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Nutlink

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Posts posted by Nutlink

  1. Warning! Smartass alert!

    Just an update.... not that anyone cares... but now that i have had my spat and, with the help of randoms out there, i'm through a difficult situation... i'd just like to reafirm my love of ghost recon... In all its forms... The originals were great and i love them, and i still play them to this day...

    I feel that GR:AW still has the potential to be just as tactical if you play the game that way... although it is often just as convenient to attack head on without much prior planning. I feel that GR:AW is a huge game, and what the game designers have achieved over the originals is a massive advancement, in the right or wrong direction is up to personal opinion. I personally think that over the originals GR:AW is a significant advance. You still have the same commands over your men as the original plus more with the tactical map and the cross com. I think its clever. The difference is... GR:AWs combat is closer... more frantic... and in some casses i guess its more realistic in that sense.

    The original GR missions were in expanses of grassland, woods, jungle and desert. Plenty of time and room to organise your men and coordinate fire, and less places for evil to lurk. GR:AW i feel is a step in the right direction from the originals. Its faster and more furious without losing its sense of a tactical feel. I don't believe its just another call of duty or similar FPS where you run in and stuff just dies around you... but thats just me. Good job GRiN and UBI.

    Sorry Zig, not trying to be rude, but rather trying to be helpful for the old folks out there who can't read so well anymore (hence why I like this crowd better than most of the other games out there). :ermm:

  2. Wow...little hard to read. Paragraphs would help....as a matter of fact, I'll do it for you!

    Ok first of all i'd like to apologise in advance for any swearing that may blurt out of my mouth during this topic. Ok here's the deal, i have GR:AW, and i have every other Ghost Recon that has been released on PC. I love it to death and i can't wait for GR:AW 2 to come out.... however! Has any body else had the issue of the diminishing abilities of your men, Particularly That usless Frick kirkland? Dead set, one bloke thats only good for.... well i guess you could call it target practice for the enemy.

    And i don't want to hear any ###### of... well you just don't know how to command your men properly, you're just not good enough at the game, please i head that sort of crap from my mates, who... won't play GR:AW on anything harder than easy. So get ######ed. ok, and i mean that in the nicest possible way, trust me, nothing against you personally, you can just shove your patronising, self absorbed garbage sideways up your pooper, savvy? Now here's my situation ... I have patch 1.30... though from what i read about the patches... no one gives a ###### sideways about single player post release, all the patch updates are for multiplayer... whether true or false i don't care. Moving onto the main topic. I have GR:AW patch 1.3o on a pentium D processer 3.02 ghz, with 2gbs ram and a 512mb geforce 7950GT graphics card... SO its not my system. AND yes i know by playing the game on Hardcore, i am signing up to have my ass handed to me over and over by the enemy... i can deal with this.

    If a games hard. GOOD!! i like a challenge... and although as frustrating as it may be, i don't mind being taken down by a reflex shot 2 feet from my objective by an enemy soldier 150 metres away who has been watching me through 10 blocks or so after he heard me cap his boyfriend 200 metres back at my insertion zone with the m9 silenced... ok this doesn't bother me that much. BUT, as the levels progress and the game goes on, i realise that my men are becoming less efficient at their job... to the point where i leave them behind and clear the area myself then push them forward incase of snipers, so they get hit... not me. I'm up to the level bulldog now... idon't know how much farther i have to go... and get stuffed i dont want to know. But my men are SOOOO dumb now... there is like no point to them... i try to move them up individually so they don't get hurt and theres cover by someone if they do get shot at... but they don't go anywhere near where i point them, and even in the tactical map, i give them the direction i want them to face, but god bless them they'll go ahead and look the wrong way anyhow. I've even had a situatoin where i tried to move 3 forward, and not only has he gone to the wrong spot, looked the wrong way upon reaching it, 2 has ######ed off and sat with 3 and both looked the wrong way, and subsequently both been killed. By the same guy... 2 feet behind them... with 1 happily looking on... ######!!!

