<?xml version="1.0"?>
<rss version="2.0"><channel><title>GR - Mission Modding Latest Topics</title><link>https://www.ghostrecon.net/forums/index.php?/forum/14-gr-mission-modding/</link><description>GR - Mission Modding Latest Topics</description><language>en</language><item><title>[Help!] Dumb actor? (Actor doesn't execute plans)</title><link>https://www.ghostrecon.net/forums/index.php?/topic/66924-help-dumb-actor-actor-doesnt-execute-plans/</link><description><![CDATA[
<p>
	One of my actors (friendly) seems to be kind of broken. It seems like either he doesn't execute his assigned trigger plans, or plans that should be assigned to him doesn't actually get assigned. For instance, he doesn't change stance when he should, or move to usable defense stations when a <em>defend zone</em> plan is/should be assigned to his team by a script block. (In the same script block I assign plans to other teams, and they execute their trigger plans fine)
</p>

<p>
	I threw this actor into another team to see what happens, and he still seemed broken as he &amp; his new team mate failed to execute some plan steps. (They didn't move close together as other actors do (I didn't have <em>Formation</em> step for any of them), and they got stuck on a <em>Cover </em>plan step w/duration followed by a Path; they shoulda stopped there for only a few seconds, but they didn't move until I nudged a guy who stopped further back towards the other guy who was sitting on the cover arc.)
</p>

<p>
	 
</p>

<p>
	When I check his AI status via console command <em><strong>names</strong></em>, then <em><strong>aiinfo</strong></em>, his field stays "empty" for the most part while his teammate gets "cover" or "defend station" (forgot the exact wordings) and such.
</p>

<p>
	Has anyone else encountered this problem, and if so, do you know what causes this and/or a possible solutions?
</p>

<p>
	 
</p>

<p>
	This actor is mentioned multiple times in the script for later part of the mission (as are other actors), so I'd prefer not to delete this guy and create a new one, if possible.
</p>

<p>
	 
</p>

<p>
	My mission has about 50 active actors on startup where this issue or glitch occurs (I have many more actors hidden &amp; AI toggled off; they'll show up once the first wave of enemies are defeated), so I suspect that may be contributing to or causing the issue. I'm also playing on a pretty old &amp; weak laptop, and that could be another cause, but it usually runs the game fine even with missions with a lot of actors &amp; such, including this one I'm making (except for these issues of course). Similar thing happened with another team in the same mission (this one's enemy), where they didn't execute plan the normal (non-trigger) plan assigned under the team, which should make them walk. Instead they just stayed and did nothing.
</p>

