<?xml version="1.0"?>
<rss version="2.0"><channel><title>GR:AW - Mission Modding Latest Topics</title><link>https://www.ghostrecon.net/forums/index.php?/forum/142-graw-mission-modding/</link><description>GR:AW - Mission Modding Latest Topics</description><language>en</language><item><title>Startup editor</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60891-startup-editor/</link><description><![CDATA[
<p><span><span>How to run</span> <span>the editor</span> <span>in this part</span><span>?</span></span></p>
]]></description><guid isPermaLink="false">60891</guid><pubDate>Sat, 18 Jul 2015 10:30:11 +0000</pubDate></item><item><title>Modifying SP Missions</title><link>https://www.ghostrecon.net/forums/index.php?/topic/52220-modifying-sp-missions/</link><description><![CDATA[
<p>Whilst trying to get '<em>VIP2 is Down Redux</em>' to work I discovered You can play your modded maps Co_Operative too !!.</p><p>
</p><p>
It said to put the mission03 into 'local/english/levels' folder it worked - but only for single player</p><p>
</p><p>
Knowing that Brettzies Weapon mod worked, and using that mod I placed it in</p><p>
</p><p>
'bp_weapons_pack_v4.0/levels/mission03' folder and it worked - but only for single player.</p><p>
</p><p>
(<em>this requires knowledge of how mods work, but that's a question you can ask if you don't find the answer elsewhere on GR.net</em>)</p><p>
</p><p>
I then read somewhere about requiring the mission03_ni file </p><p>
</p><p>
...so here's what I did...</p><p>
</p><p>
I extracted the quick.bundle and got to work on a mission in the editor- I chose Mission03 again.</p><p>
(I'll not cover how I did this here, using the bundler and that, it's all expalianed in [GR] Modding)</p><p>
Once I'd moved the enemies around to new locations and paths I just Saved, no 'Export'</p><p>
</p><p>
I copied my new <em>mission03.xml</em> to '<strong>bp_weapons_pack_v4.0/levels/mission03</strong>' folder</p><p>
I copied and pasted the <em>mission03.xml</em> AGAIN to the same folder but called it <strong>mission03_ni.xml</strong></p><p>
</p><p>
I copied my new <em>world_1.xml</em> to '<strong>bp_weapons_pack_v4.0/levels/mission03/xml</strong>' folder</p><p>
I renamed the <em>world_1.xml</em> to <strong>world.xml</strong>, copied and pasted it AGAIN but called it <strong>world_ni.xml</strong></p><p>
</p><p>
...Now, when I chose LAN co-op mission03 'VIP2 is Down' I got my re-scripted mission.</p><p>
</p><p>
</p><p>
Some Oddities....I tried all methods with 'skip insertion' ticked, but got full length Insertions..</p><p>
</p><p>
Chose not to have a mission03_ni.xml = custom mission - no narcom - but Heli Drop from new direction  <img src="https://www.ghostrecon.net/forums/uploads/huh.gif" alt=":huh:"></p><p>
Chose not to have a world_ni.xml = default mission - narcom - usual Heli Insertion  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_sad.png" alt=":("></p><p>
Chose not to have neither *.*_ni.xml and you'll get the default mission  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_sad.png" alt=":("></p><p>
</p><p>
Any Questions?  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_laugh.png" alt=":lol:"></p>
]]></description><guid isPermaLink="false">52220</guid><pubDate>Tue, 28 Apr 2009 14:39:29 +0000</pubDate></item><item><title>removing fence panel</title><link>https://www.ghostrecon.net/forums/index.php?/topic/57169-removing-fence-panel/</link><description><![CDATA[
<p>Hi</p><p>
</p><p>
I want to be able to remove a fence panel after i have reached a certain point like area 7 so as to make the journey back shorter. I have looked in the other topics and the pdf by wolfsong but not sure how to set this up.</p><p>
</p><p>
any help would be awesome</p><p>
</p><p>
thanks</p><p>
</p><p>
 <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_thumbsup.gif" alt=":thumbsup:"></p>
]]></description><guid isPermaLink="false">57169</guid><pubDate>Sun, 03 Jul 2011 15:32:17 +0000</pubDate></item><item><title>helicopter scripting</title><link>https://www.ghostrecon.net/forums/index.php?/topic/56692-helicopter-scripting/</link><description><![CDATA[
<p>i am new to mapping and scripting, I can get enemy units to drop in and fight etc and have completed some maps. i have got as far as getting a tank to move forward down a road and shoot. what i cant do is get an enemy helicopter to fly in and attack. i presumme it would be similar to</p><p>
</p><p>
&lt;element type="ActivateVehicle" vehicle_id="heli1" start_time="1"/&gt;</p><p>
&lt;element type="Orderheli" vehicle_id="heli1" ai="true" order="move" position="-37 -16718 0" start_time="1"/&gt;</p><p>
</p><p>
But i have no idea if yhis is right.</p><p>
</p><p>
Please help</p><p>
</p><p>
Thanks</p>
]]></description><guid isPermaLink="false">56692</guid><pubDate>Sun, 15 May 2011 15:30:40 +0000</pubDate></item><item><title>Set Helicopter to Indestructable</title><link>https://www.ghostrecon.net/forums/index.php?/topic/57092-set-helicopter-to-indestructable/</link><description><![CDATA[
<p>Hi all</p><p>
</p><p>
I have searched the forums and Grin scripting for beginers and cant find if there is a script for making a helicopter indestructable. i found the script for dynamic props but not vehicles</p><p>
</p><p>
help please</p><p>
</p><p>
 <img src="https://www.ghostrecon.net/forums/uploads/bud.gif" alt=":charge:"></p>
]]></description><guid isPermaLink="false">57092</guid><pubDate>Tue, 21 Jun 2011 19:42:37 +0000</pubDate></item><item><title>[a small tutorial on] Ai Respawn</title><link>https://www.ghostrecon.net/forums/index.php?/topic/51217-a-small-tutorial-on-ai-respawn/</link><description><![CDATA[
<p>hi folks,</p><p>
there were allready some people asking me for help, to let ai respawn like in arsenic thrihydride.</p><p>
so heres a small tutorial how to do that.</p><p>
it is a bit different to the system i used in the arsenic, but i think this 1 is better.</p><p>
i m useing that on my new map.</p><p>
</p><p>
you place 1 squad in the editor and name it "run1w1" the "w" stands for wave.</p><p>
and just double it up in the world.xml file.</p><p>
for this example we have 1 squad spawning 10 times, so "run1w1" to "run1w10"</p><p>
</p><p>
1st you need triggers. </p><p>
like you see below, killing a squad will trigger allways the same event.</p><p>
i do that to have controll over the respawn time. </p><p>
</p><p>
&lt;user name="run1w1_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w1"&gt;</p><p>
      &lt;enemy group_id="run1w1" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w2_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w2"&gt;</p><p>
      &lt;enemy group_id="run1w2" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w3_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w3"&gt;</p><p>
      &lt;enemy group_id="run1w3" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w4_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w4"&gt;</p><p>
      &lt;enemy group_id="run1w4" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w5_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w5"&gt;</p><p>
      &lt;enemy group_id="run1w5" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w6_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w6"&gt;</p><p>
      &lt;enemy group_id="run1w6" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w7_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w7"&gt;</p><p>
      &lt;enemy group_id="run1w7" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w8_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w8"&gt;</p><p>
      &lt;enemy group_id="run1w8" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w9_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w9"&gt;</p><p>
      &lt;enemy group_id="run1w9" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;user name="run1w10_killed" type="continuous"&gt;</p><p>
      &lt;trigger type="EnemyGroup" name="run1w10"&gt;</p><p>
      &lt;enemy group_id="run1w10" condition="all"/&gt;</p><p>
      &lt;/trigger&gt;</p><p>
      &lt;event name="time_run1"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
2nd. are the events</p><p>
&lt;!-- set the var id allways in the start game event, in case you play the map a 2nd round. --&gt;</p><p>
</p><p>
		&lt;event name="start_game"&gt;</p><p>
       &lt;element type="TriggerEvent" event="set_var" start_time="2"/&gt;</p><p>
		&lt;/event&gt;</p><p>
</p><p>
&lt;!-- creating a var id for the ai respawners --&gt;</p><p>
  </p><p>
              &lt;event name="set_var"&gt;</p><p>
       &lt;element type="UseVar" id="run1" set="1"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
&lt;!-- respawntime that the ai will have --&gt;</p><p>
on my new map the respawntime is changeing to the amount of players on the map.</p><p>
i wont explain that now, couse its a different story, and doesnt matter in the moment.</p><p>
you can also do a "triggerrandomevent" and make a variating spawntime.</p><p>
 </p><p>
              &lt;event name="time_run1"&gt;</p><p>
       &lt;element type="TriggerEvent" event="select_run1" start_time="10"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
&lt;!-- wave to be spawned, works by var id, 11 would be off --&gt;</p><p>
all 10 waves are spawned from this event. just 1 at the time according to the var id</p><p>
  </p><p>
              &lt;event name="select_run1"&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="1" event="spawn_run1w1"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="2" event="spawn_run1w2"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="3" event="spawn_run1w3"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="4" event="spawn_run1w4"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="5" event="spawn_run1w5"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="6" event="spawn_run1w6"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="7" event="spawn_run1w7"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="8" event="spawn_run1w8"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="9" event="spawn_run1w9"/&gt;</p><p>
       &lt;element type="ActivateEventIfVar" id="run1" equals="10" event="spawn_run1w10"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
&lt;!-- spawning of ai, and adding 1 to the var id that the script knows this group was spawned --&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w1"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w1" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w2"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w2" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w3"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w3" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w4"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w4" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w5"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w5" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w6"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w6" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w7"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w7" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w8"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w8" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w9"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w9" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
                &lt;event name="spawn_run1w10"&gt;</p><p>
       &lt;element type="UseVar" id="run1" add="1" start_time="1"/&gt;</p><p>
       &lt;element type="ActivateGroup" group_id="run1w10" start_time="2"/&gt;</p><p>
                &lt;/event&gt;</p><p>
</p><p>
and this is basicly it.</p><p>
i got 1 good hint for you guys, if you really wanna do a map like that.</p><p>
script everything ready for 1 runner. and then make yourself a template out of that.</p><p>
then scripting is really easy, couse you can do it with the template, just need to</p><p>
rename the keywords and copy it over in the script.</p><p>
i hope this will explain how it works. if you still have questions just go ahead.</p>
]]></description><guid isPermaLink="false">51217</guid><pubDate>Fri, 28 Nov 2008 06:39:08 +0000</pubDate></item><item><title>Objective not completing after vehicle destroying</title><link>https://www.ghostrecon.net/forums/index.php?/topic/56826-objective-not-completing-after-vehicle-destroying/</link><description><![CDATA[
<p>Back again folks...sorry   <img src="https://www.ghostrecon.net/forums/uploads/dunce.gif" alt=":dunce:"></p><p>
</p><p>
I have a vehicle to destory as an objective. As i enter area1 the mission objective appears in the hud and the waypoint shows, i explode the c4 destroy the vehicle but the objective does not update to complete neither does it disappear.</p><p>
</p><p>
</p><div></div><pre class="ipsCode">

