Jump to content


  • Posts

  • Joined

  • Last visited

Posts posted by Rpghard

  1. Do you use an original map that is in the game or else(map from a modder).

    A thing that I am 100% sure is that if you compile an original map you must delete all .xmb file.

    It is most complicated if you use a modders map well for sure erase all .xmb files....and take a look at the path of some maps that I made

    Here an example of a correct path for an original map:



















    If you still have problems then send me the files and I fix it for you ;)...

  2. Does it happen all the time or random?If I remember(cause I don't play them anymore)for me It was a random crash at the beginning...and there also a random crash with the second tank when you blow it...I know those for a long time and the only reason if I haven't fix it or tried to fix it yet is cause I lost interest and quit modding it to mod only mp coop missions.

  3. RPG,

    I assume you created an initial set of (enemy) groups in the editor, say group "a1", and then went into the world.xml and copy and pasted them over and over and renamed them to a2, a3, a4, a5, a6, a7 etc.?

    So technically, these are not respawning the same enemy....but rather create loads on enemy in the world file and call them over an extended time? yeah?

    Works though.

    Did these guys have patrol paths defines, or were they ordered to move to a location? I assume the latter as defining all the paths (and making them different) would be a pain.

    Ya you need to create an initial 12x1 patrols first in the editor

    a1 has 12x1 patrols with definite path

    a2 has 12x1 patrols

    a3 has 12x1 patrols...etc

    a1-a12 give you 12x12 144 enemy...renamed it and copy them in the world file and became the same guy that give the illusion that he spawn from a death...its the only way to put a lot of enemies on a map cause it will be impossible in the editor...major lag and freeze.

  4. AI don't respawn. Once they are dead they are thrown from memory until the mission script is reloaded.

    I found a way to do it in my last map 'coop_hangar18'..you need to rename the same groups over and over:

    	<event name="start_mission">
    			<element type="Objective" id="objc" headline="Kill the lag..."  waypoint_id="ogr_objective_62" state="add" waypoint="5755.189 -17743.705 -1104.6311" mode="1" start_time="1"/>		
    			<element type="ActivateGroup" group_id="a2"/>
    			<element type="ActivateGroup" group_id="a3"start_time="1"/>
    			<element type="ActivateGroup" group_id="a4" start_time="100"/>
    			<element type="ActivateGroup" group_id="a5" start_time="300"/>
    			<element type="ActivateGroup" group_id="a6"start_time="350"/>
    			<element type="ActivateGroup" group_id="a7"start_time="400"/>
    			<element type="ActivateGroup" group_id="a8" start_time="450"/>
    			<element type="ActivateGroup" group_id="a9" start_time="500"/>
    			<element type="ActivateGroup" group_id="a10" start_time="550"/>
    			<element type="ActivateGroup" group_id="a11" start_time="600"/>
    			<element type="ActivateGroup" group_id="a12"start_time="650"/>
    			<element type="ActivateGroup" group_id="a13" start_time="700"/>
    			<element type="ActivateGroup" group_id="a14" start_time="750"/>
    			<element type="ActivateGroup" group_id="a15"start_time="800"/>
    			<element type="ActivateGroup" group_id="a16"start_time="850"/>
    			<element type="ActivateGroup" group_id="a17" start_time="900"/>
    			<element type="ActivateGroup" group_id="a18" start_time="950"/>
    			<element type="ActivateGroup" group_id="a20"start_time="1000"/>
    			<element type="ActivateGroup" group_id="a21" start_time="1050"/>
    			<element type="ActivateGroup" group_id="a22" start_time="1100"/>
    			<element type="ActivateGroup" group_id="a23"start_time="1150"/>
    			<element type="ActivateGroup" group_id="a24" start_time="1200"/>
    			<element type="ActivateGroup" group_id="a25" start_time="1250"/>
    			<element type="ActivateGroup" group_id="a26"start_time="1300"/>
    			<element type="ActivateGroup" group_id="a27"start_time="1350"/>
    			<element type="ActivateGroup" group_id="a28" start_time="1400"/>
    			<element type="ActivateGroup" group_id="a29" start_time="1450"/>
    			<element type="ActivateGroup" group_id="a30" start_time="1500"/>
    			<element type="ActivateGroup" group_id="a31" start_time="1550"/>
    			<element type="ActivateGroup" group_id="a32" start_time="1600"/>
    			<element type="ActivateGroup" group_id="a33" start_time="1650"/>
    			<element type="ShowMessage" msg="Half way guys don't give up..." kind="splash"start_time="1655"/>		
    			<element type="ActivateGroup" group_id="a34"start_time="1700"/>
    			<element type="ActivateGroup" group_id="a35" start_time="1750"/>
    			<element type="ActivateGroup" group_id="a36" start_time="1800"/>
    			<element type="ActivateGroup" group_id="a37"start_time="1900"/>
    			<element type="ActivateGroup" group_id="a38"start_time="2000"/>
    			<element type="ActivateGroup" group_id="a39" start_time="2200"/>
    			<element type="ActivateGroup" group_id="a40" start_time="2400"/>
    			<element type="ActivateGroup" group_id="a41" start_time="2425"/>
    			<element type="ActivateGroup" group_id="a42" start_time="2450"/>
    			<element type="ActivateGroup" group_id="a43"start_time="2500"/>
    			<element type="ActivateGroup" group_id="a44" start_time="2525"/>
    			<element type="ActivateGroup" group_id="a45" start_time="2600"/>
    			<element type="ActivateGroup" group_id="a46"start_time="2650"/>
    			<element type="ActivateGroup" group_id="a47"start_time="2700"/>
    			<element type="ActivateGroup" group_id="a48" start_time="2750"/>
    			<element type="ActivateGroup" group_id="a49" start_time="2800"/>
    			<element type="ActivateGroup" group_id="a50"start_time="2850"/>
    			<element type="ActivateGroup" group_id="a51" start_time="2900"/>
    			<element type="ActivateGroup" group_id="a52" start_time="2950"/>
    			<element type="ActivateGroup" group_id="a53"start_time="3000"/>
    			<element type="ActivateGroup" group_id="a54" start_time="3050"/>
    			<element type="ActivateGroup" group_id="a55" start_time="3100"/>
    			<element type="ActivateGroup" group_id="a56"start_time="3150"/>
    			<element type="ActivateGroup" group_id="a57"start_time="3200"/>
    			<element type="ActivateGroup" group_id="a58" start_time="3250"/>
    			<element type="ActivateGroup" group_id="a59" start_time="3200"/>
    			<element type="ActivateGroup" group_id="a60" start_time="3250"/>
    			<element type="ActivateGroup" group_id="a61" start_time="3300"/>
    			<element type="ActivateGroup" group_id="a62" start_time="3310"/>
    			<element type="ActivateGroup" group_id="a63" start_time="3320"/>
    			<element type="ActivateGroup" group_id="a64" start_time="3325"/>
    			<element type="ActivateGroup" group_id="a65" start_time="3333"/>
    			<element type="ShowMessage" msg="That was last enemy wave...kill them" kind="splash"start_time="3333"/>		
    			<element type="StartTrigger" name="killall"/> 		

    Each group are waves of 12 patrols ...like this you can go infinite without opening the editor that save a lot of time in the making but add some tuffness during testing...around 1000 baddies thats a lot to kill :rofl:

    Download Hangar18 here:

    Hangar 18 Download entry

  5. WOW...sounds like a complete weekends fun in that mission alone.

    Thanks rpg. I know (from personal experience!) just how much effort it takes to make a mission so I genuinely appreciate your work.


    'Cmon people...don't just leach...say thanks to the guy for all his hard work.


    Tks a lot for your support Davros,you know that the bigger they are the longer it takes specialy during beta testing...The way I do is that I test 1 obj at the time but evry time we test we go trough all the obj and in this mission I have experiment things that I never did before...First I wanted a defend that never end ;)...mean very long which this one is near an hour only for the first obj which as more enemies than any other GRAW2 coop maps..and the second thing I have test is a Tweak of the AI resistance that make them much harder to kill...you'll find out when you do 'Find and Eliminate the Rebel General' obj and this give me a graet Idea for the future.

    Probably no need to put that much of enemies on a map...BUT less enemies much more resistant.Cause the way the game is set the AI is to easy to kill and thats the major reason why I put so much on it the other one is that I love so much to kill :o=

    @ Davros this is the code line you need to Tweak the AI resistance,like you see I set both life to '500' with this setting the AI need 3 m99 headshot to die :)...don't go over than '750' cause it will make them undestructable ex:set both life to '10000' and you have god AI.

    		  <element type="AlterGroupStats" group_id="gen" combat="true" pacifist="false" blind_and_deaf="false" gun_restricted="false" max_health="500" health="500" start_time="2.0"/>

    Don't give up Davros I appreaceate your effort you need something else just ask ;)...this will only makes the game better...

