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gotcha

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Posts posted by gotcha

  1. I am fooling around with the zoomfactors of the sniperscope and aimpoint in u_adons.xml. I have noticed that decreasing the value for <var name="fov_zoomed" value=XXX/> will give an image that is more zoomed in .

    there is a section "mod sights""

    with aimpoint1 and impoint2, sniperscope1 and sniperscope2 and the same for the cry scope.

    Why is that, what do these do?

    oops, to anser my own question, this from a mod apparently! the original u_addons.xml doesn't have those entries

    How do I delete a post/topic???

  2. gotcha

    44

    GRAW so far, its growing on me. I wish I could switch to different characters instead of all this freakin AI (1.16 patch is better). That made GR1 a tactical game for me. This is "just" a very enjoyable sneak em up. But yes, I like it. Don't know about replay value, I have played most missions several times because of the savgame system so I more or less know where the enemies are (even at my age ;) ). Hopefully there will be good mods.

  3. Thanks for the reply. But, the game is definitely going back to the xml file to run the command within the event that displays the next objective, because I can change the text that the command displays, load the game, and see the changed text (without saving after I change the text). So, it is not saving the event in the savegame, but somehow, when it loads, it only runs the one command within that event. Strange (but, not surprising that it knows enough to not run the checkpoint savegame command again).

    WRT your suggestion, how do you determine that an event is triggered when you enter an area?

    aha, good to know.

    I just look at their name "enter_near_adat" ...

  4. Maybe old news to you modders but here's how I do it. As an example here I use mission 03

    - add the directory "levels\mission03" to "local\english"

    - unpack the mission scripts from the bundle and copy mission03.xml to that directory

    - find the section <!-- users --> and add:

    <user name="quick_save" type="once">

    <event name="quick_save"/>

    </user>

    - find the section <!-- events --> and add

    <event name="quick_save">

    <element type="SaveGame" name="check_point100" start_time="1.0"/>

    <element type="SaveGame" name="check_point101" start_time="180.0"/>

    <element type="SaveGame" name="check_point102" start_time="360.0"/>

    <element type="SaveGame" name="check_point103" start_time="540.0"/>

    </event>

    This will save the game every 3 minutes (change this to your liking, 3 minutes may be too much)

    - go to the <!-- users --> section again and add the line:

    <event name="quick_save"/>

    to every user group that you want. For instance:

    <user name="enter_near_adat" type="once">

    <trigger type="UnitInArea" area="near_adat"/>

    <event name="enter_near_adat"/>

    <event name="quick_save"/>

    </user>

    I found this easier than going through all events themselves.

  5. you are right, I have the same thing. It seems the event you are in is not read again. my guess is that this event is in fact saved in the savegame because otherwise the game would save itself each time it loaded maybe causng a loop (or something like that). So you have to wait until the next event is triggered and put a savegame in there. What I do now is have a series of saves in longer events (the ones triggered when you enter an area) so that the game is saved every 2 or 5 minutes:

    <element type="SaveGame" name="check_point20" start_time="120"/>

    <element type="SaveGame" name="check_point21" start_time="240"/>

    <element type="SaveGame" name="check_point22" start_time="360"/>

    <element type="SaveGame" name="check_point23" start_time="480"/>

    etc

  6. does anybody know how the sarttime works? I have added a series of savegame commands to an event

    <event name="enter_shopping_malls">

    [...]

    <element type="SaveGame" name="check_point11" start_time="2.0"/>

    <element type="SaveGame" name="check_point12" start_time="6.0"/>

    <element type="SaveGame" name="check_point13" start_time="20.0"/>

    <element type="SaveGame" name="check_point14" start_time="30.0"/>

    <element type="SaveGame" name="check_point15" start_time="40.0"/>

    [...]

    they all get executed in about the same moment although 13 14 and 15 just a bit later

    or is it the fact that they are just listed after each other and is the starttime ignored?

    I get killed each time and I am really fed up with playing missions over and over again. I wish there was a quicksave so that everybody could play this in their own style. Its a game dammit. Bad design choice.

  7. never had any problems with this mission, play it on default (medium difficulty). When the helo gives the message to take out the rpgs I tell the squad to stop and I scout ahead. There is a point where you can take out the rpg on the right (facing the compound) and a sniper (there are two on the corner of a roof). Then I call in the squad and go to the far left and enter the compound from there. I mostly do the cleaning up myself, using the squad to cover me or come after me for some extra cover, else they are in the way too much and they don't hide enough.

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