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Ministry

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Everything posted by Ministry

  1. Ministry, Enjoy your maps, but had the same issue with your last gobo rework (3). I'm assuming it's because the same name is used. You're previous gobo-reloads, I didn't remember them having that issue. Can this be fixed? or should I just live with it. Thanks ================================================================= You can unbundle the bundle. change the name of the bundle and script and world file to what ever you want then export it again in the editor Ministry-ASN
  2. that means you got 2 of the same maps in the custom level folder, get one out and it should work. Ministry-ASN
  3. it should look like this: <script_data> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area03" area_name="area03" group="mp_players" interval="0.3" condition="1"/> <area_group name="area04" area_name="area04" group="mp_players" interval="0.3" condition="1"/> <area_group name="area05" area_name="area05" group="mp_players" interval="0.3" condition="1"/> <user name="area01" type="once"> <trigger type="UnitInArea" area="area01"/> <event name="area01"/> </user> <user name="area02" type="once"> <trigger type="UnitInArea" area="area02"/> <event name="area02"/> </user> <user name="area03" type="once"> <trigger type="UnitInArea" area="area03"/> <event name="area03"/> </user> <user name="area04" type="once"> <trigger type="UnitInArea" area="area04"/> <event name="area04"/> </user> <user name="area05" type="once"> <trigger type="UnitInArea" area="area05"/> <event name="area05"/> </user> <event name="start_game"> <element type="UnitInArea" area="area01" state="activate" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> <event name="area01"> <element type="TriggerEvent" event="activate_area01" start_time="0.1"/> </event> <event name="area02"> <element type="TriggerEvent" event="activate_area02" start_time="0.1"/> </event> <event name="area03"> <element type="TriggerEvent" event="activate_area03" start_time="0.1"/> </event> <event name="area04"> <element type="TriggerEvent" event="activate_area04" start_time="0.1"/> </event> <event name="area05"> <element type="TriggerEvent" event="activate_area05" start_time="0.1"/> </event> <event name="activate_area01"> <element type="ActivateGroup" group_id="group01" start_time="0.0"/> <element type="UnitInArea" area="area01" state="deactivate"/> </event> <event name="activate_area02"> <element type="ActivateGroup" group_id="group02" start_time="0.0"/> <element type="UnitInArea" area="area02" state="deactivate"/> </event> <event name="activate_area03"> <element type="ActivateGroup" group_id="group03" start_time="0.0"/> <element type="UnitInArea" area="area03" state="deactivate"/> </event> <event name="activate_area04"> <element type="ActivateGroup" group_id="group04" start_time="0.0"/> <element type="UnitInArea" area="area04" state="deactivate"/> </event> <event name="activate_area05"> <element type="ActivateGroup" group_id="group05" start_time="0.0"/> <element type="UnitInArea" area="area05" state="deactivate"/> </event> <player name="player1" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player1"/> </player> <player name="player2" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player2"/> </player> <player name="player3" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player3"/> </player> <player name="player4" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player4"/> </player> <gametype_info name="enemies_to_kill" value="80"/> <spawn_manager> <!--<xi:include href="/data/levels/merge_xml/common_spawn.xml#xpointer(/to_include/spawn/*)"/> --> </spawn_manager> </script_data> I think he was missing are01 script from the beginning see if that works Ministry-ASN
  4. There could be 2 problems: 1: do you have too many map folders in your work folder? if so only keep the one you are currently working on. 2: your far clipping plan is up to high, its found on your menu screen just above new, load,save and export. set it to 600,000 you should be go then, if none of the work then I have no idea but I hope this helps you out. Ministry-ASN
  5. <event name="start_game"> <element type="ActivateGroup" group_id="group01" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> the bold line my be your problem, try: <element type="UnitInArea" area="area01" state="activate" start_time="10"/> how that works.... Ministry-ASN
