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MadMike

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Everything posted by MadMike

  1. Hi Skydog. What registry hack is that? MadMike
  2. If the guys at Nvidia were smart, this is not how it should be working. If they were smart, they would make the new Nvidia PhysX compatible with all versions of the Ageia PhysX driver on the API level, which would mean that a game would sense that a PhysX card is present and the Nvidia PhysX driver just sends the instructions to the graphics card instead of the PhysX card. That would make sense. I have the same problem as OP. I have just bought a GTX260 card and were looking forward to enabling hardware physics in GRAW2. But unfortunately no, GRAW2 does not detect a PhysX present It could be cool if one of the GRIN'ners would comment on how to make GRAW2 detect and use Nvidia PhysX. MadMike
  3. Whatever happened to the patch that was announched some time ago? MadMike
  4. I think the ANM8_THROWER is the reason for the crash. The closest I can get (without crash) to our preferred loadout is this: <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="m61_thrower"/> </soldier> The strange thing here, (as NoQuarter also writes) is that this results in the AIMPOINT being removed from the SCAR and assigned to the MP5A4. Apparently the game can't handle assigning an AIMPOINT to both the primary and secondary weapon Any ideas on why? Thanks. Absolutely MadMike
  5. Hi, There seem to be an error in the way the file "ghost_templates.xml" is used by GRAW2 (version 1.04). I am trying to accomplish the following loadout: <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"/> </soldier> But for some strange reason GRAW2 crashes when I try it. ---------------------------------------------------------------------- Wed Mar 05 04:49:55 2008 Crash in application version: 30621.2989 data\lib\units\ai\soldier\sgunlogics.dsf(-1): Rocket weapon in s_gun_reset for in unit teammate_mitchell SCRIPT STACK: data\lib\units\ai\soldier\sgunlogics.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded ---------------------------------------------------------------------- This loadout works fine when selected throught the GUI! Can anyone get this loadout to work using "ghost_templates.xml"? Thanks. MadMike
  6. Hi there, Thanks to you guys, I am getting a lot further now I can get the following loadout to work in ghost_templates.xml: <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="m61_thrower"/> </soldier> This is our preferred loadout however, but it crashes the game: :'( <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="anm8_thrower"/> <weapon_unit name="m61_thrower"/> </soldier> I have tried to switch the order of the anm8 and m61, but the game still crashes I know that this particular loadout (having both anm8 and m61) is possible through the GUI as we uses it all the time, so its a mystery to me why it crashes the game when its specified in ghost_templates.xml. Any ideas? MadMike
  7. And therein lies the problem. In order for your changes in the ghost_templates.xml to be recognized by the game program, you must unbundle/extract and copy the group_manager.xml (again, regardless of whether or not you intend to make any changes to it) and then include it, as well as the (edited) ghost_templates.xml in your \Local\english\lib\managers\xml directory. ____ This is probably a result of the orphaned binary files (without companion .xmls') that are scattered thoughout the patches. The main program "sees" the *.xmb but not its associated .xml (or its xi:include pointer) along with it in the patch (or in this case the over-ride directory), so it reverts back to the quick.bundle contents (and the default settings) without the edited file(s) in question in the \Local\English directory being recognized. Or I could be totally wrong. Hi NoQuarter, Thanks for your input. I will definately try to put the unmodified group_manager.xml in the \Local\english\lib\managers\xml directory. Do you think I need extract/copy other files to \Local\English.... like the ghost_templates.xmb file or such? EDIT: That was a breakthrough. By copying group_manager.xml to Local\English..., GRAW2 crashed! But at least it seemed to be reading my modified ghost_templates.xml file now. I must admit that I dont understand why it is needed to copy the group_manager.xml file to Local\English as it is not modified. Can anyone elaborate on that? It seems ilogical. But now I will go slowly ahead and do some small changes to ghost_templates.xml to see if I can avoid the game crashing MadMike
