JasonFMX
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Everything posted by JasonFMX
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I knew someone would have a trick. Tearing the map apart would of been a serious last resort. Even if no one knew what to do I'm sure we would of eventually come up with something so you didnt have to do that. good work
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I know exactly what you did. 2 things 1.Heres the thing.. and I think this is crappy that they made the editor like this. You know that starting point that the player stands on when you start a new map ? the gray square thing ? thats the middle. You have to start in the middle and evenly work your way out on both sides. SUPER pain in the ass. If theres another way to do it no one has said anything to me about it. so, what you have to do is take your map apart and start from scratch and fnd out what statics would be the middle and work outward. 2.theres also a second problem
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well for the bud map... thats kinda what I meant as its a Lone Wolf map, wich is GR2 slang for single player.
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if I have time I'll see what I can come up with
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Could you translate in English what that means so we can help you ?
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... the guy that wrote the thing doesn't even know how to answer you. Even I know putting in a neutral zone wouldnt of helped diddly crap. To the original poster: I dont knowfor sure what the problem at hand here is but it has to do with the fact that the SP missions are set up for single player play and your exporting it as an [GR]... you have define what all characteristics in the mission define it as a single player mission, then go define all the characteristics that make an [GR] map. Then start substituting and refitting the map accordingly. thats if you want to export it as a
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Ok so it was all fresh in my mind I got off here and went and played my maps and am here to report back. Hall of Mirrors: To me, its as smooth as pouring water from a glass. As soon as I spawn I can run up on the steps on the platform and fire a GL up at the crane to kill the guys, and when the debris falls down its smooth as butter to watch it. I like the replacement of the all the AI, it ads new spice as well as the vehicle assults. I like it. I have no problems. And as stated, matter of fact I can't even find any bugs with it. For a home made modder map I'd say thats quite a f
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I dont know why you keep upgrade a map that was ok...the version that is on Ghostaholic.com is ok..stable ...my comment are not personel...I dont care who make the maps ...just stop boosting it to the limit its ridiculous...its not the quantity but the intelligence of it...you know tactic ...infiltration..BlacKhawk down v1.1 is the best modder map!Bravo Evilducky! well I said that i wasnt speaking to you personally I was making a genral frustrated comment...but I see you payed no attention to that. As stated when the map was first released it wasn't a great map it was just released
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alright... ill hold up a bit and see if others have a problem or not. and also, to RPG,... i wasnt upset at you or anything. I just reread my post and it kinda looked like i was upset with you, trust me I'm not, I was just venting general frustration. Its just this editor is ridiculous to work with. I had those old walls in there and they were for city setup yet somewhow at a distance they were blue and yellow but turned fine up close, i put shanty walls up and its fixed......... i dont get it. That on top of the mountain of other problems it produces daily. let me know guys.
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then i officially quit with this massive piece of junk ass backwards illogical map editor.... this new map is a 100% all around improvement on my computer than the old one in almost everyway... including the yellow and blue stripe gone from the barrier walls. And to be honest, its actually smoother looking. If its not working properly on your computer theres absolutely no way I could of known or even now know whats wrong or how to even being fixing it. I just tried exporting the bud map on medium 5 pass and it crashed saying its out of memory, I cant do a 3 pass because all the colors tur
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I have actually figured out alot of stuff, getting helis to attack, attack tanks, panhards/hemtts. and im still working on a few things that have to do with the blackhawk (got a heli fly in, and am working on a resupply blackhawk and a insursion blackhawk), but the crash is keeping me back from it. you guys did fix that right?? Also I have found that the friendly apaches dont have a sound to them but the sound file is there so I dont know. Also im stuck on getting a friendly us_abram working. Testing is really a pain though because of what you said, lack of multiple computer set ups but I h
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http://www.4shared.com/dir/687371/3fdf192a/sharing.html Hall of mirros is updated right now. I basically just moved some guys around, put in diffrent class types like special forces and such. I also gave some of the guys different weaponry and I also inserted vehicles to come out at different times. I put guys on the machine guns and mark 19's . Then I also have guys that later get spawned and alerted to your prsence and run across the map to the guns... its kinda cool. And last but not least its done in a 5 pass medium.... i finally got it to work. so its a bit clearer and the mini map
