Jump to content
Ghost Recon.net Forums

Cangaroo.TNT

Members
  • Content Count

    1,420
  • Joined

  • Last visited

Everything posted by Cangaroo.TNT

  1. Mission 7 - I think the one where you rescue the reporter. When I bundled it, I did not include the ai graphs. Also, I did not know if changing the map name would effect the ai graph files, so I re-generated them. At that time, I also changed the disposition of the VIP from order "none" to order "patrol". After that it worked. I don't know if it would have worked if I did NOT change the VIP's disposition.
  2. The VIP is a NPC. I apologize. As stated, one was to be informative for the public at large, while the other was intended to be a detailed discussion of the scripting. So, while the topic title was similar, the audience and discussion was intended to be completely different (the one you closed was not intended to be a modding discussion). As a matter of fact, I would prefer that you would delete the other topic as opposed to linking it to this one.
  3. Recap of initial post: 4 random spawns 4 random extraction points 16 possible locations of VIP Random spawning works Random selection of VIP location works After locating the VIP, spawning in the actual NPC works Random selection & display of extraction point works VIP moves (using corners & coverpoints) to randomly chosen extraction point. Teleporting NPC once spawned does not work (little more testing to do here before I use a work-around). Here is what should happen: 1. Find where the VIP is "hiding" (1 of 16 possible locations). For this example say location 8 wa
  4. There are several new TDM-based game modes with random spawns, and new objectived based game modes with random spanws. You couldn't spawn camp if you want to.
  5. Okay, so have the guy appear, then disappear, and replace him with a new guy, and order the new guy to move? I just thought of something: If I need 1 VIP for each possible hiding place (16 total), and then 1 VIP for each extraction point (4 total), that would be a total of 64 separate VIP's and events. (1 to go to extraction 1 from location 1, 1 to go to extraction 2 from location 1, etc., etc.,). I'd do it, if it will work. It's just that THAT is a LOT of typing LOL.
  6. What about getting him to move? When you order the NPC to move to a location, is it a location, or an object: I have a location named "extraction_1", but should it actually be an object named "extraction_1"? The code is kinda funny that way, but normally intead of "location="extraction_1"", it would require "name_id="extraction_1"". Does that make sense
  7. 4 random spawns 4 random extraction points 16 possible locations of VIP Random spawning works Random selection of VIP location works After locating the VIP, spawning in the actual NPC works Random selection & display of extraction point works Teleporting NPC once spawned does not work. Ordering NPC to move to extraction does not work. Here is what should happen: 1. Find where the VIP is "hiding" (1 of 16 possible locations). For this example say location 8 was randomly chosen. 2. After you enter location 8, the NPC spawns in a remote location on the map 3. After spawning
  8. ^ I think you are correct as far as dropping in, but I don't believe the locations work that way. For example, if you put a "circle" zone under ground, the game will still detect you in that area if you are above or below it. A shere, however, has a maximum and minimum height.
  9. That was the initial scoring structure which ultimately turned out to be unworkable. Points are now based on objectives, regardless of the number of players.
  10. When I was working on the Hacienda map, I though the giant city blocks in the valley looked like they were built on satellite photos.
  11. Put it in the *_settings.xml file for your custom game mode.
  12. This is going to be horrible! In all the screen shots, I haven't seen a single squirrel! I say Biro did learn false advertising and bad PR from Ubisoft! J/K
  13. Here: When you generate your minimap, and hit CTRL+S to save, the editor creates a new world_info.xml with the proper uv_rect values. Everything else looks good.
  14. EDIT: Sorry, that's if you want to force a match length on the server. If you want it to be a server setting, the put the line: <match_length value="20"/> under <gametype_settings> in your dedicated xml.
  15. In the new *_rules.xml you create for the game mode, add the line: <element type="SetRoundTime" time="1200" /> under the "start_game" event. Even if the match time is less than that when the game starts, when the match time reaches zero, it will automatically be extended to the remaining round time.
  16. From what I can tell, you need to enable "ranking_system" in order for VP to work. Otherwise, VP do not display on the scoreboard. However, if you enable "ranking_system" you need to rank-up in order to get more than the first kit, even if you are using TDM kits.
  17. The problem is that if 4 people join, 2 will be on Ghost & 2 will be on Rebel. Of course, they can switch sides, but unless everyone is on comms at the start & is willing to run with the gameplan you will have humans spawning on the mex side from the get-go.
×
×
  • Create New...