  8. I hope this will continue to go back and forth until its solved as we need this I have not touched the group_manager.xml - its still untouched in the bundles. The only change I am after, is the default kit entries in the ghost_templates.xml and how to get the settings in Local\English to take effect over the bundles. WolfSong, I realize that the entire code was not included above, so I have zipped it and placed it here: ghost_templates.xml In hope of a solution. MadMike
  9. Yep - I had to find the rules of where to use the closing "/" BUT, I have tried with my own corrections first and have tried copying/pasting your suggestion above directly, but it still does not work My entire "ghost_templates.xml" now looks like this: <!-- ---- GHOST templates ------------ --> <!-- sniper rifles: barrett - mods: sniper_scope (always) m14 - mods: m14_scope, qd_suppressor msg90 - mods: msg90_scope (always), silencer_primary rifles: m416 - mods: eglm , m416_ironsight , m416_frontgrip, qd_suppressor rx4 - mods: xl7 , rx4_combat_sight, m416_frontgrip, qd_suppressor crye - mods: crye_ironsights (default) , crye_combatsight , crye_grenade_launcher, silencer_primary m8 - mods: m8_ironsight (default), m8_combatsight, silencer_primary, eglm scar_heavy - mods: scar_ironsight (default), aimpoint, scarh_grenade_launcher, scarh_tactical_grip, silencer_primary scar_light - mods: scar_ironsight (default), aimpoint, scar_grenade_launcher, scar_tactical_grip , silencer_primary g36 - mods: g36_ironsights (default), m96_flashlight, silencer_primary ---(no frontgrip, no GL) support: saw hk21e secondary: m8_compact - mods: m8_ironsight (default), silencer_primary mp5sd - mods: aimpoint mp5a4 - mods: aimpoint g36_compact - mods: g36_ironsights (default), aimpoint, silencer_primary sidearms: beretta - mods: silencer_secondary mk45 - mods: silencer_secondary glock grenades: m61_thrower anm8_thrower others: predator m32 - mods: m32_sight (always) rpg7 - mods: pgo7 (always) --> <to_include> <!-- camos Standard-ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.83 0.95 1.011"/> Multicam-camo (GRAW1 ghosts) <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_03/camo_multicam_xy_df"/> <color_switch material="camo" color="base_color" value="1.32 1.15 0.85"/> Woodland-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_04/camo_woodland_camo_xy_df"/> <color_switch material="camo" color="base_color" value="1.12656 0.97813 0.751563"/> Brown ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_05/camo_brown_xy_df"/> <color_switch material="camo" color="base_color" value="1.12 0.97 0.75"/> Green ACU camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_06/camo_green_xy_df"/> <color_switch material="camo" color="base_color" value="0.8 0.8 0.6"/> Grey ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_07/camo_grey_xy_df"/> <color_switch material="camo" color="base_color" value="0.5 0.6 0.6"/> Coyote ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_08/camo_coyote_xy_df"/> <color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/> --> <xdefine name="xp_values(stealth, awareness, stamina, long_range_weapons, short_range_weapons, aggressiveness, tactical_ability, morale)"> <var name="xp_stealth" value="$stealth"/> <var name="xp_awareness" value="$awareness"/> <var name="xp_stamina" value="$stamina"/> <var name="xp_long_range_weapons" value="$long_range_weapons"/> <var name="xp_short_range_weapons" value="$short_range_weapons"/> <var name="xp_aggressiveness" value="$aggressiveness"/> <var name="xp_tactical_ability" value="$tactical_ability"/> <var name="xp_morale" value="$morale"/> </xdefine> <!-- Mitchell(Player) Joe Ramirez (Rifleman) Matt beasley (Rifleman) Paul Smith (Rifleman) Marcus Brown (Support) Bo Jenkins (Demolition) Richard Allen (Sniper) Derrick Parker(Support Specialist) John Hume(Sniper Specialist) Miguel Rivera (Demo Specialist)--> <!-- XDEFINE KITS FOR ALL CAMPAIGN CHARACTERS --> <xdefine name="mitchell()"> <!--Customization units--> <unit name="teammate_mitchell"/> <head_unit name="acu_ghost_head_mitchell"/> <gear_unit name="acu_ghost_back_strap_mitchell"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_01"/> <gear_unit name="acu_ghost_torso_gear_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="0"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_mitchell"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_01"/> <var name="public_name" value="MITCHELL"/> </stats> <bio local="bio_mitchell"/> </xdefine> <xdefine name="ramirez()"> <!