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AmEyeBlind

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Posts posted by AmEyeBlind

  1. because always being the good guy gets boring. so its nice to be the bad guy for once.

    but like you say, its just a game, don't interpret to much into it.

    its a really good coop game, a lot of fun for you and 3 of your friends.

    i played the the 1st one and now the payday 2 beta and i'm addicted already.

  2. just flew over it and seen 2 mistakes.

    1st:

    compare the quotation marks from start_game and activate_lollers

    start_game is ok but activate_lollers has wrong quotation marks.

    2nd:

    the --> after the activate_lollers event needs to go.

    and just by the way, you should name your user, if the script gets bigger it will help to navigate.

    also you should use some good text editor like notepad++ you would see the 2 mistakes in there strait away.

  3. do i remember right that the mk19 is the nade luncher? if so yes it works.

    the striker works as well, but beware, i remember some problems with it here and there. on a dedicated server it crashed the map when you tried to enter it.

    but it drives around and shots the gun (what doesn't do any damage).

  4. if you have trouble finding the file or what sections you need to edit give me a shout.

    i can upload it and mark the sections you need to edit.

    also it has a nice side effect. if you dont have that file or if its slightly different than you will be ignored by the server.

    (at least when its a dedicated)

    that is preventing crashes from different mods. darkside to that its also ignoring unmodded players.

    also that trick could work for graw2 as well, but i'm not sure on that.

    i dont have graw2 so i cant tell.

  5. Hello folks,

    I was asked for an update already a while ago, but it toke me some time to get motivated to do it.

    This time the combination should also work in single player mode. I tested the 1st mission and loaded into the 2nd mission without any problems, so I assume it will work.

    The mod was tested almost 3 weeks now on a dedicated server, a big big thank you to Team Stealth for hosting it.

    Since I couldn't reach SAP to ask for a permission to use his AK74 and SVD Sniper mod last time,

    I just assumed that he would be ok with it and plugged it in this time.

    Also I used a lot of Uniforms without asking every creator as well as Agent Smiths Blood mod.

    I really don't want to take away any ones credit with this, it’s clearly stated in the read me who created which mod.

    I did this for this community and hope that the individual authors are fine with my decision.

    The ModCombination comes as an installer which should auto locate your GR:AW directory.

    Simply follow the installers steps and start the mod with the Desktop or Start menu shortcut.

    So enough talking, here you have the read me and at the bottom the download link.

    I hope you like and enjoy it.

    =========================================================================================================

    ( RC1 INFO )

    =========================================================================================================

    This is a new combination, since i found out some more tricks, and had to do certain things different

    the ModCombination RC2 won't be compatible with the RC1!!!

    =========================================================================================================

    ( LEGAL SECTION )

    =========================================================================================================

    All rights reserved. You may not moddify or alter any of the files contained within this mod,

    or its components without authorization from the authors.

    Installation and use of this modification, and its components is done so at your own risk.

    Those that contributed to this mod will not be held responsible for any damage incurred to your system,

    or any of its components by this mod, or its components.

    You may freely distribute these files, provided that you do not modify it in any way, shape or form.

    You may not sell this product, or package it with anything you are selling, without authorization from

    all the contributors of this modcombination.

    This mod is not endorsed or made by GRIN or Ubi Soft Entertainment. Do not contact them for support.

    =========================================================================================================

    ( PARENTAL NOTICE )

    =========================================================================================================

    The effects mod has included blood that does not reflect upon the rating made on the game by the ESRB

    (Entertainment Software Ratings Board), and it is bloodier than the standard stock product. The blood

    amount is equivalent to a Mature (M) rated game.

    =========================================================================================================

    ( KNOWN BUGS )

    =========================================================================================================

    -can conflict with other mods

    -some Ammopacks dont show up on the Inventory screen

    -caused by the Blood mod, some plants may bleed

    -may not work with older save games

    =========================================================================================================

    ( SUPPORT )

    =========================================================================================================

    Use this forum link to GhostRecon.net if you need support or want to report bugs.

    http://www.ghostrecon.net/forums/index.php?showtopic=57571

    =========================================================================================================

    ( CONTENT )

    =========================================================================================================

    This Modcombination contents following mods.

    A big thank you and all the credit goes to the individual modders.

