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Posts posted by X69RZX
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I would use flags. Create a flag for each vehicle, say, tank1destroyed flag(or something), ect. Then, as each vehicle is destroyed, set those flags to true. Create another flag and call it team x dead flag(or something), and have it set to true with the rout team trigger. Now, used the time elapsed trigger, set it to say, ten seconds, preserve the block, and then use the continue if and query to see if all the flags are true, if so, mark the objective complete. You will need to use the "and" operator a few times, depending on how many flags you have in all, but that should get you going.

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I always use a station as well, to mirror the cover zone. I'm not sure if it's required, but I always do it.
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They are called "snats", and I get them too. They are little buffer underruns in your audio stream, or just missing pieces of data, from what ever cause. I have always had to turn off EAX w/ GR, that's number one. There are many variables that make them occur, and I'm sure they vary on each machine. Good luck, but it's not GR's fault.
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Perhaps they just decided to let the crappy console version they made as GR2 stand, since no-one really wants a crappy port, and I'm quite sure they could give a ###### about what we like/want from a game, maybe they are just gonna leave it at that, and move on. It sucks, but I just want a new game minus all the uber ghey stuff, like knives that kill faster than the lead firing weaponry, and vehicular manslaughter. Please, UBI, can't I just have one game that doesn't sux0r? GR1 forever!
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Um, not to step on anyone's toes, but I would be vary wary of moving the missions that go with the maps, without everything else. The reason is, they may refer to elements in the other folders, ie, actors, weapons, kits, ect, and their absence in your new mod would cause those missions to crash GR to the desktop. If you plan to make new missions on the maps, I suggest you start from scratch in the mission department.
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been pondered upon for many a moon tho.
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Dang, there's one of those that is shut down right near here, when is your report due? I could possibly get you some digi pics this weekend, that would be the soonest tho.
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Thank you Jack57, it was my pleasure.
The way the script works is, there is a weapon created using a body for the weapon geometry, then it is tagged as a AT weapon, with the back placement helper. The player reaches a certain spot, and then the magic happens, hide the body(IIRC, you cant actually use the hide object responce since the actor is dead, you have to teleport his corpse to a hidden zone), give him the kit with the dead body weapon, and w/e else you want to do. I don't exactly know how you would do it in MP, although, since it is just a kit, it could be done. BEWARE, once you change a player's kit, I don't know of a variable or way to cache his original kit, and return it after he has carried the corpse. Therefore, you will forced to give the player a predetermined weapon, unless someone else knows otherwise.
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Best wishes, take care of yourself.
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So, I think I'm ready to ask for some help and see if anyone wants to test this thing out for me. Here is a little more info on what is exactly happening;
Things the bot will do;
He will follow infinite, random paths untill you or he is dead.
He will run, stop, and find cover, in relative randomness, for the entire duration of the game.
He will traverse, hills, alleys, buildings, caves, courtyards, and the cane fields on the Island map.(as long as the object or area can be passed thru, has entrance, and exit, he may go there)
Things he will not do;
Strafe.
Backpedal.
Traverse various levels, ie, he won't go into the cave on the Island, since it is mapped as a seperate level, he wont go to the top of the Embassy.
Camp out!

Clear buildings, or even look into them, lol, but as we all know, the AI can sometimes see thru the walls, so, be carefull.

Venture to the very outtermost portions of the map.
So far, I have the script running on a few maps, it's kind of a pain to re-import the script once I've made revisions, so I want to get some testing in, before I do all the maps, which is a bit of work in itself. I will make the raw script readily available once it is done, when I release the mod, so that it can be imported to any GR map. I will include instructions on what must be done.
Current map list;
Polling Center
Embassy
Island
Island Village
Swamp Airfield
High Sierra
Bridges
Plantation

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There are lots of great tutorials to get you off to doing all the things you are interested in in the Recon section of this fine site. Here is a brief breakdown of how to do an effect.
First, gain access to the effects list in the recon section. Second, in your mission, you will place an effect marker where you want the effect to occur, you can adjust x, y, or z. Name the effect something you will remember, and then enter the text for the effect you want to occur at that site where it says <uninitialized>. Now you must set up the script to trigger the effect. To do this, create a script block triggered by the door opening, and have it activate effect. There you go. You can also use a zone and the proximity trigger to mimic a trip wire.

