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Everything posted by rahnman
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I think that it is best if you do not try to have a devised route that you "hope" the players will take, because then strange things happen when the players don't take that route. When our squad plays a mission, we will often do the objectives in a different order than we have done before. It helps keep the game more interesting and gives a mission more "shelf life". If you always do a certain mission the same way, then you can memorize the mission and it quickly becomes boring. This is why I mentioned the potential problem with the "hole" objective. If we were to achieve the objectives i
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Hey John, I like the garden. I think Viper does the garden thing too, at least I remember someone from AGB saying that they did. Every battle zone needs an assortment of fresh "organic" veggies!! Now for the lemonade stand! Cheers, Rahn
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Hey Gorilla, The TAW gang tried out the 1.3 version last night. Mexico Bob was with us. The mines worked well, just ask Reddog. There were two main things that I saw as potential issues. 1) Make sure that you place plenty of fencing around any objectives that can be hit with a zeus from long range. Zero was able to take out the tank from the cliff about where the mule objective was. As a result we didnt need to go to that side of the map. 2) The "hole" objective seems to be a little strange and possibly unnecessary. We didn't do this but it seems to me that it would be possib
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Gorilla, I restarted the mission again and had no problem with the "you are now the team leader" message. I have no explanation for it. It is probably something on my end. Also, don't forget about the heli's disappearing abruptly at the end of their patrol time. Rahn
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Gorilla, I got some time to test the new version this morning. Here are some things that I found: 1) Before the weapons selection screen comes up it is prefaced by another screen which says, "dav_mine_quarry_forest" and gives options to "resume" or "restart". I have never seen this screen before in any coop mission that I have played. If you click on "resume" it will allow you to start the mission so it didn't prevent me from testing. 2) I tested the mission by myself. As soon as the game started I was told that I was the "Team Leader". I have only seen this type of message whe
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Gorilla, I got stuck here. I walked up the wooden ramp that you put just after the entry into the quarry and then walked across the rocks in order to snipe the AI below. I stepped off of the rocks and got stuck in this spot. You may want to place a mover on the rocks behind my position to keep players out. Rahn
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Sightreader, We have had similar problems in the past. Apparently, the custom_levels folder is limited in size. You can only hold so many missions. The sheer size of this file must have put you over the limit. At this point the only solution is to create another custom_levels folder to store excess or unused missions in. At this point I have three. 1) Custom_levels - This folder has only the mission files that are on our server 2) Custom_levels 1 - This folder has all my other coop missions in it 3) Custom_levels 2 - This has all my multi-player maps in it (tdm, HH, Se
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Hey Gorilla, Could you PM me the password so that my squad can test it out? Thanks, Rahn
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Welcome to the forums! Excellent job on the new skin. Will you post a link for your skins so that we can use them? Also, some of our guys would love to have some good digital camo skins for the regular weapons (just a suggestion). Rahn
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Tweaking weapons files in GRAW2
rahnman replied to cozzielex's topic in GR:AW 2 - General Modding Topics
NoQuarter is right about changing mags for campaign play. There are also several other properties within the file he mentioned that you can change, such as the amount of damage each weapon does. However, there are many weapon properties that are not contained within that file. If you want to change different weapons properties such as how many bullets each mag will have you will have to make changes to the "u_xxxxxx" file for each weapon you want to modify. Here is the filepath: bp_weapons_pack_v2.05/units/weapons/ then pick the xml for the weapon you want to modify. The sb_te -
Tweaking weapons files in GRAW2
rahnman replied to cozzielex's topic in GR:AW 2 - General Modding Topics
As far as I know the sb-templates folder in the brettzies mod only has the "sb_weapon_data.xml" file inside of it. This file mainly shows all the different variables that are selectable within the "units/weapons/u_(weaponname)" filepath. It also lists what the default values will be if the variable is not specified inside a given weapons file. I usually do most of my modding inside the weapons files (units/weapons/u_"weaponname") xml files. I only use the "sb_weapons_data.xml" as a reference so that I know which variables I can add to a given weapon and what the defaults are. You cou -
Thanks for keeping us posted. I cannot wait to see how this turns out! Rahn
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I was across the courtyard trying to get to the first objective when I got this crash report. Crash in application version: 30899.3048 data\lib\managers\damagemanager.dsf(-1): Couldn't find effect_surface fire in unit trashcan SCRIPT STACK: data\lib\managers\damagemanager.dsf(0) data\lib\managers\damagemanager.dsf(0) data\lib\managers\damagemanager.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: threaded Physics : threaded
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Very interesting. The scientific community always tries to wrap this concept in its "scientific" shroud but it is nothing more than a "naturalistic philosophy" which calls for a type of "faith" all of its own. True science involves things that are "provable", "falsifiable", "reproducable". There is no experiment that has been run which can prove that things "evolve". Things in the natural world do not become more and more complex. The culmination of proteins into single cells in our natural environment is so fantastic a claim that it can also be regarded as "religious faith". It simply ca
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Scratch, It may be helpful to read some of the earlier pages of this thread as I believe this problem has already been addressed. Rahn
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Lol, awesome pick Tinker. Natswana, if you like have more than one "Primary" weapon for GRAW 2 then check out my mod in the download section. Rahn
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If you are looking for the download for the GRAW2 version of this mod it is v2.05 and the link is on the early pages of this discussion topic.
