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rahnman

Beta Tester
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Posts posted by rahnman

  1. I have just added Bogie's aimpoint animations for the SAW and Shotgun. They are working! I'll improve the accuracy of the SAW a little and have a new version out for testing w/in a day or two. This will conclude all the additions I was hoping to do and I will be able to start putting some kits together.

    Bogie? I'm pretty sure you meant something else :P

    Doh!! :blink: ................ Ahem ................. BRETTZIE'S animations ........ ;) .

    OK,

    I made a few minutes and put together the next version. It is the same as v1.1 with the addition of BRETTZIE'S :D new animations for the the SAW and Shotgun. I increased the accuracy of the SAW a little but I think I may crank it up a notch or 2 in the next release.

    Here are the kits you should try:

    1) Sniper #6

    2) Sniper #7

    3) Rifleman #9

    4) Support #1

    Don't forget to try the secondary weapons on these kits as they are just as important as the primaries.

    http://www.mediafire.com/?3rhdidnzfwz (changed to v1.4)

    Enjoy!!

    TAW_Rahnman

  2. YESSSSSSS!!!!!!

    I have just added Bogie's aimpoint animations for the SAW and Shotgun. They are working! I'll improve the accuracy of the SAW a little and have a new version out for testing w/in a day or two. This will conclude all the additions I was hoping to do and I will be able to start putting some kits together.

    Ciao,

    TAW_Rahnman

  3. Brettzie,

    Thanks for responding to my PM's. These will definitely be in my mod. I was running into a roadblock because I had no idea how to do the animations for the zoom in. Once I get these scopes in I'll be able to start working on the kits. BTW, I would love it if you would be able to throw me a bone every so often and explain the process of how to go about creating weapons/weaponsights and getting them in game. I've PM'ed just about everyone I can think of in order to keep people from getting irritated with me and you are the only one who can always give me definitive answers. Thanks so much.

    Rahn

    (TAW_Rahnman)

  4. Alright, I now have version 1.1 ready for beta. Here are the changes:

    1) Inclusion of Brettzie's M14_aimpoint sight.

    2) Inclusion of SnowFella's ShortDot sight.

    3) RX4 appears as a secondary weapon.

    4) Shotgun appears as a secondary weapon.

    5) Penetration power of Rx4 has been reduced from previous levels.

    6) Shotgun secondary spread and #of pellets/shot has increased to give better accuracy at mid-range.

    All of these changes have been incorporated into 3 kits that I would like you to try:

    1)Sniper #6

    2)Sniper #7

    3) Rifleman #9

    These three kits will get you the essence of everything I have done so far. The Rx4 secondary also appears in Demolitions #1 and the shotgun will appear as a secondary in several of the demolitions kits.

    Please include your favorite weapons config. in your posts so that I can get them into the mod. Also, make sure to read the end of the READ ME file. This mod will be running on our server =TAW= Coop Server so you can test it on a dedicated server if you like.

    Do not test this mod with Bogie's "Levantiamento", "Rat" or "Harry Lee" maps as I have not yet modified the multiplayer weapons templates that he uses for these missions.

    http://www.mediafire.com/?3rhdidnzfwz (changed to v1.4)

    Password is the same.

    Thanks and Enjoy!!

    TAW_Rahnman

  5. Davros, yeah I've got a little bit of the "bug". I guess I'd better enroll myself in MA (modders anonymous). Hopefully when I'm done with this mod I'll be done for a while. I would love to be able to learn how to do some real modding and make my own weapons, but I've got too many other priorities (for now, hehe).

    Thanks for the heads up on the mule supply vehicles Radiator, I'll make a special note in the "read me" file to warn players about that.

    Update: SnowFella has given me permission to use one of his scopes in the mod. I've got it working so it will be in the next version which should be coming out w/in the next few days.

    Rahn

    (TAW_Rahnman)

  6. Hey John,

    We tested out the mission again last night and it played very well. We still had the issue with the roadblock at the end. Colander crashed and could not get past the 2 vans while the rest of us (who had not crashed) could. He was able to get past the vans once we reached the new spawn point.

    I still think that when you blow Zuus to kingdom come, that the explosion should be MASSIVE! We should be able to have a tailgate party in the parking lot and watch the mushroom cloud billow!! "Hey Zuus, HERE'S THIS!!!" :devil:

    Other than that the mission was great. I love this game!

    Ciao,

    Rahn

    (TAW_Rahnman)

  7. Hi Davros!!! PM me for the password to the mod.

    I just thought I'd post an update so that everyone can know what progress I've been making. Be patient because I can only work on this about an hour a night and for a few minutes before I go to work in the morning.

    I've been able to make a primary weapon into a secondary weapon. With any luck I will be able to make the shotgun a secondary weapon (as I feel it should always have been) and include it with a good deal many more kits. This also means that I will be able to make some cool, weird (soccer) kits like 2 handguns (or 3) or 2 shotguns. The possibilities are endless (I think, lol). w00t

    There is also the possibility of getting a few new optics in as well. No promises but its in the works.