  6. Hey guy, I love the original FEAR BLOOD MOD, dont mind the glitch but I have experience a another problem. When I shoot an Ai they dont go down, even if I unload a whole clip on them, they wont go down . they go down when I'm in my own server but they dont if I join someone elses. Strange? The only way they seem to go down is with a head shot, on top of the head. Has any on experienced this? I used the up- dated version of the FEAR MOD and the they to go down fine but I miss the extra blood....lol. I really like the extreme blood so I would like it to work. So any solutions? Ministry-ASN
  7. Great mod, Great job on this, one question, is there any way to turn down the rivits that come off the ground when you shoot? It's kind of wierd seeing )))))))))))))) off the ground. LOVE THE BLOOD............ Ministry-ASN
  8. That would be really cool, but the only thing, you need an AI graph on the roof so them to patrol and move from corner to corner. Its really hard to connect the AI graph from the ground level to the roof top of a building. At least the snipers duck up and down...lol Ministry-ASN
  9. This is a really awsome map, I really like the detail in what this person put into it. The guys move and patrol and evrything. It looks great and a great co-op one life mission. I would only like to see the turrets working and a bit more placed snipers. I was just wondering if this person used random spawn points? Plus who made this map.....2 thumbs up bra.....nicely done......love it..... Would like to see more maps from this person..... Ministry-ASN
  10. Hey, Good map and nicely put together. If I may put some suggestions again : Try to have all the enemy AI patrol constantly throught the map so the player will never expect them being in the same place. I feel its like a shooting gallery. Make it harder, add the suspense. I like the panhards, tanks and the chopper. But have the tanks patrol back and forth. They all meet on the east side in one pile and just stay there. Maybe have the some, not all of the panhards come rolling up to the point, it gives the "oh #$%^" "," a panhard is coming " effect. in the main city and construction areas: Have the Ai patrol alot more and put some snipers in well placed areas (not too much) Try to make a tiny bit of a challenge to make it to Zulu. Just some tips if you want to take them. I may have a different style of mapping than you , I just like the crazy challenge to get to zulu....lol. But its your map, " a really good map" Keep mapping you got some good ideas. Ministry-ASN
  11. Ministry-ASN here, I found that the GoBo maps are well put togther beautiful I might say but I feel they lost something. I feel that the AI enemies don't run around and patrol and hunt you down when spotted. So I, with Gobo's email saying it OK to use his map as freely, redid his map GOBO6 to "Gateway". I made the AI more active, and added some of my own touches to make the map more excitable to play. His maps are well put together but lose that fighting edge. I really dont want to go around a whole map searching for enemies and have them sit there and wait for me to come to them. I want to be hunted down...lol. This map is different than my passed maps: 1. Not the much Ai enemies, enough to make it good. less than 300 2. Map good enough to be played with One Life. 3. No lag (hopefully) 4. No bottlenecking maps So if you like play it. If not trash it. But play it on Hard or hardcore it's pretty good Feedback would be great . http://www.4shared.com/dir/687371/3fdf192a/sharing.html Thx again to GOBO and his map, nicely done Ministry-ASN by the way, here is the email, we all got the ok to use it freely. MOD TITLE : Gobo4 VERSION : 1.0 CREATOR : Gobo / Finland E-MAIL : xxxxxxxxxxxxx WEBSITE : http://graw.no-ip.info CREDITS : -- MOD TYPE : MAP ([GR] Coop/Firefight) INSTALLATION : Unzip the "Gobo4.bundle" file into your custom_levels folder. DESCRIPTION: Feel free to use files anyway you like (Copy, share, eat...) More map found: http://graw.no-ip.info KNOWN ISSUES: -- REQUIREMENTS: Ownership of the PC version of GR: AW 08/12/2006 (d.m.y) Readme file version 1.0 w
  12. ========================================================================= Check ur AI graph the my be holes in it or it could be in scripting, you may have placed guys there and didnt scripted them in to spawn..... Ministry-ASN