--Customization units--> <unit name="teammate_ramirez"/> <head_unit name="acu_ghost_head_ramirez"/> <gear_unit name="acu_ghost_back_strap_ramirez"/> <gear_unit name="acu_ghost_holster_02"/> <gear_unit name="acu_ghost_hips_gear_02"/> <gear_unit name="acu_ghost_torso_gear_02"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="1"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_02"/> <var name="public_name" value="RAMIREZ"/> </stats> <bio local="bio_ramirez"/> </xdefine> <xdefine name="beasley()"> <!--Customization units--> <unit name="teammate_beasley"/> <head_unit name="acu_ghost_head_beasley"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_beasley"/> <gear_unit name="acu_ghost_holster_02"/> <gear_unit name="acu_ghost_hips_gear_04"/> <gear_unit name="acu_ghost_torso_gear_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="1"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_03"/> <var name="public_name" value="BEASLEY"/> </stats> <bio local="bio_beasley"/> </xdefine> <xdefine name="brown()"> <!--Customization units--> <unit name="teammate_brown"/> <head_unit name="acu_ghost_head_brown"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_brown"/> <gear_unit name="acu_ghost_holster_02"/> <gear_unit name="acu_ghost_hips_gear_03"/> <gear_unit name="acu_ghost_torso_gear_03"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="4"/> <!-- 0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_04"/> <var name="public_name" value="BROWN"/> </stats> <bio local="bio_brown"/> </xdefine> <xdefine name="jenkins()"> <unit name="teammate_jenkins"/> <head_unit name="acu_ghost_head_jenkins"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_jenkins"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_01"/> <gear_unit name="acu_ghost_torso_gear_02"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="2"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_05"/> <var name="public_name" value="JENKINS"/> </stats> <bio local="bio_jenkins"/> </xdefine> <xdefine name="hume()"> <unit name="teammate_hume"/> <head_unit name="acu_ghost_head_hume"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_hume"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_04"/> <gear_unit name="acu_ghost_torso_gear_04"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="3"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_06"/> <var name="public_name" value="HUME"/> </stats> <bio local="bio_hume"/> </xdefine> <xdefine name="ag_hume()"> <unit name="ag_teammate_hume"/> <gear_unit name="acu_ghost_holster_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_04/camo_woodland_camo_xy_df"/> <color_switch material="camo" color="base_color" value="0.482353 0.509804 0.439216"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="3"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_06"/> <var name="public_name" value="HUME"/> </stats> <bio local="bio_hume"/> </xdefine> <!-- Mission 01 --> <!-- MITCHELL RAMIREZ BEASLEY BROWN JENKINS HUME (ag_HUME) --> <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"/> </soldier> <soldier name="RAMIREZ"> @ramirez() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="BEASLEY"> @beasley() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> <mod name="qd_suppressor"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BROWN"> @brown() <weapon_unit name="saw"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="JENKINS"> @jenkins() <weapon_unit name="scar_heavy"> <mod name="scarh_grenade_launcher"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="HUME"> @hume() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="ag_HUME"> @ag_hume() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <!-- Mission 02 --> <!-- MITCHELL_m02 RAMIREZ_m02 BEASLEY_m02 BROWN JENKINS_m02 HUME (ag_HUME) --> <soldier name="MITCHELL_m02"> @mitchell() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="m8_compact"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="RAMIREZ_m02"> @ramirez() <weapon_unit name="scar_light"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> </soldier> <soldier name="BEASLEY_m02"> @beasley() <weapon_unit name="scar_light"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> </soldier> <soldier name="JENKINS_m02"> @jenkins() <weapon_unit name="m8"> <mod name="eglm"/> </weapon_unit> <weapon_unit name="mp5sd"/> </soldier> <!-- Mission 03 --> <!