  6. WARNING:It is not recomended to play this mission with less than 2 experiment players the reason is that it can cause major lag and 'freeze' the game.

    1.Kill the lag...:You are forced to defend the area for 55 min ; around 700 enemies will spawned in this first obj.

    2.Secure the package:3 hacking systems should be rerrieved.

    3.Find and Eliminate the Rebel General:You will have to face an 'Elite Alien special secret squad'...a hint:need 3 shots in the head with an m99 snipers to kill them probably 4 shots will kill the general.

    4.Secure location

    5.Secure position

    Betatesters:Rpghard,Boomshakalacka,Zero_G ans Smokie.


    INSTALLATION:Unrar 'coop_hangar18.bundle' into GRAW2 custom_levels folder

    P.S I am not responsable for any tech problems you could have with this mission if you try it 'lonewolf'.

    Rpghard rules :o=

    Hangar 18:The UFO Warehouse

  7. Rpghard...

    Your missions are awesome.

    I only play lone wolf... so that definitely makes some of them a lot harder and spawning into an area where you are surrounded can be very frustrating.

    What's more frustrating is in the Helms Deep mission where it switches to a "defend" game. Nothing like playing for over an hour to then just lose because of the "lose" condition. If there is going to be a "defend" objective... having them early in the mission is a lot better than later.

    But I love the missions. They are great and I wish I had your talent and patience to make them.

    That's funny cause I tought puting defend at the end will let player at least playing a while before game end...in this case you have to capture fortress before defending it...but this is impossible to do alone 'lonewolf'...doable with 3 players +...well you will be satisfy with my next project 'coop_hangar18' which begins by a defend but this time the rules are different mission won't end cause you will have to defend for 75 min...then you killed the last group that spawned then you moved to next obj which is retrieved 3 radars hac...it's in progress already is 780+ baddies that will make the trigger happy :o= ...probably busted the 1000 baddies lol...maybe more baddies but less difficult than 'coop_asylum' which is the tuffest challenge of them all because of the lightning I choosed.In 'hangar_18' its day time.And I also had a mule for ammo for the defend part that has a warning lag mean that it can freeze the game if you stop killing them they will contunue spawned for 75 min...so I called first obj 'Kill the lag...'If you kept killing them as they spawned you will not lag...still doable lonewolf :o= ...

    Tks for all comments and interest for this game...


  8. I simpatise with you guys that want 'one death challenge map' or more tactical stuff ...maybe someday I make something just to please you...but as it for right now ...I'm in a rage killing streak...mean that 'coop_hangar18' is not for you cause warning of 1000+ maybe 2000+ baddies only the first obj has 780 baddies you defend the zone for around 80min 12 enemy will spawned every 100 sec,50sec,25sec interval;...I am making experiment right now to make you play a map for hours...forgot the concept of a 30 min or a 60 min mission just think about a 5 hours mission or an 8 hours mission :)...in reality mission tuff longer than 60 min...imagine the concentration that it took to do the longuest mission of GR history....you have seen nothing yet...I just which I have more time...

  9. Yep...another one where the AI have your spawn locations zeroed in. No way I can see to run this as a team effort with one death rules. Oh well... add it to the list of run-n-gun, multi-death, multi-spawn missions. At least it kept me playing for while.

    I enjoy RPGHard's missions for the most part, but I simply can't see why players can't have a protected place to spawn into. Perhaps it's a problem with the game's coding, which only allows for certain spawn areas <?>. Getting killed before you have a chance to seek cover, often before your boots even hit the ground, ruins the game play for me.

    You must know that the one death rules is not my cup of tea...And all maps are made for my server 'F.O.A.D' mean for myself first...the day I will stop playing this game,I will stop modding it either...I think you(Satoh) are a member of 'The gamer planet' I can understand your comment of the 'one death rules'.Well don't waste your time complaining about my works on GRAW2 if it come from 'The gamer planet' crue I know what your tough are on the game and don't want to argue on it anymore...Rpghard rules!

