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Everything posted by X69RZX
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You are correct again Bambam. There are several reasons why this particular mission is SP only. But, as far as the other part of your comment, I don't think it will be possible to tag a player in the way I did, in game. That is why you fail if you loose any of your soldiers. This was the only way I could think of to implement the idea of extracting a fallen soldier. It could be scripted to happen in game, but not to a MP player(it would need to be an allied company). I am working on trying a few different work arounds to try and accomplish some things that are not directly supported by GR. I
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Thanks for setting it up Ruin. And a big thanks to Dannik for hosting. Also, thanks to Alpha Squad for the TS, and GR.net.
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FYI, I updated the No NV mod, sry bout the language. Don't know how that got in there, dang kids. It was alot of fun to play like that, I have been wanting to try it for a long time, glad I finally got to.
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Correct Bambam. There is no animation, for I am but a lowly scripter. However, Perhaps the idea could be expounded upon with the help of any interesteed parties. I'm sure(can't speak for him though) that Cobaka would hook up the max files if needed. If you must know, the corpse is tagged as an AT4 weapon, and is situated to apear as if it were being carried. I have made a special ret for it, and gave it no ammo. It was pretty funny running around shooting rockets out of his butt, however that's not exactly what I had in mind. The kit is assigned to the player when he approaches the corpse on
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GG's all. I had fun playing witchas, hope to do it again.
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Cool, glad to see it put use, and glad I could contribute somthing. Edit* I'm stoked, I have been wanting to play some GGs with no NV!
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Sweet, looks like we'll have a full house! I will offer this up for those in command to decide on. I have a no NV mod I made. It's only 22kb, and will ensure no peeking, if we do the night maps thing. I will go ahead and post it here. NO NV When you turn on NV with it, you get a blacked out screen. If you guys don't want to use it, that's fine, I just thought I would offer. I never released it because it would be too easy to "fix", but as I know you are all stand up indeviduals, I have no worries about that.
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That is a valid arguement. However, I would bet that most people aren't going to be satisfied with merely adding to someone else's work. I know for myself, the interest is merely to expidite the learning process. I can figure things out much faster from reverse engineering them usually. Once the lessons are learned there isn't much more to offer from appending someone else's work. I do see it as a great way to ensure the posterity of your work. Perhaps you decide to quit modding for GR, if you had released you max files, your work could be added to and improved in the future, thus providing yo
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There is a link to the mod d/l above. Edit* edited for your convenience.
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no, just got a little creative, it's called a work around.
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A day in the life This is a single player mission mod. I am in the process of creating a full mod, but I keep making these "modlettes". Anyway, A day in the life is ready for d/l. Breakdown: You will need to turn dead bodies on for this mission to function properly. You will not be allowed to change avatars(soldiers in game), this is to encourage the use of the command features of GR. There is a breif read me with the mod, it is a self extracting exe. There is no need for alot of briefing, it will be provided. The only thing to know is that a new feature(as far as I know this has
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I am currently working on my first GR map, which means it may be another year before it's released. Well, only if it's as bad as everyone says it's gonna be. The map will be the USS Kitty Hawk. It is to be a large MP map. Check out the specs on deck space on that thing, it should be good. Being my first map, I am only going to attemp the deck(for starters) and the tower. I am going to try and be really creative with the flight deck, in order to provide lots of cover and such. I'm sure it won't be easy, but I'm up for the challenge. Hopefully I will have some preliminary screenies soon.
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wow how long has this forum been here
X69RZX replied to TheBlakeness (HotPants)'s topic in GR - Vehicle Modding
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I'll dig it up then Jack. That's a good point Chems, it was pre 1.4, I'll still try to find it though.
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That is some nice work Chems. Thanks for all your hard work.
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Dang missed u Dannik, I'm stuck inside packing. I will be around though, I'll keep my eyes peeled for ya.
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I like the way AA deals with diving. They have one button for prone, then you can rise to kneel. That way, if you need to hit the deck you can, and then if you want to kneel, you can get up. The side diving would be kinda cool. Oh yeah, they also have jumping in AA. It would be cool if people could be cool with it, but of course they are not. It never fails that there is some fool jumping all over the place looking like Zantar's pic up there, shootin' like a fool. I would like to see a step up like they did with the old Resident Evil games, that would defer the bunny hopping nonsence, while st
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Sweet, you rock Rocky!
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Agreed.
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Girl's Gone Wild Skin Mod (1st all female platoon)
X69RZX replied to whisperxox's topic in GR - Character & Skin Modding
Is this to be a character only mod? I am an evil male , however I like your project, and if you need any assistance with mission scripting, I would be glad to give you a hand. I agree with Zjj, maybe some freckles. You should consider modeling the hispanic female from Aliens, she was a stong female miltary character. Nice work, keep it up. LOL ur funny. -
I would like to play. I will volunteer for the AK side, if there is still room.
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LOL, I meant they most likely used MIDI in the production of the songs originally NM.
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Mike Schell's tut also breaks down the process of setting up the plug ins in 3dmax, like having the map editor available in tools. I had a hard time figuring that part out, till I read the tut. LOL But then, I am a n00b.
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Actually, MIDI files have the ability to sound quite good. It is completely dependant on the file itself(how well it was made) and the device it is played back on. The midi files you normally hear are being played back to you on the sub-standard MPU401k(synthesizer) chip on your soundcard are in the general midi format. If that same file was to be played back on say, a $3000 Roland electric piano, it would sound alot better, given the author made a quality file. General midi sounds on a sound card are never very good. I am an audio engineer and I use MIDI in production all the time, in fact yo