<p>
	Thanks in advance.
</p>
]]></description><guid isPermaLink="false">66924</guid><pubDate>Sat, 05 Aug 2023 14:53:51 +0000</pubDate></item><item><title>Enemies throw Grenades</title><link>https://www.ghostrecon.net/forums/index.php?/topic/4202-enemies-throw-grenades/</link><description><![CDATA[
<p>is this possible when an enemie reaches a zone (or when a timer expires....), he throws a grenade to an other zone?</p><p>
</p><p>
e.g. : there is an area on the map, where the player always camps.</p><p>
         &gt;&gt;&gt;&gt;&gt;&gt;when the player reaches the zone, an enemie throws a grenade to him</p><p>
</p><p>
</p><p>
.... Trigger Event : A member of PlayersPlatoon is within 3 metres of  "Zone"</p><p>
     Response :  ?? ?? ?? ?? ??</p><p>
</p><p>
hope anyone can help me <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_withstupid.gif" alt=":stupid:"><img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wall.gif" alt=":wall:"></p>
]]></description><guid isPermaLink="false">4202</guid><pubDate>Fri, 18 Apr 2003 08:58:23 +0000</pubDate></item><item><title>AI in Hause</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62602-ai-in-hause/</link><description><![CDATA[<p>
	<span lang="en" xml:lang="en"><span><span>Hello.</span></span> <span><span>How to put the AI on the roof of the building?</span></span><span><span> </span></span><span><span>Units cannot be placed there as standard.</span></span><span><span> </span></span><span><span>If I do teleportation, it just fails back.</span></span><span><span> </span></span><span><span>There they can soy and shoot at the player's squad.</span></span></span>
</p>
<p><a href="https://www.ghostrecon.net/forums/uploads/monthly_2021_01/gr2.png.8d8b159976fabde49afec42a451f574d.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="3034" src="https://www.ghostrecon.net/forums/uploads/monthly_2021_01/gr2.thumb.png.d71910eee5c572e877a0aa78dbc847b4.png" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="gr2.png"></a></p>]]></description><guid isPermaLink="false">62602</guid><pubDate>Thu, 28 Jan 2021 19:26:43 +0000</pubDate></item><item><title>Spawn a Vehicle</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62612-spawn-a-vehicle/</link><description><![CDATA[<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="8510" data-embedcontent="" data-embedid="embed9962952746" scrolling="no" src="https://www.ghostrecon.net/forums/index.php?/topic/25920-spawn-a-vehicle/&amp;do=embed" style="height:214px;max-width:502px;"></iframe>
<p>
	<span lang="en" xml:lang="en"><span><span>What method of spawning a vehicle are we talking about here?</span></span><span><span> </span></span><span><span>Is there some way to spawn a model of a vehicle?</span></span></span>
</p>]]></description><guid isPermaLink="false">62612</guid><pubDate>Wed, 03 Feb 2021 21:11:23 +0000</pubDate></item><item><title>Enemy Follow in Player Position</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62406-enemy-follow-in-player-position/</link><description><![CDATA[<p>
	<span lang="en" xml:lang="en"><span title="">Hi everyone.</span> <span title="">Is it possible to make a script so that enemy units can come to any place on the map where the player is located?</span><br /><span title="">I wanted to make a plan and teleport it to the player's position, but this cannot be done.</span></span>
</p>]]></description><guid isPermaLink="false">62406</guid><pubDate>Wed, 28 Oct 2020 12:00:34 +0000</pubDate></item><item><title>Captive/Panic/Hostage</title><link>https://www.ghostrecon.net/forums/index.php?/topic/12748-captivepanichostage/</link><description><![CDATA[
<p>Two part post; First in the Igor response menu  you can set AI to Captive, Panic or Hostage. What is the essential difference between these?</p><p>
</p><p>
What I want to do is have enemy AI run in a particular way, like when they are captured and following you. Is there a way to have them run this way, along a path and without having them following player platoon?</p>
]]></description><guid isPermaLink="false">12748</guid><pubDate>Mon, 24 Nov 2003 19:13:51 +0000</pubDate></item><item><title>Igor editor basic movie's</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62139-igor-editor-basic-movies/</link><description><![CDATA[
<p>
	Hi all,
</p>

<p>
	 
</p>

<p>
	since I would like to save your time here some starter help movies
</p>

<p>
	<strong>Chapter 1:</strong>
</p>

<ul><li>
		start editor
	</li>
	<li>
		ref to documentation
	</li>
	<li>
		create own mod
	</li>
	<li>
		create new mission
	</li>
	<li>
		adjust weather
	</li>
	<li>
		activate the mod
	</li>
	<li>
		test new mission
	</li>
</ul><p>
	<a href="https://drive.google.com/file/d/1NFB2fE5xWfFmNwXRJThrNLNLTJ8HAOAV/view?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/1NFB2fE5xWfFmNwXRJThrNLNLTJ8HAOAV/view?usp=sharing</a>
</p>

