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Posts posted by Cangaroo.TNT
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Good news?!?!
As far as I can tell, there are only 3 "side 1" NPC's:
us_marines_squad1
loyalists1
blackhawk_prisoner (Rosen)
us_marines_squad1 shows blue diamond friendly marker on both sides.
loyalists1 shows blue diamond friendly marker on both sides.
blackhawk_prisoner DOES NOT show the blue diamond friendly maker.
So, it appears that this is not an engine issue, but a character attribute. Hopefully Grin can give us modders another "side 1" NPC that does not show the blue diamond friendly marker.
The problem with the blackhawk_prisoner is that he spawns with a pistol only. So, he is less capable of defending himself than the Rebel VIP.
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Can this include modding bugs? Or just stock MP & SP?
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No, it's not a tagging issue, as I am not using tagging of any sort. It's a "friendly" marker (the blue diamond). The issue is not with the merc, but with the marine, because the rebel side sees him marked with a blue diamond.
I hope that it's a character attribute that can be fixed easily. My fear is that it's an engine issue that cannot.
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Regarding my MP TvT CSAR game mode:
When Ghosts locate the VIP:
>>NPC "us_marines_squad1" spawns
>>NPC engages rebels
>>NPC is tagged with a blue diamond that is visible by both teams
When Rebels locate the VIP:
>>NPC "ag_mex_mercenary_recon1" spawns
>>NPC engages Ghosts
>>NPC is NOT tagged
Advice:
Are you aware of an already existing US NPC that will not be tagged in MP TvT?
Request:
If not, can you supply via a patch a US NPC similar to the rebel merc? Even just another version of the merc, just for the Ghost side in MP?
Question:
Is the blue diamond an attribute of the character model, or is it called from within the engine for any side 1 NPC?
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I never scripted for GR1, but from what I've read, no.Does this mission scripting relate to GR1's scripts at all? I have no clue as you can tell. If so look at assasination gametype from GR1. I think I may have an old one here if you need to see it to snoop around. Just for your own knowledge.In RvA, when players are within a certain area when C4 is placed on an adat, their names get stored in a variable. Then, once the adat is destroyed, those players get points. So, I can create an area, and store the name of a player in that area, but I don't know if I can manipulate that data other than for giving points; I don't know if I can check to see if that particular player is dead or alive.
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Looking at it quickly, I don't really see a way to pick someone at random, or to even pick an individual player on purpose. You'd have to use an area trigger (say the first person to reach an area). But I don't know at this point how to make that playable. Also, I don't know for sure whether or not the code I'm considering will actually work.
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There may be a way to do it, using the tagging system, or some other method, but I don't know.
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Unzip the 4 maps and place them in your custom_levels folder. Maps include:
>>Attack on multiple axes
>>The long walk
>>The price of peace
>>Welcome to Juarez
Server name: Combat Search And Rescue Game Mode Test Server
Synopsis for GRAW 2 Custom Game Mode Combat Search And Rescue
Objective:
The objective for both teams is to find the VIP before the opposing team. Centcom has intel on his last 16 known locations. Once you find him, help him make his way to the extraction point before the enemy can track him down and kill him. Be careful not to extract your CSAR team before the VIP. Either team can locate the VIP. Whichever team is successfull is considered the CSAR team.
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 team uses the same spawn point for the duration of the match.
Each player has unlimited respawns until the VIP is located. After that, each player is limited to only 1 death.
Once the VIP has been located, any player that is dead will respawn for the last time at their original spawn point.
Scoring:
The team that locates the VIP (CSAR team) earns 1 point.
If the VIP is safely extracted, the CSAR team earns 1 point.
If the VIP dies, the opposing team earns 2 points.
If the CSAR team is safely extracted after the VIP, the CSAR team earns 1 point.
If the CSAR team extracts after the VIP has been killed, the CSAR team earns 1 point.
If the CSAR team extracts before the VIP, the VIP is considered abandoned, and the opposing team earns 2 points, which will guarantee a win.
If the CSAR team is killed, the opposing teams earns 1 point.
No points are awarded for individual kills.
Due to this scoring system, the team that did not locate the VIP can still win.
Gameplay:
Classes & kits are standard MP kits, similar to TDM.
Each CSAR map is made with 16 possible locations for the VIP. The location is chosen at random, but there is no waypoint marker, or any other indication, of the correct location.
There are 4 possible extraction points. Once the VIP has been located, the extraction point is chosen at random, and a waypoint marker will appear on your HUD. All players will see the waypoint marker.