-- MITCHELL_m03 RAMIREZ_m03 BEASLEY_m03 BROWN JENKINS HUME (ag_HUME) --> <soldier name="MITCHELL_m03"> @mitchell() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> <mod name="qd_suppressor"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="predator"/> </soldier> <soldier name="RAMIREZ_m03"> @ramirez() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BEASLEY_m03"> @beasley() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <!-- Mission 04 --> <!-- MITCHELL_m04 RAMIREZ_m04 BEASLEY_m04 BROWN JENKINS HUME (ag_HUME) --> <soldier name="MITCHELL_m04"> @mitchell() <weapon_unit name="m416"> <mod name="m416_frontgrip"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="glock"/> <weapon_unit name="m61_thrower"/> <weapon_unit name="predator"/> </soldier> <soldier name="RAMIREZ_m04"> @ramirez() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="eglm"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="predator"/> </soldier> <soldier name="BEASLEY_m04"> @beasley() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="eglm"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="predator"/> </soldier> <!-- Mission 05 --> <!-- MITCHELL_m05 RAMIREZ_m05 BEASLEY_m05 BROWN JENKINS HUME_m05 (ag_HUME_m05) --> <soldier name="MITCHELL_m05"> @mitchell() <weapon_unit name="scar_light"> <mod name="aimpoint"/> <mod name="scar_grenade_launcher"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="m61_thrower"/> </soldier> <soldier name="RAMIREZ_m05"> @ramirez() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BEASLEY_m05"> @beasley() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="HUME_m05"> @hume() <weapon_unit name="barrett"/> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="ag_HUME_m05"> @ag_hume() <weapon_unit name="barrett"/> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <!-- Mission 06 --> <!-- MITCHELL_m06 BEASLEY_m04 --> <soldier name="MITCHELL_m06"> @mitchell() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="predator"/> </soldier> <!-- Mission 07 --> <!-- MITCHELL_m07 RAMIREZ_m07 BEASLEY_m07 BROWN_m07 JENKINS_m07 HUME_m07 (ag_HUME_m07) --> <soldier name="MITCHELL_m07"> @mitchell() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> <mod name="qd_suppressor"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="RAMIREZ_m07"> @ramirez() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BEASLEY_m07"> @beasley() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <wea
  10. Thanks for your reply, WolfSong. I am running XP and I am the server. For now, I am only trying things out on my own PC (the non-dedicated server). Its great that you have it running, that means that there is hope At first glance, I dont see the difference between your code and mine, but I just wanted to write this reply, and then go look more closely. EDIT: I see the difference in syntax now. I will try it out again with the correct syntax. MadMike
  11. Hi again, I am (as you can read from the this thread) trying to set the default kits for all players to my own fixed preferences in COOP LAN Campaign. I have tried the following: 1) Unpacked quick.bundle to temp folder 2) Copied ghost_templates.xml to "GRAW2\Ghost Recon Advanced Warfighter 2\Local\English\lib\managers\xml" 3) Edited ghost_templates.xml like this: <!-- Mission 01 --> <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"> </soldier> 4) Started GRAW2 and went into Multiplayer, Lan Only, Create Server, LAN Campaign Server, Mission 01 (Search and Destroy), Team Selection BUT, Mitchell (a.k.a me) still has the RX4 as primary weapon This is the same situation if I go into Campaign, Mission 01 also. Am I doing something wrong? I think the above steps make perfect sense Thanks. MadMike
  12. Dear Wolfsong. I am not a modder, så I have to understand the process correctly Let me guess; As I cant find the ghost_templates.xml file anywhere, this means that it is probably in the quick.bundle file, right? If so, is this the correct procedure: 1) unpack quick.bundle in temp folder (I can search for how to unpack) 2) find ghost_templates.xml in temp folder and put it in Local\English folder Now I should be able to edit the ghost_templates.xml file in Local\English and my changes would take precedence over any later changes in the embedded ghost_templates.xml file in quick.bundle? Does this seem reasonable? Tackar. MadMike
  13. Hmm, I dont get that one, Wolfsong. I am looking in "Team Selection" after launching a LAN COOP Campaign mission. There does not seem to any way to edit the default kit for each soldier throught the GUI interface? Was that what you meant or did you mean edit the default kits through some .xml files? Thanks. MadMike
  14. Great WolfSong - I'll try out both solutions tonight. Thanks. MadMike
