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Posts posted by AmEyeBlind
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hi there
i have another question, i was trying around with this stuff
AnimateUnit Element
This element is used to run animations exported inside units.
<element type=â€AnimateUnit†name_id=â€depot01â€
animation_group=â€hangar_door†play_to=â€length†speed=â€1.5â€/>
<element type=â€AnimateUnit†name_id=â€depot01â€
animation_group=â€hangar_door†play_to=â€0†speed=â€-1â€/>
type
AnimateUnit
name_id
Name of unit containing animation.
animation_group
Name of contained animation to run.
play_to
Now long to play animation, “length†is end, “0†is start.
speed
How fast and which direction to play, negative is backward
i got it working really good hangardoors open when i want em to
i got the sound for them in with a composition, i tested it, and its really a nice touch
but yesterday 1 of my m8s was hosting a server for a testrun
and i didnt see the doors at all, is this just another bug on the list
or is there anyway to get this working correct
i really would like to use it
i hope 1 of u guys knows that
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hi there
to 1) there is a scriptcomand for it but only the host will see it not the client
the comand is <element type="ShowMessage" msg="Mission completed successfully!"/>
to 2) open the description.xml and look for this line <level_desc value="you can enter your description here"
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it should be possible to combine the both renders
if u look in the lightmaps folder u will see that the targa images have an id and a name
and at the bottom u will find the lightmap_positions.xml
in there all thos targa images have the positions
i had some flowerbeds in my ciuidad juarez map that werent corectly rendered
so i changed them with lightmaps from other flowerbeds, that worked fine
its a bit work but not hard, u just need to find the right lightmaps
good way would be name the props u added and find them with that in the world.xml
so u have the id number of the prob then
with that number u can fin the right lightmap
hope that helps u a bit
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hi there
i m trying to get a us marine squad fast rope droping from a blackhawk in [GR] mode
the blackhawk is at the right position, the rope drops, the doors open
just the damn squad doesnt want to drop down
heres the part of script i have so far, maybe 1 of u guys can help me out with that 1
<element type="ActivateVehicle" vehicle_id="blackhawk" start_time="6"/>
<element type="OrderHeli" vehicle_id="blackhawk" order="move" position="-4196 -13457 1938" speed="1.2" target="true" start_time="7"/>
<element type="SetHeliDropRope" vehicle_id="blackhawk" start_time="27"/>
<element type="SetHeliStand" vehicle_id="blackhawk" start_time="29"/>
<element type="SetAiGetUp" group_id="us_squad1" start_time="31"/>
<element type="SetHeliDrop" vehicle_id="blackhawk" start_time="33"/>
i m not sure if i need the SetAiGetUp, was just a try what didnt help
thx in advance
regards blind
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<user name="user" type="once">
<trigger type="UnitInArea" area="lolleractivate2"/>
<event name="activate_lollers"/>
</user>
<user name="user" type="once">
<trigger type="UnitInArea" area="activate_panhard"/>
<event name="activate_panhard1"/>
</user>
i m not sure but here could be the problem
try it like this
<user name="lollers" type="once">
<trigger type="UnitInArea" area="lolleractivate2"/>
<event name="activate_lollers"/>
</user>
<user name="panhard" type="once">
<trigger type="UnitInArea" area="activate_panhard"/>
<event name="activate_panhard1"/>
</user>
maybe that helps
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thx, the screens look good.
cant await to try those
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i never seen an ak mod to download anywere
u mind posting a link for it
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hi there
nice map, just some snipers behind trees what i dont like, but execpt of that great.
as far as i remember your maps this is the 1st really good 1.
i like the lay out and the lighting is tuff.
when we finished the map i died less than 15 times, but that will be better next time
keep up work like this
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yee too bad
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thx a lot, i gonna read it now, hope i find some stuff i need
edit: it is really helpfull, great job in putting it together wolfsong
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hello guys
first of all hello to everybody , i m new here
i have been reading some posts but didnt find anything what i m looking for
if some of my questions are allready answered somewhere please give me a link
so here we go
i´m makeing a [GR] map in the moment, and have a bit trouble with the editor and some questions.
1. my map is laging like hell in the editor when i go on the human layer(7 fps)
is that normal when u put a lot of ai in it?
2. the editor keeps on crashing in the moment
is that becouse the map is to big and to mutch stuff on it?
3. is it possible to make more than 1 spawn zone and activate / deactivate them in the script?
example, u reach a area in the map, alpha will deactivate and bravo will be the new spawn zone?
4. is it possible to deactivate enemy groups?
example, <element type="DeactivateGroup" group_id="street sniper 1.4" start_time="1"></element>
and when its working how is it with random groups
5. what does the option with the cube mean when u export it?
6. what could be the reason that my map allways crashes on the start of the 2nd round?
there is no error msg, it crashes to desktop
7. is there a list somewhere with all possible script comands?
i hope u can help me out a bit
thx a lot in advance allready
and excuse my bad english, its just my 2nd language
regards Blind
AnimateUnit Element
in GR:AW - Map Modding
Posted
damn , to bad, but i think u right, i tryed some stuff and nothing works
is there a script comand to take out/add a prop?
i just found the disable/enable and the visebility in your scripting pdf
but both dont work for me
i found a hangardoor in the probslayer, if i would be able to add/remove that during
the mission by the script would be ok
then just the host gets the animation and the clients will see the door
or is it possible to make a mod for the animation that it will work in [GR]?