-
Content Count
641 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Calendar
Everything posted by X69RZX
-
OK, I know this has been asked elsewhere, I did do a bit of searching, but I need to know the helpers for a fixed weapon, and the links to piggysons site dont seem to be working. Any help on that would be great.
-
Black Hawk that Shoots and cinematic GR DS
X69RZX replied to 4ceReconSniper's topic in GR - Vehicle Modding
The first working, firing "chopper" I saw in game was actually a tank, with a blackhawk model, tagged to be way up in the air. I can't remember which mod it was though. -
I'll bite, let's see what I can do.
-
The thing is, the cig and beer are tagged as binocs. The PDA item has its own tag, although it isn't claimed in the strings. I may be shooting in the dark, but I'm just curious if any of the other old timers may have messed with this during the course of the past few years. I've never seen any reference to it, nor any triggers or responses in IGOR, however, I don't know much so I figured I would ask. Perhaps there is some other toggle that needs to be set besides just the strings in order for it to work, in what ever capacity it does work. I can't figure exactly what a PDA would do for you, ex
-
A model could be made rather easily, to any fashion the modder so desires, it is the actual fuction that is important.
-
I was wondering if any one knew more about the pda item. There is an item in the hand held item tool, but it isn't declared in the strings, and even if you place a random object in for it, say a sensor, and add it to the strings, it still does nothing. Of course a pob and qob for the actual pda could be made, but what does it do? I suppose nothing, but I have to ask. I've never seen any triggers or responses, even queries, that refer to it, so I am to assume it was never fully implemented. Any of you guys figured on this at all? I tried to do a search, but came up with nothing.
-
Im liking the sound of that Black Suburban.
-
make a zone, then, in the script set the zone to highlight(or something, i cant really remember the exact verbage without looking, so.....), IIRC, and you can even select from several different colors of smoke.
-
They've turned us into a bunch of pessimists. I think we are all just hoping for the best, and preparing for the worst, like any good soldier would.
-
IIRC, the helper points can be as many as you like, they just need to have a specific name, like ^01rocks(modelname.pob)(x)(y), and IIRC the x variable is the intinsity, as in how many rocks or clumps or grass you want to appear there.
-
Yes, that was a mod I did w/ the help of Cobaka. If you have any questions about the scripting, let me know, I'll be happy to help you out. As far as the corpse, that's up to Cobaka, although you may want to create your own model, then use the scripting I used, or some similar to it.
-
ROE must be set to suppress.
-
They are explained pretty well in the pdf. Basically, you can think of them as anchor points that you want the ai to use. For instance, you can place them within a zone, and add the defend zone plan(IIRC), causing the ai to move form one station to the next, say from tree clump to tree clump, or rock to rock, ect.
-
awesome man, thanks for all your hard work.
-
RR GRT, there is a small glitch in the engine that doesn't allow for teleporting characters between rooms. You can do it w/o CTDing, but the character will flash in and out of invisiblity afterwards.
-
LOL, I got so excited, hehe, I ran over here and posted before I went back and inspected the page. I thought I had found the magical hidden archive or something.
-
Am I seeing things? Lookie Here!! edit* sry, got carried away, it's what i didn't see, like the available for pre-order text, lol.
-
Have to see if I can find a copy of FC this w/e.
-
Yes. The Swampthing mod. Spontaneous re-generation.
-
I'm fully aware of the trouble involved with compiling other's works, as well as the nightmare that can be the scripts for the weapons. This is exactly why I said the weapons should be the last priority. As much as they are important, being that they are the most diffucult to get right, and the easiest to get wrong, I would save that for the final effort. This way, maps and characters can be in place, and missions can be scripted. For the most part, the weapons are going to be for the player, and not so much the AI. Also, you have to consider the MP implications of this mod. I see it as a chan
-
Black Hawk that Shoots and cinematic GR DS
X69RZX replied to 4ceReconSniper's topic in GR - Vehicle Modding
go for it -
First one, I don't know. Seems to me like they are always kind of jumbled together. At the very least, their movements are somewhat sychronized, and so, they look like they are in a single file line, even if they aren't exactly. I would try making multiple teams, and have them patrol the same area, that will prolly give you more the effect you are looking for. Second one, sounds like possibly the last path point you set for them may be too close to the cover arc. You may need to add a script to abort plan team, previous to assigning them to cover, to kind of clear their heads of previous or
-
Check your inbox.
-
Black Hawk that Shoots and cinematic GR DS
X69RZX replied to 4ceReconSniper's topic in GR - Vehicle Modding
I've spent a little time doing just what you are refering to, adding cinimatics to the existing missions. For instance, the bridge map. I was always kind of dissapointed that once you've cleared the map, and set the explosives, the mission just ends. No exploding bridge, nothing. So, I redid the mission to have a lil scene at the end, where you actually get loaded into a truck, and drive off, only to see the bridge explode as you are just about to reach the end of the map. Each mission could have a place or need for a cinimatic, only I think it should be done tastefully, and not just to have i