&lt;event name="start_area1"&gt;

       &lt;element type="UnitInArea" area="area1" state="deactivate"/&gt;

       &lt;element type="ActivateGroup" group_id="group1" start_time="0"/&gt;

       &lt;element type="ActivateGroup" group_id="gun1" start_time="0"/&gt;

       &lt;element type="ActivateGroup" group_id="gun2" start_time="0"/&gt;

       &lt;element type="EnableUnit" name_id="c4_aa1" start_time="3"/&gt;

       &lt;element type="Objective" id="obj1" state="add" headline_id="mx_obj1_head" txt_id="mx_obj1_txt" waypoint_id="mx_obj1_wp" waypoint="-281 1550 51" mode="1" start_time="3.0"/&gt;

&lt;/event&gt;       

       &lt;event name="aa1_trigger"&gt;

       &lt;element type="DisableUnit" name_id="c4_aa1" start_time="15"/&gt;

&lt;/event&gt;

       &lt;event name="update_objective1"&gt;

       &lt;element type="Objective" id="obj1" state="add" headline_id="mx_obj1_head" txt_id="mx_obj1_txt2" waypoint_id=" mx_obj1_wp" waypoint="-281 1550 51"mode="1" start_time="3.0"/&gt;

&lt;/event&gt;       

&lt;event name="complete_objective1"&gt;

       &lt;element type="Objective" id="obj1" state="remove" headline_id="mx_obj1_head" txt_id="mx_obj1_txt2" waypoint_id=" mx_obj1_wp" waypoint="-281 1550 51" mode="1" start_time="0.0"/&gt;