<p>
	 
</p>

<p>
	other chapter will follow ...
</p>
]]></description><guid isPermaLink="false">62139</guid><pubDate>Sat, 30 Nov 2019 01:15:44 +0000</pubDate></item><item><title>any scripters available?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/47887-any-scripters-available/</link><description><![CDATA[
<p>there is a small mod team working on a Sniper mod - we have all new maps and some fresh ideas but i dont have the time to script all the missions.</p><p>
</p><p>
if anyone is looking to fill some time and help out...need 2 to 4 missions scripted total.</p><p>
</p><p>
thanx in advance.</p><p>
</p><p>
Lighty</p>
]]></description><guid isPermaLink="false">47887</guid><pubDate>Sun, 04 Nov 2007 01:13:57 +0000</pubDate></item><item><title>Make ALL Hidden enemy invunerable</title><link>https://www.ghostrecon.net/forums/index.php?/topic/47960-make-all-hidden-enemy-invunerable/</link><description><![CDATA[
<p>Hi all, long time no see,</p><p>
well i got this little problem, though i think it could be made easy somehow <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_whistling.gif" alt=":-">)</p><p>
How can you make sure that any hidden enemy is made Invunerable at startup, and when made visible, they are vunerable? without much strain on the processor?</p><p>
ty</p><p>
(i need to edit 700+ missions this way hehe)</p>
]]></description><guid isPermaLink="false">47960</guid><pubDate>Fri, 09 Nov 2007 19:34:00 +0000</pubDate></item><item><title>Extract unknown actor?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/31124-extract-unknown-actor/</link><description><![CDATA[
<p>hello, been a while since i have been here <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_whistling.gif" alt=":-">), but im back, just want to finish this mission before, ill start more on the GR3 <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_whistling.gif" alt=":-">) , so here is my question, how can you extract multible prisoners (but not all) and still keep count on the ones extracted?</p><p>
Lets say i have scattered 20 hostages on a map, when 10 of the hostages is extracted, mission is over. i tried some possible sollution i though of, and none worked, the game crash when i want the nearst actor in location of my trigger to become non hostage, guess its the human player that is applied on, thats why the crash, but how can i make it work?</p><p>
Thx in advance.</p><p>
edit:</p><p>
I know that i can just add 20 lines of scripting that checks all 20 if they are near the extraction ect. But i hope there is an easier way hehe</p>
]]></description><guid isPermaLink="false">31124</guid><pubDate>Thu, 23 Feb 2006 13:07:15 +0000</pubDate></item><item><title>Mission Sounds</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62306-mission-sounds/</link><description><![CDATA[
<p>
	So a typical line of code for sound is like this
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_4993_6" style="">
<span class="tag">&lt;Sound</span><span class="pln"> </span><span class="atn">IgorId</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"153"</span><span class="pln"> </span><span class="atn">File</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"a_woodpecker.wav"</span><span class="pln"> </span><span class="atn">Volume</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"1.00"</span><span class="pln"> </span><span class="atn">MinPeriod</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"6.000000"</span><span class="pln"> </span><span class="atn">MaxPeriod</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"8.000000"</span><span class="pln"> </span><span class="atn">Height</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"7.01"</span><span class="pln"> </span><span class="atn">MaxPlays</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"-1"</span><span class="pln"> </span><span class="atn">DisableProp</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"1"</span><span class="pln"> </span><span class="atn">Grounded</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"1"</span><span class="pln"> </span><span class="atn">Pos</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="atv">"-113.86;-76.20;35.43;"</span><span class="tag">&gt;</span></pre>

<p>
	The variables look like this
</p>

<p>
	IgorID = ??<br>
	File =  wav file name, no path<br>
	Volume = ??<br>
	MinPeriod = ??<br>
	MaxPeriod = ??<br>
	Height = ??<br>
	MaxPlays = ??<br>
	DisableProp = ??<br>
	Grounded = ??<br>
	Pos =   "26.23;-174.15;9.21;" x,y,z
</p>
]]></description><guid isPermaLink="false">62306</guid><pubDate>Tue, 21 Jul 2020 15:21:56 +0000</pubDate></item><item><title>GR SP Platoon Extender v2.0</title><link>https://www.ghostrecon.net/forums/index.php?/topic/53647-gr-sp-platoon-extender-v20/</link><description><![CDATA[
<p>How to use this program?</p><p>
I like it Usanova fashion and it does not work and I do not dobovlyaet soldiers.</p>
]]></description><guid isPermaLink="false">53647</guid><pubDate>Sat, 21 Nov 2009 19:17:56 +0000</pubDate></item><item><title>Randomized Killhouse</title><link>https://www.ghostrecon.net/forums/index.php?/topic/62140-randomized-killhouse/</link><description><![CDATA[
<p>
	So I've started messing around with IGOR and well, I'm slowly figuring things out. Right now I've figured out how to setup the enemies: basically moving all the points to inside the building(s) of interest and use the SpawnOpposingPatrolForce response with a random number of enemies. It's quite refreshing.
</p>