  10. this a good map and i love the time of day u made the mission in but the AI have some serious issues. When u have to eliminate the enemy rebel base i ran around in the base (did not kill anyone) the they started to fire about 2 laps in :huh::hmm: . i think it would be a lot better if u can fix this problem thx :D

    We tested it over n' over with no major issue...sry about my poor english but I don't get your point...anyway for me there's nothing to be fixed bottom line...I'm glad you love the time of day changes it gave a real tuff challenge to the mission...probably the tuffest GRAW2 map yet....I'm already working on 2 different project one is a remake of 'mission06' I called it 'coop_hangar18'...suite soon :thumbsup:

  11. The reason why I'm so quiet is that I begin working 40 hours a week and it's a physical job so when I arrive home I'm tired so I don't have the energy and the enthousiasm to do it.

    The more you want to put in a coop map the more time it took exemple 'coop_base13' took me 2 weeks; it's the biggest ever coop map for GRAW2...and every time I do a map I want it to be better than the previous one.The longuest part of coop mapping is testing what you scrypt to see if everything works the way you like and I'm perfectionist in what I do.

    I must have 5 coop for GRAW2 in the work like one I have with 'ageia Island' for those who have the 'ageia physic X card'...a suite for 'coop_estrada' ...'coop_estradav2' with the one that raining you will spawned on top where you end first part...I also create a map for GRAW1 with more than 1 obj appear on the hud but zulu always there...the only thing I don't have much is time.

    Don't know when but as soon as I finished one you'll be the first to know here on GR.net...

    Coop rules :o=


  12. BF2 is a must have...it is the game that run the faster on my old gear...It's the only game that I never quit playing...I mean not sure if they will realeased Battlefield Bad company on PC :(...BTW I do have all the expansion pack...but I rarely play it...all you need is BF2 with last 1.41 patch.

  13. i recently bought graw2

    but it wont work

    not even on lowest res and settings

    my specs are

    2.8ghz pentium 4

    1gb ram

    Nvidia 6200 256mb graphics card

    which are way above the min specs

    so why wont it run?


    Adding 1 more gb of ram will help and changing video card for Nvidia 7600gs,Ati radeon x1600 or greather.You have no choice to upgrade if you want to play this game with a decent FPS.

  14. Here she is :)..:


    1.Infiltrate the enemy camp

    1a.Eliminate targets(Tank)

    2.Secure location

    3.Hold the perimeter(Defend fortress infiltration by the enemy)


    Map design:(HI)Galor

    Beta-testers:Rpghard,Zero_G and pagey.

    INSTALLATION:unrar 'coop_hell.bundle' into GRAW2 custom_levels folder

    Note that this mission doesn't have conflict path with 'Helm's deep' other mp type.

    BTW..Right now I could not do the same with 'coop_Castle_day' and 'coop_Grand_Valley"...still learning :)..

  15. coop rules OK !



    It will be an Assault/Defend mission.

    1.Infiltrate enemy camp

    1a.Destroy enemy tank

    2.Clear the fortress camp

    3.You'll have to defend the 8 entry(7 ramps+main door) of the fortress...if they get 1 feet in...Game over!

    Coop Hell pic teaser

    I have fixed the conflict between 'Helm's Deep'an 'coop_hell ':)...mean that I can do same with 'coop_castle_day' an 'coop_grand_valley''..

  16. If you use patrol more than 4 you need to use this script to make them move:

    <element type="OrderGroup" order="Move" group_id="raptor04" location="attakk" start_time="4"/>

    Create a location where you want them to go and also give them the path to go there as 'moveguard_recon'.

    I fixed this issue a long time ago in 'coop_castle_day' ;)..

    Thanks for the hint RPG, glad you fixed this a long time ago, me i am just learning about it now.

    i do not understand why you would do this though. let me try and play it back...

    in the editor, you create a group more than 4 and set up a patrol path setting it up as moveguard_recon...all good, just as i would do anyway.

    are you are saying i should also create a location in the editor (in the example above called attakk) and place the location at the end of the patrol path.

    then, in my script are you saying i should activate the group and instruct the group to move to the location at the end of the patrol path?

    do they then follow the path or ignore the path and move in a direct manner to the location (attakk)? i would have thought they would just move within the ai graph area and ignore the path....ie the move instruction overrode the patrol path and there was no need for the patrol path...


    Exactly they will execute the Order at the time you choose...+ the 'moveguard_recon' use the Ai graph nodes at the end of his path...ex:in 'coop_invasion' the AI goes at places that I didn't order them to go....that's the fun part of it :)...BTW don'use 'kneel sniper' or 'stand up snipers' its useless...cause the sniper take the best position the place has to offer,he do all position.

    Idle patrol are cool :whistle: ...but when they see you they are quick on the trigger :o= ..

  • Create New...