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San

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Everything posted by San

  1. Ofcourse... What do I need to do to make it server-sided ?
  2. Thanks guys, for the positive feedback ! I added something to the gametype : - a stealth-score counter. (thanks to Chavez and his Farm Infiltration mission) If you are seen/heard by enemies : minus 1 point. If a player is killed : minus 30 points. This is to make it more stealth instead of run&gun. Also I had random insertions/extractions (still do), but sometimes when you start on elite (with 80 tangos), and you're teleported to the extraction-zone (used as insertion-zone) you get in an enemy-spawn-point. You won't live long, and the mission fails. I've used the teamsh
  3. Thanks Chavez for the link ! BTW I got inspired by your GTF's so I made one myself ! It's called San's SP Rescue/San's COOP Rescue. - Objectives: 1. Rescue hostage(s) 2. Extract - Recruit: 1 hostage, 30 enemies, Veteran: 2 hostages, 50 enemies, Elite: 3 hostages, 80 enemies - Random insertion/extraction zones - Tougher opposing force - Mission failure: if a hostage dies, or all players have been killed - Mission completion: if all hostages and players(alive) are extracted It's not as stealthy as stealth-recon, because I didn't know how to do a score-decrement system for
  4. San

    A Idea

    I just finished a gametype : San's SP Rescue/San's COOP Rescue. - Objectives: 1. Rescue hostage(s) 2. Extract - Recruit: 1 hostage, 30 enemies, Veteran: 2 hostages, 50 enemies, Elite: 3 hostages, 80 enemies - Random insertion/extraction zones - Tougher opposing force - Mission failure: if a hostage dies, or all players have been killed - Mission completion: if all hostages and players(alive) are extracted You can download it at San's Place.
  5. I've made a new gametype. I called it : San's SP Stealth Rescue - Objectives: 1. Rescue hostage(s) 2. Extract - Recruit: 1 hostage, 30 enemies, Veteran: 2 hostages, 50 enemies, Elite: 3 hostages, 80 enemies - Random insertion/extraction zones - Tougher opposing force - Stealth score begins at 100, for being seen/heard : minus 1, for player-death : minus 30 - Mission failure: if a hostage dies, or Stealth score = 0, or all players have been killed - Mission completion: if all hostages and players(alive) are extracted. I also made a COOP version. Feedback is always wel
  6. I've dreamed about it, and now it's there !
  7. If you place an effect in Igor on a hill you can see the height of the effect.
  8. You can add all mis files in your gtf-mod, and edit the bases in the mis-files. If the mis-files have the original names they will override the default ones if your gtf-mod has the highest priority.
  9. San

    what now?

    I have the full Mike Schell tutorial (complete saved webpages with pics). You can download it from SANSITE. Unzip it to a temp-folder or whatever, else you can't see the pics. All tutorials I've saved this way, you never know if a site goes down !
  10. Effects are not case-sensitive, I believe. ie.: SMOKE_LARGE_TYPE1 works, also smoke_large_type1 works.
  11. There's a tag for desert/jungle-map in ENV-file. <DesertMap>1</DesertMap> or <JungleMap>1</JungleMap> They decide what uniform to use. If no tag then woodland-camo.
  12. Will there be a link here at GR.net ? I don't like to sign up to Alpha-Squad forum just for DL-ing the gametypes.
  13. Nice job on the snow-map. I'm waiting for a snow-wilderness !
  14. After it's put on a server, it can be tested (by playing ). After it's tested it can be played Personally I prefer just a zip-file instead of an installer. OK OK it looks much better, but you don't know what the heck is going on. And with a zip-file you can look into it and see the files and where they should go to. You also have self-executable zip-files (have an exe-extension). You can still view in them too.
  15. Question(s) for Harntrox : when I have the full HX5 version, can I delete HX4 ? I mean does HX5 have everything what HX4 had and more, or is totally different ? I already deleted HX3 after I got HX4 (stupid ?) Where can I get HX3 if it still is available ? Keep it on
  16. Nice list for testing new maps !
  17. You don't need a defence-station to make him use the stationary-gun, a cover-plan is enough. I think the defence-stations are used to have actors walk randomly to stationary-guns and man them, then go to another defence-station. If you use grenades, and the gunner can hear it, he will go for cover, and the gun is not manned anymore.
  18. Are there opposing_force atr-files in the mod ? I think those are used for spawning enemies in GTF's. If they are included they override the original ones, and maybe the skill-points are lower then the original-ones. Maybe there's something in the script that sets allertness to bored, although how did they assign that to the spawners ? (GetNearestActor ?). You played on elite ?
  19. I started a mod which shows you all motions one by one. Then I saw it were more then 600, so I got a little dismotivated/unmotivated But in the file-name you can see a little what it could be.
  20. If you include the max-file people can copy objects and place them in their map, so you'll see no original work. Or they retextured it, but the geometry isn't changed. You'll see alot of maps coming, but all not original. I don't want that to happen. But it's also the best way to learn map-modding in 3DSM. There are many different techniques, and you can learn them all this way. So there's 2 sides on this story (maybe more !) My opinion.
  21. Good idea Jack57, I almost made a kit with lots of rounds, but this is even better !
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