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Everything posted by X69RZX
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I fought long and hard trying to get a script to close these doors if they got opened, using the reset map object responce, to my dismay it wouldn't work. I must have rescripted that block twenty different ways. Then after much struggle and aggrevation, I refered to the good old IGOR pdf, and right before my eyes, the reset map object responce only works for the targets in the traing map. Bleh.
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Sry man, the file is v5 and my poor ###### only gots v3.
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Maybe I will take a hack at it. LOL Pun intended.
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I understood, , try it, you will see from where the chopper is for about a split second, then you will see the chopper leave the view, and the camera will remain in the location of the chopper at the instant you did the camera switch. It won't follow a moving target either.
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I'm a total noob, but I thought I read that you could only have two shermanlevels?
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Shiver just did an awesome tut on trees, just look a couple of posts down. You can prolly find what you need there.
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I guess the only thing of any real use that I saw in there(the old forum post) was the fact that the helios don't work for MP play, only SP. I know it suks but that's the way it is. Well put DWilliams, too fast = chopper gone haywire. They will travel on a bit of an arced path, but the more linear the better. They really didn't do much for implementing these helo features. I'm sure they are holding out to sell us the properly fixed version as GR2.LOL
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Congrats GR.net, we got smoked.LOL Chavez, the link is not functioning correctly, perhaps it is only a momentary problem, I will be patient.
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From what I have figured out, the choppers are very tempermental, it is really a matter of trial and error to get exactly what you want. I can say that they don't travel on a regular path like most vehicles. Thier path structure is a bit different, in that you need to set several paths and speeds to get them to work correctly. The paths are not lines, but really points, and the speed tells the chopper at what speed to transverse these points. If you look at the script for the first IT map, plantation, you will see thier helo insert. It shows the style of path and speed placement needed to cont
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LOL, Thanks for the recon Ruin, she looks like a hard drinker with those huge bags under her eyes. LOL
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Sweet, I'm d/lin it now, can't wait to take a look.
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I don't think so Stalker, if I'm not mistaken, the camera will switch to that position, but not follow the craft. You can switch it to the default view to see through the eyes of the player actor, if they are on/in the vehicle. I don't think that is what you are trying to do. Your best bet is to make several "shots" from the desired point to the desired target, perhaps one or two second intervals, That way as the chopper is about to fly off of the screen the camera will switch and bring it back into view. You can create some really cool cinematics with the proper timing. I've made one that is
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Do the map editor plug-ins only work fro 3.1 and up? I got v3, and can't see the options for import. Wat up? Thnx
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Recording REPLAYS as MOVIE FILES
X69RZX replied to Stalker_Zero's topic in GR (PC) - General Discussion
Cool dood, thanks. -
yeah but i could watch them in observer, and give them the boot, so they don't ruin the rest of my night. I know they suk, that's why I want to kick them. The law of the eject player button.
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Is there a database of replays somewhere, or could someone send me some, to help me catch cheaters. Believe it or not, I have no idea what to look for.
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sure, this one is kinda tricky, you need to set the extraction trigger to time elapsed, say 3secs. Then use block preserve, then a continue if for the responce. The continue if condition is where you will set for the whole team to extract. Use the compare integers query, then set it to " "the number of active actors in the player's platoon" is equal to "the number of active actors in the player's platoon at location X" ". After that, you can add your extraction or a que call to the extraction group or whatever you have in mind. Group: <Default> Comment: extract Trigger Event:
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In my experience, there is no need to reference the player's platoon any differently, however keep in mind the "player platoon" or "player controlled actor" will refer to the host of the game. If you plan on this mission being on a dedicated server, that could be a problem. Depending on what you are trying to acomplish, you may need to use loops over all actors in the player's platoon.
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I have never tried it, but if one uses the hide object responce, all zones show up as possible targets to hide. Perhaps you could hide the original insert after the mission's start, then show the closer one. Like I said, I haven't tried this, but it may work.
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I had DAP installed(download accelerator plus) and I couldn't connect or d/l from FP while I did. I uninstalled it, and back to d/ling again. Maybe it was just a few jankie days on the FP server.
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RGRT Jack, I've noticed that most of the changes made to a mission can be used by simply restarting the misssion, I always go to the main screen when I alt+tab out to IGOR, but the .XML files seem to need to be reloaded. Since v1.4 it's like you said, deactivate the mod, accept, go back, reactivate the mod, done. I've also noticed that GTFs act in the same way, ie. you gotta reload them into the engine by de and reactivating them. I remember the older versions where not quite as ready to accept changes on the fly, restarting GR after every change sukt.
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The beach resort.