    Later,

    Rahn

  8. John,

    I looked into it and I think there is. Here are the options:

    <var name="weapon_penetration_type" type="number" default="0"/> <!-- how a weapon penetrates; 0 = normal (0m), 1 = sniper (1m), 2 = rifle (variable with max_penetration) -->

    <var name="max_penetration" type="number" default="10"/> <!-- penetration value in cm for penetration_type=2 weapons -->

    <var name="penetration_chance" type="number" default="2"/> <!-- 1/x chance of penetration for penetration_type=2 weapons -->

    I entered the 1st line of code for the rx4 and set the variable for "1" as a sniper with 1 meter of penetration power.

    I think I can set it to #2 (rifle) and then paste the 2nd line of code and experiment with how many centimeters of

    penetration it takes to get through fencing and "lighter" objects. I will also paste the third line of code and set the default to "1". This gives a 1/1 chance of penetration everytime, so it will always penetrate the depth set in the second line. You're the coding expert, do you think that will work?

    Rahn

  9. Hey MadMike,

    I think there must be misunderstanding as to what type of mission you are playing. "Pollux" is a multiplayer Ghost Recon coop type mission (multiplayer mode). It is not a campaign. Bogie has put several of these missions together to form 2 seperate campaigns. One is the "Sanchez" campaign and the other is the "Vitale" campaign. These campaign's each consist of about 10 of the multiplayer missions tied together with a story line (just like the original game). They are available for download on this site. Once downloaded, they will appear in your menu on the "LAN Campaign Server".

    So to play the "Pollux" mission you would have to choose either "Online Server" or "LAN Server". It will not appear in the "campaign servers". Hope this helps.

    Rahn

    (TAW_Rahnman)

  10. Hey John,

    Thanks for the positive response. I hope it will be a hit with everyone. I'm also glad you liked the new reticle. I toyed with the idea of changing the color but, after trying many others, I think I like plain old red the best :thumbsup: . I've also made the Rx4 weaponsight (with the eotech reticle) available on the other assault rifles as well, so give them a try.

    I set the Rx4 to have the same penetration power as the M99. I didn't realize that you could take out snipers through masonry like that. I usually use it to hit bots behind fences or machine gun turrets. I thing you're right, it's pretty unrealistic for an assault rifle so I'll take it out in the next version.

    Thanks,

    Rahn

    (TAW_Rahnman)

  11. Hey All,

    I have posted a new weapons mod for regular weapons in the "weapons modding" forums. I am looking for some beta testers to try it out and give me some feedback. Check out the weapons modding forum for the download link and PM me for the password if you are interested.

    Thanks,

    Rahnman

  12. Hey All,

    In the spirit of =EP Geez mod released a few years back, I have decided to put together a new mod for the coop weapons kits for regular weapons. In addition to having several new kits, there are also a few "tweaks" to the weapons/weaponsights which may be enjoyable. This mod will be usable for both your personal machine and on a dedicated server. If you plan to test it on a dedicated server, please PM me for an additional file not included in the download (see the "read me" file).

    After alpha testing it with my squad I am putting it up for beta testing here. If you are a "BETA TESTER", send me a PM and I will give you the password. Please read the "read me" file in its entirety before installing the mod. Installation instructions are at the end of the "read me" file. Any suggestions as to how to improve the mod would be helpful. For now I have mostly new kits in the mod. Eventually I hope to have all the regular kits (that come standard with the game) in their normal places with the new kits after them. That way, if you prefer to use one of the standard kits, you can still run the mod and have what you want.

    Also, if you would like to have your favorite or ideal kit "enshrined" in the mod, post it here and I will try to get it in. You don't have to be a beta tester to get your kit in. Thanks and Enjoy!!

    http://www.mediafire.com/?3rhdidnzfwz (changed to v1.4)

  13. Greg,

    I'll be happy to help you. I'm working on a mod for that purpose right now, although it will take a few months before I will be ready to release it. I'll send you a Personal Message (PM). You can reply to it and give me you're email address. I will then send you a file with instructions on where to put it.

    Cheers,

    TAW_Rahnman

  14. Bogie,

    Reddog and I were playing tonight on v1.6. You must have cranked up the armor a spot cause they were harder to take down than b4. We we about to ascend the stairs to get to the communications objective when we saw this dude fall from above and survive.

    gironimo.jpg

    I noticed you were able to get the choppers to come in at an angle to get their guns on us faster. I think that works much better. I was still able to take out the pilot though. Other than that everything went smoothly.

    Rahn

    (TAW_Rahnman)

  15. Seiken05,

    I have gotten that kind of crash when I improperly edited the code in the xml file. Check your alterations and make sure that your code is correct. I didn't know that the aimpoint would work on the saw at all since the "saw" doesn't have any mods listed (sights, silencers, etc) in the "weapons_data.xml" folder. I'll give it a try and see if it works.

