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Posts posted by Cangaroo.TNT
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- friendly AI is one of the worst i saw in any FPS, so called ghosts are retarded, can't find cover, cant shot back and gets block on simple obstacles when give route more complicated than going down the street.
- Game is regular kill_whole_army_by_yourself shoter which pretends to be a realistic tac shoter. It was patchetic when i checked final stats and noticed that i have ~68 kills and my entire team has 3 kills ! And I was happy that i managed to lead them in one peace through the mission.
Download Operation Storm HERE and you will see otherwise. I couldn't get a kill for myself as my guys were mowing down the waves of tangos.
Oh, and prepare to die a lot. Hope that's not too arcadish for you!
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I'm starting work on a new TvT game mode and want to see what you guys think:
Game Mode Name:
Combat Search And Rescue (CSAR)
Gameplay:
4 Random spawns
4 Random extraction points
A map is filled with 16 possible objectives. One is chosen at random. There is no marker, so there is no way of knowing which objective was chosen. You have to search for it. Once you find the objective, your team will be alterted, then your team has to make it to extraction. There will be 2 possible extraction points, but the entire team has to extract to only 1.
Scoring:
Points for finding the objective
Points if you prevent the successful team from extracting
Bonus points if the successful team extracts with opposing team members still alive (extract stealthily)
Also, if I can work it out, maybe I will incorporate the tagging after the objective is located, but reduce the tagged time to 10 seconds.
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Here's a preview of my minimap for calavera_aas:

The skulls designate the 6 possible objective zones.
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Well, I agree with you. That's why the game modes I'm working on have controlled spawns. For example, in Advance And Secure, once dead you do not spawn until an objective is completed (by either team). Also, my next game mode, CSAR, will work similarlyCangaroo,This spawning business keeps cropping up. I don't play MP so it makes no difference to to me but shouldn't there be a finite limit so it doesn't get too far from reality? If you get shot, you're shot, just like real life. It's where you're shot that makes the difference and whether you can carry on or not, innit it? Or is that asking too much of a computer game?
Mike.

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A few of us will be beta testing this game mode Thursday night (8 PM Central time, US). If it goes well, I will make the map pack available as a public download around 9 PM.
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Yes. That's what I replied.
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I don't understand. Random respawns have been done already, and there are a few different types.Once V figures out how to add random respawns Dam should be a pretty good map.
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Respawns can be written into new gametypes, too. So, you could have a gametype where respawns are controlled by the game, and not by the server.
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In your GRAW 2 root directory (assuming you're patched). The editor was not available until 1.03. The name is "graw2_editor".
1. Put a copy (not the original) on your desktop.
2. Rename the file with the name of your map.
3. Right-click, select "Edit"
4. Replace the "%1" with the name of your map
5. Put the renamed, edited file back in your GRAW 2 root directory.
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Right, but then it's not an issue with the a/c, correct?
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Thanks guys!
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If you bundle the lits with the map, and with the rules, that does not constitute a mod, does it?
I mean, you can play "mods" with the A/C on, if everything is is the bundle, correct?
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These are some of the issues I had:
I enabled victory points in the *_settings.xml, but the scoreboard never showed VP earned for each player, even though players were properly awarded VP in the script. The only way to get VP to show on the scoreboard was to to enable ranking in the *_settings.xml, but then that forces the RvsA-type weapon selection.
You can assign team points, and the players will still be ranked by kills, even if you set the kill points to zero in the *_rules.xml. However, I don't know if team points show on the coop scoreboard.
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From what I understand, you need to manually add HH zones to the minimap. I did that with generic editing software, saved it as a jpg, then converted it to a tga file. When the game loaded, I got an error message saying the minimap format was not supported. What software do you guys recommend I use to edit the minimap?
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sonofabitch that was itThe only thing to remember when testing a bundle, is to remove the files from your /data/levels/custom_levels/
Thanks!
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Anyone get this figured out? If works with one file, but not another.
I installed a bundle on one computer, and it worked fine. I put the exact same file on another, and it wouldn't work. I uninstalled & reinstalled GRAW 2 on the second computer, and the exact same file worked.
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Converted Crashsite to AAS...generating lightmaps as I type....
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I think part of the problem is that a lot of people are all talk. A lot of people were hoping for a gametype other than TDM. When Grin delivered a new & unique gametype, everyone still played TDM. I guess Grin wasted their time creating RvA and instead should have just made more maps. Even during the beta and demo, more people were playing TDM than RvA.

TDM... TeDM... TeDiM... TeDiuM
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I don't know, so this is a sincere question:
Has any game been released (at least recently) that allowed modders to create entirely new gametypes? Not just changing a few MP variables, but entirely new?
If so, I wonder if those tools were easy to use

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Smoking is too politically incorrect these days. They probably would have caused the game to have an ESRB "M" rating.
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How do you even get the hazard lines to appear? Does it do it automatically when you set the minimap markers? I'm having minimap issues of my own.
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If you are making a new HH map that will use the original HH rules (as designed by Grin) you need to do the following:
In the editor, use the "locations" layer and create the following locations:
1> HH zone, and name it "hh_capture"2> Ghost spawn, and name it "hh_spawn_a"3> Mexican spawn, and name it "hh_spawn_b"If you have those 3 locations and name them exactly like that, the existing HH rules that Grin created will automatically make the smoke appear in the center of the location named "hh_capture".
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I've heard Bob Barker say the same thing.
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Is it either of these?
<event name="pick_new_spawn_2_side_1" type="once"> <element type="SetSpawnLocation" location="spawn_2" set="true" side="1"/> <element type="ForceSpawn" member_type="member_a" way="direct" /> </event>
<event name="pick_spawn_4_side_1" type="once"> <element type="SetSpawnLocation" location="spawn_4" set="true" side="1"/> <element type="AllowSpawn" side="1" when="now" after_start="true" start_time="1" /> </event>
I'm sure they'd have to be modified somewhat to suit your game mode.
C-SAR Game Mode
in GR:AW 2 - General Modding Topics
Posted
I'm thinking that, but I don't know if I can do it. So, I didn't want to make any promises I can't keep.