Holy Father!
Weapon is jammed -- The devil's agents have come!
PC is overloaded -- My mortal body can not carry this burden.
About to take an enemy by surprise -- Say your prayers, heathen!
Discovering a mine/boobytrap nearby -- I discovered their devilish contraption.
PC is given an item/piece of equipment he likes a lot -- I shall send the demons to hell that much quicker.
PC equipment has been changed to something worse -- Bah! This is hardly suitable for the crusade!
Enemy becomes visible in Real-time -- Another heathen!
NPC interaction. -- I will defer to my group's leader.
PC has been spotted by the enemy -- Through their master's dark eye, they have spotted me!
General Good Comment -- The Angels Rejoice!
General Bad Comment -- Hellfire.
Strong enemy becomes visible, <N> lvl higher -- The Lord is on my side; I will not fear.
Weak enemy becomes visible, <N> lvl lower -- Demons, you shalt not be spared the cleansing force of the one true God!
Long Burst -- DEEEEEEMMMMOOOOONNNNN!!!

If you need an in-game example, say a high level soldier is spotted by Klaus. Underneath the condition code "Strong enemy becomes visible, <N> lvl higher", he would spout "Bad Odds? I like bad odds."
The above sample Acks are from a Rabid Priest. If you note the references there, you're awesome Posted Image  .

They go in order so "Enemy becomes visible" would be "Prepare to face the hand of judgement!" and so on.

I appreciate comments, edits or suggestions of other characters. We have, at the moment, one for a priest, one for an escaped female convict, one trial one for Arnold Schwarzenegger (I say trial because he's kind of schizophrenic and would need to be streamlined in order to be GOOD), and one for Shade (that secret mission guy you pick up from Switzerland).


#135094 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 26 July 2014 - 09:23 PM

View PostEcthel013, on 22 July 2014 - 07:54 AM, said:

I'm late, as usual. Notifications weren't popping up at all for some reason. Anyway, a belated "Welcome back." and my condolences on your loss.

Thank you, Ecthel.
I am glad you are around.  Posted Image
Question for you: would you be willing to help with RRDepot, Zepernick, Potsdam Outskirts and Debrief 2 editing? I am afraid I might have made quite a bit of mistakes (the texts and the dialogues, primarily)... After writing, reading, re-writing and re-reading them for the umpteenth time I can't tell anymore... I just stare at the screen and... well, it's all a blur since I know most of them by heart already...

Quote

Weapon Repairs
I think using another weapon of the same type for repairs would make sense. Modified/Unique weapons would also require special components on top of that. I think these components should be somewhat easy to come by, though, perhaps a limited but replenishing supply from somewhere. Won't discourage people from using the Uniques at all, but they'd still have to work for it to keep their special weapons running.

As for alternative uses for these components, crafting new items and upgrading existing ones. Player would have to choose whether to use their component allotment for repairing or upgrading their weapons, or making new ones entirely.

Interesting. I wasn't thinking about creating them entirely from scratch... hmm...  Could you give me an example of new weapons (I assume you didn't mean regular vanilla ones)? ...and wouldn't we need some sort of a blueprint for each one as well?

Quote

Acquiring Special Resources/Components
I like dimovski's idea of using the planning room for resource grabs. I think the problem of selling enemy equipment could be circumvented by either having a one-time mission (liberating/capturing a mine/factory or something like that) or by not having missions, instead spending money and/or other resources to acquire the ones you need, or a combination of both.

For the first option, there are a couple of variants I can think of. In one, you get sent to help out the rightful owner of the mine/factory, which has been taken over by bandits/Die Wolfe/Thor's Hammer/etc. If you succeed, he/she agrees to divert some of the output to the Sentinels as payment, perhaps with a bigger payout if you keep damage to a minimum. In the second, you raid one owned by someone sympathetic to an antagonistic faction and change the management.

The second is simpler. You can choose which resource you want to acquire from a dialog menu and have several options as to how you want to acquire it. For example, there's several factories that produce the item you want, each run by someone sympathetic to the Sentinels or simply not particular about who they sell to. They'll offer you varying amounts if you do something for them, like provide adequate compensation or provide parts to fix their machines so they can actually make the stuff.

The third has you liberate/capture the place as in the first, but you need to spend money and items like in the second to actually get the stuff. For example, the rightful owner sells you the material you want at a discount instead of just giving it to you, or you need to feed the factory you acquired with the parts/raw materials they need to produce whatever it is you want from them.

All three sound reasonable. Although, I like the last one the best (if I had to pick one).
Since I haven't found a way to generate custom shop inventory (we are currently stuck with the Arms Dealer) - it's probably going to be a dialog mode with a few menus (and sub-menus) to choose from.
Nice! Thank you, Ecthel.

