JohnTC02 Posted March 29, 2009 Share Posted March 29, 2009 Urban War v1.4 is ready for the puplic. I've added more AI around the side of the map near the Tank (well spotted Bogie), there are also a few more AI wandering around the map later in the mission, plus I have removed the vehicle near the first spawn site, when it was blown the door went ballistic and bounced around for ages so I replaced it with a static to use as cover. Link for Bundle: Urban War v1.4 Co-op mission using LoBo_FieRo's Urban Conflict map Mission Author: JohnTC02 File Size: 19.8 Mb Version: 1.4 Screenshot Description: URBAN WAR Following the killing fields at Devils Island the Ghosts find themselves back in an urban district on the border of Mexico. Intel suggests that a top ranking Pilot that went missing at Devils Island is being held somewhere in the district. He must be found at all costs as he knows some of the top secret information about the Ghosts future missions deep into Mexico. The area is heavily guarded by Mercenary snipers and patrols so tread carefully Ghosts. Your Mission: 1. Eliminate the first wave of enemy troops 2. Destroy the Adats 3. Destroy the Tank nearby 4. Attack the Transmitting Station on the rooftop and disable the Antenna. 5. Find the missing Pilot and rescue him. 6. Extract in the Littlebird. Extra Info: There is no need to follow the Pilot to extraction he will find his way there on the rooftops and wait there until you get to the extraction point. There has been some reports from the Beta Testers that the pilot sometimes gets stuck by the ramps and doesn't get to the extraction point, this will not effect the mission in any way. Still trying to find an answer to this problem. Big Thanks to the Beta testers: Rocky @ Ghostrecon.net, the graw2.pbwiki.com, Bogie, Davros, Viper and his team @ AGB (agbgaming.com), Tinker & Anthony. Special Thanks to LoBo_FieRo for the use of his map. Link to comment Share on other sites More sharing options...
Rocky Posted March 29, 2009 Share Posted March 29, 2009 Awesome, going to try this now... Link to comment Share on other sites More sharing options...
Rocky Posted March 29, 2009 Share Posted March 29, 2009 I was enjoying that until I got the direct x memory dump The map is quite heavy on frames so some may have to reduce textures to medium. I'd say difficulty was around Medium, I have to say it was actually a bit of a relief not to be constantly under fire, some of the recent missions have been a bit tough for lone wolf. Nice enemy placement, I enjoyed coming across them in my scope lying prone on a rooftop Link to comment Share on other sites More sharing options...
Rocky Posted March 29, 2009 Share Posted March 29, 2009 Oh and I forgot to add! Well done on the NARCOM addition, that really works! Link to comment Share on other sites More sharing options...
davros Posted March 29, 2009 Share Posted March 29, 2009 Outstanding work John. A great follow on mission. 3eally liked the pilot movement and the extra section where the heli lands. There are some pop ups/spawns right next to players, but that's tough to avoid. FYI - have been playing with this logic by creatind a trigger that will only spawn enemy if the players are not in the location. Dav Link to comment Share on other sites More sharing options...
Viper714 Posted March 30, 2009 Share Posted March 30, 2009 John, Awesome job!!! Going to load on the server tonight!!!! Can't wait to have the boys play it!!!! Viper Link to comment Share on other sites More sharing options...
JohnTC02 Posted March 30, 2009 Author Share Posted March 30, 2009 Hi All, Thanks for all your comments. This was my first map that I started a while ago but it never got finished until now. Davros, maybe when you get time you will tell me how you managed to script this logic, I can see how you could stop the AI spawning when the players are in a certain location but how do you get them to spawn when the players leave the location. This might be a good topic to add to the Wiki. John Link to comment Share on other sites More sharing options...
davros Posted March 30, 2009 Share Posted March 30, 2009 This might be a good topic to add to the Wiki. Oh you are cheaky! I knew I liked you for a reason. Re. the spawning, will create an entry in the advanced scripting section. Basically it's just a trigger that has a condition that is true when there are no players in the area and fires an event to spawn the unit. The other thing I have done it to spawn and then immediately teleport the enemy units to another area where the players are not. Dav. Link to comment Share on other sites More sharing options...
sightreader Posted March 31, 2009 Share Posted March 31, 2009 Urban War v1.4 is ready for the puplic. Dang, we didn't have any luck with this one. My roommate crashed on two successive efforts trying to join my server that was hosting it. He doesn't know how to copy/paste a crash dump yet, though, and had no patience left to try (he is using a slow computer and it takes forever to start GR and load a level). Link to comment Share on other sites More sharing options...
davros Posted March 31, 2009 Share Posted March 31, 2009 sightreader, FYI - re. the dump, there will be a .txt file in the graw2 install folder with the error dump. there are infact 2 files, one wit the laters error and one with a log of all the errors. Dav Link to comment Share on other sites More sharing options...
JohnTC02 Posted March 31, 2009 Author Share Posted March 31, 2009 Hi Sightreader, Maybe the problem is with your room mates pc, as you say it's a slow computer and we all know that GRAW2 it a real resource hog. I am still learning to make missions so not sure what else this could be. I was enjoying that until I got the direct x memory dump The map is quite heavy on frames so some may have to reduce textures to medium. The quote above is from Rocky (post #3), could be your mates problem as well. John Link to comment Share on other sites More sharing options...
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