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When it's ready, yes. I'm still adding the sciprt to all the maps. I will need to evaluate the logic's perfomance on the various maps, and adjust certain variables accordingly, to get better performance. He will need to be a little more agressive on smaller maps.
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I guess I just consider an AI Bot an AI character that would hunt you actively on a map, either in SP or MP. Unfourtunately, as it is, it is almost impossible to script one for MP, because it can't really be done w/ a pure script. However, I have created a very challenging one vs. one SP bot, that will give a run for your money. The script will be included, so that it can be imported to any map, with addition of a few conditional variables. I am currently working on adding it to all the original, DS and IT maps. When it's done, and has been tested some, I will release it. Basically, I created this so that I could get some GR games in, lol. Since it's not MP, there are no respawns at this point. Once you or the bot are dead, the game is over, and you have to accept and start over. I guess I just figure if you are playing online, then you don't really NEED a bot to play against. But, if you are stuck at home and can't find a game, or away from the net, or just want to practice, this bot will give you somewhat of a challenge.
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So sure, are you?

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I did a search, actually several, but found no reference to anyone making an AI Bot for GR. Just curious if it has been done.
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Thanks SC. I'm working on some stuff that I hope will be good.

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I'm currently working a mission mod for the Frosbite GR expansion. I need one beta tester to help me check out some scripts I'm working on. It is a small mod, you just play, and let me know what you think? IM me if interested.
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Cobaka was kind enough to send me the 50cal from Piggyson, I can make it available if it is wanted. It is in 4.2 format, and unfortunately, I am still stuck w/ R3. So, I had to open it in notepad and read the names of all the contents, hehe, to figure out what the deal was. It was pretty simple so no prob.
*While we are on the subject, is there any way to adjust the amount of swivel on a fixed weapon? Like say, you wanted it to be restricted to a small firing radius.
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I couldn't really find this info anywhere readilly. I felt like maybe it was relevent enough to deserve a thread, so here is what I got.
First, create your model. You will need two basic components, a base or stand, and the weapon itself.
The base or stand will need an origin helper point (tag=O(capitol o only). Once you have created the point, (you will most likely end up needing to edit some of your helpers once tested) you are ready to create the stand node. Select the origin point and the base that you have created and group them as <n><stand> .
The weapon will require the same tags as a hand held weapon, which are helper points named;
^LeftHandPoint
^RightHandPoint
^MuzzleFlashPoint
^BrassEjectionPoint (optional)
as well as it's own origin point. These should all be selected and grouped as <n><gun> , select both nodes, then export as a .pob file (following the instructions posted here by our esteemed collegue, Chems) to the appropriate folder.

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You need to use a platoon reference tag, then query to the platoon including the player controlled actor. Then just use that reference. You can also claim just the player, or even just his team, in all instances it's the corresponding reference tag which must be used. Hope that helps, if not, explain more about what you are trying to get them to do.
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OK. First, I'm talking about a whole category of possible item, like, binocs, bomb, frag, ect, the ones you can see in the drop down menu in the hand held item editor, for creating new hand held items. There is a whole category called, "PDA". Like I said, you can, of course, substitute any properlly tagged model in the blanks, yes, but what does it do? It's not the same as the binos, cause I added it to the strings and added the sample kit to my loadout and it does nothing. I am just curious if anyone may have delved into this before, or if it has never been really looked at, or if it was looked at and decided to be a dead end. I'm looking at it, but from the game engine end of things, there are some around here with more experience and time w/ GR than me.
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everyone hasnt been thru maybe. Serellan, Wolfsong, El Oso, Delyte, there are others, someone will know something...............even if its nothing........
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bump


"TRAINRIDE"
in GR - Map Modding
Posted
What about the rest of us?