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Ratte

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Recruit - 2nd Class

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  1. I found another prop, the right one i think, named vis_block. And I´ve created a new object with this definitions: <?xml version="1.0" encoding="iso-8859-1"?> <dynamic_object xmlns:xi="x"> <diesel file="/data/objects/plants/gt_busch01/gt_busch01.diesel" materials="/data/objects/plants/gt_busch01/materials.xml" orientation_object="root_point"/> <!-- Decal Surfaces --> <decal_surfaces> <ds_mesh object="gt_busch01" material="gt_busch01" hidden="false"/> </decal_surfaces> <!-- Collision --> <body name="gt_busch01" editable="true" tag="wood" template="static"> <object name="root_point"/> <object name="gt_busch01" collision_type="no_collision" hidden="false" /> <object name="collision" collision_type="capsule" hidden="true"/> </body> <body name="vis_blocker" template="no_collision" editable="true" add_ray_type="no_vis"> <object name="root_point"/> <object name="vis_block" collision_type="box" hidden="true"/> </body> <graphic_group> <object name="gt_busch01" shadow_caster="false" hidden="false" instance_struct="world_tm_ambient_cube"/> </graphic_group> <lightmap> <object name="gt_busch01" height="32" width="32"/> </lightmap> </dynamic_object> It works, but the problem is, now i cannot shoot through, what defines that?
  2. I'm a passionate coop player and want to play also like in [Ghost Recon]. Less assault, more recon with the possibility to sneak and observe the enemy to plan the tactic. I want to create a set of plants, bushes, trees, grass which are nontransparent to the ai. I think thats the key point. I mean in a game called ghost recon there is no concept of defilade??? I created a new bush, just for testing, some crossing planes etc... it is necessary to define in the materials.xml in which way the texture is shown on the (bush)planes. That means for a good appearance a part of the texture has to be transparent. With this settings... <?xml version="1.0" encoding="ISO-8859-1" ?> <materials> <material name="bush" src="diffuse_alpha_masked_instanced"> <diffuse_texture file="kleiner_busch_df"/> <opacity_texture file="kleiner_busch_df"/> <clip_plane value="0 0 -1 85000"/> </material> </materials> .... the bush looks good, but the ai can look through as if there is nothing. Is there a possibility to define that the ai cannot look through plants, maybe with an additional body that enclose the bush with an own material specification and invisible to the player? Thanks for help
  3. No, i used the map from rpghard and in this bundle there is a ai-graph. The AI on this map can move and the ghost team also, if I set them to follow. But the positioning isnt possible.
  4. hm, I guess so. So I want to use the campaign coop gametype. I tested it with castle day and it works, but I cannot give move orders over crosscom to the ai teammates, that means not exactly. On the GRIN maps you see the circles for the exact positioning of the teammates. The grid for it is very close, side by side. On castle_day there are just a few points where the circle is to see. In the mid of the map and some outside of the castle. Is there a extra file for the grid? Or what defines that? The ai-graph?
  5. Hi, I want to create a new coop gametype like the [GR] type in GRAW1. There are 2 main points necessary: 1. a free weapon selection 2. respawn on leader and optionally different squads/ squadleader. Is that possible? Basically all these options are in the campaign coop mode but how can i set this in a *_settings.xml for a new gametype? Or is it possible to mod the campaign coop for 8-12 players?
  6. I think I found some to fix that. We are testing now some values. In the data/units/beings/ folder are two important xml´s. u_multiplayer. In these file you can set the damage points for every group used in the several gametypes, the <unit type="being" name="ghost_domination_player" slot="2"> is the server player. It works but just for the server player. I dont know why just for the host and not for the clients while they have the same files in the mod. Is there something that i have overlooked?
  7. Is it pssobible to change the sky enviroment, that means day time or fog density? like in GRAW2 ? I think it could but i dont know how it works. In mission 11 (Fierce Resistance) the sky change befor you enter the palacio or so. But i dont know how it is realized. There is nothing in the script, I guess. Does anybody know something?
  8. Is it possible in GRAW1 to add a waypoint flexible to a moving car like in GRAW2 [GR] quarry? Or what i have to change that this will work?
  9. Every time I play GRAW2, I loose the delight for it. Especially in [GR] there are too many headshots. Guys with a HK21 (machine gun!!!) hit their targets often with the first shot over hundrets of meters That sucks. I think the same problem exsisted in GRAW1 - patch 1.2 ? Does somebody know what parameters were changed?
  10. Hi, I have more or less create successfully the MG3 and can play it in GRAW1 and suboptimal in GRAW2. There are two variants, one with ironsight and one with an eotech sight. The advantage of this weapon is the high firerate with 1200rpm. very good for covering fire. And the sound is real good (original sound from Ghost Recon) But there are some bugs I cannot fix. 1. I can only play this weapon added to brezzies mod. If I create one only with the MG3 the game crashes ( can´t call this...; inventory.xml - or something like that) I think the problem could be the hud_model or the xml´s, as you can see in the picture: there is a scar in the right bottom corner, but in the loadout screen there is the right model. 2. Another xml-problem, I think, in GRAW2 the eotech sight doesnt work accurate. Sometimes there is a aimpoint instead 3. the sound during continuous fire isnt continuous, it sounds like a 8shot burst If someone have the necessary endurance and some experience, just post me. I will provide every files, (3ds max, xmls etc.) I would be glad if the weapon works.
  11. Yes, I also think its like wolfsong said. And I also want to see all the good GRAW1 maps in GRAW2. So...because I have nothing better to do I will try to add some maps. I will post if there is a result.
  12. I think, its a lot of work and simply nothing new. But try to build it for your own . I have my own experiences and have to say its possible....and need a lot of time
  13. Does somebody have experience in xml coding? I want to adjust that the visibility depends on distance zones. How can I link it? <!-- Visibility --> <var name="mission_visibility" type="number" default="1.0"/> <var name="mission_visibility_day" type="number" default="0.8"/> <var name="mission_visibility_night" type="number" default="0.5"/> <var name="mission_visibility_bad_weather" type="number" default="0.7"/> ------------------------------------------------------------------------------------------------------------ <var name="det_see_zone1" type="number" default="110"/> <var name="det_see_zone2" type="number" default="45"/> <var name="det_see_zone3" type="number" default="41"/> <var name="det_see_zone4" type="number" default="25"/> <var name="det_see_zone5" type="number" default="9"/>
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