    it drives me insane... i don't know if its just me, wether im not friendly enough for them... they don't like me... they like getting shot in the back... whatever it is... my men are now usless too me. And i refuse to complete a level having lost one of them... so losing one of them is like me dying... i start again... Ive had instances where i've been hammering away down a street with the MK48.... and one of the retarded school children i've signed out for a day trip and given camouflage to has walked infront of me... causing them to be hit to the ground... along with me coz i cant shoot at the enemy anymore... instead of firing at the enemy once they get back up... they sit there with their back to the enemy, staring at me like a cow looks at an on coming train, and continue to get the whole team killed... Its ###### me off before, in some of the previous levels, but i bit my tongue giving how sacraligeous some of my coments are... but i can't take it anymore!!!

    i've been playing bulldog for 2 days now... and for the love of me i can't get my men to make any sensable advances. And the complete lack of participation by my men means that i have to fight off the swarms of a-holes that come crawling in out of the woodwork all on my own... a big job to do to begin with... let alone with 3 recovering comatose patients fumbling around the battle grounds infront of me with seemingly no more military tactical knowledge and sense to shoot back at someone in the middle of the street emptying mag after mag in their direction than the very monkey that wrote the scripting for AI on the final levels of GR:AW. So please can someone write back and let me know if they are having the same difficulties, how they got around it? coz i can't stand the level bulldog, i've been up and down those streets so many times i'm thinking about getting my mail forwarded. Thanks guys... sorry about dissing GR and swearing... you konw i love you... get over yourself i was talking to my GR disc.. biggrin.gif peace out

    There. Now just edit your swearing as per the forum rules and all is well....besides the fact that I think this belongs in the GRAW forum, but that's just my opinion. :)

  3. Well, as of patch 1.30 (although 1.35 is recommended), you can have another type of coop allowing up to 12 players. The normal coop is under the multiplayer tab, then click start game, and in the drop down menu select Cooperative, then start. The gui is rather easy to use :)

  4. I'm sure it would be, but the problem is that then ANYTHING can be adjusted and made to be downloaded. Imagine a server where they have a daily random "super" weapon (ie Tuesday the glock is 1 hit kill and extremely accurate, Wednesday is the MR-C, etc etc).

    Some things can be put in with the map bundles though, like skins. Maps can have specific skins to use. Say I managed to make a snow level. I could have it that any time someone played the map their camo would be white, but when they play another map it's back to normal. I wonder if the weapons mod would work the same way...

  5. Absolutely not, I'd rather they focus on the infantry aspect of the game and get that right before they start giving us the ability to control tanks. I don't even like the idea if it was incorporated like CoD. Tactics focused on infantry and small arms fire isn't very common these days, and the last thing I want to see is someone cruising in a jeep while playing a team deathmatch game, or to be required to get in a tank to complete a mission.

  6. I've been thinking of trying to adjust a few things in the game (like a longer barrel on the M8 to make a decent M8 Sharpshooter), but since the files are in .diesel form I can't open them. Is there an importer or way to open a .diesel file?

    Edit: Oops, posted in wrong part of the forum, and already found my answer. This thread can be locked/deleted.

  7. 1) I'm not quite sure what the question is, but I'll try to explain it. In the Campaign Coop the host now has the option to skip the insertion (the little 2 minute fly in on the chopper) and the ability to allow the mission to continue when they die (in other words, if they die another person becomes team leader). They cannot, however, adjust respawns. You only have one chance, unless you have AI teammates you can take over if you fall.

    2) In Campaign Coop, press 1, 2, or 3 to view the different crosscam views. In any other game mode, click on the Deathcam button on the bottom right after you lose all your spawns.

  8. Just like any editor, GRAW's takes time to learn. I managed to convert a SP map to [GR] Coop, scripting included, with very little knowledge about the editor. It's not as hard to use as some of you make it out to be, and I honestly think it's a lot easier to use than UnrealEd and the Doom3 editor.

    I would, however, like to see better mod management in GRAW2.

  9. Personally I loved the weapon selection in Raven Shield because it was so huge, but that was also a downside. I would rather have a decent assortment of decent weapons rather than 1 or 2 to pick from or 50+ unbalanced ones. I think 3 for each class isn't asking too much (Sniper, Rifleman, Support, Secondary).

