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Everything posted by X69RZX
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NP, as a note, I have updated the mod. I adjusted some of the spotting distances, as they were a bit too far for some of the night/foggy maps. I also added the battlefield map, and I would suggest anyone interested should re-d/l the mod in order to get the latest version. It is still only 405Kb. Thanks for all of your input, and participation. Please feel free to list any maps you would like to see this on, and I will add the script to them as I can find the time. X THIS JUST IN.................. I created a lil mod for the WSV map. It can be found here... (TO BE USED WITH THE WSV
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I think the text does add some bulk, but I don't know exactly how much. One could assume each character is equal to approximately 2bytes, IIRC. I think the strings themselves, like each block, has a more direct bearing on the size. Perhaps you will need to cut the fat, and try to condense any blocks which you can, to preserve that precious file space. At least untill we can get some love on upping the memory allocation of IGOR.(not holding my breath)
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In case anyone is interested in the raw script, here is the text. Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set Enemy Base to (Base (A random integer between 0 and 3)). Do not end the game automatically when there are no players left. Change the maximum spotting distance to 140. Group: <Default> Comment: teleport Trigger Event: 1 second(s) elapsed. Responses: Teleport all members of Platoon E to Enemy Base. Call <set player base> after this block. Set Player Company to (The player-frien
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Let me take this opportunity to explain, once again, why this is a mission and not a GTF, also, why it must be a mission, and not a GTF. The main reason this is set up as mission files, and cannot be made into a GTF, is because it uses plans to dictate how the bots act, and move. You cannot use plans in GTFs, instead, you have to use patrol teams, or assault teams, both of which are very simple, and IMO, well played out. This mod is almost a pure script. Which means, I have taken the time, and care, to write the script in such a way, that it is as pure as possible; however, it still refernces
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Well, after a few days of agony from the tooth removal fiasco, I got back to work and am trying to get this zipped up. Thanks to all who have shown interest, helped test, and have been patient. I have had to remove some of the latest blocks that I added, the file was just too large. I could import the script to new maps, but once it was saved, IGOR would CTD when & if I tried to open the mis file to edit. So, I removed a few strings that were actually just extra, and now it's all good. I went ahead and imported the script to a bunch of stock maps. I can do more stock, and fan created maps
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At the very least can we get an update to IGOR so we can at least make files that are the max size for GR without IGOR crashing, please.
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It makes sense, but man, we need to raise the bar some here. We need to be able to do some more low level adjusting to reach new levels with this game. I don't seriously think they will release anything but hot air, and noctious gas, but I still signed it, 'cause I would love to see it. I won't hold my breath, and I can't exactly expect them to do anything special, when they won't even hardly issue a press release saying the game is cancelled, ya know.
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I will try to get the use of that map. Sorry for the delays in the new version, I had an impacted tooth removed yesterday, and haven't been feeling very chipper. Bear with me, I haven't abandoned ship.
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it's crap!!!!!!!!!!!
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Dev mode is toggled on by opening the command map(default left shift), and turned of by placing a command point on that same command map. You can still use the quick map for viewing the map without taggling on the dev mode. As far as the after action report, I figure it is a bit redundant, considering there is one built in, and it has been removed to preserve precious file space. New version underway, to be added to several other maps as well.
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Can't hurt to try, period.
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Signed.
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Exactly. I would set the game timer to be over ridden by the MP timer, so that it would only effect SP play, and the server set time would be in effect for MP play. I have run into a bit of a brick wall though. I was here working away, adding strings to help create a bit better results, adjusting some of the coefficients for some of the logic, and I ended up adding one string too many, and now the file won't open in IGOR. I still have the preious version, and I can go back and make some slight revisions, and get some of the improvements I added, back in there, however, I believe I have rea
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I don't think I've ever been able to find that either, and Jack's suggestion sounds most stable to me. However, keep in mind the time is shown in MP mode, when using the score/status menu(default b key), so you way want to disable your timer message if you plan to use this in that mode.
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http://www.ghostrecon.net/forums/index.php...ic=25256&st=15# told ya so
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The only thing I can think of is that you may have engaged the DEV block? I can't seem to last five mins w/o them capping my sorry tail. There is a "dev mode" which is turnd on when you engage your static command map, the quick map is fine, and then it is toggled off when you place a waypoint on the command map. I will be taking this out for the next release, I only left it in so that people could easily watch the AI do their thing, w/o disturbance. I will also be adding a game timer, for single player mode, and would like to take a concensus on how long that should be, 5, 10, or 15 mins. Tha
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I think he meant to delay everything that you might have in the startup block. Instead, put it in a new string, and have it triggered by a timer expiring, which you would set in the start-up block. Timer expires, string is run, plenty of time for spawns to be in place, or w/e other funny things might be happening. At least it's a place to start.
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Suli is modding for FC now, if I'm not mistaken, check out obsidian edge.
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I could throw down on some mission scripting, just give me your concepts, kinda set up a script or something, I mean, if you have ideas that need to be adheared to. w/e, just offering.
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Hello 1madcow, Just unzip the file to a folder, then go into that folder, which should be named by default to bothuntv2, and copy or cut the bothuntv2 folder there in, into your mods folder in the GR directory. Once that is done, you can start up GR and you should see it in the list. At this point I am still in developement so it is only on one map(not for long ), but it will show up as a mission. This can be played in co-op, and has been tested by myself to work. Some of the end messages are still uninitialized, hehe, but I'll fix all that. You can turn on respawns that way, and since the
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Just curious why you aren't just referring to the stock map file?
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Thank you all for your support and encouragement. I own almost every other FPS that is supposed to be "the new thing", and I still prefer the gameplay of GR over all of them. GR was my first modding experience, and I have always loved it's moddability. The biggest thanks, I think, should go to Rocky and the staff here at GR.net, without whom, this game would probably be completely dead, and it would've happened long ago. This is a bit of a pet project, I'm just glad some other folks are finding it interesting/usefull. I have always hated the standard AI games in GR, firefight ect, even the one
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I'm glad you may find it usefull Silent_Op. I have updated the file here. The updates are as follows; I added some catches to a few strings that may have been causing some wierd behavior, namely extra added to periods of sitting still. I also adjusted the plans some, and now the AI seems alot more likely to throw thier frags, as well, I took them out of locked crouch, so they are a bit less stealthy when moving, but they will cover more ground. This was only for the N,S,E,W plans, so basically when they are on the move. They are still free to assume w/e stance they like during combat.
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Thank you for your kind words. The actor that is used for the bots is placed in the actors folder of the mod, and simply named "enemy_bot.atr". Open IGOR and then select the actor editor from the tools dropdown. Browse and open the file, and check out the setup. You can load any actor you would like to use, and then save it over the existing enemy_bot. Be sure to adjust the properties accordingly, or as you see fit, they will of course effect gameplay. As I progress on this, I will add more acotrs, perhaps even some custom ones(hint, hint, if anyone wants to help), and have them scripted to be