    -Brettzies Weapon pack 6.0 by Brettzies

    -M4 sopmod v1.0 (incl. meusoc) by Snowfella

    -SVD Sniper Rifle & AK74 by SAP

    -Effects Mod for GRAW, FEAR edition Blood only by Agent Smith

    -Desert Eagle (based on baretta) by =TS=Crosshair2 & AmEyeBlind

    -MK 48 LWMG (based on SAW) Actors and Compositions by AmEyeBlind

    -Sepia Effect Reduced by DeGamer

    -3rd Armour Uniform by WolffSOF

    -Aussie SAS uniform by WolffSOF

    -Black Uniform by WolffSOF

    -German Camouflage by WolffSOF

    -Long Range Patrol Uniform by WolffSOF

    -UN Uniform by WolffSOF

    -Norwegian Spec Ops Desert Camouflage by ChrisArt

    -Spec4CE Metro Camouflage by Scubaman3D

    -Task Force Wraith Skin by Scubaman3D & Lancer

    -British Army Camouflage by Lancer

    -Green Camouflage by tilliboy

    -OGR woodland Camouflage by DeGamer

    -Brettzies WP v6 Uniform by Brettzies

    -custom OGR Coop loading screen by =TS=Crosshair2

    Mod combining done by AmEyeBlind

    =========================================================================================================

    ( NOTES )

    =========================================================================================================

    -You MUST have Effects quality on high in order for the Blood mod to work.

    -changed all cardriges of the secondary Weapons to 9mm, to work arround a bug.

    -changed the MR-C cardrige to 556, so you can pick up ammo for it in the game.

    -changed the Weapon and Item id's for the M4 SOPMOD and Meusoc and their attachments.

    -changed the Weapon id's for the SVD, AK74 and the GP25, added new animation for SVD

    -adjusted some AI, HUD and Gamesettings

    -the in Game Language will be English.

    -maps that include the new Actors or Compositions require this mod

    =========================================================================================================

    ( OPTIONS )

    =========================================================================================================

    The mod comes with some batch files that allow you to change some settings or textures.

    You will find shortcuts to them in your start menu.

    1. Uniform switcher

    This little helper allows you to change your Uniform, simply type the number of the uniform

    you want to use. Number 15 is a PDF with screenshots of all uniforms.

    2. Intro switch

    This little helper allows you to enable or disable the intro movie.

    3. HUD switch

    This little helper allows you to enable or disable the HUD. Be aware of that the inputs that

    require the HUD, like the weapon selection for example wont work. Some inputs can even

    crash your game, like the multiplayer chat for example. If the HUD is not visible and you use

    the key for the chat your game will freeze and crash!

    4. AI switcher

    This little helper allows you to change some AI settings. With less shooting skill the AI will

    have more gun spread. The changed squad setup changes night type Soldiers to regular Soldiers,

    the squad layout and some of the guns that are used by AI. The extra AI option will enlarge the

    AI squad size, bear in mind that with extra AI some maps can lag or stop working like the

    creator intended it to work.

    Note: These settings are server based! So if you enter a server, which is using option 10, with

    option 12 you wont have any extra AI.

    Recommended options for:

    Single Player: 1, 7

    Campaign Coop: 1, 7

    OGR Coop: 4, 10

    Dedicated OGR Coop Server: 10

    =========================================================================================================

    ( DOWNLOAD )

    =========================================================================================================

    note to GR.net team:

    This mod should replace the Modcombination RC1

    note to weapon modders:

    I found a way to use attachment ids larger than 31. look at the network.xml inside the local/settings folder. its set to 40 in the moment, its tested and stable.

  6. yes the map is intense, and not really meant for solo play.

    the individual ai groups have 10 waves, after that they wont respawn anymore.

    when i tested it alone it was very though but possible, but ok i know the map.

    try to make your way on the right side of the street to the corner, beware you will have 1 or 2 ai coming out that ally.

    once you hit that spot it should be a bit easier.

    the respawn ai maps that i do are meant for teamplay, so they can be really brutal when you try em solo.

    if you have at least 1 m8 to cover you it will be a lot easier to reach the marked areas.

    hope that will help you a bit.

  7. hi,

    i wonder it doesnt crash! well anyway i quoted the script you posted and marked the things i seen in red.

    1. the - infront of the trigger, dont know if it does a difference but it shouldn't be there.

    2. that space in front of the area name, double check on that. 1 space will make it not work.

    (hint: never use space use _ instead)

    3. major mistake, you didn't close the start_game event.

    change those and it should work.

    <area_group name="area1" area_name="area1" group="mp_players" interval="0.3" condition="1"/>

    -<user name="user" type="once">

    <trigger type="UnitInArea" area="area1"/>

    <event name="activate_temp"/>

    </user>

    <event name="start_game">

    <element type="UnitInArea" area=" area1" state="activtate" start_time="3"/>

    </event>

    <event name="activate_temp">

    <element type="ActivateGroup" group_id="temp_wave" start_time="2"/>

    <element type="UnitInArea" area="area1" state="deactivate" start_time="3"/>

    </event>

  8. hi,

    when i remember right its not possible to set a vehicle to indestructible.

    you could set a dynamic to indestructible that i know for sure.

    but also a fence can work, but be aware that it can only be the wooden fences. there are some more probs what can be taken out during the game, but i dont remember them all.

    also regarding the name / crash thing. for some probs and statics you have the rule "if you name one you need to name all"

    what type of fence where you using? a shanty fence? those cant be taken out.

    i always used palacio doors, wooden fences or dynamics to block shortcuts

    well anyway btt

    so when you want to take out a wooden fence to create a shortcut you need to use this line of code.