  10. How to add a scope to the SCAR-L and SCAR-H (also works for M8 and the likes, but it just doesn't look right)

    1. Extract the files mod_data.xml and weapon_data.xml from data\lib\managers\xml.

    2. Extract the files mods.xml from data\strings.

    3. Extract the files u_addons.xml from data\units\weapons.

    Under the mod_data.xml add the following lines:

    <mod_data unit_name="scar_scope" mod_id="18" name="scope" mod_slot="top" price="0">

    <bar_stats accuracy=".8" stability="0.5" weight="1" impact="0.5" />

    </mod_data>

    See the mod_id is 18? Next, open up the weapons_data.xml. Look for the following:

    <weapon_data disabled_by="disable_heavy_rifle" unit="scar_light" name="scar_light" weapon_id="12" inventory_slot="primary" gui_unit="scar_l" weight="3.5" length="80" stability="1" price="120" damage="2" player_weapon="1" grenade="0" cal="556" wizby="2">

    <stats caliber="5.56mm" rpm="600" velocity="875 m/s" firemodes="SA FA" capacity="30" info="info_scar_light" />

    <bar_stats accuracy="0.6" stability="0.6" weight="3.5" impact="0.6" />

    <mods front="true" top="true" bottom="true">

    <mod mod_id="12" default="1" />

    <mod mod_id="11" />

    <mod mod_id="8" />

    <mod mod_id="14" />

    <mod mod_id="13" />

    <mod mod_id="18" />

    </mods>

    </weapon_data>

    The bold part was added in to make the game say "Hey, the SCAR-L has an attachment of a sniper scope." Next, open up the mods.xml from the strings directory, and add this line:

    <string id="mod_scar_scope" value="Scope"/>

    From there, open up the u_addon.xml from the units\weapons directory. Copy the part about the sniper rifle that looks like this:

    <unit type="weapon" name="sniper_scope$name_ext" slot="12">

    <script_class name="hud" class="HudScope"/>

    <model file="/weapons/addons/sniper_scope/sniper_scope$name_ext.xml"/>

    <stats block="addon_data">

    <var name="anim_name" value="scopesight"/>

    <var name="hud_movie_name" value="crosshair_scope"/>

    <var name="can_activate" value="true"/>

    <var name="has_hud" value="true"/>

    <var name="fov_halfway" value="40"/>

    <var name="fov_zoomed" value="4.5"/>

    <var name="zoom_mouse_sensitivity" value="0.1"/>

    <var name="sway_amp" value="0.05"/>

    <var name="sway_lerp" value="0.4"/>

    <var name="speed_to_zoomed" value="15.0"/>

    <var name="speed_to_halfway" value="3.0"/>

    <var name="speed_to_unzoomed" value="6.0"/>

    <!--var name="animspeed_sight_enter" value="1.5"/-->

    </stats>

    </unit>

    Copy that, and paste it right underneath. Make it look like this:

    <unit type="weapon" name="scar_scope$name_ext" slot="12"> <!---This line changed-->

    <script_class name="hud" class="HudScope"/>

    <model file="/weapons/addons/sniper_scope/sniper_scope$name_ext.xml"/>

    <stats block="addon_data">

    <var name="anim_name" value="combatsight"/> <!----This line changed-->

    <var name="hud_movie_name" value="crosshair_scope"/>

    <var name="can_activate" value="true"/>

    <var name="has_hud" value="true"/>

    <var name="fov_halfway" value="40"/>

    <var name="fov_zoomed" value="10"/>

    <var name="zoom_mouse_sensitivity" value="0.1"/>

    <var name="sway_amp" value="0.05"/>

    <var name="sway_lerp" value="0.4"/>

    <var name="speed_to_zoomed" value="15.0"/>

    <var name="speed_to_halfway" value="3.0"/>

    <var name="speed_to_unzoomed" value="6.0"/>

    <!--var name="animspeed_sight_enter" value="1.5"/-->

    </stats>

    </unit>

    That should be it. I don't think I missed anything :)

  11. Thanks for that tidbit, but unfortunately I've already checked that. I can't seem to be able to change the shape of the crosshairs though (I had plans for a different style of zoom for the SCARs). As it is, I just have 4 black bars and a black dot (rather have three bars on the left, right, and bottom).

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