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Gorilla, I'm glad the unbundled version works well for you. (I was worried, lol). I went to the "Hypernia" web site. It looks like they offer rental of a desktop unit (what I would call a PC). It differs from the type of dedicated server that AGB and TAW use. Our online servers that we rent don't have a "local" folder. Oz-Ares was trying to set up your type of machine/operating system for the Brettzies mod and was running into problems. I have read your post describing what you did to get the mod running and will pass it on to Ares. Maybe it will help him. I'm glad you posted
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Lol, Summary of each "RAT" mission. Dadgum cut and paste........ Rahn
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Gorilla, WAIT!! If you get the "altered files are not permitted to avoid cheating" box when you log onto the server, there is a MUCH easier fix for this. There should be a check box somewhere that says "allow game cheats" or something like this. All you have to do is set your server to allow cheats and your friend should be able to get in. The only downside is that other people who have altered files (cheaters, lol) will be able to get into your server. But you have administrator rights so you can just kick them or ban them from your server if they are causing a problem. Allowing c
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Gorilla/Rico It seems that I am having the same kind of problems that Brettzie had with his mod. Most people's machines will accept the bundled version, but for some strange reason a very few others will not. I have put together an "unbundled" version that is essentially an override done out of the "local" folder. Try having your player download this version (just email him the link or show him how to get here) and follow the instructions. You may want to download it too and read the "READ ME" file which explains how to install this version of the mod. If his English is not so good
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Gorilla, Absolutely, do as you please. I'm glad you like the mod. Rahn
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Ok, I think it is finally ready. This mod is primarily some new regular weapons kits for Coop Play. It also works pretty well with single player "campaign" play. I have been able to get many primary weapons such as the Rx4, M4/16, shotgun etc. to work as secondary weapons so this mod offers a whole new range of kits not previously available. I have also incorporated SnowFella's "shortdot" scope and Brettzie's M-14 Aimpoint sight into the mod along with Brettzie's animations for the aimpoint attachment on the M1014 Shotgun and the SAW. Thanks Brettzie and SnowFella for graciously all
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crash [when i try to create a server]
rahnman replied to Scratch's topic in GR:AW 2 (PC) - Tech Support
Try creating a new folder in your GRAW2 main folder and call it something like "custom levels 1". Transfer any bundle files for missions you don't currently play and for any TVT maps like HH, Siege, TDM's etc to this new folder and then rerun your game. With fewer bundles in your "custom levels" folder you should be able to get your server up and running. Rahn -
Reaching the limit on the amount of missions?
rahnman replied to rahnman's topic in GR:AW 2 - Mission Modding
John, I checked into how much memory we are given on our servers. It seems that the company that we rent from [clanwarz] has a 150 gig machine that hosts 5 different servers. That translates to about 30 gigs of memory for us to use. At this point, with all the TC02 and Bogie missions to date uploaded (plus many others), we have used a little more than 2 gigs. So it turns out that there is no need to worry about memory in the online server. With that tidbit of information I can see no reason why you should have to break your bundles up. Just leave them like they are. We will just ha