&lt;/event&gt;</pre><p></p><p>
</p><p>
Do i need to make the objective the c4?  </p><p>
</p><p>
Im obviously missing something but my tiny brain hasnt worked it out..any help would be appreciated</p><p>
</p><p>
</p><p>
 <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wall.gif" alt=":wall:"></p>
]]></description><guid isPermaLink="false">56826</guid><pubDate>Mon, 30 May 2011 14:49:06 +0000</pubDate></item><item><title>Placing C4 on a vehicle in editor, but it doesnt show in GRAW</title><link>https://www.ghostrecon.net/forums/index.php?/topic/56768-placing-c4-on-a-vehicle-in-editor-but-it-doesnt-show-in-graw/</link><description><![CDATA[
<p>Hi all</p><p>
</p><p>
Im trying to place c4 on a vehicle. I place it in map editor, name _id is c4aa1. In editor the c4 is showing. when loading GRAw i either get into the map and no ce is showing or i crash with "identifers must match" the script posted crashes</p><p>
</p><p>
</p><div></div><pre class="ipsCode">!-- ------------------------------------------ TRIGGERS ----------------------------------------------------- --&gt;


&lt;user name="unit_in_area1" type="once"&gt;

      &lt;trigger type="UnitInArea" area="area1"/&gt;

      &lt;event name="start_area1"/&gt;

&lt;/user&gt;


&lt;user name="unit_in_area2" type="once"&gt;

      &lt;trigger type="UnitInArea" area="area2"/&gt;

      &lt;event name="start_area2"/&gt;

&lt;/user&gt;


&lt;user name="unit_in_area3" type="once"&gt;

      &lt;trigger type="UnitInArea" area="area3"/&gt;

      &lt;event name="start_area3"/&gt;

&lt;/user&gt;

      &lt;event name="aa1_trigger"&gt;

&lt;/user&gt;


&lt;!-- ------------------------------------------ EVENTS ----------------------------------------------------- --&gt;


&lt;event name="start_game"&gt;

       &lt;element type="UnitInArea" area="area1" state="activate" start_time="1"/&gt;

       &lt;element type="UnitInArea" area="area2" state="activate" start_time="1"/&gt;

       &lt;element type="UnitInArea" area="area3" state="activate" start_time="1"/&gt;

&lt;/event&gt;

&lt;/enable unit="enable_c4"&gt;

       &lt;element type="EnableUnit" c4aa1="c4_aa1" start_time="1.0"/&gt;

       &lt;/event&gt;

&lt;!-- ------------------------------------------ area1 events ----------------------------------------------------- --&gt;


&lt;event name="start_area1"&gt;

       &lt;element type="UnitInArea" area="area1" state="deactivate"/&gt;

       &lt;element type="ActivateGroup" group_id="group1" start_time="0"/&gt;

       &lt;element type="ActivateGroup" group_id="gun1" start_time="0"/&gt;

       &lt;element type="ActivateGroup" group_id="gun2" start_time="0"/&gt;

