-
Content Count
1,420 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Calendar
Posts posted by Cangaroo.TNT
-
-
Yes. Rocky and I tested it earlier today and, from what I can tell, everything works 100%. Here is a list of changes I made since you played it:Yo Cangaroo. Any changes from the day Irish, Snake, you and I tested it? Just wondering. Will dl the new version tonight.>>Fixed the issue of not spawning once the opponent has captured an objective. I changed the code (there was a typo that prevented players from spawning at 2 of the 4 locations)
>>The decimated team now gets a message saying "Your team has been decimated."
>>When the opposing team is decimated, the countdown timer still shows "90", but it counts down by 30's, so the zone is secured in only 3 seconds.
>>If the game ends because time ran out and no objectives were completed, the game ends in a tie.
>>If the game ends because time ran out and 1 objective was completed, the game ends in a tie.
>>If the game ends because time ran out and 2 objectives were completed, the winner is determined by score.
>>If the game ends because 3 objectives were completed, the winner is determined by score.
>>After every objective is completed, the round time resets to 20 minutes. So, if you decimate the opposing team, even if you wait until 5 seconds are left on the clock, once you secure the objective the round time will be reset. (This came up because someone suggested you could win a match by waiting until the last possible moment to secure the first objective. Then, the opposing team would not have an opportunity to score any points. Now, there is no way to "force" an outcome without playing for all 3 objectives.)
-
I think so, but I believe the teams would be divided before the map starts, not after.
-
NEW VERSION 1.01 AVAILABLE FOR DOWNLOAD HERE
Fixes:
>> A stupid, stupid typo prevented the ghost team from securing the second and third objectives unless the rebel team was decimated

. I removed the offending "space".>> Bonus points for surviving team were awarded incorrectly because I started the determining trigger after dead players spawned back in

. I changed the way bonus points are determined to hopefully resolve this error.If there are any other problems, please let me know. Again, since I can't test everything as a lone player on a LAN, I cannot confirm that everything works 100% as intended.
-
LOL I for one am honored and will see you there!
-
That is an intended spawn pointOnly had one dodgy experience, which was spawning on the outside of the top level of a building in the Hacienda map.
It's there under the minimap!A countdown of time the opposition has been in the objective may be a good addition.
I hope you like it! It was fun to make!Thanks for your time and effort making this -
I uploaded a new file at approximately 9:15 PM Central Time, US. If you downloaded a copy prior to then, please delete those files and download the new version.
The link to the correct version is in the original post.
-
Download AAS map pack HERE.
Simply unzip the file and install the 4 bundles into your custom_levels folder:
aas_test.bundle
crashsite_aas.bundle
hacienda_aas.bundle
nowhere_aas.bundle
Server name = Advance And Secure Game Mode Test Server
Please post questions/problems here.
The only issue I was not able to test (because it requires more than 1 player) was bonus scoring, so please keep an eye on the following:
If you decimate the opposing team before securing an objective your team should get 2 bonus points. Previously, the trigger that caused the points to be awarded was never turned off, so instead of just getting 2 points, your team received 2 points every second. This trigger occurs for every objective (3 times total).
If the opposing team secures the objective without decimating your team, your team gets 1 bonus point for not being decimated. Similarly to the other bonus, this trigger was never turned off, so your team gained 1 bonus point each second.
Again, I did change the scoring and these issues should be fixed, but I was not able to confirm this.
Your entire team has to be in the objective zone in order to secure the objective. It takes 90 seconds to secure the objective. If, however, you decimate the opposing team, it only takes 3 seconds.
Synopsis for GRAW 2 Custom Game Mode Advance And SecureObjective:
Your team is tasked with securing 3 objectives before the enemy. Only 1 objective is available at a time. The objective you must secure can be anything from a building, vehicle, asset, or personnel.
Spawning:
There are four (4) initial spawn points. Ghosts will spawn at 1 of the 4 spawn points, chosen at random. Rebels will spawn at 1 of the remaining 3 spawn points, chosen at random.