    <element type="SetSlot" name_id="your name here" slot="0" start_time="0"/>

    that will remove your fence and you will have a shortcut.

    if you want to use a dynamic its a bit more complicated. since you cant name a dynamic in the editor you will need to assign a name to it in the world.xml directly. and it needs to be set to indestructible to prevent players from moving it with nades.

    hope that helps you

    ps

    if you want a dynamic whats set to indestructible to be set to normal condition again you can use this line of code.

    <element type="SetSlot" name_id="your name here" slot="16" start_time="0"/>

  9. what helped me a lot in the beginning was to unbundle some existing maps to look at it in the editor and the scripts.

    it can help a lot when you look at a finished map just to see how other mapmakers are doing it.

    nemesis what crash go you get with your map? any crashlog ? or just a crash to desktop?

    edit:

    just remembered something, fishmonger did a tutorial for mapmaking, also with video toturials.

    maybe that can help you as well.

    tutorial

    videos

  10. as far as i remember that wont crash a map, but anyway, to adjust the ai settings you use:

    for guards:

    "p" - to set the center of the guarding position, ai will move to that point after spawn.

    "middle mouse" - to adjust the radius of the guarding spot

    for patrols:

    "p" - to set the 1st waypoint

    "insert" - to activate or deactivate the waypoint layout, when active:

    --- "left mouse" to set new waypoint

    --- "right mouse" to delete last waypoint

    for snipers:

    "middle mouse" - to set watchpoint, be sure that you dont set it to far, sometimes the like to shot you outside view distance when you do.

  11. stairway was a cooperation from crosshair and me. script was written by me. worth a look, some nice stuff in there.

    the arsenic might not be the best to look inside the script, it was the 1st try with that respawn script,

    and is a bit confusing here and there.

    the operation humongous is definitely worth a look, i would say thats the best script i wrote,

    but the respawn stuff in there is even more complicated.

    and dont worry, there are not many who really understand the respawn ai script.

  12. hm thats 2 bad, and strange.

    i would say helicopter scripting is more complicated than letting ai spawn ^^

    would it help you if i send you 1 of my maps so you can take a look at it in the editor and in the script.

    maybe it would be a lot easier and make some things more clear for you.

    every one starts the same way like you.

    i also had a lot of trouble in the beginning, figuring out the stupid scripting.

    but once it makes click its easy.

  13. ohhh ok

    then you wont need any of the scripting from the 1st post, that would just make it more complicated.

    this element will spawn the ai, you can use it in any event you want.

    <element type="ActivateGroup" group_id="run1w1" start_time="0"/>

    in your case you will use it in the start_area2 event then.

    and dont have all your ai on the map start, i always tried to have no more than 40 ai running around at once.

    that still leaves some space for vehicles, more will just slow down your game.

    and i can just recommend again that you get context or notepad++ for the scripting.

    both tools use different colors inside the xml what makes it more comfortable to work with.

  14. like tinker mentioned already have a free line after each event,

    that will make it a lot easier for you where an event is starting and where its ending.

    what program do you use for scripting?

    anyway i can just recommend that you use context or notepad++.

    both are free to download, just google for it.

    the error message should point to the line with the failure (not always but mostly)

    and the counter is including blank lines.

    the run1w1 surely wont spawn when you enter area 2.

    theres missing this line to activate them.

    <element type="TriggerEvent" event="select_run1" start_time="0"/>

    but i have to tell you, if its respawning ai you want, it wont work that way.

    it takes a lot more scripting than what you posted.

    take a look at these 2 scripts:

    the 1st one is with the script like in the 1st posting here. the 2nd is more advanced and based even more on players on the map.

    back on the road script

    operation humongous bravo script

    but be aware the respawn scripting is some advanced stuff.

    it will take some time to understand it, and even more time to make a map with it.

    but you will know what i mean when you see those scripts. :whistle:

  15. hi,

    i never tried around much with the objective since it doesnt work on a dedicated server (even worse it will crash a dedi server),

    but the remove objective line seems wrong.

    try this event, that should at least remove it. it worked for me once.

    <event name="complete_objective1">

    <element type="Objective" id="obj1" state="remove" mode="1" start_time="0"/>

    </event>

    are you sure the trigger is right? you can always add tihs element for testing purpose:

    its only usefull for testing, since only the host of a server will see that line.

    <element type="ShowMessage" msg="you can type any text you want here!!!"/>

    maybe that will help you a bit.

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