&lt;/event&gt;</pre><p></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
The vehicle with c4_aa1 placed on it is in area1</p><p>
</p><p>
What am i doing wrong</p><p>
</p><p>
Many thanks in advance</p><p>
</p><p>
Nem</p><p>
</p><p>
 <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wall.gif" alt=":wall:"></p>
]]></description><guid isPermaLink="false">56768</guid><pubDate>Tue, 24 May 2011 21:06:04 +0000</pubDate></item><item><title>graw 360 for pc</title><link>https://www.ghostrecon.net/forums/index.php?/topic/43921-graw-360-for-pc/</link><description><![CDATA[
<p>can any1 mod all the SP maps for graw pc to where there more team oriented like the 360 version i would like to have like 3 apcs and 2 tanks like that stuff more  of a joint effort type of modding im open for questions if any1 wants to try to tackle this</p>
]]></description><guid isPermaLink="false">43921</guid><pubDate>Sun, 03 Jun 2007 21:17:04 +0000</pubDate></item><item><title>save game system / script for SP</title><link>https://www.ghostrecon.net/forums/index.php?/topic/53041-save-game-system-script-for-sp/</link><description><![CDATA[
<p>Hello everybody!</p><p>
</p><p>
My name is Thomas from germany and I read</p><p>
"GHOST RECON: ADVANCED WARFIGHTER - SCRIPTING FOR BEGINNERS - Patch v1.35"</p><p>
Thanks to Wolfsong again!  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" alt=":)"></p><p>
</p><p>
After that great tutorial I have tried to make the following:</p><p>
First idea: GR:AW1 makes a new savegame after the player have killed two member of a enemy group</p><p>
</p><p>
&lt;!--mission01.xml: starts where all the "user-elements" start--&gt;</p><p>
&lt;user name="two_enemies_killed"&gt;</p><p>
&lt;trigger type="EnemyGroup" name="save_game_condition"&gt;</p><p>
&lt;enemy <span style="color:#FF0000;">group_id="all"</span> condition="2"/&gt;</p><p>
&lt;/trigger&gt;</p><p>
&lt;event name="save_game"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;!--mission01.xml: starts behind the "event-element-section"--&gt;</p><p>
&lt;event name="save_game"&gt;</p><p>
&lt;element type="SaveGame" name="check_point01" start_time="2.0"/&gt;</p><p>
&lt;/event&gt;</p><p>
</p><p>
That doesn't work nothing happens  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_hmm.gif" alt=":hmm:">  and then I tried that:</p><p>
Second idea: GR:AW1 makes a new savegame after the player have killed all of a EnemyGroup.</p><p>
</p><p>
&lt;!--I made this for every enemy group in the Mission01.xml I found--&gt;</p><p>
</p><p>
&lt;!--patrol01 patrol02 patrol03 patrol04 rpg01 rpg02 rpg03 yard01 tequila_mg01 roof01 backroad_patrol01 back_sentry inside_sentry backroad_patrol02 roof03 tequila_roof01--&gt;</p><p>
</p><p>
&lt;!--mission01.xml: starts where all the "user-elements" start--&gt;</p><p>
&lt;user name="save_game_patrol01_killed"&gt;</p><p>
&lt;trigger type="EnemyGroup" name="save_game_condition" type="once"&gt;</p><p>
&lt;enemy group_id="patrol01" condition="all"/&gt;</p><p>
&lt;/trigger&gt;</p><p>
&lt;event name="save_game"/&gt;</p><p>
&lt;/user&gt;</p><p>
.</p><p>
.</p><p>
.</p><p>
.</p><p>
.</p><p>
.</p><p>
&lt;user name="save_game_tequila_roof01_killed"&gt;</p><p>
&lt;trigger type="EnemyGroup" name="save_game_condition" type="once"&gt;</p><p>
&lt;enemy group_id="tequila_roof01" condition="all"/&gt;</p><p>
&lt;/trigger&gt;</p><p>
&lt;event name="save_game"/&gt;</p><p>
&lt;/user&gt;</p><p>
</p><p>
&lt;!--mission01.xml: starts behind the "event-element-section"--&gt;</p><p>
&lt;event name="save_game"&gt;</p><p>
&lt;element type="SaveGame" name="check_point01" start_time="2.0"/&gt;</p><p>
&lt;/event&gt;</p><p>
</p><p>
It doesn't work, too!  <img src="https://www.ghostrecon.net/forums/uploads/blink.gif" alt=":blink:">  Something is wrong and I don't see it... <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wall.gif" alt=":wall:"></p><p>
Can you help me, please? I hope!</p><p>
</p><p>
There is a savegamemanager.dxe into the quick.bundle, but no tool for editing...</p><p>
Is there a tool for editing *.dxe-files?</p><p>
</p><p>
Thanks a lot and have a nice day,</p><p>
</p><p>
Thomas</p><p>
</p><p>
P.S.: Sorry for my bad english!! <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_rolleyes.gif" alt=":rolleyes:"> Thank you!</p>
]]></description><guid isPermaLink="false">53041</guid><pubDate>Fri, 28 Aug 2009 13:43:44 +0000</pubDate></item><item><title>Defcon 20</title><link>https://www.ghostrecon.net/forums/index.php?/topic/52822-defcon-20/</link><description><![CDATA[
<p>I found this when I log in GRAW1 a few days ago...I download the map in a server and I saw that it was a map that I have done with the editor called 'Defcon_3' and again nobody ask me to do a remake of it <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_sad.png" alt=":(">...I want to know WHO make this and why he does not respect the author will...I mean those must stop...you see that will only make me quit for good from modding...</p>
]]></description><guid isPermaLink="false">52822</guid><pubDate>Thu, 23 Jul 2009 23:10:27 +0000</pubDate></item><item><title>Change weapons for Mitchell in first mission</title><link>https://www.ghostrecon.net/forums/index.php?/topic/49869-change-weapons-for-mitchell-in-first-mission/</link><description><![CDATA[
<p>Does anyone know of a way to change the kits in the first mission of GRAW. I have finally figured out the basics to opening the bundles for xml changes. I want to work my way into modding.</p>
]]></description><guid isPermaLink="false">49869</guid><pubDate>Fri, 25 Apr 2008 19:18:15 +0000</pubDate></item><item><title>New VIP2 DOWN mission SP</title><link>https://www.ghostrecon.net/forums/index.php?/topic/40073-new-vip2-down-mission-sp/</link><description><![CDATA[
<p>Hi everybody,</p><p>
This is my first attempt to mod a single player mission ! I've chosed VIP2 DOWN coz I like this mission, a lot of action and objectives ! I added more Tango at the first part, new support at the ambassy (F15) and more tanks and tango ! You have to change your way to cover the ambassy and now you can choose "ZEUS" !  </p><p>
</p><p>
Can somebody give me a link to upload the file "mission03.xml" ???</p><p>
</p><p>
Please note that I'm still working on it and I want to add some Mi28 and EnemyHelo but I need to add them to the world.xml and some other stuff  , if somebody knows how please answer me !  </p><p>
</p><p>
Thanks to all</p>
]]></description><guid isPermaLink="false">40073</guid><pubDate>Fri, 27 Oct 2006 16:56:49 +0000</pubDate></item><item><title>Hide A Small_static  (spansk_ryttare)</title><link>https://www.ghostrecon.net/forums/index.php?/topic/50945-hide-a-small_static-spansk_ryttare/</link><description><![CDATA[
<p>Hi,</p><p>
</p><p>
I want hide a small_static from the world and show it later. Also I want to walk over the place, where the small_static is placed. The small_static is a spansk_ryttare.</p><p>
</p><p>
I've tried:</p><p>
</p><p>
&lt;element type="DisableUnit" name_id="sperre_04"/&gt;</p><p>
&lt;element type="EnableUnit" name_id="sperre_04"/&gt;</p><p>
This don't work. Nothing changed.</p><p>
</p><p>
and</p><p>
</p><p>
&lt;element type="UnitVisibility" name_id="sperre_04" action="hide"/&gt;</p><p>
&lt;element type="UnitVisibility" name_id="sperre_04" action="show"/&gt;</p><p>
spansk_ryttare was not visible, but can't walk through</p><p>
</p><p>
Can anyone help?</p><p>
</p><p>
Thanks</p>
]]></description><guid isPermaLink="false">50945</guid><pubDate>Tue, 14 Oct 2008 15:45:44 +0000</pubDate></item><item><title>New Ready For Bear</title><link>https://www.ghostrecon.net/forums/index.php?/topic/42921-new-ready-for-bear/</link><description><![CDATA[
