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HITMAN 3 Mod Framework

A tool to dynamically assemble mods to handle inter-mod dependencies and reduce conflict potential. · By onionsquid

suit as kill condition

A topic by shiro1bako created Aug 31, 2021 Views: 481 Replies: 7
Viewing posts 1 to 3

@kercyx @onionsquid I am making some featured contracts. When I used RPKG tools to find the covers of some featured contracts in chunk0patch1 and chunkpatch2, I came up with this idea. I found that many of the required clothing items are SUIT. How can I classify the different starting clothing into the SUIT category? How do I describe the killcondition? 

Developer

You need to list each individual suit. The only sane way to do that is by scripting, as there are a lot of suits and other mods might add even more. The framework supports python code in json files, look at the suit only objective in the scoring mod.

No actually, there's a suit condition.

I want to know how to set the kill conditions disguised as a "suit"?

I don't know the exact one; try "$Value.IsHitmanSuit"

Developer

You seem to be right, $Value.OutfitIsHitmanSuit exists for kill events.

"TargetConditions": [{

"Type": "killmethod",

"KillMethod": "consumed_poison",

"HardCondition": false,

"ObjectiveId": "719e1b07-46ce-43f9-85df-6ebc77410f6f"

},

{

"Type": "disguise",

"RepositoryId": "12f5bdb5-7e71-4f48-9740-13d0211f48c6",

"HardCondition": false,

"ObjectiveId": "7ceb28ae-4524-4214-83a4-71ffde289c33"

}

]


Like the text above, I want to change the "optional disguise" from a specific outfit to a "suit". How should I edit it?

Developer

Use a statemachine and check $Value.OutfitIsHitmanSuit on kill events. Look into existing contracts to see how statemachine objectives work.