  13. Hey guys, Ministry-ASN here, I just want to know who built Assault on Hanger 19. The reason why, I would like to redo that map with my kind of touch. I just had a couple of ideas running through me head..... Basically, I redid it anyway, but like to get the ok to release it. Ministry-ASN
  14. I checked out the map. Its good but your snipers and troops will not move on top of buildings, you need to put them near the edge. And plus we cleared the whole map, but there is a ghost GL somewhere on the map and he is constantly droppping gls on us. Where the heck is he?.....lol Good map, cant wait to see the next one. Ministry-ASN
  15. Good job Bra Enjoyed it alot Best part, love the garage scene..... Great work, keep mapping...... Ministry-ASN
  16. Hey good first map. Some suggestion if you choose to take but : 1: Get rid od the burning cars and vans, it adds a tiny, tiny bit of lag to the map when you go close to it. 2: Alot of the Ai enemies I find are just standing around. I would make the patrol, use loop recon, hit the insert key then hit "P" to place your fisrt way point then left click on the mouse to add more waypoints so they costantly move in a loop. when finished hit the insert key again and left click to finish. 3: instead of burning cars try street lights. 4: more props around to hide behind. Overall a really good map for your first which is always the hardest. Hope you make more. Enjoyed it. Ministry-ASN
  17. I have made a map from the StrongPoint mission , and everything works really great on it, but the only problem is the custon textures.All the mountains and hills are yellow and blue. So if anyone could help me out , I can release this map..... Ministry-ASN
  18. Need an [GR] Map for the Holidays? Here you go "Reloaded Tight Quaters". http://www.4shared.com/dir/687371/3fdf192a/sharing.html Have fun , Happy Holidays to all. Ministry-ASN
  19. ======================================================================== Hey, Glad you like the Map and the Mod. You may want to check the servers info, the button underneth join because most servers run the anti cheat( you want to get in servers that say Anti-cheat : False). Also see if u have all the updated maps running cause if u dont it will also kick u off the server. Ministry-ASN ======================================================================== Hey, Glad you like the Map and the Mod. You may want to check the servers info, the button underneth join because most servers run the anti cheat( you want to get in servers that say Anti-cheat : False). Also see if u have all the updated maps running cause if u dont it will also kick u off the server. Ministry-ASN
  20. ========================================================================= My next map, I will limit the number of AI spawning to under 50 men. Ministry-ASN
  21. ======================================================================== Honestly, I am not the creator of the mod only the map. I do agree that the running needs to be slowwed down a bit ; its only used for running back to the spot if ur spawned back at the base. As for the ai one shot across the screen, either its a graw glitch or the mod doing it(physics). Brightness?, maybe try changing ur contrast or brightness settings; aAlso the brightness is set to high. On Black Hawk Down map the night is now day and are u calling the day version of my map a cheat? or the mod? Just wondering? ministry-ASN ======================================================================== Honestly, I am not the creator of the mod only the map. I do agree that the running needs to be slowwed down a bit ; its only used for running back to the spot if ur spawned back at the base. As for the ai one shot across the screen, either its a graw glitch or the mod doing it(physics). Brightness?, maybe try changing ur contrast or brightness settings; aAlso the brightness is set to high. On Black Hawk Down map the night is now day and are u calling the day version of my map a cheat? or the mod? Just wondering? ministry-ASN ========================================================================= Sorry wasn't reading carefull, sorry about that Ministry-ASN
  22. Hey guys, Any feedback or problems with my new map "Traitor". Hope you guys like it...... Ministry-ASN