<p>
	I'm having issues figuring out how to spawn in noncombatants in a randomized way. I know the settings I need to use to make them noncombatants, but how can I reliably set it up to be randomized?
</p>
]]></description><guid isPermaLink="false">62140</guid><pubDate>Fri, 06 Dec 2019 07:52:36 +0000</pubDate></item><item><title>Heavy fog mission?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61890-heavy-fog-mission/</link><description><![CDATA[
<p>
	Jotting down a new mission idea that I want to incorporate heavy fog, though I'm not sure how well that would work since I have almost no experience with IGOR.
</p>

<p>
	Basic Premise: a CIA agent has been compromised and is believed to be under interrogation by enemy forces. They have moved the agent multiple times, making it hard to pin the agent's exact position down. Recent intel indicates a likely position for the agent's current location. Your job is to go to the location and question in rescue the agent if present.
</p>

<p>
	Would basically involve outdoor movement to the objective and then some CQB (check your targets, may put other noncombatants in there as well), then outdoor movement back to extraction.
</p>

<p>
	Map: probably a larger jungle map with plenty of vegetation and a good building with enough complexity to be interesting. Jungle Hamlet and Jungle Beach from Heroes Unleashed come to mind as good candidates. Most likely during daytime, but night should work fine and not change how it plays much due to what I want to do.
</p>

<p>
	Weather: this is where I can see this mission getting <em>very</em> interesting. Rain and <em>very</em> heavy fog. And by heavy fog, I mean visibility of 10-15m top. Daytime would put you and the enemy on relatively even playing fields. I don't think night would have much of a difference, but I would probably be a massive jerk and make visibility better without night vision.
</p>

<p>
	Max visibility range extremely limited, dense vegetation to obscure your visibility even further, and then rain for extra noise for both atmospheric purposes and to make enemy sounds harder to detect. Should provide for a very tense mission from start to finish. The conditions would be a double-edged sword: obscures your movement and makes stealth a viable option, but any engagements likely to be decided with minor differences in reaction times between the winners and the dead. Keep your head on a swivel.
</p>