Once located, the VIP will be visible to all players (a blue diamond on the HUD).
The VIP's path to the extraction point is not predetermined. The VIP will choose his own path depending on the resistance he encounters.
The VIP will not engage opposing team members, although he will seek cover when fired upon.
The opposing team cannot be extracted.
To locate the VIP, enter the areas noted on the minimap. Only 1 team member needs to enter the area. Once a player enters the correct area, the team counter will quickly count down from 5 (it takes about 2 seconds).
Once "located", the VIP will spawn in the location.
Only 1 member of the CSAR team needs to reach the extraction point to win.
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:
The VIP is a US Marine from the SP campaign.
It is normal for the VIP to stop & seek cover. The csar_rules will re-order him to the extraction point if he is stationary for too long.
To compensate for his lack of self defense, his health has been raised to 100 points (from 4). Otherwise, it would be much too easy for the opposing team to kill him.
Once the VIP reaches the extraction point, he will be immediately "extracted" by disappearing. That way he won't just sit there waiting around to be killed. Would you?
Some people may wonder why both teams would want to find the VIP. In most games, one side has to protect the VIP while the other has to kill the VIP. Well, this game mode is Combat Search And Rescue. So, first of all, you don't know where the vip is (hence "search and rescue"). Second, there could be several motivations for capturing the VIP. Maybe he's a pilot that was shot down over enemy territory. One side may want to steal him away to safety, while the other may want to interrogate him. Either way, once in enemy hands, to you he's better off dead.
Remember, although it only takes one CSAR member to enter the extraction zone, don't do it before the VIP. He will be considered abandoned, and your team will lose.
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Update:
>When the VIP is spawned, he is tagged for both teams (blue diamond).
>I need to refresh the move order every 10 seconds or so. When he engages a tango, the AI changes his state, so he no longer moves to the extraction point. Easy enough to fix, though!
Also, I'm going to increase his health so he's not killed with 3 shots or 1 nade.
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Yeah, GRAW 2 is kinda limited in that respect. There is no way to give the NPC orders. Although, now that you mention it, I guess it might be possible to tag 1 player, and have him be the target.
Maybe my next project.... -
>>Once you find the VIP, he is ordered to one of 1 of 4 extraction points, chosen at random.
>>The extraction point will be displayed AFTER he is located, so everyone will know where he is headed.
>>His path is NOT predetermined, so it will depend on what kind of resistance he encounters.
>>He is armed, and will shoot back!
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I think you're referring to a version of TDM where the initial spawns are random. If so, then I believe one of those are in the works. Of course you could play TRR with no respawns, and that would be fine. It would just not be what he intended, which is not always a bad thing, I guess.
By the way, this response is predicated on the assumption that this comment was sincere:
If you were being sarcastic, then never mind LOL.I suppose making a bunch of trr maps and locking the settings is considered a game mode. -
Lightspeed made a new game mode (for GRAW 2) that has 32 random spawn points that are activated after you respawn. Having a no-respawn server doesn't make sense. Play a different game mode.LOL. These are funny arguments. " It'd be like playing RvA but turning off the adats. What's the point?" cmon seriously.
TRR is new to GRAW2.trr is not a new game mode.
He did release it as a new game mode pack. You won't find TRR for GRAW 2 anywhere else.If you wanted to create your own game mode you should release it as a new game mode pack not a trr pack.. dont you think?
Good point. Which why I said some settings should not be dictated by the server.I also have a problem with your sarcasm. PUT ON IMMORTAL TIME if not nading spawns is important to the server and the community that plays on that server.
I know, and I enjoy playing on your server. But, as far as I can tell, that fact is not relevant here.The XE server is NO spawn nading we admin it that way too. matter of fact we have a no gl policy too. -
Exactly. Lightspeed went to a lot of effort to create 32 random respawn points that don't get used if the server is set to zero respawns. Like I said, server admins should not be able to dictate certain settings. It'd be like playing RvA but turning off the adats. What's the point?No respawns is killing the game mode in my opinion. It's hard enough to get a TRR going, but then you have to wait once you join the server?The more I read, the more I'm convinced people don't want tactics or new game modes. They just want more people to kill on more maps. They want to push the other team into a corner and commence a slaughter, without having to think, kinda like the "console kiddies" everyone likes to criticize:
"I don't like TRR because someone could spawn behind me and interfere with me nading the spawn."