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Willie, I gotta say... overall I don't care what GRIN did with this game. Not just bug-wise... but just everything about it, what it includes / discludes, communication, etc.. as compared to Red Storm... to me Red Storm powns Tom Clancy games, they got it down to such a science they have time to make the game perfect, make it huge with combo style games out the ying yang (lone wolf, helo hunt, coop hh , defend, weapon selections, adjusting entire hud, etc etc etc etc etc) that they have time to go on the fan sites ( like R6 vegas) screw around and make gag skins, for example in GR2 you can
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I dont have alot of time right now to pick every little thing off but right off the bat I see that your Human is all screwed up first of all post a panhard crew, then check the box for crew and make sure the group ID name for them matches the name you have for the group ID in the script from what i see as of right now they dont. unless anyone else adds anything in the meantime try that... if it doesnt work repost and updated version of all your scripts and pictures like you did. that was a good idea to do that. hope that work sfor ya
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alright, i read the guy aboves post.. duck for cover i think I agree with most of what he said, to ad to the part about the crews and orders.... it doesnt seem to matter, I put my vehicle crew guys on gaurd.. you use patrol both work because it doesnt matter. as long as the box for crew is checked and the vehicle ID is entered properly. as for the script to put in... this is all you need <event name="start_game"> <element type="ActivateGroup" group_id="patrol01" start_time="2"/> <element type="ActivateVehicle" vehicle_id="panhard
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yeah sorry i didnt write a book... i always write books and everyone tells me i write too much. im in a hurry when im on here becuase this isnt my job to be on here and i am usually busy doing other stuff so therefore i didnt write a book ill put my code up later
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First of all you need vehicle AI nodes... do that by bringing the AI graph up and hitting "N" , then place the AI graph... then you need to get the coordinates which you did but as far as your scripting goes..... wel thats not at all how i do it. i like to keep things as simple as possible, i only insert three additional lines into my text for a vehicle movement... you got all sorts of stuff going on there.
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well thats great you got it to work and all but actually it wasnt a total shot in the dark at all which i had just explained in my lsat post but ill repeat myself i guess..... , anyone can clearly see that you need just a little over twice the size of the current size that you already have, if you increase it by 110% then it fits. which you probably came up to somewhere around the same figure anyway i bet. and also... you seem to think that it matters down to the inch ( an inch in the game) where that line is. Aas long as your spawn and finish points are inside the red your good, it do
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duck duck goose... always doing things the hard way. just do this. go ahead and open that zones file and make the numbers about 110% more. Reason i say that is doubling it will fit it one way but it looks like that even double may come up short width wise... so a little more than double should fit them in. but of course after you do that save it, then re open the editor and the file, then check it, you cant do it while the file is open and the editor is running.
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this is the latest version ? when did you download it ? I've never seen a crash yet on the newest one.
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i think that so far this will be the one of the single greatest fan produced maps yet.
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to get spawns: Select Multiplayer Layer stay within the red square, select an area by right clicking it, then drag using the left click. (could be the other way around with the left and right click, doesnt matter, youll figure it out) Then on the little box in the bottom left slect Alpha then the number 1 then do the other square on the other side of the map using bravo 2 then inside the two areas you put down the spawn dummies found under props
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as of this moment, there is an uploaded stable (from all my personal testing) version of this map. The only reason i still have it marked as BETA is there are still a few things i want to rearange and also to straighten my vehicle AI nodes so the panhard drives.... maybe make a few more trigger points... etc. but its playable... its fairly hard... and its a fairly large map and its stable. so enjoy... ill keep hammering. Ill keep you posted when a version is out that I'm satisfied with. then ill repair the hall of mirros one. then after that... who knows, maybe take a break l
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just to update.... im working my butt off to fix these errors... what a pain this editor is. but ... its looking very promising. I have 47 guys on the map so far and no crash at all. ill keep ya posted.
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I'm sorry, I didnt know there was a part of the hall of mirrors map you fall through ... where is it exactly, ill look into it. At the beggining where the 2 snipers are up in the high building...so its the diagonal fence at your right if you are coming from the spawn ...you can pass behind that fence walk a bit and you will fall under the map. And here's a copy of a crash when use Rescue bud beta map Crash in application version: grpcrc1.30 data\lib\units\ai\soldier\smovelogics.dsf(-1): cant find member: search in type <void> SCRIPT STACK data\lib\managers\aihivebrain.