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r.e.l. 237
Secret Agent
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 PostPosted: Thu Mar 13, 2008 6:32 pm    Post subject: Reply with quote Back to top

mcbrainlegend wrote:
Wreck wrote:


Edit: I had also thought about incorporating the Tazer, but wasn't sure how much it'd be used by players. The second you acquire something better - which is practically anything - it'd be tucked away and never used again. Still, it is a possibility.


True, if it was your starting weapon, getting rid of it again once you get something else would be pretty obvious to take out hordes of enemies. However as the guards weapons (unless they had silenced d5ks for some reason) you pick up, and your dostevei arent silenced, you might switch to your tazer to silently take out guards who are either alone, or have their back to you.

just a thought Wink
good thinking. i look forward to playing this. also this is just a shot out in the blue but is it possible to mix two levels together? like dam and then runway like having u finishing dam then escaping to runway or something. or could it at least be possible one day with the painstaking excruciating work of hackers lol?
 
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bmw
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 PostPosted: Thu Mar 13, 2008 7:06 pm    Post subject: Reply with quote Back to top

I'm a bit confused on this boat idea - do you mean, like set it as a slider door, then h ave the door open the distance of the entire lake? That actually should work quite nicely, even makes the action block for going to and from the camera cutscene easy (simply check door status)

I do think it would be possible to actually put bond (or make it appear as such) in the boat. Set some clipping slightly lower than water level and have Bond run between 2 presets, simply get it so the door (boat) travels at the same speed. Then when you pull the camera out far enough away from the cutscene, it would look like bond is in the boat.

Or would having Bond in the path of the door interfere with the door's ability to open?
 
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SubDrag
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 PostPosted: Thu Mar 13, 2008 7:19 pm    Post subject: Reply with quote Back to top

The boat would be a slider door yeah. Having Bond there would be tough. I forget if the door lets bond walk through it if it will open through him. It might, that might be the ticket.
 
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Dragonsbrethren
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 PostPosted: Fri Mar 14, 2008 2:11 am    Post subject: Reply with quote Back to top

I think it would work if you disabled the force collisions flag, not sure though, I've never tried that flag with a door.

Edit: I gave this a try. The boat as a sliding door works great, except it slides sideways. I don't know if there's any way to rotate the object without rotating the way the door opens or not, doesn't seem like there would be. Disabling the force collisions flag didn't seem to do anything though.
 
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SubDrag
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 PostPosted: Fri Mar 14, 2008 4:55 am    Post subject: Reply with quote Back to top

We may need to actually rotate the model points itself, which would be awful and need to be autotmated. That's a shame. I thought there was a rotate model command, but maybe I'm wrong. Cause this idea would be superb in-game.
 
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 PostPosted: Fri Mar 14, 2008 4:58 am    Post subject: Reply with quote Back to top

Question about rotating the boat model.
 
Dragonsbrethren
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 PostPosted: Fri Mar 14, 2008 5:12 am    Post subject: Reply with quote Back to top

We're talking about the setup editor. You can rotate an object, but in the boat's case the model itself will need to be rotated to use a sliding door. However, I just did a second test, and we could easily use a swinging door for this. The boat swings forward and to the right at the same time, and you could use the flipped door flag to have it move to the left instead. Basically this is what I'm thinking:

Place two boats in the map, one at the docks, one at the island. The one at the island should be made invisible and both should not be able to be activated by the player.

When the player approaches the boat fade out, hide the player, and move to a camera over the boat at the docks. Open the boat door, when it's fully open fade out.

Make the dock boat invisible, open the island boat door and make it visible. Fade to a second camera over the island boat, close the door. Once it's closed fade out again, move the player to the island, and return control to them.

The reverse is done for the return trip.
 
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Dragonsbrethren
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 PostPosted: Fri Mar 14, 2008 5:26 am    Post subject: Reply with quote Back to top

One problem with both methods is that the object is invisible from certain viewing angles one it finishes moving. I haven't tried this in the water yet either, just on the land near the starting point, I don't think it would make any difference though.

You might still want to look into automating the model rotating even if the swinging door is used, this method is great for animating otherwise inanimate objects (Think the beta APC, motorbike, Streets' cars, etc.).
 
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mcbrainlegend
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 PostPosted: Fri Mar 14, 2008 6:10 am    Post subject: Reply with quote Back to top

have you thought what guards you would have pursuing doak? Would they be like the spawned guards at the end of the facility? (Russian soldiers with tin hats and kf7s?)
 
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Wreck
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 PostPosted: Fri Mar 14, 2008 11:12 am    Post subject: Reply with quote Back to top

Most likely, yes. The soldiers would be the top-security available to the area. They are now on full alert, with knowledge that a double agent working for MI6 was posing as a researcher. Anyone wearing a lab coat will be shot on sight - with exception to their own computer expert, obviously.
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connery as bond
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 PostPosted: Mon Mar 24, 2008 7:53 pm    Post subject: Reply with quote Back to top

If this still is in production, maybe try using the intro camera from Surface i. You know - the one where the camera travels really fast towards Bond, then swirls around and goes to the back of his head.

Except, it'd race down the dam towards Doak.
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- TBA
 
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Kode-Z
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 PostPosted: Thu Mar 27, 2008 4:14 pm    Post subject: Reply with quote Back to top

Oooh, I like the sound of this mission!

I like how you've filled in the gaps of what could have happened to Dr Doak whist Bond is meeting up with Trevelyan. Very original!

Also, it means you can use the fabled White Cuff!
 
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Wreck
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 PostPosted: Thu Mar 27, 2008 8:45 pm    Post subject: Reply with quote Back to top

Kode-Z wrote:
Also, it means you can use the fabled White Cuff!

Exactly. Smile
I've actually done that once before, using Dr. Doak in a Facility mission I had briefly worked on. I just switched the addresses between Bond's Tuxedo and the male Scientist lab coat, as well as Bond's stylish head and Doak's. That made it so the player would appear as the double agent contact, and feature the leftover white tux cuff. I did something similar with Mishkin in Archives, too. But now that will be even easier, thanks to Zoinkity.

That's actually a pretty good idea, using the Surface into first-person cam. It's definitely something I'd give a look.

There's a few other projects on the table that I should really take care of first. But this is certainly still open for discussion, as it's something I plan on doing at one point.
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connery as bond
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 PostPosted: Fri Mar 28, 2008 8:27 pm    Post subject: Reply with quote Back to top

This topic has really got me thinking about this mission - I've been getting some good ideas actually. I've actually been thinking up of ideas and objectives.

I got the idea that if the boat wouldn't be used - you could plant timed mines on them to blow them up. That way, the guards wouldn't be able to escape by water.

If you can use it, however, I think Doak should go across the water to the island to gain a key for the downstairs data backup room. You should have to destroy it or use the datatheft to delete/destroy the files. Since it's been going on lockdown, they locked down the major file/security areas.
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- TBA
 
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Wreck
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 PostPosted: Sun Dec 14, 2008 6:41 am    Post subject: Reply with quote Back to top

Sheesh, I'd completely forgotten about this mission concept! Reading it over again, I actually really like it. I'll definitely have to take a shot at this one sometime down the road.
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