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JasonFMX

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Posts posted by JasonFMX

  1. 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

  2. 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, slect the multiplayer layer. go above the map looking downward youll see a red outline...thats the border of your map. dont put the finishing area outside of that.

    Unless someone else has a trick I dont know about, like I said ???

  3. ... 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 an [GR]

    something I was tossing around in my head is take the SP mission and open it in the editor, then make whatever changes you want within the paramaters of a SP mission and DONT SAVE IT. just wait a few seconds so it autosaves, then cose the editor out and copy paste into a local folder as a mod. I know for a fact this will work with certain things you may want to change in the mission,... but for which ones it will and wont for a fact I dont know.

    for the heck of it ... make a screen shot of your zones in [GR] mode.

  4. 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 feather in my cap. If you find any, please let me know.

    Rescue Bud:

    As of this point is free of unknown errors. Play it and see if you can get any crashes or other bugs. To me, the only thing I've found is that is the lag at the beginning. There is an initial lag that last about 10-15 seconds max and its not even that bad. Then a very very low lag that lasts about 30-40 seconds. After that, smooth as glass and bug and error free. ( as I can tell from my testings ). The only thing keeping me from saying its finished is that lag but as I said before I'm pretty sure I know why the lags there and if I change it it constitutes the integrity of the map. S0, I'm lost as to what to do with this map for the future, It may lay dormant for a while and be fixed,.. it could be fixed next week , or I may just scrap it. Not sure yet. Also, as previously stated, this is a lone wolf map. you can play it with 12 guys if you want, but you'll just over run it. Its intended for 1 player.

    Future maps and mods:

    As far as my views stand now, most likely will not be making any more mods, or updating old ones.... nor does it look like I will make any more maps. At best I may help ducky build a few as a team. Like he puts the statics in and stuff and I give it a story line, populate it with humans and vehicles, objectives, then give it back to him for scripting and release it. Unless something happens to change my views on the matter this is the way things stand.

  5. 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.

    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 for people to have something different to play other than the default three.... so it was in no way perfect.. it had a few bugs plus the fact that when we started making maps we dont know as much about (or as little) map making as GRIN does so we dont fully know how to use everything ............................... Therefore, we can't possibly add everything we want to. At the time I made this I didnt know how to put in machine guns and vehicles but I wanted to........ now I do, so I did. Get it?

    i may redo it again when I figure out how to do objectives.

    I just exported the bud map in Low 5 pass. the mini map is lighted up and resolution has improved. As stated its a lone wolf map. I just can't seem to get rid of the temporary small bit of lag at the very beginning, which lasts about 30-40 seconds or so. After that its perfectly fine. It has something to do with the map being larger and my spawn rate. I could make different triggers but the point of this is to have snipers set up for distances shooting and well.... for the open range of the map it kinda defeats the purpose to have triggers when you enter a certain area. So its eitehr spawn them all at once or make a line of triggers in a row. All are gonna tie the system down. I just dont know what to do with it.

    when I get around to it I'll pack it up and put it on the servers, but its still considered a beta until I'm happy with it which may be never. Its been a problem map since the very beginning. Its fully functional , but like I said the only remaining problem is the fact of the lag. I may even end up just scrapping it one of these times.

  6. 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.

  7. 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 turn up funky or no color at all and I cant do a 5 pass cuz its out of memory and draft looks too crappy with the dark maps.

    I'm done. ............ going back to Red Storm

  8. "and ofcourse, thank you for your efforts on making more [GR] coop maps!" hehe

    I think it will take a little while before our dear mappers comes to terms with how much stuff they can use, its always hard for an individual to test stuff since he usually only has access to maybe one or two computers to try it out on!

    and im really happy they are putting so much effort into it!

    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 have 2 people on my team speak that test my maps, and my new one im getting the GRIM clan to help me test it out, so there is no need for this lack because you can get some guys on here im sure would be nice enough to help anyone test out a map with/for them.

    And if you need someone to test maps ...I offer you my humble services...It's always a pleasure to test those!

    I just updated my hall of mirrors one right now and the bud map should be done within the next couple of days.

  9. 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 isnt dark anymore.