<p>
	So, how does this sound for a mission? Has fog this heavy been done before? Any AI issues with visibility limited to this extreme? I imagine that the way I group the enemies would be extremely important to preserve the stealth aspect of the weather.
</p>
]]></description><guid isPermaLink="false">61890</guid><pubDate>Fri, 27 Apr 2018 06:22:43 +0000</pubDate></item><item><title>Operation Stronghold</title><link>https://www.ghostrecon.net/forums/index.php?/topic/57075-operation-stronghold/</link><description><![CDATA[
<p>Hi all,</p><p>
</p><p>
After making countless maps/missions for GR:AW2 I thought I would  turn my hand to making something for GR, seems to me that GR is more active in the modding scene than GR:AW2 anyway.</p><p>
</p><p>
I hope to make this an 8 mission campaign but for now there are two missions which you can play in quick mission.</p><p>
</p><p>
Mission names:</p><p>
01 (C-SP) TC02 Plantation</p><p>
02 (C-SP) TC02 Stronghold</p><p>
</p><p>
These are just the stock maps as I don't have access to 3ds max or the ability to use it.</p><p>
</p><p>
I would like to say a big thank you to Tinker for his help when making the first mission, he must have got fed up with all those PM's I sent him.</p><p>
</p><p>
Plus Tinker was kind enough to let me use the custom voices from his Rockall mod and the threat indicator, also thanks goes to Thumper for the use of his 762mm Mod v3-1 weapon mod.</p><p>
</p><p>
If anyone wants to test these first two missions I would welcome any constructive criticism you care to offer, as these are my first ever missions for GR I expect there are quite a few problems to resolve along the way.</p><p>
</p><p>
Please don't assume these are anything like the type of quality that Tinker and other modders produce here but I had to start somewhere.</p><p>
</p><p>
As I make more missions I will post them here, when they are all completed I will make them into a campaign.</p><p>
</p><p>
Thanks all,</p><p>
John</p><p>
</p><p>
Mod requires  DS, and IT, if you have Rockall installed make sure it's deactivated.</p><p>
</p><p>
==========================================================================</p><p>
</p><p>
<strong>August 2 2011:</strong></p><p>
</p><p>
<a href="http://www.mediafire.com/file/hdnwo7sok5adzsa/Operation_Stronghold_v1.7.zip" rel="external nofollow"><span style="font-size:10px"><strong>Download Operation Stronghold -36.7mb v1.70</strong></span></a>.</p><p>
</p><p>
This download contains all missions including the latest release, 10 (C-SP) TC02 Iron Justice.</p><p>
</p><p>
01 (C-SP) TC02 Plantation</p><p>
02 (C-SP) TC02 Stronghold</p><p>
03 (C-SP) TC02 Beach Assault</p><p>
04 (C-SP) TC02 Camp Badon</p><p>
05 (C-SP) TC02 Embassy Force</p><p>
06 (C-SP) TC02 Eagle Strike</p><p>
07 (C-SP) TC02 Osprey Down</p><p>
08 (C-SP) TC02 Night Hawk</p><p>
09 (C-SP) TC02 Tiger Force</p><p>
10 (C-SP) TC02 Iron Justice</p><p>
</p><p>
Tinker informed me that all the weapon sounds were to loud and could be heard all over the map, these have been fixed in this version.</p><p>
</p><p>
<strong>Installation:</strong></p><p>
Delete any old version of Operation_Stronghold from your mods folder and replace with v1.7.</p>
]]></description><guid isPermaLink="false">57075</guid><pubDate>Sun, 19 Jun 2011 15:17:11 +0000</pubDate></item><item><title>More realistic Ai in gametypes</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61391-more-realistic-ai-in-gametypes/</link><description><![CDATA[
<p>
	i was playing firefight coop with a few friends on  game ranger recently and it just started to bug me that the AI just stand around or casually walk around till they happen to spot a player and try and shoot them.
</p>

<p>
	i thought to myself; if i was charged to guard an area as these enemy AI are supposed to be, i would not be casually walking around waiting for someone to shoot me like an idiot. i would find some cover near by, make it look like the place is unguarded and cap anyone who strolled in, due to the fact they didn't see me and thought it was clear.
</p>

<p>
	but how would i get the AI to behave this way? then i remembered the times i threw a grenade at an enemy and they all scatter for the nearest cover and turn to face me. this is exactly what i want them to do!!!!, find a good spot to hide and ambush me!!!!.
</p>

<p>
	so i fired up IGOR and imported a firefight script and tried to find a way to make all the AI do this after they spawn in random locations. the closest thing i could find is the command "panic company" unfortunately during testing it seems to have the effect of making all enemies put there hands up and surrender, which i think is not the intended function. i need some help to figure out what I'm doing wrong, cause isn't it supposed to make them run for cover?
</p>

<p>
	another idea would be to set all actors to invincible then make it rain hand grenades all over the map, then undo the invincible. but i have no idea how to do that.
</p>

