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Posts posted by DWilliams11
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always cool to 1/2 bullet/kill ratio.
this reminds me of a super shot character I have in raven shield... Kami Rakuzanka... oh yeah... badass crazy b***h... at one point in the campagin she had 9 kills... 27 rounds fired... 100% accuracy... thats a 3-shot burst for each one... thats a badass b***h!
One mission... this crazy ass b***h had 4 kills, 3 rounds fired, 110% accuracy... ######!? nuts! thats with a scoped G3A3... thats the type of woman you need...
and she's fit too... daaaaaamn...
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ehh...guess i'll get back to igor...

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Just thought we needed to see these again...
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Hellz yeah... gonna get to play with the real ######...
have fun! stay motivated...

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hmm, maybe you haven't set the playersplatoon to the player contr. platoon
done that..

OK... I'm retarded, as usual.Thanks to -[NCM]-force for pointing out the obvious.
My problem was that my playerplatoon tag read:
Set (The Player controled platoon) to (playerplatoon).
It should have, and does now, read like this:
Set (PlayerPlatoon) to (the player controled platoon)
Now everything works... Stupid me!!!
Thanks for all the help fellas!
hehe!


@San~ naw.. I just made one mission, and I did it right that time!!

I just got so caught up in the meat of the mission that I got sloppy on the first/essential steps...
thanks again for helping me along!!



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X69RZX is completely right! They are very tempermental! I just got finished making this mission that involves alot of helo scripting and it was a pain in the @##!!!!
But I did get it to work so...
My best advise to get them to work how you want is:
1) 55 mps is way too fast.. go for somthing more like 10 or 5. Also 100m is way high.. On a clear sky map you will still be able to see the chopper at that hight but it will be small! Which is still very cool!!!
2) Always start your plan with "Speed." Make the speed low, 1-5 mps... Next add "Path" and set your starting point and altitude. Now when the plan starts the helo will SLOWLY move to said altitude.
3) Next you can add "Speed" again and increase to 10 or so... Add another path point off in the distance... The helo will move there now at 10 mps.. The problem is getting the damn thing to stop once it gets there!
4) The way you stop it is fairly simple... You have to repeat the "Speed/Path" pattern as if you were the pilot flying. For example... Your first step is taking off, then you have to increase speed and head towards a waypoint, as you come up on the way point you need to slow your speed, so adjust speed, then path, then speed then path, and so on, keeping the speed LOW. If you want the helo to change directions... it needs to be going very slow, otherwise it misses its target and trys to circle around, and then it will be forever lost! Flying around at random, too fast to ever hit it's next path...
5) I try to keep their paths very linear... avoiding the missed path problem...
6) And if you want, I did... just make two or more helos... hiding inactive ones... that way you can have one helo do THIS, then disappear, and antoher do THAT, then disappear... To the player, it will be the same helo, but to you.. This helped me adapt to the problems that the helos have with turning and such.
~hope this helps some!




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a campaign is on the way... 3 missions are 95% complete... i'm thinking about 5 total... and i've updated slash&burn a little bit too.
will probably be ready in about 3 days to a week... probably...
definatly fun missions so far though!

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OK... I'm retarded, as usual.
Thanks to -[NCM]-force for pointing out the obvious.
My problem was that my playerplatoon tag read:
Set (The Player controled platoon) to (playerplatoon).
It should have, and does now, read like this:
Set (PlayerPlatoon) to (the player controled platoon)
Now everything works... Stupid me!!!

Thanks for all the help fellas!
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-force,Jun 29 2003, 20:13 ] do the same for the zone .,,.,,kind of the same way !!
Good idea, except when you use the "variablesetzone" command, your variable is kind of useless... at least it seems that way to me... not really sure how to properly use that response.
it's as if the zones weren't there in-game or somthing...

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have you set up different groups?? maybe the trigger event is in a group other than <Default> and the script doesn't enable the group. that or maybe the zone is too small and the players are running past it.
Yes there are different groups, but the particular group is enabled in a default startup block. I've even tried it without groups at all with no joy! And the zones are big, impossible not to run through.
The thing is it's only been on this one mission... so it's a matter of maybe just redoing the mission... But I have all the script all ready to go...err..
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-force,Jun 29 2003, 13:58 ] try giving your "zone" a variable ,,..

what do you mean? what kind of variable?

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hmm, maybe you haven't set the playersplatoon to the player contr. platoon
done that..


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I'm having a weird problem here... I can't get my zones to trigger anything... for example...
I have a zone called "blah"
this is the script:
Trigger Event:
A member of PlayerPlatoon is within 10 meter(s) of Blah.
Responses:
Display "crap" to all players for 3 second(s).
AND IT'S NOT WORKING!!! WHY NOT?
Any ideas?
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definatly a pity... i would love to hear that mini-gun open up!!
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But who is to say that this "rambo" view isn't iron sights... Isn't it possible that your RVS guys or whatever are using their iron sights, it's just that you, the controller are looking from a different perspective.
anyways...
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roger that...

