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Posts posted by Cangaroo.TNT
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Okay, so there are only 12 combinations:
Ghosts spawn at 1, Rebels spawn at 2
Ghosts spawn at 1, Rebels spawn at 3
Ghosts spawn at 1, Rebels spawn at 4
Ghosts spawn at 2, Rebels spawn at 1
Ghosts spawn at 2, Rebels spawn at 3
Ghosts spawn at 2, Rebels spawn at 4
Ghosts spawn at 3, Rebels spawn at 1
Ghosts spawn at 3, Rebels spawn at 2
Ghosts spawn at 3, Rebels spawn at 4
Ghosts spawn at 4, Rebels spawn at 1
Ghosts spawn at 4, Rebels spawn at 2
Ghosts spawn at 4, Rebels spawn at 3
That's every possible spawn combination, right?
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Absolutely. At this rate everyone can have their own.Now I might be wrong but isn't there enuf room in this community for a mod and a map pack?That's 12, unless you include 1 - 1, 2 - 2, 3 - 3, and 4 - 4.
Yes, you include those. Cuz red or blue can spawn at 1 (or 2 or 3 or 4).
At the same time?
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I've read that a number of times and I don't see how the math adds up. Aren't there only 12 possibilities:With 4 insertion points there are 16 permutations of where each team can spawn.Possible spawn combinations
1 - 2
1 - 3
1 - 4
2 - 1
2 - 3
2 - 4
3 - 1
3 - 2
3 - 4
4 - 1
4 - 2
4 - 3
That's 12, unless you include 1 - 1, 2 - 2, 3 - 3, and 4 - 4.
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At what point? Please elaborate.I still get an invalid file path error... -
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They could run and gun, but here was my though process:my only thought - if u have unlimited respawns at the start duz everyone run n gun until they find the vip?>>The more people, the quicker the VIP is located.
>>Since the location of the VIP is unknown, it could take a long time for 1 person to find him. So, people could spend a LOT of time in deathcam. Some people don't mind waiting when a round is set to 5 minutes. But 20 minutes is another story.
>>Some people like respawn, some don't, so this has both (no respawn after VIP is located).
>>Once upon a time, someone was talking about a GR1 coop server that was run very professionally. Everyone had to be on comms, and players were assigned specific objectives & teams. I kinda envisioned this along the same lines: Alpha team check 1-4; Bravo team check 5-8, Charlie team check 9-12, and Delta team check 13-16. If teams die, it could get confusing as to which were checked and which weren't.
Besides, I think the number of respawns can be set by the server (I never checked that

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Sort the servers by game type or map name.
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Download link added.
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If you like objective based TvT, I'll be making AAS & CSAR versions.Bourne' date='Sep 23 2007, 08:45 PM' post='496365']why no RvsA? oh i forgot it takes a special kind of person to like RvsA . -
Boy, that's a short question for a looooooong answer:
1) Bundle your map
http://www.ghostrecon.net/forums/index.php?showtopic=46708
2) Put the bundle in the custom_levels folder in your GRAW 2 root directory.
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Don't worry. You would never know unless you're a total loser that spent hours & hours reviewing the code like, uh... nevermind!

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Okay, I could not find the command to remove the ally marker (blue diamond) from friendly NPC's, and barring divine intervention or help from Grin, I never will. So, I came up with this workaround, and would like to know what you guys think:
>>Instead of spawning a different NPC depending on which side locates the VIP, I only spawn a rebel mercenary.
>>Rebel mercenaries do not show the ally markers (blue diamond) for either team
>>I set him to blind & deaf, so he does not see enemies, nor does he shoot, nor does he return fire.
>>To compensate for his inability to defend himself, I set his health to 100 (default is 2)
So, what do you guys think? Is that a suitable solution? I think in other games, like AA, the VIP is normally unarmed anyway, correct?
On the upside, everyone complains about how deadly accurate the AI is. At least people won't complain about getting killed by a NPC.
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I checked, and the only possible suggestion I have is to add start times. I know that sometimes certain codes do not execute if they do not have start times. For instance,
<element type="AlterGroupStats" group_id="m_vip_2" max_health="100" health="100" />
would not work at all until I changed it to :
<element type="AlterGroupStats" group_id="m_vip_2" max_health="100" health="100" start_time=".3" />
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Do you mind if people suit your map for other game modes?
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Do you have custom made objects & terrians, or just stock?
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There are several ways to do it, and number of respawns does not matter. The scripting is actually quite powerfull, and would be even more so if Grin would lend modders a hand.
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You are correct. That is exactly what it does. I thought you were trying to work back from the end of the game, not the beginning.

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I am under the impression that you want to prevent NEW people from spawning when there are only a few minutes left in the game. If so, then I don't think spawn lock will help. after_start="false" prevents new people from spawning after the round has started.
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I think the biggest problem here may be with the time the server is set to. So, maybe you can start an internal timer, than at a certain point (say 1 or 2 minnutes left) add:
<element type="AllowSpawn" side="1" when="always" after_start="false" />
That will prevent new players from joining.
I don't know for sure, but I think it would be something along the following lines:
<element typ="GetGlobal" setting="multiplayer_round_time" var="time_remaining" />
Then, start an event the runs once every second that contains:
<element type="Calculate" start_time="1" >
<sub target="time_remaining" source="1" />
</element>
Then, have the lockout event contrain:
<element type="TriggerEventIfVar" var="time_remaining" less_than="60" event="prevent_new_players_from_spawning />
Then, use the "AllowSpawn" at the top of this post.
(I know this is not complete, but I'm sure you can fill in the blanks).
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Lightspeed, is there a wat to keep your weapon kit file outside the bundle, and let the admins edit them as they see fit?
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Despite a moderator changing the name of this topic, the fact remains that no one can provide this answer other than someone from Grin.
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Can anyone from Grin help since Wolfsong stopped? Can someone PM me a contact? I know it can be done, and I think I'm close. But I've hit a road block.
I have seen this code in "Get me Rosen" and elsewhere, but don't know what it does:
<element type="ActivateGroup" group_id="xxxxx" group_localize_id="prisoner" />
The character attribute "localize_id" is listed with "ally_marker". So, I've tried "ActivateGroup" with several variations of "ally_marker" without success.
Based on the thread in the PC forum, I have a feeling Grin's last patch is imminent, and their modding support, not that I have received any, will be gone, too.
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Well, I'm pretty sure that if you have a dedicated server, the players only need a few of the files that make the game mode work. So, it may be possible to have different kits on different servers. If true, then I could play TRR on 1 server that is sniper only, and another that is pistol only, and not have to d/l different maps.
Again, if true, that means different clans could customize the kits however they want.







The Crucible
in GR:AW 2 - Mod Beta Testing
Posted
A-HA!
Remove the editor version from your data/custom_levels folder!
I just click & drag it to my desktop.
By "editor version" I mean the pre-bundled folder in your data/custom_levels folder. You do not have to remeove the lightmaps from the textures folder, also located in the data folder.
P.S. I just checked. The actual paths are:
//data/levels/custom_levels
//data/textures/custom_levels