(Sorry Lightspeed for going OT
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Well, it depends. For example, no respawns does not make sense for this game mode. Also, the number of rounds doesn't matter, either.
Regardless, if you wanted to, you could edit all of his built in settings youself without much difficulty.
As another example, infinite respawns does not make sense in Advance And Secure, because you would never earn bonus points for decimating the enemy, and that would completely negate the entire scoring structure.
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Yes, that should be correct. There should be 3 ways to set round time:
1. As an element in *_rules.xml for the game mode
2. In the *_settings.xml for the game mode
3. In the dedicated *.xml for the server
I don't know which takes precedence, the dedicated server file or the settings file for the gametype. Regardless of those 2 files, I believe any setting in the rules file would trump the others.
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Grin's maps are only set with 2 spawns. So, the whole logic behind playing a map twice is so each team gets to play from both sides, since each side has it's inherent pros & cons. But, since your spawns are random, there is no need to switch sides, because there is no guarantee that the next match will be any different, or more "fair" to the losing side. Rather than changing your TRR, it might be better for the community to understrand that.i only set one round on each map because the idea of this battel type was actually to allow the Team A to pick first map, Team B to pick second, and Team A to pick 3rd map if it was required. much more exciting that way - instead of playing same map over and over again. -
Maybe they patched the servers & updated Gamespy, but for some reason the auto-update isn't working, or the patch isn't available quite yet.
Just trying to think positive

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It's called Combat Search and Rescue. Here is a link to the discussion thread:
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What you are looking for is not possible, but I'm putting the finishing touches on a similar game mode called Combat Search And Rescue.
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I did not find a single error. I'm not saying it's perfect. I'm saying I didn't find any errors.Looks like you might just have nailed it this time.. nice job!
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Splash Messages:
1 POINT FOR LOCATING THE VIP!
THE ENEMY HAS LOCATED THE VIP!
1 POINT FOR KILLING THE C-SAR TEAM!
1 POINT FOR KILLING THE VIP!
ABORT MISSION: THE VIP IS DEAD!
1 POINT FOR SUCCESSFUL EXTRACTION!
FAILURE: THE C-SAR TEAM HAS BEEN EXTRACTED!
FAILURE: YOUR TEAM ABANDONED THE VIP
VICTORY: THE C-SAR TEAM ABANDONED THE VIP!
1 POINT FOR EXTRACTING THE VIP!
FAILURE: THE VIP HAS ESCAPED!
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Here's what I did AFTER I figured out I need the ai graphsSo mission 07 is fine, name it what you want, just add the original ai graph to your folder and include it in the world file. If it does not show in the editor, copy paste the ai graph info from the original world folder into your world folder and it will be there. That`s all i did with TuG`s City map, they modded it, I added original AI graph and made a firefight.
:1> Copy original ai graphs to test_csar folder (at this point, my NPC still was set to order="none")
2> Created server, NPC spawned, ran to nearest cover point, then stopped.
3> Generated new ai graphs, changed NPC order to "patrol" and set the patrol type to "moveguard_recon"
4> Created server, NPC spawned, NPC moved to extraction.
So, assuming that the original AI graph would have worked, then the key is to set the NPC order to "patrol" and the patrol type to moveguard_recon.
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1. Is it really worth all the effort and aggrovation.
IMO, only if people play them
2. Are you haveing a lot of problems doing it.
I don't do coop
3. Are there some things that you just cant seem to do.
Yes. Specifically, MP scoring structures I'd like to put in place.
4. Are you getting any help still from Grin Devs.
Not any more.
5. Will you be modding this game in 3 months time.
Only if people use the mods that have been created.
6. What type of problems are you haveing if any.
Figuring out scripting.
7. Do you feel that modding the game is easy or very hard.
Easy after a HUGE learning curve.
8. What would you like to see in the way of help in this area.
Eh, not much any more I guess. If I had waited for an answer from Grin rather than work out problems myself, I'd probably have given up. Also, figuring out 1 problem today prevents 10 problems tomorrow. If I had been spoon-fed answers, I probably would have had more problems than I did.
need Help! on my MP TvT CSAR game mode
in GR:AW 2 - General Modding Topics
Posted
In case anyone cares, it is a character attribute. Specifically:
Although there does not appear to be a way to change it via scripting (AlterGroupStats does not work). So, they could quite easily add a character, but I doubt they will.
bravo_team does not have the marker, but there are 2 of them. I guess I could use 2 mercs, and give 1 point for each VIP.