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DWilliams...
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I haven't looked through all the other pages so I'm not sure if this was already addressed. I have the original FB+patch... I can't hear some of the weapon sounds. I really want to play this but when my G3 aint soundin off...
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I agree with the others, you definitely should work on making a campaign.
IF I ever made a campaign it would be a short one!!! I don't have that kind of dedication to work on 9-10 missions, maybe I could handle 3-4. The best part is, that my time for mission making is limited, because I live with my girlfriend!, BUT she is going out of town for like 3 weeks! Which means that maybe I will release a campaign. Let me think about what would be cool!
And thanks for all the feedback guys! It's the only thing that makes making mods worth it, knowing that you guys are having fun with it just like I do!
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Maybe someday I could do somthing like that, but Wolfsong's original IGOR help is kind of like that... If you just do all the things in order that it says you should have a working mission. Maybe an updated IGOR help is needed...
My biggest rule of thumb is to create all the objective/scripted events/vehicle movement/anything hard, first, before I add any hostiles to the map. That way, when i'm doing my testing phase, I don't have to worry about getting waxed!
Then after things start working, I'll add a few key hostiles, fixed weapons, key hostile team plans... Then I just play the mission over and over again, always taking notes on what I liked/disliked, what I want to add/change/remove. Then I go into IGOR, switch things around... Play it again... until it's just about right...
the hardest part about making a mission for me is to stop messing with it. I think I stopped right about perfect on this last one... tis a fun one...
I was thinking about maybe doing a remake of one of the original GR missions, like Eager Smoke, mission 2 of the original campagin. The pilot rescue one... redoing it to add the helo in, cool effects, ect... I dunno... maybe. But, i'm definatly going to make another mission. rest assured.
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OOPS! Not a prob anymore!

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I thought it would be fun to do a war story on the new mission I made! Also it's a publicity thing, maybe some people will download and play after reading what it's like..
Mods: Operation: Slash & Burn AND Standard Upgrade
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We were tasked with an assault on a heavily defended compound and to eliminate a SAM launcher. My group, a team of Marines, and 1 M1A1 needed to secure the compound, plant demo charges at cocaine caches, and search buildings for intel. From there we needed to move east to a low lying planting field and take out a SAM.
My Team:
Alpha:
Joe Obrien- m4/m203
John Dohmen- m249/scope + frags
Klaus Henkel- mm1 + m136
Bravo:
Will Jacobs- OICW
Charlie:
Buzz Gordon- m16/cmag + sensors
Johnathan Nguyen- m4 + demo!!!--------------------------------------------------------------------------------------------------
We inserted just after sun rise, about 0800, the night fog still lingered over the fields and especially in the areas of dense woods. We approached from the south. Us Ghosts immediatly moved to the crop field to the south of the compound. As we watched the marines approach our position, our adrenaline begins to surge. When the Marines crest the hill, we'll be right with them. 12 heavily armed troops running in to assault the plantation. The tank's machine already opened up. Humming away... dispatching coke militia with ease. Alpha holds giving suppressive fire to the north. My SAW gunner almost permanetly on shoot! We start to recieve fire from patrols from the east side of the area. The marines start to advance to the east to take out the threats. 3 Marines get waxed, but they did at least clear out the large warehouse for us.
Alpha pushed forward.. engaging targets as they came.. Once we came up on the barn area and small buildings, Klaus Henkel opened up with his mm1. Launching 40mm HE's in through windows and openings, sending frag into the hiding cartel militia. Jacobs moves by himself into the barn, only to find the blackend and mangeled corpes of baddies. Charlie advances now, pushing up the side of the compound opposite of Alpha and Bravo.. Flanking any other waiting hostiles. Buzz notices a man in blue prone behind a tree.. A burst of ten 5.56 dispatched him with ease. We recieve comms from the tank, the exterior is clear. So Nguyen planted his demo charges on the coke caches. And in the one last unsecure building, Dohmen just tossed a couple of frags in... went inside.. 2 down.. and all types of intellegence items!
We get the order to move on the SAM. Our last objective. The Marines make their way across the compound and the tank turns on his tracks to approach from the south. Now we have a full squad of Ghost's and 3 marines to the west, and a M1A1 to the south. Once we hear the tank opening up, we crest the hill. Multiple hostiles in the open, immediatly the SAW gets them running! Then Henkel get them flying. He must have fired 20 grenades all in a row. Firing them deep into the far corner, racking up unseen kills. He then got up on a knee and proceeded to lose 3 AT rockets at random into the trees.. racking up 4 more kills.. all the while the marines and other ghost laying down the support.
Next Jacobs rises to full stance and walks forward.. Anything that moves gets a 20mm HE launched on top of them. Once he sees the SAM he goes prone. Alpha moves in... Charlie moves in... Buzz plants a sensor close to the SAM. No hostiles... Still Buzz advances with caution. Just as Nguyen was placing his demo we get word from our observing air support that we have hostiles approaching from the south! Immediatly Alpha and bravo take a defensive position facing south and the tank again rumbles to life to face the south!
Nguyen goes ahead and places his last remaining charge... 60 seconds until kaboom! Charlie now moves up and relieves bravo. Jacobs hops up and runs to the west to flank the hostiles to the south. As he runs he can hear the tank open up. He crested the hill.. To see 3 hostiles already down and 2 more laying prone under heavy fire from the Abrams. Jacobs quickly dispatched both with rifle fire.
Next we get a comm from HQ telling us that all objectives are complete and that we should move to the rally point. Which we do. Mission success.
All in all, we lost all 6 marines... And, Joe Obrien sustained multiple gunshot wounds. 1 to the chest, 1 arm and 1 leg... tough ######.
-total kills- (for ghost's)
A1- 9 kills
A2- 4 kills
A3- 15 Kills
B1- 14 kills
C1- 5 kills
C2- 3 kills
No telling how many the marines and tank got. The end!
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Somtimes the marines will all live and kick major ass... other times, they all die, other times, some will live. This was played on vet. There are some suprises in the mission, but I didn't want to include them... Now i have class so peace!
DOWNLOAD SLASH & BURN!
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Glad to hear you guys like it! Did anyone complete the entire mission? Were the firefights good?! Did any of your troops get waxed? Did the marines all die? Or did they kill almost all the baddies for you?
I've been playing this mission now for about 2 days, and I find that the baddies are in different places alot! I find it to be very replayable...
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1 shot - 2 kills - anyone else do it?
in GR War Journal
Posted
ok.. no more posting after the sativa.