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Everything posted by *NexuS*
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That depends on the speed of the troops. If you have them set at Pace>Run then speed 4 ms would probably do, best bet is to play around some. Don't forget that troops sometimes stop every now and then to let their buddies catch up.
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Thanks matey.
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I'm pretty sure there was a mod/mission released where the script simulated the player carrying dead actors. I ran a couple of searches but no luck, anyone know if I dreamt it or not?
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Do you have a station with the same arc as the cover arc? Off the top of my head, I can't remember if the station arc has to be slightly larger than, or slightly smaller than the cover arc.
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Was going to suggest something else, then realised I haven't had any coffee. El nino has it right, but use enemy company rather than platoon or you'll need repeat blocks for every platoon.
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Here's how I would set this up, six zones for good guys, and six for the friendlies. Group: <Default> Comment: Startup block Trigger Event: The simulation is starting. Responses: Set Good guys to (The player-controlled platoon). Call Scatter block after this block. Group: Scatter block Comment: Scatter good guys Trigger Event: This block has been called directly from the script. Responses: Set Good guy scatter counter to (A random integer between 1 and 6). Teleport all members of Good guys to Good guys 1. Continue executing responses if ((The value of Good guy scatter counter) is greater than 1). Teleport all members of Good guys to Good guys 2. Continue executing responses if ((The value of Good guy scatter counter) is greater than 2). Teleport all members of Good guys to Good guys 3. Continue executing responses if ((The value of Good guy scatter counter) is greater than 3). Teleport all members of Good guys to Good guys 4. Continue executing responses if ((The value of Good guy scatter counter) is greater than 4). Teleport all members of Good guys to Good guys 5. Continue executing responses if ((The value of Good guy scatter counter) is greater than 5). Teleport all members of Good guys to Good guys 6. Hide Good guys from the game world. Group: Scatter block Comment: Scatter Friendlies Trigger Event: This block has been called directly from the script. Responses: Set Good guy scatter counter to (A random integer between 1 and 6). Teleport all members of Friendlies to Friendly 1. Continue executing responses if ((The value of Friendly scatter counter) is greater than 1). Teleport all members of Friendlies to Friendly 2. Continue executing responses if ((The value of Friendly scatter counter) is greater than 2). Teleport all members of Friendlies to Friendly 3. Continue executing responses if ((The value of Friendly scatter counter) is greater than 3). Teleport all members of Friendlies to Friendly 4. Continue executing responses if ((The value of Friendly scatter counter) is greater than 4). Teleport all members of Friendlies to Friendly 5. Continue executing responses if ((The value of Friendly scatter counter) is greater than 5). Teleport all members of Friendlies to Friendly 6. Hope this helps, if not shout up.
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I've had some probs teleporting actors/objects between "rooms", I try to avoid that where possible.
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Can't wait for the next installment
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Just had a peek, great work Blakarion, gotta run Igor is calling.
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Assigning kits to the entire player platoon
*NexuS* replied to viper-6's topic in GR - Mission Modding
Here's the routine I'm using to do a mission at the moment...I've highlighted the relevant bit. Group: <Default> Comment: Startup Trigger Event: The simulation is starting. Responses: Set Ghosts to (The player-controlled platoon). Enable the Weapon grab script blocks. Show Extraction zone on the command map for all players, hightlight = true. Call Disarm blocks after this block. Turn off platoon AI for Ghosts. Group: Disarm blocks Comment: Disarm players Trigger Event: This block has been called directly from the script. Responses: Use Disarm to loop over all actors in Ghosts after this block. Group: Disarm Comment: Loop Trigger Event: An actor loop is ready to process This Actor. Responses: Allow this block to be reactivated. Assign "NoWeapon.kit" to This Actor. Turn on platoon AI for Initial guard platoon. Probably not the quickest way to do it, but it works. Just replace the "NoWeapon.kit" with whichever kit you want the player platoon to have, note this routine will assign the same weapon to every member of the player platoon. -
Put a zone around the vehicle/trigger point and use the same script as when you set up the extract...i.e. continue if all members of the player platoon are inside the zone, teleport platoon to...... Make sure you are teleporting them to a zone, not an effect.
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What's your trigger event?
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You could use the Scattered formation combined with addzone and patrol, but make sure the addzone and patrol are the last two steps in the plan. As for the bunching, try having a couple of small teams in the same area to get a "milling" kind of effect.
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Don't forget to restart GR after you make any changes to the script.
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Use a TimeElapsed trigger of 2 seconds with a BlockPreserve to make sure it keeps checking for contact.
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http://www.ghostrecon.net/forums/index.php...6&hl=queue+loop Follow the yellow brick road
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Query a loop over the guards who you expect to be shot or do the shooting and trigger from that, you'll need two loops...one for when the guards see/hear the player platoon and the other for when one is killed( personally I wouldn't rely too much on the seen/heard trigger as it can be a bit touchy, maybe use the actor fired trigger and loop that over the guards ).
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Try giving the workers an initial plan and lock them into CombatROE bored, then once the guy with them is killed/fires his weapon/sees or hears platoon...whatever, abort that plan and replace it with a trigger plan where you can set the route and speed if you want to.
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Timer Expired on top of Timer Expired?
*NexuS* replied to PrimusPilus's topic in GR - Mission Modding
Try a seperate block.... Trigger 3 seconds elapsed Response DisplayMessageBoxAll -
Question on "timers" triggers and responses
*NexuS* replied to wwoody23's topic in GR - Mission Modding
Time Elapsed. Is the amount of time in seconds, since the block containing it was activated. So a time elapsed 120 seconds in a default block, would be 2 minutes from mission launch. I use this, for example, to initiate a convoy entering the map after a preset time. Timer Expired. Exactly what it says, you can "TimerSet" and assign it a tag, then when use the timer expired to trigger an event when it is complete. If you have an objective that must be completed in a certain amount of time, "TimerSet" ( tag the timer as Objctive 1 Timer) 1800, you can then query the status of objective 1 after 30 minutes. Timer epired for game. If a game timer is set in a default block, for example 600 seconds, then after 600 seconds the mission will end. Timer Kill. Is used to stop a timer that is already running, Objective Timer 1 is running, and you can stop the clock by doing a triggered action, i.e killing a preset tango, entering a zone something along those lines. I use a lot of timers in my missions to help control the flow/pace of a mission, you have to be careful not to get the script too "scripted" as it were, or your players will feel stuck in a predestined course of events. -
Developer chat was the biggest waste!!!
*NexuS* replied to Spades's topic in GR2 Console - General Discussion
That to me sounds pretty bad, after only a week we're already looking at a patch !! Why weren't issues sorted before the release??? -
If it's based in NL, at least you don't have to put any hills in.
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Just to clarify a bit..I used the AA autoroute planner to get to the event and I'll never use the damn thing again ! Total planned time, 2.5 hours driving, realistic....4 bloody hours !! Including a brush with the law when I pulled into a raod to ask a bobby directions and found I had turned the wrong way into a one way street. Just as I got to the hotel, my stomach started brewing some absolutley evil gas and I had to leave the room several times, that's why BD found me sat alone I guess (although I didn't always make it ). Still good fun though Free stuff, a T-shirt and baseball cap in olive drab, a camo belt , pen and limited X-Box memory stick and a couple of posters, one is 6' x2' and pretty nice, the other is "screaming man", nuff said.
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Hey BD Weird, your write up is almost identical !
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