San
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Everything posted by San
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I think it's a good idea.
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1. Maybe cancel hostage behaviour once he's rescued ? 2. Maybe enemies and friendlies are in the same company ?
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very "Unofficial" add-on vehicle for WOI
San replied to =TTSC=caramon352's topic in GR - Vehicle Modding
It's gonna be in your upcoming mod, right ? I can see from the front wheels, and spoilers it's an oldie, good job ! -
Then use this : {IMG}http://picture.jpg{/IMG} (replace {} with []) I use 500x500 for the dimensions. Look in the FAQ.
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What about the Airfield map (day).
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Maps : - Ossetian Woodlands (Battleborn) - De Dust (?, it's on HX4-mod) - Retextured snow-maps from Swedish Force (Wolfong) - Mytoan (Foomod, K1ller) - IG Downtown I don't know all the new maps yet. TPC-Map-pack has a lot of good maps together (De Dust, The Dam, etc.) They'll be more great maps coming...
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1) Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set Ghosts to (The player-controlled platoon). 2) Group: <Default> Comment: Trigger Event: A member of Ghosts is within 1 meter(s) of Zone SAM01. Responses: Make Team SAM01 01 visible to the game world. Assign Plan SAM01 patrol to Team SAM01 01 and execute. I had a rpoblem with it too, when I started with Igor : I turned the VariableSetPlatoon around. First I had it like this : - Set (The player-controlled platoon) to the Ghosts. That would
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And with counters you can set a number for it to go off.
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I have alot of mods to check out, so I don't know my favorite mission. But I was playing a mission from the TacticalGamer-mod. It was on refinery map (DS), and it was pretty cool.
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Also a hostage will only be shot when there's no hostage-taker closeby. If an enemy is close to a hostage it (hostage) won't be shot. EDIT : Don't hide them at startup: after they're shown, the hostage takes a second to become a hostage, and thats enough time for the enemy to shoot the hostage !
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Maybe damage is done by a demo-charge (or a claymore), instead of rockets. You can script the damage-value in Igor. Maybe if the damage-effect is close enough to the wall it will damage the wall.
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Someone was/is making a vietnam mod. They don't look indonesian, I know, but they're small too. With SCALE in an atr-file you can make them smaller (is been told to me). You could use that for more reality. (I would). I haven't tested it, but if you do, maybe some pics to show the difference between big American/English and small Indonesian/Vietnamese. The smaller they are, the harder to hit, hehe
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I got a mission idea ! Free crazy Murdock from an insane-house. That colonel-guy is waiting in an ambush for ya !. Then Murdock crashes with a chopper, got to save him again (lol). BA is getting furious, so let him lose his anger on some baddies (with support-gun). Whaha, those series were fun
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Tnx for the info, and forget about the day map, I must be mistaken with another mod ! (but the cycle-shots are daylight ?) Can't wait for GR2
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I like stealth-missions alot. Missions were there's no time-limit. Also depends on what map they're on. Multiplay coop : assault missions.
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Yeah, include the modscont.txt in the root of your mod folder. (just copy one and edit it) Also enter names for the missions in Igor.
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Last map ? too bad, loved to see more of your great 3D skills. Only one tiny error I found on the map : one pillar doesn't have texture so you can see through it (glitch). It's where you spawn in the mission and then to the left corner of the map. That was on the night-map (haven't tried the day-map yet). But it's still one hell of a map ! k1ller : One ? for you : like missions you can use textures from origmiss/mp1/mp2 without having them to be in your mod. Can this be done with map-textures too ? i.e. : a map with trees could use the trees from origmiss, and when the map loads it
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Good work on the characters, nice camo and arm-patch.
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The mis file need to have map-points on it. This is were the opposing force is randomly spawned in firefight. For recon you need an insertion- and extraction-zone and some base zones. Look at an original mis file, you'll see.
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Thanks, now I have an example-map. This will help me building my own map. Looking good BTW.
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Also a head-shot isn't 100 % lethal in GR. Sometimes a tango survives a head-shot.
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In Photoshop you have an utility to make animated gif files.
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@Marcinko : make an attechment of the bagpack, so you can put it on or off.
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FLNC looking good (or bad ) I made a mission once with terrorists. One terrorist was in a room with hostages. Once he detected you he will blow himself up with the hostages (mission failed). You have that ? Just an idea.
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What happens when a GR ace designs a mission?
San replied to dudzcom's topic in GR (PC) - General Discussion
Good mission. I played (on elite) like this : Alpha - 1 rifleman (M4 SOCOM/frags), 1 rifleman (M4 SOCOM/sensors). Bravo - 1 support (M249/frags), 1 demo (M4/AT4) Charlie - 2 snipers (M24/M9SD) I used my whole platoon : placed a sensor at polling center, threw frags inside houses. Used my snipers for backup and long-distance-shots. Demolished some tanks. I like the enemy-spawn after you've secured the UN-soldier. And some soldiers running around. I only hadn't enough AT with me (4). So I let the last tank live. Some comments : - I guess you started the mission from scratc