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San

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Everything posted by San

  1. I got the same thing. Maybe it's correcting its height to compare with the roof-height. Anyway, I looking forward to see the script
  2. You've done it, congrats ! I can't wait to play on those retextured maps. SNOW yeaha !!! And the camoed weapons/skins. Question though: what's the new combat model ? Is this the main form for a character (.chr-file), where you can put the textures for face/uniform (.rsb-files) on ? If so, can you make a smaller character, or a thin/thick one etc. ? And about releasing the mod in parts, man take your time, we won't go
  3. Some maps have them: - Swift Hatchet (Battleborn) - Industrial - Downtown (Ausiguys) and probably more. Maybe the IT-maps too. If the door can open, but can't be destroyed, maybe you can script it: hide the normal door, replace it with a destroyable door. (just thinking)
  4. If you can't complete a mission just by playing it, then a cheat can't make you feel better either. It will get you to the next mission, yes, but I doubt you will complete that one. This way you can go through the whole campaign, without even developping your skills. Keep on like that, and you'll get bored soon. Just my opinion.
  5. Nice shots. I like 'Stalking The Enemy'. One question though: is the graphic-detail level set on medium ? If you look at the explosion-texture for example, it's not highly detailed. I suggest when you make more shots put all setting on high (if your machine can handle it). And yes F9 for removing the reticle. Another tip is: in replays, when you press + or - you can speed up/slow down the replay. This is a good way to get an action-shot. (I got this tip from someone here, and it's very useful, so tnx again !) Are there coming more shots ? Just keep on shooting ! BTW if your
  6. TY Jack, for helping ! BTW strange tutorial: using an original gun-sound file and then paste your sound in it and copy it to a different name. It's the same as keeping your wav as it is, hehe
  7. Man, we (GR.net) are growing like .. things that grow fast. Again a new member. Welcome. This is good
  8. No offence, but I think it's harder to continue a script half-done, then just start a new one.
  9. You played GR demo ? Is it only one map ? You'll be surprised to see all the other maps (beauties). Desert Siege is in the desert of Africa. Island Thunder is in the jungle of Cuba. And GR itself is in the woodlands of Georgia and Russia. Welcome.
  10. Cool report, I liked the Interviews with XRW, about how they like a siege-game. And I know, they play a lot of siege (so do I then hehe). I like siege without spawn. This way 'everybody' is more stealth and less run&gun. Also you don't have spawnkillers. And I hate it when you got killed and you try to get back but it's no use. Sensors in siege take a lot of tactical gaming away. They can be good for solo players but for a tactical team you should leave them at home. I hoped to read Interview 2, with the tactics more discussed, I guess I'll have to wait BTW about glitching:
  11. Sounds real exiting, specially those missing rockets . About the helo's flying in Embassy: do they fly over the buildings and not dissapear ? The Black Hawk from IT does (when I script it, heh). Also can't get it to land on Embassy-HeloPad (goes through roof). Maybe Force can give me a hint...
  12. You can hide some mapobjects in Igor (HideMapObject). These are mostly cars/doors etc. In Igor - View - Labels you can see the object's name (something like <dyn><x><x>). There's still a forcefield around the object. About trees: I know it's possible: they made the cave-map desert-like with no trees. But how they did it ? Maybe they managed to import the map-files into 3DSM somehow. Read the map-forums.
  13. OK if the Player's Platoon is set up good, and the .wav file is OK, it must be something else. I see you have volume set at 3. Try to set it at 1. That's how I do it, and I believe how it's done in most original missions. I know you can get below 1(0.5 for example), but don't know if you can get above 1. Volume 1 is already pretty loud, and you need to hear at least gunshots, right ? BTW w_ak47_rc.wav is a gun-sound no music, as you prob know.
  14. MOUHAHAHA. (it's a laugh) I have all detail on high with my GFORCE3 64MB, and I love the detail. Specially the nature maps. Maybe the buildings are not in detail like other games. But that was never intended, it's an outdoor game remember. I think those other games don't have such reality on the weather and sky and hills/caves/mountains/rivers/beaches/forests/swamps/valleys and and and... stick em up dumbo - forgot who said it
  15. BTW does it mean when they use flashlights they don't have NV ? Becasue you can't use both at the same time, I guess.
  16. Looking mighty ! Do they have guns with flashlights on it ? Yes they do. OK tnx. No I ment is there a mod for it in GR ? It would have been cool if the pic had the light already on it. As long as you can turn them off too, hehe
  17. Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set Player's Platoon to (The player-controlled platoon). If you have something like this it's OK.
  18. On most small/night maps I use a silenced one (ie. M4 SOCOM). On most large/day maps I use OICW or M4SOPMOD 5x. Sometimes I like to be a sniper: PSG-1, TAC(something). On assault missions I'll take a M249 SAW. Secondary kit: 1. Frags, 2. M9SD, 3. Sensors. (in that order). I never use AT or GL or claymore/C4, unless mission requires it.
  19. That can only be done if there's nobody around guarding the tank, else they would shoot you off the tank. hehe And a frag only kills the soldiers in the tank, not the tank. Better use an AT from safe distance: tank down + soldiers down (+ 1 frag left). Just my opinion.
  20. The 'yellow-arrows' on the command-map are Waypoint-Labels. You can put them on the map like an actor and give them a name to show up in the command-map.
  21. In VariableSetPlatoon you select 1) your PlatoonRef Tag (player platoon) 2) player-controlled-platoon (click Edit - GetPlayersPlatoon).
  22. GR is mainly an outside-game. The maps with buildings you can enter are not much and the buildings are a small part of the map. So there are not many rooftops/ladders/boxes to climb. Only bushes and trees etc. to cover behind. More I don't need.
  23. In the actor folder for each class there are .atr files that tells what skin to use. Change ALL the .atr files for each class to have that skin. Do it in your mod-folder though, so the original files are safe. Maybe Monolith can explain more.
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