  23. Coming Soon I, Ministry-ASN and the people at the -=OGN=- Online Gamers Network have joined forces to work together to come out with a special [GR] Pack for the Graw Community. A New [GR] Map, made by me, Ministry-ASN, will be released within a couple of days. It will be attached to a new Weapons mod created by The Online Gamers Network Group- OGN ( AussieReg-=OGN=-). Details on the map: 1. Over 1,000 enemies to fight. 2. About a dozen or more tanks and panhards ( no choppers due to the fact that they create heavy lag). 3. The map is built to work as a team, do not to stray out of the group looking for kills. 4. There will be lag if people do not stay together and work as a team. 2 or more area triggered will cause lag until the enemy AI has been cleared within that area spawned. 5. The tanks and triggering a spawn area will create a tiny bit of lag. Destroying the tank and it will stop the lag. 6. I strongly recomend to work and move as a team. 7. Using the New Graw Clean Hud Mod works really great with it. (Bundled in the new pack) 8. This map is a huge map. 2 maps from the Graw files combined to make the map 'Traitor'. 9. Mission: There are 4 traitors selling weapons to the Mex Army. Find and kill them....... Details of the New Weapons Mod //------------------------Added and Enhanced weapons and features-----------------------// PRIMARY WEAPONS: Sniper: Removed Bolt Action M99 Bolt Action .50cal Sniper Rifle Added Barret SemiAuto .50cal Sniper Rifle with 10 rnd Mag Primary: M8 Carbine: Added Aimpoint MK48: Narrowed Bullet Spread and increased hit physics ever so slightly. Scar H: Upgraded Physics to be more realistic Secondary Weapons: Added MRC .45 ACP, You now have 2 flavors of MRC The original 9mm and the .45 versions. //---------------SPECIAL NOTE on M4A1 SOPMOD---------------// OGN gets NO CREDIT for the creation of these weapons Snowfella is the author and all of the credit goes to him and his team. We merely incorporated his work into ours to bring a very nice extra weapon to the table. If you like his work you should throw him props at snowfella@snowfella-modworks.com His readme is also included in this bundle Incorporated Snowfellas M4A1 SOPMOD RIfle M4A1: *Ironsights, LMT BUIS *Aimpoint *Regular lower rail *KAC Vertical grip *Surefire M900 taclight/vertical grip *AN/PEQ2 *KAC M4QD suppressor *M203 40mm grenadelauncher //---------------SPECIAL NOTE on M4A1 SOPMOD and MUESOC---------------// OGN gets NO CREDIT for the creation of these weapons Snowfella is the author and all of the credit goes to him and his team. We merely incorporated his work into ours to bring a very nice extra weapon to the table. If you like his work you should throw him props at snowfella@snowfella-modworks.com His readme is also included in this bundle Added the US Optics SN-3 option to the SCAR-L Added the .50 Cal Desert Eagle Pistol (from Jasons MOD Extras: Slightly Decreased the weapons weight, and Slightly Increased the Ghost carrying capacity so that you may carry The Zues with virtually any loadout. //----------------------AI Enhancement------------------------------// The Ai has been modified to be slightly dumb. By this we mean the AI no longer comes around a corner firing at you, now they actually have to see you in order to fire, and they no longer fire from there ass while running by you with there backs turned. //---------------------Skins--------------------------------------// The Ministry-ASN Custom black skins have been added, they sport the ASSASINS Patch, if you do not want these skins just remove them and keep the originals. There may be more enhancements before released and those will be addressed in the readme at release. NOTE: These could be subject to changes... There are many thx to so many people, who have tested my maps: The Widowmakers, Drifter from the Phoenix Clan and The Online Gamers Network Group. Thx for there time and effort to make this map work. Have fun, enjoy the map and visit and give thx to the OGN Site: http://graw.onlinegamersnetwork.com/ P.S Feedback would be great......... IT'S GOING TO BE ONE HELL OF A FIGHT.......... Ministry-ASN
  24. ========================================================================= Hey, What's your script like?. In my experience, if you have too many enemies spawning all at once; most of the enemies will stand still and some will move. Maybe you just have to many guys for one spawn(trigger). Are all the AI graphs connecting with the blue lines? If this doesn't help catch me on xfire. Ministry-ASN
  25. Just one question, I visited a couple of servers and would like to know it all the 50 cals work? Because the bundle I have and used to release it w/ does, but I didnt wittness any cals working? Ministry-ASN
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