<p>Hi everybody !</p><p>
Since  a long time I haven't posted any comment here !</p><p>
Well these last two days I had some free time so I've decided to change the story and way how to play some SP missions. </p><p>
I've started with mission 6 : Ready for Bear and here are some pictures :</p><p>
<a href="http://img135.imageshack.us/img135/8741/screenshot42ki4.jpg" rel="external nofollow">http://img135.imageshack.us/img135/8741/screenshot42ki4.jpg</a></p><p>
</p><p>
<a href="http://img135.imageshack.us/img135/3489/screenshot46ot6.jpg" rel="external nofollow">http://img135.imageshack.us/img135/3489/screenshot46ot6.jpg</a></p><p>
</p><p>
<a href="http://img243.imageshack.us/img243/9498/screenshot48un4.jpg" rel="external nofollow">http://img243.imageshack.us/img243/9498/screenshot48un4.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/5020/screenshot49vv1.jpg" rel="external nofollow">http://img85.imageshack.us/img85/5020/screenshot49vv1.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/4058/screenshot54qd6.jpg" rel="external nofollow">http://img85.imageshack.us/img85/4058/screenshot54qd6.jpg</a></p><p>
</p><p>
<a href="http://img243.imageshack.us/img243/7849/screenshot55sk7.jpg" rel="external nofollow">http://img243.imageshack.us/img243/7849/screenshot55sk7.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/4695/screenshot57ma0.jpg" rel="external nofollow">http://img85.imageshack.us/img85/4695/screenshot57ma0.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/6373/screenshot61ii2.jpg" rel="external nofollow">http://img85.imageshack.us/img85/6373/screenshot61ii2.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/945/screenshot63nn7.jpg" rel="external nofollow">http://img85.imageshack.us/img85/945/screenshot63nn7.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/7171/screenshot64pl8.jpg" rel="external nofollow">http://img85.imageshack.us/img85/7171/screenshot64pl8.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/2553/screenshot65cy5.jpg" rel="external nofollow">http://img85.imageshack.us/img85/2553/screenshot65cy5.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/3680/screenshot68qc8.jpg" rel="external nofollow">http://img85.imageshack.us/img85/3680/screenshot68qc8.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/1646/screenshot69zc3.jpg" rel="external nofollow">http://img85.imageshack.us/img85/1646/screenshot69zc3.jpg</a></p><p>
</p><p>
<a href="http://img85.imageshack.us/img85/1489/screenshot70qx6.jpg" rel="external nofollow">http://img85.imageshack.us/img85/1489/screenshot70qx6.jpg</a></p><p>
</p><p>
Adding some support and now the Apache can attack the Mi-18 like in GRAW2 (trailer) <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_thumbsup.gif" alt=":thumbsup:"></p><p>
</p><p>
Enjoy the Pic</p><p>
</p><p>
Sincerly</p><p>
</p><p>
StormBlackEagle</p><p>
-Paris-</p>
]]></description><guid isPermaLink="false">42921</guid><pubDate>Sun, 08 Apr 2007 00:24:32 +0000</pubDate></item><item><title>Missionxx(ni).xml ?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/50780-missionxxnixml/</link><description><![CDATA[
<p>After patching to 1.35, I noticed mission"ni" files in the patch.bundle. I have existing mission.xmls in my local folder which I have modded, should I replace them with these "ni" xmls and redo my mods using these?</p>
]]></description><guid isPermaLink="false">50780</guid><pubDate>Fri, 12 Sep 2008 18:32:10 +0000</pubDate></item><item><title>OGR Scripting</title><link>https://www.ghostrecon.net/forums/index.php?/topic/40312-ogr-scripting/</link><description><![CDATA[
<p>Working on an [GR] Co-op Mission.</p><p>
</p><p>
Have been working on getting a C4 charge to explode. Am using the 'c4_aa1' script from SP Mission 5 as a reference.</p><p>
</p><p>
Got it to activate, but then get the following error msg.</p><p>
</p><p>
<em>data\lib\units\types\weapons\c4.dsf(-1): can't find member: activate in type &lt;void&gt;</em></p><p>
</p><p>
Has anyone doing [GR] missions got a working C4 yet ?</p><p>
</p><p>
Care to share your script?</p><p>
</p><p>
Thx Zero</p><p>
</p><p>
(edited for sp)</p>
]]></description><guid isPermaLink="false">40312</guid><pubDate>Sat, 11 Nov 2006 19:25:01 +0000</pubDate></item><item><title>How to change Sky Enviroment?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/48677-how-to-change-sky-enviroment/</link><description><![CDATA[
<p>Is it pssobible to change the sky enviroment, that means day time or fog density? like in GRAW2 ?</p><p>
</p><p>
I think it could but i dont know how it works. In mission 11 (Fierce Resistance) the sky change befor you enter the palacio or so. But i dont know how it is realized. There is nothing in the script, I guess.</p><p>
</p><p>
Does anybody know something?</p>
]]></description><guid isPermaLink="false">48677</guid><pubDate>Sun, 20 Jan 2008 13:31:35 +0000</pubDate></item><item><title>GRAW SP Scripting 2</title><link>https://www.ghostrecon.net/forums/index.php?/topic/40164-graw-sp-scripting-2/</link><description><![CDATA[
<p>Ok. Another one.  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_shifty.gif" alt=":shifty:"></p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><strong>Mission Objectives In The User Interface</strong><p>
</p><p>
<strong>NOTE: You can add as many elements as you want in these events. Everything you want to happen when the objective starts and ends should be put into these events.</strong></p><p><strong>
</strong></p><p>
</p><p>
<strong>Create Event To Add A Mission Objective To The GUI</strong></p><p>
<span style="color:#33CC00;">&lt;event name="add_objective1"&gt;</span></p><p>
Add Objective Info</p><p>
<span style="color:#33CC00;">&lt;element type="Objective" id="objective1" headline_id="my_mission_head_obj1" txt_id="my_mission_txt_obj1" state="add" mode="1" start_time="1.0/&gt;</span></p><p>
- type =&gt; define that you're dealing with an objective</p><p>
- id =&gt; name for this element inside the script, used for deactivating and changing info</p><p>
- headline_id =&gt; which string entry to show as headline for objective, example "Search and destroy ADA unit"</p><p>
- txt_is =&gt; which string entry to show as description text for objective, example "Search and destroy the mobile ADA unit. Use your C4 or other explosives to neutralize it."</p><p>
- state =&gt; what you want to do with the objective?, add/remove</p><p>
- mode =&gt; keep this set to 1</p><p>
- start_time =&gt; when to show it?, seconds delay after event executed</p><p>
Add Objective CrossCom Marker</p><p>
<span style="color:#33CC00;">&lt;element type="Objective" id="objective1_wp" waypoint_id="my_mission_wp_obj1" state="add" waypoint="10171.8555 -9296.7939 106.4334" mode="1" start_time="3.0"/&gt;</span></p><p>
- type =&gt; define that you're dealing with an objective</p><p>
- id =&gt; name for this element inside the script, used for deactivating and changing info</p><p>
- waypoint_id =&gt; which string entry to show as name tag for marker</p><p>
- state =&gt; what do you want to do with the marker?, add/remove</p><p>
- waypoint =&gt; x,y,z coordinates on map to place it</p><p>
- mode =&gt; keep this set to 1</p><p>
- start_time =&gt; when to show it?, seconds delay after event executed</p><p>
<span style="color:#33CC00;">&lt;/event&gt;</span></p><p>
</p><p>
</p><p>
<strong>Create Event To Update A Mission Objective On The GUI</strong></p><p>
<span style="color:#33CC00;">&lt;event name="update_objective1"&gt;</span></p><p>
