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Mr. Lothario

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Everything posted by Mr. Lothario

  1. 2nd, I'm pretty sure that's impossible to pull off in the Ghost Recon engine. The best that can be done is to make custom reticules that look like the iron sights on the weapon. Needless to say, that's hardly the same as what you're asking about.
  2. Thanks to Prozac, I now have the Aug and Mark23 models. I still have need of the other models. If anybody would permit me to use their work, that'd be great. : )
  3. Excellent. Just what the doctor ordered.
  4. I do believe I mentioned the unrealism factor. Think of the funny!
  5. Just shrink the GBU somewhat and model it so that the Ghost is just running around with this gigantic piece of ordnance on his shoulder, which then launches straight off as a rocket. Hardly realistic, but it'd be a damn funny sight gag.
  6. When I tested this, I grabbed all of my multiplayer Rifleman kits and copied them into the rifleman folder in kits. I have 91 Rifleman kits, named mp_rifleman-01.kit to mp_rifleman-164.kit (I've removed a few, obviously). Some of them are named, for example, mp_rifleman-11plus3.kit (I needed to add kits between two consecutively-numbered kits, so I used that naming convention--plus1, plus2, etc.) After I'd copied my kits into the rifleman folder, I started a quick mission and found that my kits were badly out of order, and there were extra kits. For instance, the M16 has 8 kits, which should be rifleman kits 1-8. 4 appeared as kits 1-4, several more appeared around the 30th kit, then another four appeared around the 70th kit. Badly out of order, and extra kits. So, what quirk of Ghost Recon's engine am I stepping afoul of?
  7. Using 01 can cause problems? Or using 1 can cause problems? I have my kits starting at 01.
  8. Howdy again. I've only been concerned with multiplayer functionality in my mod, but a couple of beta testers asked me to make the weapons and kits available in single-player as well. I agreed to do so, but I have no idea how to control kit order. I read (in this forum, I believe) that it's alphabetical, but when I did a test with my kits (which are named in the form mp_rifleman_x, mp_demolitions_x, etc.), it didn't seem to work--I had kits out of order all over the place. If anyone could give me a quick how-to on this subject, I'd be grateful. BTW, I'm still looking for models.
  9. I hope you get an answer on this one, Tollen. I asked a similar question some time back and never got a response. Hopefully you'll have better luck than I did. Oh, and BUMP.
  10. Thanks much. Double thanks to Parabellum for putting in all that work in the first place.
  11. I've made extensive use of Parabellum's GR ballistics tables in my mod, to excellent effect. There are several rounds I'm using that he did not calculate data for, and due to my inability to find the relevant ballistics info to do the calculations myself, I've had to simply approximate those rounds by altering the Parabellum's numbers for similar rounds, which is a lackluster solution at best. The cartridge I'm interested in are: .50 AE, 5.56 x 45mm subsonic and 7.62 x 51mm subsonic. Thanks for any help. : )
  12. Thanks, guys. : ) I'm not real surprised. It seems like Red Storm's programmers really enjoy hard-coding stuff like this. ::shrug::
  13. Is it possible to control how long it takes for a weapon to be reloaded? At first I thought that magazine weight might control this, but it seems that's not the case. I put an "accuracy trainer" pistol in my mod, but due to limitations of the engine, I had to force a slow firing rate by having a one-round magazine. That solution is functional, but increasing the reload time would be useful to make a greater penalty for missing. Thus, this question. Are there any wizards in the audience who have figured this out? : )
  14. Ahem. In that case, prepend "In multiplayer" to the beginning of my previous post. : D That's good to know, since I'm soon to try to make the kits in my mod available in SP, and I could see myself getting rather frustrated trying to figure out how to control ordering. Thanks for the tip. : )
  15. As far as I know, the easiest way to deactivate a given kit is to simply remove its entry from the relevant restriction file. If you want to deactivate a gun, remove entries for all kits which use that gun. Kit restriction files also come into play in ordering kits. The order of the kits in the kit restriction file determines the order they'll show up in in the game. At least, that's what I recall. I haven't tested that in a while, so I could be wrong.
  16. Yeah, it looks like your restriction file is fine. Which means it's a problem with the kit files or the guns they're linking to. If it's happening when you switch to your first custom gun, start looking at that one. Try making the gun file name lower case as Incubus suggested. If it still crashes, double- and triple-check your kit file to ensure that you haven't mistyped the name of the gun or something equally trivial. If that looks fine and the game is still crashing, move on to the gun and item files linked to by that first custom kit, and give them the same treatment. Change one thing at a time and try the game again to see if it crashes. Once it doesn't crash, you'll know what you changed that fixed it, so you can quickly repair the rest of the files if needed.
  17. Add the .kit you created to the no_restrictions.kil file (or a .kil of your choice, or one you create). Without an entry in the kit restriction file you're using, a new kit won't be available to use.