Each player is limited to 1 death per objective, and will respawn when an objective has been secured.
Dead players on the team that successfully secures the current objective will spawn at the objective.
Dead players on the team that fails to secure the current objective will spawn at 1 of the 4 initial spawn points, again chosen at random.
Scoring:
The team that successfully secures the current objective will get 3 points. If they kill all of the players on the opposing team, they will get 2 bonus points.
If the team that fails to secure the current objective has any surviving members, they will get 1 bonus point.
If all players are dead then match ends in a tie, regardless of how many points each team has earned.
No points are awarded for individual kills.
Due to this scoring system, it is still possible to win a match even if your team only secures 1 objective.
Gameplay:
Classes & kits are standard MP kits, similar to TDM.
Each AAS map is made with 6 possible objectives. The first objective is chosen at random, then displayed as a waypoint marker on your HUD. After the first objective has been secured, the second objective is chosen at random from the 5 remaining objectives. The first waypoint marker disappears from your HUD, and the second waypoint marker appears. This is repeated for the third objective, which is chosen at random from the 4 remaining objectives.
In order to secure an objective, your entire team must occupy the objective area for 90 consecutive seconds.
If any member leaves the objective area the timer resets and will not restart until that player returns or gets killed.
If any member of the opposing team enters the objective area the timer resets and will not restart until that players leaves, gets killed, or kills the occupying force.
Each match lasts only 1 round, since spawns and objectives are chosen at random, and kits are limited to the standard MP classes & kits. No side has an advantage over the other.
Additional Features:
In addition to the waypoint marker, smoke plumes mark the location of the objectives. Once your entire team enters the objective area, the smoke plume will show blue smoke. If the enemy is occupying the objective, the smoke plume shows red smoke.
-
Kinda OT but kinda not:
Wouldn't it be funny to deliberately script a CTD? Then, we would all talk about how great the new map XYZ is, how it is revolutionary and a lot of fun, but anyone that tried to play it would just CTD. People would post how they really want to play the new map but they keep getting CTD's. We could all reply how it works fine for us, and then just laugh.
-
I just use XML Marker v1.1 to edit the xml's. I know other people here get crazy making terrains & weapons & skins & buildings & such, but that is WAY beyond my abilities.
-
LigHtsPeEd, I know you know this, so don't get offended.
I'm posting it for people that may be new.In GRAW 1, although the editor listed every asset, they were actually divided into (I think 4) groups that all shared the same set of textures. So, if you made a map using pieces from the industrial texture group, and accidentally included pieces from another texture group, the pieces from the separate texture group would show with a blue and yellow checkered pattern. This was an easy mistake to make because you did not always know to which group individual pieces belonged, and the editor showed all the textures (so while it looked okay in the editor, the blue & yellow checkers appeared in the game). This was somewhat limiting because it reduced the number of pices you could put into a map, because the game only loaded one set of textures.
Now with GRAW 2 you can use any piece you want from any texture group, but you have to tell the game what textures you are using. If you have a piece that appear blank, you do not have to delete or replace it, you just have to identify the texture and then tell the game to use it. This is done with the texture_scop.xml located in the bundle. When you make a map, a generic texture_scope.xml is automatically created. You just have to edit it to suit your map.