Update Objective Info</p><p>
<span style="color:#33CC00;">&lt;element type="Objective" id="objective1" headline_id="my_mission_head2_obj1" txt_id="my_mission_txt2_obj1" state="add" mode="1" start_time="3.0"/&gt;</span></p><p>
- type =&gt; define that you're dealing with an objective</p><p>
- id =&gt; define which objective you want to work with, same as id when you created it</p><p>
- headline_id =&gt; which string entry to show as new headline for objective, example "Get a move on, Search and destroy ADA unit"</p><p>
- txt_is =&gt; which string entry to show as new description text for objective, example "Search and destroy the mobile ADA unit. Use your C4 or other explosives to neutralize it. The ADA is on the move!"</p><p>
- state =&gt; what you want to do with the objective?, add/remove, use add when updating</p><p>
- mode =&gt; keep this set to 1</p><p>
- start_time =&gt; when to update it?, seconds delay after event executed</p><p>
<span style="color:#33CC00;">&lt;/event&gt;</span></p><p>
</p><p>
</p><p>
<strong>Create Event To Remove Mission Objective From The GUI</strong></p><p>
<span style="color:#33CC00;">&lt;event name="remove_objective1"&gt;</span></p><p>
Remove Objective CrossCom Marker</p><p>
<span style="color:#33CC00;">&lt;element type="Objective" id="objective1_wp" state="remove" mode="1" start_time="0.0"/&gt;</span></p><p>
- type =&gt; define that you're dealing with an objective</p><p>
- id =&gt; define which marker you want to work with, same as id when you created it</p><p>
- state =&gt; what do you want to do with the marker?, add/remove</p><p>
- mode =&gt; keep this set to 1</p><p>
- start_time =&gt; when to remove it?, seconds delay after event executed</p><p>
Remove Objective Info</p><p>
<span style="color:#33CC00;">&lt;element type="Objective" id="objective1" state="remove"/&gt;</span></p><p>
- type =&gt; define that you're dealing with an objective</p><p>
- id =&gt; define which objective you want to work with, same as id when you created it</p><p>
- state =&gt; what do you want to do with the marker?, add/remove</p><p>
Add Next Objective</p><p>
<span style="color:#33CC00;">&lt;/event&gt;</span></p><p>
</p><p>
</p><p>
<strong>And the clean XML code with only overview comments:</strong></p><p>
</p><p>
<em>Adding A Mission Objective To The GUI</em></p><p>
<span style="color:#33CC00;">&lt;event name="add_objective1"&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type="Objective" id="objective1" headline_id="my_mission_head_obj1" txt_id="my_mission_txt_obj1" state="add" mode="1" start_time="1.0/&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type="Objective" id="objective1_wp" waypoint_id="my_mission_wp_obj1" state="add" waypoint="10171.8555 -9296.7939 106.4334" mode="1" start_time="3.0"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/event&gt;</span></p><p>
</p><p>
<em>Update A Mission Objective On The GUI</em></p><p>
<span style="color:#33CC00;">&lt;event name="update_objective1"&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type="Objective" id="objective1" headline_id="my_mission_head2_obj1" txt_id="my_mission_txt2_obj1" state="add" mode="1" start_time="3.0"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/event&gt;</span></p><p>
</p><p>
<em>Removing A Mission Objective From The GUI</em></p><p>
<span style="color:#33CC00;">&lt;event name="remove_objective1"&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type="Objective" id="objective1_wp" state="remove" mode="1" start_time="0.0"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type="Objective" id="objective1" state="remove"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/event&gt;</span></p><p>
</p><p>
</p><p>
<strong>NOTE: The creation of marker and info can all be done in one go!</strong></p><p>
</p><p>
<span style="color:#33CC00;">&lt;element type="Objective" id="objective1" headline_id="my_mission_head_obj1" txt_id="my_mission_txt_obj1" waypoint_id="my_mission_wp_obj1" state="add" waypoint="23432.975 26290.469 -1044.3226" mode="1" start_time="1.0"/&gt;</span></p><p>
</p><p>
But as you can see there is no id for just the marker defined, which gives that you can't just update the waypoint if you need to. It's all in one big package.</p><p>
On the other hand your marker will get deleted with your info, using only one element.</p><p>
</p><p><span style="color:#33CC00;">
&lt;element type="Objective" id="objective1" state="remove"/&gt;	</span></p><p>
</p><p>
So it depends on the type of objective you have which way to deal with the user interface.</p><p>
</p><p>
</p><p>
<strong>The Strings</strong></p><p><strong>
There was a few string entrys used in these scripts. These are found in the strings/mission.xml.</strong></p><p><strong>
in our case it would be a short file like this:</strong></p><p>
</p><p>
<span style="color:#33CC00;">&lt;stringset&gt;</span></p><p><span style="color:#33CC00;">
	&lt;string id="my_mission_briefing" value="Get to it."/&gt;</span></p><p><span style="color:#33CC00;">
	&lt;string id="my_mission_head_obj1" value="Search and destroy ADA unit"/&gt;</span></p><p><span style="color:#33CC00;">
	&lt;string id="my_mission_txt_obj1" value="Search and destroy the mobile ADA unit. Use your C4 or other explosives to neutralize it."/&gt;</span></p><p><span style="color:#33CC00;">
	&lt;string id="my_mission_wp_obj1" value="ADA location"/&gt;</span></p><p><span style="color:#33CC00;">
	&lt;string id="my_mission_head2_obj1" value="Get a move on, Search and destroy ADA unit"/&gt;</span></p><p><span style="color:#33CC00;">
	&lt;string id="my_mission_txt2_obj1" value="Search and destroy the mobile ADA unit. Use your C4 or other explosives to neutralize it. The ADA is on the move!"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/stringset&gt;</span></p><p>
</p><p>
Notice that the mission briefing text is also in this file. <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wink.png" alt=";)"></p><p>
</p><p>
</p><p>
Ok. Now all we need is triggers for these events... that's for next time.</p></div></blockquote><p>
</p><p>
Hope it helps any SP scripters out there.</p>
]]></description><guid isPermaLink="false">40164</guid><pubDate>Wed, 01 Nov 2006 14:46:21 +0000</pubDate></item><item><title>GRAW SP Scripting 7</title><link>https://www.ghostrecon.net/forums/index.php?/topic/40571-graw-sp-scripting-7/</link><description><![CDATA[
<p>Of course you can set up multiple different conditions to trigger an event in GR:AW.</p><p>
</p><p>
Note: What you can't do is use NOT, as in is something hasn't yet happened. But this can be solved with some ugly scripting if it's absolutly needed.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><strong>AND &amp; OR Conditioned Triggers</strong><p>
</p><p>
<strong>AND Condition:</strong></p><p>
It's easy to create AND conditioned triggers in GR:AW, as I showed in Scripting 3 you can just stack conditions, but I'll include that here as well.</p><p>
</p><p>
Example: You want "tank01" AND "tank02" to be destroyed AND have "vip" in "helicopter_01" as a trigger condition for the "objective1_completed" event to run.</p><p>
</p><p>
<span style="color:#33CC00;">&lt;!--Condition 1, 2 AND 3--&gt;</span></p><p><span style="color:#33CC00;">
&lt;user name="tanks_gone_and_vip_out" type="once"&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="Vehicle"&gt;</span></p><p><span style="color:#33CC00;">
