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Cangaroo.TNT

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Posts 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. So if a player is VIP will they be able to shoot? Or would they be handed something like a Zeus?
    The VIP is a NPC.

    Do you need 2 topics about the same thing?
    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). :huh:

    As a matter of fact, I would prefer that you would delete the other topic as opposed to linking it to this one.

  3. Nice :)

    Did you need to add an AI graph for this?

    :blush:

    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>

  4. 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!

  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:

    <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 :wacko:

  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 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>

  8. 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.

  9. 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.

  10. <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.

  11. 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.

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