P.S.: I am not sure what that 'planning room' is. Did I mention it somewhere? Forgive me, I am 'glitching'. (Working on the remote explosives' script too long I suppose)...
_______________________________________________________________

View Postdimovski, on 22 July 2014 - 09:38 AM, said:

I would, in fact, suggest that a huge quantity of equipment (as in - a very big assortment of different models, not 20 thousand kar 98s) shouldn't be sellable. Millions of soldiers fought 2  (or was it 3?) years ago a world war - why would anyone want to buy a mosin or kar98 from you if he can obtain thousands at a cheaper price via a connection to the military? Heck, the military /wants/ to get rid of all those antiquated rifles. Same goes for munitions - I find it unlikely that the arms dealer in the Sentinel HQ could be bothered with buying old and nearly broken rifles and SMGs from you, if he can buy thousands of them, it doesn't make sense! It is fairly reasonable to expect that he isn't working only for the sentinels, but selling his weapons elsewhere aswell, and that he hasn't got the time to arrange deals for the tiny profit which is offered to him.

IMO, only scopes (not scoped rifles, if you are going to proceed with creating weapon parts, which I find really cool), unique weapons, prototypes and mid-to-late-war small-production-batch weapons should be sellable, and even those for a rather low price. And instead - you have the good ol' planning room, where you can accept various missions for money. Grenades shouldn't be sellable either, IMO. Anyone who wants a grenade just wishes to make some boom, only Die Wölfe and the Sentinels need different grenades for different purposes. And whilst you probably won't find many Panzerschreck or Panzerfaust rockets for the launchers, there should be plenty of PIAT and Bazooka rockets lying around. Taking into account that the Panzerschreck was just a copy of the Bazooka, I would guess that you could make these either "special" weapons (rare, ammo which isn't getting produced anymore, and for gameplay terms you can always argue that the Germans didn't do a 1by1 copy but added their own improvements, thus slightly better stats) or remove them completely.

Back to the metals: We have a couple of problems here:
a)The materials themselves are scarce and rather costly, yes. BUT, we don't need tons and tons of them, like the armor industry would need vanadium, or Die Wölfe would need to create hardened steel for their Panzerkleins. We would need a few dozen pounds, 100-200kg at most if we would build our own Panzerkleins. Even less of the other, rarer (God does that word sound awkward) metals.
b)Whilst there is enough of these metals lying around for us to acquire, it shouldn't be easy to get them, as it defeats the point of special, rare weapons. That means that there has to be a challenge in getting them.
c)If the challenge is to get enough money to buy them - then you are grinding for it and it doesn't FEEL like you worked for it and accomplished something, you just... well, collected the money and bought it. Not really exciting. Then again, it's a lot of work to create all these maps and missions.

Good stuff, thank you dimovski.

I agree, the economy might need some changes. Picking up everything we find in the world and hauling it to the Arms Dealer resembles some of the other games economy models (i.e. Dungeon Siege (I,II,III), Diablo, Titan Quest, Baldur's Gate, TES series and dozens of others). It works fine there, but in S^3 it gets tedious after a while... Perhaps we can modify it somehow.

Now...I would like to finish the explosives overhaul first and then revisit PK and weapons upgrades, rare parts and minerals, and S^3 economy.
____________________________________________________

View PostRonin, on 23 July 2014 - 03:27 AM, said:

This could be implemented as a confrontation with representatives of different groups within the same organization (MGB). Imagine that Lt. Col. Mihaliov with which we cooperate on the subject, refers to the so-called "Blue" - he sees no threat Sentinels understanding of the goals and strongly promotes the common cause (investigating the causes of the emergence of a virus). At the same time, there is a radical part of the organization's employees who do not share the views with Mihaliov, the so-called "Hawks". For them, Sentinels, the same terrorist organization with unclear goals and objectives, with its own well-trained operatives and an impressive arsenal.

I hear you, Ronin. What exactly are you thinking about? ...a simple difference of opinion? ...a conspiracy? ...some rogue elements within MGB?
Taking his high rank (and other factors: Col. Kuzmenko's visit, phone conversation with a general, etc.) into consideration, I doubt Mikhalev would act on his own without any approval from the top... hmm... (did you play through v2.4, BTW?)

(I think those explosives I am currently working on made my brain mush... Detonation vs deflagration... Posted Image )
_____________________________________________________

Now.., I've changed a few things, added a bunch and created a base for explosives crafting.
I will post all the specifics later, when I have time.

I don't foresee any problems with scripting the crafting process itself I just need your guys input on the direction I am taking it...

Please, check out the diagrams (below) and let me know what you think.

Posted Image


The conversion ratio is probably going to be 1:1.
HMX production will be controlled by a GV. Every 5 RDXs will yield 1 HMX.
Nitric Acid requires a catalyst (Pt)... not sure if I need to implement that...or just leave it the way it is.
____________________________________________

Posted Image

If something doesn't make sense, please let me know.
_______________________________________

Posted Image

I am still unsure about the script I created for the remote charges. It works but I experienced random crashes from time to time - so it needs to be 'refined' somehow...

If anyone (familiar with LUA) feels like sharing their expertise - go ahead, I could definitely use some help here.

Here is the current script:

Quote

[EDIT]Never-mind.
It took me 3 evenings but I figured it out (I think...).
We might have those remote explosives after all!
Posted Image
_____________________________________________
to be continued

~ Blunter ~