&lt;vehicle id="tank01"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;vehicle id="tank02"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/trigger&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="TeamInTransport" vehicle_id="helicopter_01" group_id="vip"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/user&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p><span style="color:#33CC00;">
&lt;!--Event To Run--&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type=".....</span></p><p><span style="color:#33CC00;">
&lt;element type=".....</span></p><p><span style="color:#33CC00;">
&lt;/event&gt;</span></p><p>
</p><p>
</p><p>
<strong>OR Condition:</strong></p><p>
To make an OR conditioned trigger there is a little more work, but it's still very simple. All you need is 1 trigger for each OR condition and set the event they trigger to only run once.</p><p>
</p><p>
Example: You want "tank01" OR "tank02" to be destroyed OR have "vip" in "helicopter_01" as a trigger condition for the "objective1_completed" event to run.</p><p>
</p><p>
<span style="color:#33CC00;">&lt;!--Condition 1--&gt;</span></p><p><span style="color:#33CC00;">
&lt;user name="tank1_gone" type="once"&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="Vehicle"&gt;</span></p><p><span style="color:#33CC00;">
&lt;vehicle id="tank01"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/trigger&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/user&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p><span style="color:#33CC00;">
&lt;!--OR Condition 2--&gt;</span></p><p><span style="color:#33CC00;">
&lt;user name="tank2_gone" type="once"&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="Vehicle"&gt;</span></p><p><span style="color:#33CC00;">
&lt;vehicle id="tank02"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/trigger&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/user&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p><span style="color:#33CC00;">
&lt;!--OR Condition 3--&gt;</span></p><p><span style="color:#33CC00;">
&lt;user name="vip_out" type="once"&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="TeamInTransport" vehicle_id="helicopter_01" group_id="vip"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/user&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p><span style="color:#33CC00;">
&lt;!--Event To Run--&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed" once="true"&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type=".....</span></p><p><span style="color:#33CC00;">
&lt;element type=".....</span></p><p><span style="color:#33CC00;">
&lt;/event&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p>
<strong>Note:</strong> The important part, as I wrote above, is to add the once="true" part in the event declaration so that it only can be used once everytime the mission is run. When the first condition is triggered it will will the event. The other two will still trigger when they occur, but as the event can only run once, nothing else will happen.</p><p>
</p><p>
<strong>AND OR Condition:</strong></p><p>
Of course you see how to combine these, but I'll write an example on this anyhow.</p><p>
</p><p>
Example: You want "tank01" to be destroyed AND have "vip" in "helicopter_01" OR you want "tank02" to be destroyed to be the trigger condition for the "objective1_completed" event to run.</p><p>
</p><p>
<span style="color:#33CC00;">&lt;!--Condition 1 &amp; 2--&gt;</span></p><p><span style="color:#33CC00;">
&lt;user name="tank1_gone_and_vip_out" type="once"&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="Vehicle"&gt;</span></p><p><span style="color:#33CC00;">
&lt;vehicle id="tank01"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/trigger&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="TeamInTransport" vehicle_id="helicopter_01" group_id="vip"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/user&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p><span style="color:#33CC00;">
&lt;!--OR Condition 2--&gt;</span></p><p><span style="color:#33CC00;">
&lt;user name="tank2_gone" type="once"&gt;</span></p><p><span style="color:#33CC00;">
&lt;trigger type="Vehicle"&gt;</span></p><p><span style="color:#33CC00;">
&lt;vehicle id="tank02"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/trigger&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed"/&gt;</span></p><p><span style="color:#33CC00;">
&lt;/user&gt;</span></p><p><span style="color:#33CC00;">
</span></p><p><span style="color:#33CC00;">
&lt;!--Event To Run--&gt;</span></p><p><span style="color:#33CC00;">
&lt;event name="objective1_completed" once="true"&gt;</span></p><p><span style="color:#33CC00;">
&lt;element type=".....</span></p><p><span style="color:#33CC00;">
&lt;element type=".....</span></p><p><span style="color:#33CC00;">
&lt;/event&gt;</span></p><p>
</p><p>
Simple as that. Enjoy.</p></div></blockquote>
]]></description><guid isPermaLink="false">40571</guid><pubDate>Mon, 27 Nov 2006 08:58:31 +0000</pubDate></item><item><title>Helicopter Scripting</title><link>https://www.ghostrecon.net/forums/index.php?/topic/44537-helicopter-scripting/</link><description><![CDATA[
<p>Hi,</p><p>
i am scripting an [GR] mission. You have to kill ontiveros but he will try to escape. One heli (mi17) will come for him and 2 another ones (mi28) should guard them. If Ontiveros reach the heli and disappear should the two MI28 do the same, because they guard the MI17. </p><p>
But the Problem: if they have got the order="guard" they wont do anything that means no order after the guard-order will take effect.  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wall.gif" alt=":wall:"></p><p>
here my script: </p><p>
 <em>&lt;area_group name="area1" area_name="area1" group="mp_players" interval="0.3" condition="1"/&gt;</em></p><p><em>
		&lt;user name="area1" type="once"&gt;</em></p><p><em>
			&lt;trigger type="UnitInArea" area="area1"/&gt;</em></p><p><em>
			&lt;event name="activate01"/&gt;</em></p><p><em>
		&lt;/user&gt;</em></p><p><em>
		&lt;area_group name="area2" area_name="area2" group="mp_players" interval="0.3" condition="1"/&gt;</em></p><p><em>
		&lt;user name="area2" type="once"&gt;</em></p><p><em>
			&lt;trigger type="UnitInArea" area="area2"/&gt;</em></p><p><em>
			&lt;event name="activate02"/&gt;</em></p><p><em>
		&lt;/user&gt;</em></p><p><em>
		&lt;event name="start_game"&gt;</em></p><p><em>
		&lt;element type="UnitInArea" area="area1" state="activate" start_time="2"/&gt;</em></p><p><em>
		&lt;element type="UnitInArea" area="area2" state="activate" start_time="3"/&gt;</em></p><p><em>
		&lt;/event&gt;</em></p><p><em>
		</em></p><p><em>
		&lt;event name="activate01"&gt;</em></p><p><em>
		&lt;element type="TriggerEvent" event="activate_welle1" start_time="0.1"/&gt;</em></p><p><em>
		&lt;/event&gt;</em></p><p><em>
</em></p><p><em>
		&lt;event name="activate_welle1"&gt;</em></p><p><em>
		&lt;element type="ActivateVehicle" vehicle_id="heli1" start_time="0"/&gt;</em></p><p><em>
		&lt;element type="OrderHeli" vehicle_id="heli1" order="move" position="-20100 1038 4000" speed="2" target="true" start_time="3"/&gt;</em></p><p><em>
		&lt;element type="OrderHeli" vehicle_id="heli1" order="target" target_rot="0 0 0" position="0 0 0" speed="1" start_time="8"/&gt;</em></p><p><em>
		&lt;element type="OrderHeli" vehicle_id="heli1" order="guard" position="0 0 0" inner_radius="6000" outer_radius="11000" start_time="13"/&gt;</em></p><p><em>
		&lt;/event&gt;</em></p><p><em>
		</em></p><p><em>
		&lt;event name="activate02"&gt;</em></p><p><em>
		&lt;element type="TriggerEvent" event="activate_welle2" start_time="0.1"/&gt;</em></p><p><em>
		&lt;/event&gt;</em></p><p><em>
</em></p><p><em>
		&lt;event name="activate_welle2"&gt;</em></p><p><em>