With the exception of the bolded portion, here is an exact copy of the generic texture_scope.xml that is generated by the editor:
<scope><texture_set name="atlas_characters"/>
<texture_set name="atlas_weapons"/>
<texture_set name="atlas_vehicles"/>
<texture_set name="atlas_world/atlas_mexico_city_tiles"/>
<texture_set name="atlas_world/atlas_sky"/>
<texture_set name="atlas_gui"/>
<texture_set name="atlas_graffiti"/>
<texture_set name="atlas_water"/>
<texture_set name="atlas_props"/>
<texture_set name="atlas_plants"/>
<texture_set name="atlas_brush"/>
<texture_set name="atlas_general"/>
<!-- Level specific textures -->
<texture_set name="custom_levels/YOUR_MAP_NAME_HERE"/>
<!-- Mission 01,02
<texture_set name="atlas_world/atlas_ghetto"/>
<texture_set name="atlas_world/atlas_industrial"/>
<texture_set name="atlas_world/atlas_ground_juarez"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_juarez/"/>
<texture_set name="atlas_mission_specific/mission01"/>
-->
<!-- Mission 03
<texture_set name="atlas_world/atlas_ghetto"/>
<texture_set name="atlas_world/atlas_industrial"/>
<texture_set name="atlas_world/atlas_ground_industrial"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_industrial/"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_ghetto/"/>
<texture_set name="atlas_mission_specific/mission03"/>
-->
<!-- Mission 04
<texture_set name="atlas_world/atlas_city/atlas_city_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_diffuse"/>
<texture_set name="atlas_world/atlas_city/atlas_city_storefronts_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_storefronts_diffuse"/>
<texture_set name="atlas_world/atlas_city/atlas_city_special_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_special_diffuse"/>
<texture_set name="atlas_world/atlas_city/atlas_city_church_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_church_diffuse"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_city/"/>
<texture_set name="atlas_mission_specific/mission03"/>
-->
<!-- Mission 05
<texture_set name="atlas_world/atlas_city/atlas_city_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_diffuse"/>
<texture_set name="atlas_world/atlas_city/atlas_city_storefronts_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_storefronts_diffuse"/>
<texture_set name="atlas_world/atlas_city/atlas_city_church_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_church_diffuse"/>
<texture_set name="atlas_world/atlas_ground_city"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_city/"/>
<texture_set name="atlas_mission_specific/mission05"/>
-->
<!-- Mission 06
<texture_set name="atlas_world/atlas_ghetto"/>
<texture_set name="atlas_world/atlas_ground_ghetto"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_ghetto/"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_dam/"/>
<texture_set name="atlas_world/atlas_industrial"/>
<texture_set name="atlas_mission_specific/mission06"/>
-->
<!-- Mission 07
<texture_set name="atlas_world/atlas_hacienda"/>
<texture_set name="atlas_world/atlas_ground_hacienda"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_hacienda/"/>
<texture_set name="atlas_mission_specific/mission07"/>
-->
<!-- Mission 08
<texture_set name="atlas_world/atlas_city/atlas_city_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_diffuse"/>
<texture_set name="atlas_world/atlas_city/atlas_city_storefronts_bump"/>
<texture_set name="atlas_world/atlas_city/atlas_city_storefronts_diffuse"/>
<texture_set name="atlas_world/atlas_ground_city"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_city/"/>
<texture_set name="atlas_mission_specific/mission08"/>
-->
<!-- Mission 09
<texture_set name="atlas_world/atlas_dam"/>
<texture_set name="atlas_world/atlas_ground_dam"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_dam/"/>
<texture_set name="atlas_mission_specific/mission09"/>
-->
<!-- Mission 10
<texture_set name="atlas_world/atlas_industrial"/>
<texture_set name="atlas_world/atlas_ground_industrial"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_industrial/"/>
<texture_set name="atlas_mission_specific/mission10"/>
-->
</scope>
Most of the textures are commented out. You include a texture group by removing the <!-- and --> that surrounds a group. So, for example, if you want to use the same textures that were used in the dam map, you would take deleted the bolded parts:
<!-- Mission 09<texture_set name="atlas_world/atlas_dam"/>
<texture_set name="atlas_world/atlas_ground_dam"/>
<texture_set name="atlas_world/atlas_terrain/atlas_terrain_dam/"/>
<texture_set name="atlas_mission_specific/mission09"/>
-->
Also, if you are just going to edit an existing MP or SP map, then you can simplify your texture_scope.xml. For example, I made an AAS version of the MP map Crashsite, and the texture_scope.xml for that looks like this:
<scope><xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/common/*)"/>
<xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/crashsite/*)"/>
</scope>
You have to be careful when adding pieces, though. If you start your game and the additional pieces look blank, you'll have to start picking which textures to use. You could decide to use all the textures, but your performance will suffer because your computer will load textures that it is not using.