    The Bud map is next, That damn thing has be about to twist my head off what to do with it so unless i hear different from people I'm just gonna make it a long wolf style map. I wont force it by scripting but just so you know thats what it is. Kinda like Mitchell's going after his friend alone type thing.... and also becuase no one has made such an [GR] map like that. The guys are also more moved around in it, so there are fewer guys but they are more deadly (special forces) and they are all carrying more deadly weapons (baretts, scar H's , etc ) , i also added vehicles and machine guns and I will try to do it in a 5 pass medium if i can. Keep watching this post for when its updated.

  10. 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 be a pilgrim riding a turkey, or a scarecrow..

    point being, your by far the best one out of the bunch over there at GRIN, I see you on here more than anyone and answer the most and I can see that as of the release of the last patch and everyone was complaining (including myself) you've started posting even more. Now.... if you can get even just a few more people at your office to do what your doing this game could be flawless (and even future games, like if your doing GRAW2). I don't know what you do at GRIN, but if you get the map guy on here, the weapons guy, the bug fixing guy (or girls)... I think its possible to get this game complainless, much like GR1 and Splinter Cell etc.

    Keep it up wet willie

  11. 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

  12. 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="panhard1" start_time="25"/>

    <element type="OrderCar" vehicle_id="panhard1" order="move" position="5433 3136 868" start_time="30"/>

    <element type="UnitInArea" area="patrol01" state="deactivate"/>

    </event>

    and i have to make a correction, it wasnt three lines it was just two, i was thinking three becuase i did three things, enter two lines then find a position for where the vehicle needs to drive to being the third... thats why i said that.. brain fart i guess. So it was even simpler than i thought.

    I entered the whole region of script so you could see where to put what in relation to everything else, but as you can see the only lines you need athe the ones that say activate vehicle and the very next line with the vehicle ordered to move and the destination coordinates.................... thats it..............................two lines. you can repeat those as many times as you want for as many vehicles or enter as many all your zones as you want.

  13. 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

  14. 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.

  15. 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 doesnt prohibit your movement or anything. oh and 3rd. if you follow my route your image wouldnt have been squished.

    I just told you to do it like that becuase 1. my figure was right and would have worked and 2. this editor is so complicated it seems anytime you give anyone a pricise order how to directly do something they dont understand you so by rule of thumb you always give someone the most simplest of directions. That pretty much applies to anything in life, just liek when someone stops you on the street and askes how to get to 73rd street... you tell them the fastest, shortest, simplest route possible.

    but i guess this is one of those times where the secnd percentile of person that acutally knows how to follow instructions was listening.

    have fun there boss, im gonna go wear my new ubisoft T shirt

  16. make a charle zone where the green is, save it, then alt-tab out, and go into the xml folder and in there is a zone file. Open that up and change the BR and TL numbers to the area of what you want ^using the charle numbers^ (might take a few trys to get this right). After you make those changes, go back into the editor, then load the map again without changing it and you should now see the red where the green is. Once you get it, you can delete the charle zone.

    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.

  17. 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

  18. 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 lol

  19. Got it ,will be tested (harcore level)on my server :F.O.A.D

    Did you fixed Hall_of_mirrors, the bug that you fall into map when you pass trough barrier?

    Problem is that not a lot of players have those new maps...I play like 2 hours alone today...I suggest you put all [GR] coop maps in a same folder here in Ghostrecon.net download...well done Jason...continue your good work I appreceate a lot ty. :thumbsup:

    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.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\levels\custom_levels\rescue_bud\rescue_bud.dsf(38)

    Btw its a pleasure to test those...love so much this game! ;)

    yeah, thats the same one i keep getting.

    i forgot to ad.... i had two of the bud maps... the one i uploaded actually doesnt have any of the barrier walls in place.... it doesnt matter though becuase i get the same erroer wheather the walls are up or not.. but of course the walls will be replaced.

    i crashed out of the bud map three times, fourth time I plalyed it i went right up the road through the shanties and looked off to the right in the buildings with the M99 and took otu as many guys as I could. after doing that I was able to complete the map at my liesure.. so maybe its one of thsoe guys causing the area.

    im on the case.

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