		&lt;element type="OrderHeli" vehicle_id="heli1" order="move" position="-20100 1038 4000" speed="2" target="true" start_time="3"/&gt;</em></p><p><em>
		&lt;/event&gt;</em></p><p>
</p><p>
what do i wrong? or isnt there a possibility to abort the guard order?</p><p>
thanks</p>
]]></description><guid isPermaLink="false">44537</guid><pubDate>Sat, 30 Jun 2007 13:28:58 +0000</pubDate></item><item><title>VIP 2 is Down Redux</title><link>https://www.ghostrecon.net/forums/index.php?/topic/42985-vip-2-is-down-redux/</link><description><![CDATA[
<p>Nice little remake, liked the added bad guys, but one thing to note, the tangos in the second Panhard (not the originally scripted one) comes rolling out with no gunner.  Then again I could be a little wrong as a lot of bullets were flying and well, kinda lost track.  If not then disregard.  It's pretty fun up to the point before you start moving up to the ADATS, and was just really another walk in the park.  I would suggest a few more baddies in a more strategic place, but for real team movement, this one is AOK by me <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_biggrin.png" alt=":D">  I made a night version eons ago, I may post it up here, it's kinda fun really <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" alt=":)"></p>
]]></description><guid isPermaLink="false">42985</guid><pubDate>Wed, 11 Apr 2007 02:47:12 +0000</pubDate></item><item><title>Question about the mod map display</title><link>https://www.ghostrecon.net/forums/index.php?/topic/42210-question-about-the-mod-map-display/</link><description><![CDATA[
<p>Hi all</p><p>
</p><p>
Can anyone instruct me on how to get the small map in the bottom left corner of the HUD to show the entire map? The mod I'm working on only shows a small portion of the map. The full overhead view (M key) is fine, the whole map is there, but the HUD mapshows just the upper corner. Is there a command to refresh the map? I have exported many times, but it never changes. And there appears to be 'holes' in it, where I made some static area changes.</p><p>
</p><p>
Any help would be appreciated.  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_thumbsup.gif" alt=":thumbsup:"></p><p>
</p><p>
Thanks!</p><p>
</p><p>
MOM</p>
]]></description><guid isPermaLink="false">42210</guid><pubDate>Thu, 01 Mar 2007 11:28:28 +0000</pubDate></item><item><title>NPC guffed in extra save points</title><link>https://www.ghostrecon.net/forums/index.php?/topic/42709-npc-guffed-in-extra-save-points/</link><description><![CDATA[
<p><span style="color:#660000;"><span style="font-family:'Courier New';">Sorry if you've already seen this post in GR:AW PC Version, I meant to post here, my fault for having too many tabs open in FF. If any-one can delete the other post ...  </span></span></p><p>
</p><p>
OK, first I have to confess that since I've found how to add extra save points, I've been adding as many as I can into every mission BEFORE I play  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_whistle.gif" alt=":whistle:">  allowing me to hopefully complete GRAW, with the limited playing time I have, before GRAW2 comes out. While the extra points do cause less frustration at not having to redo big sections again, it does detract from the game in two ways:</p><p>
a) You lose some surprise to the game, GRAW has few enough random events, most of the mission is scripted based on a set of triggers. If your game saves without you having just completed an objective, it means you've triggered an 'unit-in-area' trigger that you've added a save point to. Which in-turn usually means danger is round the corner, or will be heading towards you, that sort of thing.</p><p>
b) The lack of random events and the closeness of the saves can turn the game into a bit of a 'paint-by-numbers' effort. If you're pulled way back you may try some different route/tactics but with lots of saves you just retry with slightly different action, move slightly more left/ peek round that corner before proceeding / put a team member right there and so on. Even if not killed I've found myself jumping back to a save point if everthing is not perfect, I'm injured or I've lost a team member. Hardly realistic eh?</p><p>
</p><p>
And then the other downside, bugs (or unexpected out-turns as we're breaking the game code not the developer  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_dry.png" alt="&lt;_&lt;">  ). Had one in mission 3 where, on completing the mission including destroying the tank, I was not allowed to evacuate on the black hawk  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_ohmy.png" alt=":o">  . But now this one in mission 06 Ready for Bear is even crazier.</p><p>
</p><p>
It happens between getting the tank crew in the barracks and reaching the US tanks. Not an overly difficult section (if you time it right so those tank jockeys don't try and take down the MG nest on their own  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wacko.png" alt=":wacko:"> ) so the extra saves in between are not neccessary, but they were in there. So when I was caught out by the MG nest myself, I jumped to the last extra point, close to the hanger, tower snipers gone, good, take out the MG, done, head into the hanger, fine, "right lads into the tanks with you lets get goin', lads... eh? ". No sign of the crew apart from blue diamonds back towards the barracks. One minute they are taking on a MG nest with pistols, next they are afraid to move up when all threats have been neutralised ??? Back out see if I've missed a new set of threats, nope. Back towards the barracks, what a site, all the crew on their knees, hands behind their heads  <img src="https://www.ghostrecon.net/forums/uploads/blink.gif" alt=":blink:">  They don't do anything, even when you go up to them, just kneel  <img src="https://www.ghostrecon.net/forums/uploads/blink.gif" alt=":blink:"></p><p>
</p><p>
Apart from being an amusing tale, it does show a limitation of NPCs in mods and how save game works in GRAW (and probably GRAW2). coming out of a save, all characters are respawned at their saved location (hence why you and your team return to full health). Problem is if NPCs have a specific spawn action seen when first encountered (lying unconcious, kneeling as prisoners etc., usually with an event trigger to get them out of that action) then they will revert to that action on return from a save point.</p><p>
</p><p>
In the end I just had to do that section using only the official check-points. Oh well, if I ever get really frustrated with the game I can always turn in to <span style="color:#FF0000;"><span style="font-family:'Comic Sans Ms';">Evil Mitchell</span></span>  <img src="https://www.ghostrecon.net/forums/uploads/devil.gif" alt=":devil:"> , jump into one of those extra points and see how many tank crew members I can mercilessly execute  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_2gun.gif" alt=":o=">  before Game Over.</p>
]]></description><guid isPermaLink="false">42709</guid><pubDate>Mon, 26 Mar 2007 15:32:34 +0000</pubDate></item><item><title>Opening scripts</title><link>https://www.ghostrecon.net/forums/index.php?/topic/42632-opening-scripts/</link><description><![CDATA[
<p><img src="https://www.ghostrecon.net/forums/uploads/huh.gif" alt=":huh:"></p><p>
</p><p>
How would you go about opening the multiplayer scripts included?  DXE Files</p><p>
</p><p>
Tinker</p>
]]></description><guid isPermaLink="false">42632</guid><pubDate>Wed, 21 Mar 2007 23:27:34 +0000</pubDate></item></channel></rss>