<p>
	please help me out, a mod like this would be awesome to play.
</p>

<p>
	also if i extend the distance they engage enemies at and panic them in a defend mission, it would cause them to sneak up on the base instead of sprint toward it like a headless chicken, like real players!!!
</p>
]]></description><guid isPermaLink="false">61391</guid><pubDate>Sun, 01 Jan 2017 15:20:02 +0000</pubDate></item><item><title>Gametype - How to remove 'Actor' after randomly placed objective completion</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61579-gametype-how-to-remove-actor-after-randomly-placed-objective-completion/</link><description><![CDATA[
<p>
	Hello, I am playing a gametype that has a bug I need help with. 
</p>

<p>
	The objective is in Mission HX, after I complete or fail the objective, the Ghosts who had seen it will suppress the OBJ from across the map, even if there's a rock 10 feet away that they're hitting.  It's weird.
</p>

<p>
	I'm guessing that the problem lies with the 'Actor' that allows for the random placement of the Objective, that it is not being hidden.  I think this may be only on failures, but it's unplayable as is, so I'm not positive.
</p>

<p>
	Now, there are a couple of other factors with the Objective type and what's called a Secondary Command Interface that the modder used to create something called Extreme Recon.  The way it works is that you double tap the Map Mode key twice quickly and you can activate a Secondary Command Interface.  In it, when you create a firing arc on the map you can activate the switch on and off, for Extreme Recon mode.  This basically makes it so all enemies are invisible to your AI.  It helps so you can confirm that the red dot on the Map is the Air Strike target.  (An upgrade of the Recon from the original MHX.)
</p>

<p>
	I don't think the Air Strike Objective is the problem, except for maybe not having the actor hidden upon Objective's end.  However, the Extreme Recon that hides enemies on the map and the Secondary Command Interface may be another matter.
</p>

<p>
	I was hoping to find a modder who might recognize the bug and point me in the right direction.  Once I get this fixed, I will be sending Rocky 3 upgraded versions of Mission HX.   A Map Size one for increased OpFor, A Random Patrol one, and the Laser Designated Air Strikes with the upgraded Recon Objectives.  
</p>

<p>
	Thanks for any help, I can't wait to fix it so I can continue testing this. <img alt=":)" data-emoticon="true" height="20" src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" srcset="https://www.ghostrecon.net/forums/uploads/emoticons/smile@2x.png 2x" title=":)" width="20"></p>
]]></description><guid isPermaLink="false">61579</guid><pubDate>Wed, 15 Mar 2017 03:13:23 +0000</pubDate></item><item><title>Universal Mission Script Template</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61315-universal-mission-script-template/</link><description><![CDATA[
<p>
	Note that this is going to be a bit of a spoiler, nonetheless I think it makes sense to start talking about it in advance of the Heroes Unleashed beta 9 release.
</p>

<p>
	I've spent an insane amount of time to create a universal mission script that can be used as a framework for basically any kind of mission imaginable. As a matter of fact, I've used this same template for all campaign missions in GRHU beta 9. My reasoning for constructing such a template is the repetitiveness of adding essentially identical features to new missions again and again; e.g. queuing of on-screen message boxes, dynamic weather changes, AI detection and alertness routines, AT and demo charge counters, objective triggers, mission failure and completion queries, intro and outro cinematics, etc. are part of all GRHU missions, and it would not only have been quite a pain to add the exact same script blocks over and over again, boring repetition also increases the danger of making mistakes, so a reusable template both serves comfort as well as helps to avoid scripting errors.
</p>

<p>
	The concept is quite easy, most if not all building blocks for any kind of mission are already present in the template, so to build a new mission from scratch, basically all you have to do is pick a map, import the script template as mission script, connect map properties with corresponding script variables (serving as placeholders for map-specific attributes), edit appropriate objective descriptions and enable their script groups, and voila... mission complete.
</p>

<p>
	Admittedly, due to script engine limitations I've had to fall back to an extremely nondescript naming convention for script components to save space (IGOR's compiler can only handle script source code with a maximum length of 64kb). As a result, at first sight the script may look like very complex and indecipherable gibberish, but there is a very simple structure underneath the myriad of script tags, and I've started to write a (preliminary) documentation to make usage of the template easier.
</p>

