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Posts posted by X69RZX
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I have been working on revamping some of the original missions to add insert or extract cinematics where they fit. Some missions don't have a real need for it, however some do. For instance, on the river mission, where you plant demo on the bridge pillars, instead of just getting to the extraction zone and the game ending, it triggers an extraction cinematic with your team extracting in a duece and a half. As you leave you get to see the bridge blow!

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I'll do some work on it if you like.
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Viper,
You may want to try turning on invisability for the actor you want to assume prisoner behavior. This way your AI backup doesn't

blow your hosties away. -
rcrph,
Sounds like you're pretty close.
Just think about it like this, on most tabs in the scripting editor you have three choices, the first pulldown menu/edit(tags), the second pulldown menu/edit(constants), or to query. Some triggers or responses have different values, but these are the most common. You only need to choose one of these above choices, they are options, pick the one that serves you best. For Player platoon, select your platoonref on the variable tab, then query to getplayerplatoon on the platoon tab. Do this in a block triggered by startup an you are set to go. -
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i think alot of people make em in photoshop, i did.
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<----=nugget=head=noggin=cranium=dome=hatrack=coconut=greyarea=CPU=target=piehole=grille=emptyspaceaboveshoulders

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Also, if you want to be able monitor the status of your counter while testing, you could write a block using a <time elapsed> trigger, say for 30sec, to display on your screen the current value of the counter using the <display message all> response, then query, <concentrate strings>, then maybe"the current value of counter X =" + <convert integer to string> where you select your counter, and then every 30secs a message will show the current value.
How you get that nifty screenie Chavez? prog? -
JacK,
I found it almost impossible to control the reaction to CM settings, so I just went ape$&!#. This is what I am using, it basically provides no damage to the body armour covered region, little chance of kill to the extremities, and a great chance at the nugget. Like I said before, it's not perfect, but better than foot death. Don't be fooled by the big numbers, you still get injured with 1 shot, it just doesn't kill you.
<CombatModelFile>
<VersionNumber>1.000000</VersionNumber>
<BallisticHeadFactor>1.000000</BallisticHeadFactor>
<BallisticChestFactor>999999999999999999999999.99999999</BallisticChestFactor>
<BallisticArmoredChestFactor0>0.000000</BallisticArmoredChestFactor0>
<BallisticArmoredChestFactor1>333.000000</BallisticArmoredChestFactor1>
<BallisticArmoredChestFactor2>999999999999999999999999.99999999</BallisticArmoredChestFactor2>
<BallisticArmoredChestFactor3>999999999999999999999999.99999999</BallisticArmoredChestFactor3>
<BallisticAbdomenFactor>999999999999999999999999.99999999</BallisticAbdomenFactor>
<BallisticUpperArmFactor>999999999999999999999999.99999999</BallisticUpperArmFactor>
<BallisticLowerArmFactor>999999999999999999999999.99999999</BallisticLowerArmFactor>
<BallisticUpperLegFactor>999999999999999999999999.99999999</BallisticUpperLegFactor>
<BallisticLowerLegFactor>999999999999999999999999.99999999</BallisticLowerLegFactor>
</CombatModelFile>








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sure, unload the clip, and then a real soldier will peak around the corner and put one in your nugget, that's all I'm trying to say. One shot=one kill means one shot to the nugget, not the foot or the hand, and 1:10 aint good enough, IMO. I've followed plenty of blood trails into the woods after trigger happy hunters have blsated in the general direction of prey, usually to no avail.
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Ok, I' m not bashing GR, I love this game, I just want to start some dialogue about this topic to see how my fellow GR enthusiasts feel about this. As you may or may not know the combat model adjusts the amount of damage a player can sustain to a certain area before death. RSE has updated the combat model with each map pack release, making it a little tougher to kill an opponent. I however don't think it's enough. I personally hate the whole foot death aspect of the game. I believe it encourages players to unload a clip in the direction of the enemy and hope that one shot hits something. I play online quite a bit, and find this to be the case. I often find myself in a hail of lead from some random location, firing in my general direction in the hopes of hitting a foot or something. This I believe is beyond weak! I personally have tweaked my own combat models so that it takes about 20-30 shots to actually kill someone by foot, although a head shot will kill them instantly. I don't think my combat model is perfect, but a step in the right direction. I am not incouraging everyone to go out and change you combat model. But I would like to see some other modders address this issue. I believe by taking out the probability of foot death(ie random blasting in general direction) you take the game to another level. In real life noone would die from a shot to the foot(maybe if they were anemic). More realisticly, they would be able to crawl to cover and then the would be killer would still have to finish them off. This to me is the way it should be, I just want to know what yous think.


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yeah timer, only used one second though, and the guys can only register every two. Will fix in full release. Look forward to playing your stealth missions chavez.

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Game up

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What do you think I am, a cheater? Of course it's the same exact file that you guys have. As for the kit, it is part of my own weapons mod, and as for the 5 shots, one to break the window, i missed on one, and the other 3 went into the targets coconut, from across the planet I might add. I am running a modified combat model in my weapons mod, and people don't die with just one shot to the foot, like with the original model. If you are interested in the weapons mod it is available HERE. It is 750Kb, and adds some new stuff, some of the features are still under construction for the release of my full mod. However, if you want to check it out it adds a couple of new restrictions for m/p, pistols and frags, chicken blaster only, cig blaster, rpg7 and 1 sensor, and 2 new pistols to the pistols only restriction courtesy of NMM(SOCOM-.357 Python), as well as a few new s/p kits like the SR25SD+MP5SD, and M4sop+M203X, as well as some really cool .45 Tommy guns I found, can't recall who created em but they rock. X
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Thnx Jack,
I guess I'll have to figure somthing out. I am teleporting several actors to random points, so I guess I will have to write a plan for each random point. Oh well, it's better than ghetto vision, or just leaving them outside, cause thats just janky, and I want this mission to be exact. Anyway thanx. X
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Does anybody know of a fix for the glitch caused by teleporting an actor between map rooms? It's so wierd
If anybody knows I'm listnin'..... 
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Sure, just name it tm(1,2 or 3)_killed_team(1,2,or,3) then place it in your mod with the properly rectified soundfile.xml and there you go. It will replace the original tk sounds if it is at higher priority. X
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Check out these shots,Right behind 'em,














Yeah! X SR25SD+MP5SD kit, only used SR25SD though.

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Server up running CO-OP Operation Megadeath, and Pistols and Grenades. TS on same IP port :100.
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not that I know of, I tried to do that as well and that's how how I came up with what I said before. You just have to create certain teams and hide em. More teams more script, the only way I know. If there's another way I would like to know too.
X
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Be creative!
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kamikazi is correct on his answers to the first part of your question, get the guide, set the plan for the actor like he said. I will add that it is usually best to put your snipers on thier own platoon, because the stations require you to assign them to a platoon.
For the second part, as you will read in the guide(highly recommend you read) you can only spawn(opposing patrol/assault force as well as team/platoon/company) with a block triggered by the <preaction> trigger, ie before the game starts. My suggestion on spawning is to create the team/platoon/company you want to spawn, hide them at the beggining of the game, startup, then show them when you want them to spawn. If you have a plan assigned to them, they will begin to follow it when they are shown. Or you can then assign a trigger plan to them. Hope that helps. X


Starship Troopers Mod
in GR - General Mod Topics
Posted
YE$! I like!
Finally, some new perspective for this engine. Although I have Jedi Knight, I've often thought it would be cool to do a Star Wars mod with maps, but I got no 3dsm so
. The mod looks great, can't wait to try it out!