-
driving now...will post in about 30 minutes
-
That's odd. Someone told me that UBI's was the fan site. That person must think GR.NET is for the haters.

-
^10-4
Edited OP for decency as a particular word did not get caught by the censor.
-
Thanks for the great advice!
-
LOL Okay!
-
Thanks for asking! Thursday we had the first live beta and it went well. I can only test so much by myself, so we were able to find a few issues that I have since fixed. FYI, here is a list of changes:
I worked on the issue of not spawning once the opponent has captured an objective. I changed the code (there was a typo that prevented players from spawning at 2 of the 4 locations), but that is impossible to check without more players.I also made the following changes when a team is "decimated":
>>The decimated team gets a message saying "Your team has been decimated."
>>The countdown timer still shows "90", but it counts down by 30's, so the zone is secured in only 3 seconds.
>>If the game ends because time ran out and no objectives were completed, the game ends in a tie.
>>If the game ends because time ran out and 1 objective was completed, the game ends in a tie.
>>If the game ends because time ran out and 2 objectives were completed, the winner is determined by score.
>>If the game ends because 3 objectives were completed, the winner is determined by score.
>>After every objective is completed, the round time resets to 20 minutes. So, if you decimate the opposing team, even if you wait until 5 seconds are left on the clock, once you secure the objective the round time will be reset. (This came up because someone suggested you could win a match by waiting until the last possible moment to secure the first objective. Then, the opposing team would not have an opportunity to score any points. Now, there is no way to "force" an outcome without playing for all 3 objectives.)
I am ready to test the new code and am looking for people to help again.
P.S. I have 4 AAS maps:
Calavera
Crashsite
Hacienda
Nowhere
-
Possibly the texture_scope needs to be edited.
-
Can you enlighten us
:)
? -
Would it be possible to add a forum specifically for GRAW/GRAW 2 haters? Or, conversely, a forum specifically for GRAW 2 fans? Sure, the hater side would probably be more popular, but at least those of us that like the game wouldn't have to read the SAME ###### repeated ad nauseum.
Indeed it takes a special kind of ###### to join a FAN site just so their very first post can be about how they don't like the game, when scores of more respected members have made similar posts. Not to mention repeating the same comments in every thread.
-
Can someone please point me to the Ghost Recon series fan site?
-
Secondly, if there is anything like the spacing in GRAW's editor so that walls nicely, for lack of a better term, snapped together.
Hold TAB to show grid
G to increase grid spacing
Shift+G to decrease grid spacing
N to toggle between free move & snap tp grid
-
Have you tried including the files in the folder before you bundle it? Here is my mission.xml:
<mission_script> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <mission_script name="aas"> <xi:include href="/data/levels/common/mp_ranks.xml"/> <xi:include href="aas_rules.xml"/> </mission_script> </mission_script>
Here is my file structure before it is bundled:data/ levels/ custom_levels/ aas_test/ aas_readme.txt aas_rules.xml aas_settings.xml ambient_cubes.bin environments.xml massunit.bin minimap.tga mission.xml texture_scope.xml world_info.xml xml/ unit_list.xml world.xml textures/ custom_levels/ aas_test/ lightmaps/ aas_test/
-
There are these, but I know there are issues with incapacitated teammates.
-
I didn't think so, but I may be able to make the player that finds the objective the target. It will take some playing to see if it can be done. But, even if it can't, I think the game type can still be fun.
Minimap
in GR:AW 2 - Map Modding
Posted · Edited by Cangaroo.TNT
Here's the deal:
Here is the portion of your world_info.xml that pertains to your minimap:
Here is the line that is causing your problems:
When you generate your minimap in the editor, these values are created in the generic world_info.xml that the editor creates. I am assuming that you guys edit this "generic" world_info.xml to suit your map. Make sure you use the values that are generated by the editor in your modified, or custom, world_info.xml.