<p>
	The template is still somewhat of a work-in-progress, but it works well and already offers the following features:
</p>

<ul>
<li>
		Limited IGOR editing required (yet fully customizable)
	</li>
	<li>
		18 full objectives (with X-option) incl. triggers
	</li>
	<li>
		Automatic game saves
	</li>
	<li>
		Boosted enemy AI
	</li>
	<li>
		Comprehensive score system (objectives / survival / stealth)
	</li>
	<li>
		Dedicated server compatible
	</li>
	<li>
		Demolition charge and antitank weapon counters
	</li>
	<li>
		Difficulty tiers
	</li>
	<li>
		Easily customizable
	</li>
	<li>
		Elaborate exfil / end condition triggers
	</li>
	<li>
		End movie options (for campaign use)
	</li>
	<li>
		Enemy contact feedback
	</li>
	<li>
		Hero unlocking option (for campaign use)
	</li>
	<li>
		Infil chatter options
	</li>
	<li>
		Intricate stealth / detection / enemy alertness system
	</li>
	<li>
		Intro and outro cinematic options (incl. vehicle infil / exfil)
	</li>
	<li>
		Medal awarding option
	</li>
	<li>
		Messages / dialog boxes with message queueing
	</li>
	<li>
		Mission abort upon failing main / key objective
	</li>
	<li>
		Nonlinear play (any objective order, exfil anytime)
	</li>
	<li>
		Perfect score message
	</li>
	<li>
		Player respawn alert
	</li>
	<li>
		Random "kill confirmed" messages
	</li>
	<li>
		Realistic dynamic weather incl. complete weather change
	</li>
	<li>
		Single player and co-op multiplayer compatible
	</li>
	<li>
		Support for (temporarily) invincible platoons
	</li>
	<li>
		Support for hidden reinforcement platoons and vehicles
	</li>
	<li>
		Support for non-combatants / civilians
	</li>
	<li>
		Support for random actor locations and plans
	</li>
	<li>
		Support for random insertion detection
	</li>
	<li>
		Win / loss condition triggers
	</li>
</ul>
<p>
	In conclusion, I wanted to bring this up as I hope the template script can serve as a foundation to be used by other modders / scripters to much more easily create new missions or even entire campaigns in the future. The template can be found among the many goodies contained in the XTRAS folder of the Heroes Unleashed beta 9 release, which is due shortly.
</p>