  15. Dear All, I am playing GRAW 2 LAN Campaign COOP with a couple of buddies at the moment and although we like the game a lot, we found a few big annoyances I thought I would ask a couple of questions here to see if there are fixes/workarounds. I have tried the search, but to no avail. 1) Grenades It seems that no matter what you do, you will always throw your grenade with max power. Is there a way to differentiate the throwing distance/force (except pointing up or down)? As I recall, you could vary the throwing distance in GRAW1 by varying the time you depressed the mouse button. 2) Weapon loadout It is really annoying to die 10 times in quick succesion only to have to spend 5 minutes each time to change your loadout to the same preference. I really dont understand why on earth the game does not remember the last loadout. That should be the easiest thing to implement. Is there a way to modify a config (xml) file to reflect your favorite (LAN COOP Campaign) loadout, so you dont have to set it up every time? I have had times where the weapons loadout change took longer than actually playing a mission before I died and had to do it all over again This is probably covered ground, but search did not give me any answers, so I appreciate any help you can give. Thanks. MadMike
  16. I completely disagree with you on GRAW1 CO-OP. IMO (my CO-OP buddies agree) LAN Campaign CO-OP is a blast on par with GR1, RvS and SWAT4 Not that we need to agree on this Mike
  17. Thanks for your 2 cents neilthecellist, they are appreciated. Well, as we do not have anything better (tactical fps 4-man LAN CO-OP) in sight, we are "forced" to go on with GRAW2 once we are finished with GRAW1 (in 2 weeks) I just needed some feedback from you guys before we went out and spent our money. I must say that I personally think (from my experience with GRAW2 demo mission) we probably would have been better off with "just" an expansion pack for GRAW1 than GRAW2. Mike
  18. Thanks a lot Nutlink - it most certainly did! It was very kind of you to take the time to answer my questions. We will take our chances and go buy GRAW2 today (thereby boosting GRAW2 sales ...)! Thanks again, mate. Mike
  19. Dear all, I am currently playing GRAW1 in co-op with 2 friends and we are having a blast. It has proven to be a very good tactical fps game indeed. We are nearing the end of GRAW1, so I am looking into GRAW2 on behalf of our little group. Just so you know where we are coming from, I can tell you that we have played every R6 game until LetDown, GR + DS + IT and SWAT4 + SS in co-op together. We have played the GRAW2 demo, and I have a couple of questions that I hope you can help us with. 1) Mission length The demo mission in GRAW2 seems very very short in comparision with the very long missions (which we like) in GRAW1. Is this typical for all missions in GRAW2 or just the demo mission? 2) Difficulty The demo mission (and AI) in GRAW2 seems very easy compared with GRAW1. Is this typical for all GRAW2 missions? 3) Respawns We seem to have infinite respawns in the demo mission. Can this be user specified or turned off? 4) Patches I can see that 4 patches for GRAW2. Do they enhance the game (options, gametypes etc) compared with the demo version or are they just bug fixes? 5) Overall Will we like GRAW2 as much as we love GRAW1 in co-op? I thank you very much in advance for your replies. Mike
  20. I just played the GRAW mission "Ready for Bear" in co-op with a couple of my friends. None of us have english as our native language, and even though we all speak and understand english pretty well, we have never heard the expression "ready for bear" before and did not have a clue about its meaning. From google'ing I can infer that it means something like "ready to go". But from where does this expression come from. Is it a military or perhaps a hunting expression? MadMike
  21. "Sir, permission to be a PITA, sir? sir...? sir...? SIR!...?" "Gonna kill them badguys then, sir? Say no mor', sir.. nudge.. nudge, sir, know what i mean, sir!" MadMike
  22. I totally agree. This worked great in GRAW1 and it would seriously cripple GRAW2 COOP if omitted. Please fix this GRIN. MadMike
  23. That's a small monitor you got there OR a very big boot MadMike
  24. Well, the GhostRecon.net forum members might be less sympathetic at times, but at least you cant accuse them of not being creative MadMike
  25. (just passing time while waiting for my copy of GRAW2 to arrive) MadMike
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