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Posts posted by Cangaroo.TNT
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The VIP is a NPC.So if a player is VIP will they be able to shoot? Or would they be handed something like a Zeus?
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).Do you need 2 topics about the same thing?
As a matter of fact, I would prefer that you would delete the other topic as opposed to linking it to this one.
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Nice

Did you need to add an AI graph for this?

Also, in the world.xml:
<human><unit name="group_unit" group="blackhawk_prisoner" group_id="vip_1" vehicle_id="none" crew="false">
<order order="Patrol" source_pos="7044.5679 -285.85898 0" order_pos="7044.5679 214.14102 510.02621" patrol_type="moveguard_recon">
</order>
<position pos_x="7044.5679" pos_y="-285.85898" pos_z="710.02625"/>
<rotation yaw="0" pitch="0" roll="0"/>
</unit>
</human>
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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 was randomly chosen.
2. After you enter location 8, the NPC spawns in a remote location on the map
3. After spawning in a remote location, the NPC teleports to location 8
4. After teleporting to location 8, the NPC moves to the extraction point.
First, the reason why I want to spawn the NPC in a remote location and then teleport him, is that otherwise you would need 16 NPC's, one for each location. Doing that would not be a big deal, but it would be a PITA because of all the repetitive scripting.
So, here are my scripting questions:
1. Does anyone know if TeleportGroup works in TvT?
2. Does anyone know if OrderGroup "Move" works in TvT? <- It does, and you do not need to give it a path! It find's its way on its own!
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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.and on the note of firing from spawn, if we catch them we treat them the same as firing into spawnthe problem is that the server tools don't let the Admins see what is going on.
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Done.Good luck, I hope you guys can figure it out. -
Closer.....
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Too bad Wolfsong hasn't been around lately

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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.
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What about getting him to move? When you order the NPC to move to a location, is it a location, or an object:
<element type="OrderGroup" group_id="vip_1" order="Move" location="extraction_1" start_time="1" />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

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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 in a remote location, the NPC teleports to location 8
4. After teleporting to location 8, the NPC moves to the extraction point.
First, the reason why I want to spawn the NPC in a remote location and then teleport him, is that otherwise you would need 16 NPC's, one for each location. Doing that would not be a big deal, but it would be a PITA because of all the repetitive scripting.
So, here are my scripting questions:
1. Does anyone know if TeleportGroup works in TvT?
2. Does anyone know if OrderGroup "Move" works in TvT?
Even if I remove the teleport element, he still does not move.
From csar_rules.xml:
<event name="side_1_capture_objective_8"> <element type="TeleportGroup" group_id="vip_1" target_location="objective_8" warp="true" /> <element type="ActivateGroup" group_id="vip_1" /> <element type="AlterGroupStats" group_id="vip_1" combat="true" blind_and_deaf="true" /> <element type="StopTrigger" name="side_1_locate_8" /> <element type="StopTrigger" name="side_2_locate_8" /> <element type="StopTrigger" name="no_locate_8" /> <element type="TriggerEvent" event="pick_extraction_point_side_1" /> </event>
From csar_rules.xml:<event name="pick_extraction_1_side_1" type="once"> <element type="CreateUnit" unit="efx_hh_zone_smoke" location="extraction_1" center="true" name_id="hh_smoke_01" /> <element type="Objective" id="extraction_1" state="add" mode="1" start_time="1" waypoint_id="Extraction" name_id="hh_smoke_01"/> <element type="StartTrigger" name="side_1_extract_1" /> <element type="StartTrigger" name="side_1_vip_extract_1" /> <element type="OrderGroup" group_id="vip_1" order="Move" location="extraction_1" start_time="1" /> </event>
From world.xml:<human> <unit name="group_unit" group="blackhawk_prisoner" group_id="vip_1" vehicle_id="none" crew="false"> <order order="none" source_pos="7044.5679 -285.85898 0" order_pos="7044.5679 214.14102 510.02621" patrol_type="moveguard_recon"> </order> <position pos_x="7044.5679" pos_y="-285.85898" pos_z="710.02625"/> <rotation yaw="0" pitch="0" roll="0"/> </unit> </human>
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^ 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.
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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.
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Try using a sphere instead of a circle.
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Somebody's feeling got hurt

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That will be easy enough to do.I will look at implementing roaming spawn points at a later stage - so that no sooner duz someone camp one then its changes. -
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.
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Put it in the *_settings.xml file for your custom game mode.
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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 
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Here:
<texture name="minimap" texture="/data/levels/custom_levels/ranch/minimap" uv_rect="0,0,1024,1024" width="1024" height="1024"/>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.
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Prease crarify.
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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.
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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.
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<use_victory_points value="true"/>
Question... if you don't use this in TDM (false) ... does it go by the amount of players left alive?
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.
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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.
Combat Search And Rescue Gametype
in GR:AW 2 - Mission Modding
Posted · Edited by Cangaroo.TNT
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.