  18. More custom weapons (I jumped on some of my clanmates today): the Dragon Minigun from Dungeon Siege (unfortunately, I couldn't find any decent source pics for reference for those of you who don't have DS), a .50 silenced sniper rifle with a gigantic scope and an underbarrel grenade launcher (yeah, you read right. This guy's kinda nuts). I have no preferences as to how any of these weapons look. The flashier, the better. : )
  19. My mod is a straightforward weapons mod, mostly concerned with rebalancing the standard equipment in GR to make all of the weapons viable (or at least most of them). Along with that aim, I've added a few weapons, mostly pistols in order to provide more variety for CQC. I've got another thread here asking for models for the new weapons, but that's not what I'm looking for here. You see, I'm going to add a kit restriction containing weapons for my clan. One weapon per man, with no restrictions on realism or balance. I was planning on having these guns use whatever default model was most appropriate, but it would be a great surprise for my clanmates (and everybody who uses the mod) if I had custom models for these weapons. Let me run the weapons by you guys for your consideration. Naturally, anybody who feels like modelling one of these for me will be rewarded by credit in the mod and my eternal gratitude. The weapons that have been requested so far are a beer cannon or beer launcher (which fires explosive beer cans), a hand cannon (as in, a literal cannonball-and-gunpowder cannon, pistol sized and held like a pistol), a sawed-off shotgun in the style of Army of Darkness, and a really long sniper rifle (ridiculously long, like ten feet or so). I'd also love to have custom models for a chicken launcher and a squirrel cannon. I made chicken missiles and a squirrel-nade launcher for a different kit restriction using the existing chicken and squirrel models, and it's a hoot to play. However, using the AT4 and OICW/GL models just doesn't have the "damn-that's-funny" quotient that I'm looking for. That's not the complete list, but it's all I know of for now. When my clanmates actually decide what they want to represent them in the mod, I'll update this topic. Thanks in advance for any help. : )
  20. Thanks so much, Prozac. The mod looks great, and there are at several models I can use in it. Hooray for Prozac! FYI, Macs can't use .exe files, but it's not too big a deal. I just whipped out Virtual PC to run the installer, no problem. Do you guys have any advice on the best way to contact Cobra6? I'll PM him through the forum, but I don't know how frequently he's around these parts.
  21. I'm asking for help here since I know that the majority of this forum's participants are modelers, so I thought it a good place to find modelers who might be willing to donate some of their work to a small-time mod in exchange for due credit. The mod is only going to be used in the Mac GR community, so I could easily steal models for the guns I'm looking for and rest assured that the mod will never appear on the radar in this community. I don't want to do that. I'd rather have a shotgun that looks like an OICW than steal other peoples' work. If nobody here is of a mind to donate, could I at least be pointed in the direction of a prolific modeler or two whom I could contact? Or at the very least, a response? Thanks.
  22. Howdy, all. I've been working on a mod, blah blah same old story, and it's almost finished. I've been using placeholder models for the several weapons I added, but in the final version of the mod, I'd like it to not look quite so amateurish. I'm modding on a Mac, so I have no way of making my own models (and too little talent to do so even if there were a way). The guns I've added are hardly exotic, and I have no doubt that there are at least several thousand versions of the weapon models I'm looking for floating about. So, I'm asking if anybody has a model for these weapons that they'd donate to a helpless sucker's mod, or if anybody knows who I could contact. To anybody who can help, thanks very much. The "important" ones are the primary weapons, since those are the most noticeable in-game. Any help on the secondaries would be greatly appreciated as well, of course. : ) The weapon models I'm looking for are: a sawed-off shotgun (think Army of Darkness), a Steyr Aug (preferably with and without GL, but just without will do in a pinch), a Raging Bull .454 Casull revolver (or any suitably Dirty-Harry-looking revolver), Desert Eagle .50 and .357, an H&K USP .40 (with and without silencer), an H&K Mark23 .45 (with and without silencer), and a Steyr SPP.
  23. Here's the original question thread. : ) (Oh, and bump. )
  24. Greetings. I see two game modes that are missing from the base modes in GR multiplayer. I would be thankful if someone could point me towards serverside mods which add these modes, or if they don't already exist and someone feels like creating them, I'd be positively ecstatic. The missing modes are Reverse Siege, in which the smaller team is the attacker, and a variant of Hamburger Hill which ends immediately if any team accumulates enough points to make it impossible for any of the other teams to win. So if there are two minutes left in the game, and team 1 has more than 120 points more than each other team, team 1 automatically wins. If there are 5 minutes left and team 1 has more than 300 points more than each other team, team 1 automatically wins, and so on. If a team gets enough points that the game is technically over, the game should end. So, can anyone point me to serverside mods which add those modes or ones similar to them? Or, if such does not exist, does anyone feel like making them?
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