    Hope this helps,

    Rahn

    (TAW_Rahnman)

  16. COLWcF,

    I noticed in your code that you used the "silencer_primary" twice in the same weapons kit. I don't think the game will allow you to do that and will ignore the second use of the same mod. Since the m8_compact was the second use of the "silencer_primary", it didn't appear in game. You will have to choose a different secondary weapon which uses a different silencer. I am curious also as to how you got the m8_compact to work with the Brettzies mod anyway since it was one of the weapons that he had to remove from multiplayer in order to make room for his own mods. I have been successful in getting it to work on my own pc server, but have been unable to get it to work on our dedicated server. As soon as the AI spawn the game crashes. If you know how to get weapons like the m8_compact and the barrett to work with the Brettzies mod, I would love to know how you did it. Please PM me and let me know.

    Hope this helps,

    Rahn

    (TAW_Rahnman)

  17. Ares,

    We run the Brettzies mod on our server almost all the time. Viper from AGB showed me how to do it. We both use a dedicated server from "clanwarz.com". Here is what we do, although it seems like you have already tried this.

    1) Upload the Brettzies mod bundle to the "mods" folder.

    2) Upload a new "context_standalone.xml" which points to the mod bundle.

    3) Rename the current "context_standalone.xml" to something else like "context_standalone_REAL.xml".

    4) Give the xml that points to the modded bundle the name "context_standalone.xml"

    5) Run the game.

    It was that easy for us. When we want to run regular weapons we rename the files again so that the "context_standalone.xml" file is the original one that came with the game.

    If you have already tried this, then I am at a loss to help you. You may want to try using "clanwarz" instead of your current server provider. Clanwarz will let you "test drive" one for 48 hours so you can see if you can get the Brettzies running on it. It works well for AGB and TAW. I'm sure it would work just as well for you.

    BTW, it is curious that you mention having a "local" file for your dedicated server. Our server does not have a "local" folder at all. Are you using a PC as your dedicated server? If so, then I really can't help you. Our guys have been trying to do that for a long time with no success. We gave up on it just decided to rent one from the online server farm. If you find a way, please PM me and let me know how you did it.

    Hope this helps.

    Rahn

    (TAW_Rahnman)

  18. Hey X,

    With regard to the M99. I was in contact with Brettzie about that very thing a little while ago. The problem had to do with the fact that he could only have 31 mods (sights, silencers, gl's etc) to the weapons when playing multiplayer. Ubisoft didn't exactly give him a good explanation why. As a result he had to pick and choose between his new ones and the ones that were necessary for the AI to have. Some of the weapons had to go because their mods had been removed. Among the weapons that were no longer available for multiplayer were the mrc, m8 and m8 compact, and M99 etc. The only reason the Barrett (M99) is not usable is because the sniper scope (which automatically comes with it) is no longer available as one of the 31 allowed attachments/mods. I don't know how you would overcome this drawback in your mission.

    I have remodified the Brettzies kits to allow the use of the Barrett for our team when using the Brettzies mod. In order to do it I had to remove one of the other mods (that we never use) and replace it with the sniper scope. After I did that, I was able to include the Barrett with the Brettzies Mod. If you would like to see what I am referring to go to the "mod_data.xml" in the lib/managers/xml filepath and you will see the 31 mods listed at the beginning of the file.

    Hope this helps.

    Rahn

    TAW_Rahnman

  19. Bogie,

    Woh, sorry to have offended. It was my intention to be tongue in cheek. Although I should have, I didn't realize that you would be restricted to using the mexican kits. I'll see what I can do to customize them more to our playing style. I have yet to play this with the full squad yet, which I'm sure is what it's intended for (lone wolf is VERY frustrating, lol). We play again on Monday night so I'll put another post up then.

    Hey vipe, thanks for the mater (lol)

    Rahn

    (TAW_Rahnman)

  20. Bogie,

    I've played half of this mission 2x now (lol). I really like the fact that we are playing the "rebels" now as I got to shoot at the ghost's black hawk and took out the pilot and both gunners w00t . It took a second to realize that the blue diamonds were the good guys (we're the bad guys.......right?) and finishing the intelligence objective had revealed "almost" all of their locations to us. I liked having the zuus's (lol) laying around (but if you pick it up you had better not put it on your back :angry: .) I am also glad that someone finally opened this part of the map up ...... very cool.

    All in all an extremely innovative and COOL mission except for one thing (this is the part that you knew was coming) ......... THE WEAPONS ON THIS MISSION BLOW!! Die and run, die and run, die and run...... :P (Now back to our regular scheduled programming). In your final release could you include a version that lets us have our brettzies kits back :please: . :please:

    :stupid:

    Oh yeah, did I say PLEASE!!!

    Lol,

    Rahn

    (TAW_Rahnman)

    PS Don't make us open up a can on you :brucelee:

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