<p>
	I hope this thread will spark some discussion about the template, and I'll be providing support here for anyone willing to give it a try.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">61315</guid><pubDate>Tue, 08 Nov 2016 13:42:09 +0000</pubDate></item><item><title>ROE or spotting issue?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61000-roe-or-spotting-issue/</link><description><![CDATA[
<p>i've been trying to play m11 dream knife but there is a huge issue i'm running into. nearly a second after the mission starts my teammates and the guards closest to the insertion point engage each other thus setting the alarm off and ruining the stealth approach. the shooting happens way too quick to be able to change the roe to recon. </p><p>this doesn't happen on the vanilla version and this issues appears when using the fogless mod. i used igor to make a recon insertion but that hasn't fixed anything.</p><p>if its a spotting issue, i'm not sure how to adjust the enemy spotting distance to match the reduced fog.  or if its a roe issue how can i make the ghosts spawn with the recon roe and/or fix the guards roe. </p><p> </p>
]]></description><guid isPermaLink="false">61000</guid><pubDate>Sun, 22 Nov 2015 18:35:04 +0000</pubDate></item><item><title>Firefight</title><link>https://www.ghostrecon.net/forums/index.php?/topic/61021-firefight/</link><description><![CDATA[
<p>Hi All:</p><p> </p><p>I was wondering it is possible to have just ONE character used for a firefight? Typically the firefight selects several different characters from the actor files for a firefight, but I want to have a firefight that uses just one specific actor\character.</p><p> </p><p>Resistance...is futile</p><p>Michael Priester</p><p>AB_Lt_Cmd_Riker</p>
]]></description><guid isPermaLink="false">61021</guid><pubDate>Sun, 03 Jan 2016 22:51:03 +0000</pubDate></item><item><title>Mission on Dedicated Sever Doesn't Show Briefing</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60999-mission-on-dedicated-sever-doesnt-show-briefing/</link><description><![CDATA[
<p>Friends and I are playing Project Sentry by H-Hour online on a dedicated server.<br>Mission PS03 did CTD but I have fixed that by moving a couple of vehicles and actors onto the playable map in Igor.<br>They were placed off the playable map but in a position that was blue when placing them.</p><p>So we tried my fix and as before the briefing did not show or the incorrect briefing showed before launching the mission.<br>We launch the game and it is playable but when pressing 'esc' the objective box is also empty.<br>Other then that the mission plays fine and completes.</p><p>Does anyone have any idea what causes this?<br>It does not have the issue in SP or MP mode on my own computer.</p><p>I highly recommend this mod by H-Hour. Very tough missions with allot of random elements.<br> </p>
]]></description><guid isPermaLink="false">60999</guid><pubDate>Mon, 16 Nov 2015 22:45:40 +0000</pubDate></item><item><title>What happened to the Ghost Recon I downloads</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60856-what-happened-to-the-ghost-recon-i-downloads/</link><description><![CDATA[
<p>What happened to the Ghost Recon I modification downloads?  A lot of the links I click on just lead to a dead end.  There is no data.  What happened?</p>
<p> </p>
<p>Yes, I still cannot believe I still occasionally play this game even after twelve years.</p>
]]></description><guid isPermaLink="false">60856</guid><pubDate>Sat, 20 Jun 2015 02:07:21 +0000</pubDate></item><item><title>New Spawn Locations in a FireFight</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60778-new-spawn-locations-in-a-firefight/</link><description><![CDATA[
<p>Hi all:</p>
<p> </p>
<p>Okay, here's another one for you: in a firefight, the absolute worse thing is having to run all the way back to where you were killed at. Is there a way to make the spawn sight move as the fight moves away from the original spawn zone to keep you closer to the fight? I know this is possible in missions, but how would it be handled in a firefight?</p>
<p> </p>
<p>Thanks;</p>
<p>AB_Lt_Cmd_Riker</p>
]]></description><guid isPermaLink="false">60778</guid><pubDate>Sat, 28 Mar 2015 05:29:14 +0000</pubDate></item><item><title>Firefights</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60767-firefights/</link><description><![CDATA[
<p>Hi All:</p><p>
 </p><p>
It's been quite a while since I've been here or in Ghost Recon, but decided recently to fire up GR and take the old gal for another spin.</p><p>
 </p><p>
I was wondering about generating a .gtf firefight file: I have seen in the scripting where you can spawn (call) an "opposing force" with a specific number of bad guys (say, 30). Here's my question:</p><p>
 </p><p>
Is it possible to call for SPECIFIC actors with specific weapon kits to fill the opposing force?</p><p>
 </p><p>
AB_Lt_Cmd_Riker</p>
]]></description><guid isPermaLink="false">60767</guid><pubDate>Mon, 09 Mar 2015 09:50:20 +0000</pubDate></item><item><title>Mission HX - removing claymores</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60643-mission-hx-removing-claymores/</link><description><![CDATA[
<pre>
Hello, I have been hoping to figure out how to disable the claymores in the 
Mission HX mod for a long while now.  I contacted harntrox and was pleasantly 
surprised to get a response from him.  I need help deciphering his advice though.

He said:

"Claymores are stripped out by making the exclusion radius larger than
the game level (change from 50 to 500 i think in the Constants)"</pre>
<p>I don't know anything about scripts or modding, but I think that it might just be a matter of getting pointed in the right direction by someone who does.  Can someone tell me where I can locate them?  Thanks.</p>
]]></description><guid isPermaLink="false">60643</guid><pubDate>Mon, 01 Sep 2014 23:49:43 +0000</pubDate></item></channel></rss>
