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Dustuna

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  1. Throw me a bone here im stuck. Please ill explain in details if you dont know what i mean.
  2. First you define the insertions areas fore each team: First go to the multiplayer layer and rightclick the map and make a box where you want the US to spawn. the "BASE" value needs to be "1" =US. Make another zone fore the mex=BASE "2" Now you define the exact spawnpoints: Now go to the Prop layer and find "spawn_dummies" since there can be up to 32 players on the map you will need at least 16 dummies (id recommend 20) in both the US and MEX zone. I could be wrong about this since i havent made a deathmatch map, im only doing coop.
  3. i dont know the price but if its only a small hobby i suggest you just find another program when the trial period is over.
  4. Hi 1) You can use any text editor you may find (notepad included) But text editors like Ultra Edit gives you many advantages when you edit the text. Example. You have Line Nr at the side making you able to quickly find the line that has an error. Color-codes : There are different colors fore different commands. (example lines that arent read are light green <!-- your text here --> also makes it easier to spot missing " or = or <> 2) sry im still new to the sound editing. dont know the answer.
  5. I belive i found the file to edit in my installation Ghost Recon Advanced warfighter/data/sound/settings.xml I added the 2 CODE lines in the appropiate places, and i added a sound in the editor and gave it the right cue but when i launch the map i hear no sound??? Do i need to trigger the sound or what am i forgetting?
  6. Its wierd i dont know where to add this last 2 lines of code in my new sountrack fore my [GR] coop map. Anyone who could give me a hand here? Thanks
  7. The patch bundle is supreme,meaning that the game reads the patch.bundle first then the original quick.bundle so if you wana change something you need to search in the patch bundle first or it aint gonna read your changes. Not everything is patched ofcourse so if its not in the patch you find it in the quick.bundle if you create a folder called C:\Ghost Recon Advanced Warfighter\local\english\ (+ sound\music if you wanna change the music ect) you could put an edited file into the folder and it will be the "supreme" file overriding the patch and quick bundle So you dont need to edit the bundle itself you just addon. I hope someone can correct me if im wrong
  8. I came of with a solution (there might be others) In the composition layer i found "f15_passover" i placed it on the bombing target and added this in the mission xml <element type="Composition" id="f15_panhard" start_time="1.2"/> id is the name i gave the "composition" in the editor ofcourse
  9. Hi again The map im working on is objective based and a little story driven. In my attempt to put life into the map i wanna make the players belive that they are getting support from the air. In an [GR] coop i guess its impossible to add the ability to 1 player to call in airsupport? so instead i wanna script an event. Before the enemy panhard reaches its destination ive set it to explode, and then id like to add a f15 passover in the sky (with jet sound and all ofcourse) to make the player belive it was that jet who bombed the car. In the props layer i notice there are the chopper passovers but no "passover" fore the f15. one prop is called f15 though but i havent tested it. Any idea how to script this event? if someone know how to make this im sure its wolfsong your the man
  10. I dont know what you mean by overriding the mission script? but nevermind im testing my map without light rendered. The map looks wierd (almost all black) but its ok when im just testing to see if it runs. when im done ill do the rendering. Thanks fore your fast reply
  11. Im still a rookie with scripting and making map layouts so im often making a mistake that shows up when i try to launch the map within the game. Is it nessasary to correct the file and then "export" the map with the editor and wait another 2 hours fore the lightmapping to finish? Is there a quicker way to change values in the bundlefile or is it possible to somehow only "export" the file you changed with the editor. If the bundle extractor had a save function it would be easy i guess? If you change the layout of the map itself i guess you DO need to redo the lightmapping process or the item will be invisible? right now i just need to correct the mission xml file because i forgot some quotes Can i manually use the bundle creator the editor uses? then i could put the corrected file into the bundle with the existing lightmapping. I appreciate any help thanks.
  12. Depends on your skill ofcourse, but remember unlike teams like grin its only 1 man doing everything on the map and it takes time. The final game had like 15 maps? im sure there are more than 15 developers working on the maps and i belive it took more than a year but im just guessing. Much of the time is also used on planning the layout.
  13. Thanks fore your help wolfsong, ill look into it and see if i can figure out the error.
  14. hmm i figured out that there is something wrong in line 29 of my xml file 29 <<user name="bent2" type="once"> <trigger type="UnitInArea" area="house"/> <event name="hus_angreb"/> </user> what does "user name" Refer too? is it the same as the EVENT name?
  15. hmm im trying to make a scripted [GR] coop but i keep gettin this error when i lauch the map. Crash in application version: grpcrc1.35 data\levels\custom_levels\tiny\tiny.xml (29): Expected identifier SCRIPT STACK data\levels\custom_levels\tiny\tiny.dsf(26) any ideas what im doing wrong?
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