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Posts posted by rahnman
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Try using the unbundled version.
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The only sights that I know of that work on the M14 are the iron sights, M14 Scope, and Brettzie's M14_Aimpoint. The other scopes are not configured for the M14 so the alignment node wouldn't line up correctly (i.e. the sight wouldn't be accurate). I think the reason that you cannot get the scopes to zoom in (i.e. to "work") is because the animations don't exist for the M14. The reason that the pictures don't show is because Brettzie never made the pictures for these scopes attached to the M14. He never intended that they be used as attachments for this particular gun.
Although I cannot say for certain (because I have not tested it for myself), I believe that you will not get the ACOG to work on the M14. You can "cheat" and get the eotech reticle inside the aimpoint housing. I did this on my mod with regard to the "reflex" and "rx4 combatsight". But if you want to have the eotech housing then you are probably out of luck. Now that I think of it you might be able to get the ACOG reticle inside the m14_sniper scope and then reduce the magnification of the scope to make it resemble a 4x scope like the ACOG. But if you want the ACOG housing then you are ...... again ...... out of luck.
Sorry for the bad news,
Rahn
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Well blow me down!
I never noticed that I made this error. Of course, our clan always stays away from the bloody mules because they have a tendency to cause the game to crash. Still that's good to know. THANKS!
Rahn
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Spik@,
Regarding the gui_slots and not using #5 and #6 I cannot really tell you why I didn't use them. I think I saw Brettzie use #7 and #9 and I have just followed suit. You should try using them (#5 and #6) and see what happens.
At first there is a resistance to believing that you are "allowed" to carry that much heat into the game but the game will permit it. It will permit much more. You should check out my mod in the GRAW2 download section "Rahnmans Mod". In my mod I have incorporated primary weapons to be used as secondaries and so forth. Some of the kits that I have in the mod are pretty monstrous but I have also included some "medium" range kits and some rather small kits with just one weapon. It's a well balanced mod that allows you to play the game in whatever way suits you and take as much or as little as you like.
As far as the files you will need it looks like you are on track. The "multiplayer_templates.xml" is for playing against other players online. It is used for TDM's, DM's, HH's and so on. If you are only playing coop then you will not need this file.
Yes you can use the silencer with the glock. For some reason it does not appear as an option in the campaign selection screen or in any of the coop templates, but it works just fine. There are more of these types of things that you can do, such as putting a flashlight on the m416 and SCAR's which you you just kind of stumble onto. Actually I think other modders showed me that these two things were possible .........
Copy the code in and let me know what happens. When I first started out most of my problems were caused by syntax errors in the code that I used. This is why I wanted to see your code.
Rahn
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Spik@,
Glad you have had some success. You still didn't post your code though. It should not be a problem to get the m32 to work. Here is what it should look like:
<xdefine name="coop_kit_demo_1()"> <!-- RX4 + GL, mk45, 3 frags -->
<weapon_unit name="m32" clips="30" gui_slot="1"/>
<weapon_unit name="m8_compact" clips="10" gui_slot="2">
<mod name="m8_combatsight"/>
<mod name="silencer_primary"/>
</weapon_unit>
<weapon_unit name="glock" clips="5" gui_slot="3">
<mod name="silencer_secondary"/>
</weapon_unit>
<weapon_unit name="m61_thrower" clips="7" gui_slot="4"/>
<weapon_unit name="predator" clips="1" gui_slot="7"/>
</xdefine>
Paste the code that you are having trouble with and I will check and see if there are any problems with it.
If you are using an override through the "local" folder then you will also need to include the "group manager" xml as well. Just copy it from your unbundled "quick" file and paste it in the same location in the local folder (in the same location as the "coop templates" file). I don't know why but it seems this file is necessary to get any override to function properly.
The predator (zeus) does not function as a primary weapon. It is an "extra" weapon and as such will not appear on the selection screen. I could be mistaken but I think that there is another type of zeus called "predator 2". I believe that it DOES appear on the weapon selection screen as a secondary weapon or something similar. At any rate that is why it did not take the place of the rpg7.
Cheers,
Rahn
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Spik@,
You should be able to do a majority of the things that you had mentioned without too much trouble just by doing the editing you had mentioned (except putting a grenade launcher on the M14). Why don't you paste your code here so that we can look at it.
Also, it would be beneficial to know how you are running your mod. Are you rebundling the quick file or are you using an override through the local folder?
Rahn
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John,
I think the mule drop in the beginning was very cool to watch. But I have to admit that it is not really necessary. When you spawn in you have plenty of ammo and the chances of coming back to that spot when you need some are pretty remote. I think it might be best to replace the mules with the ammo "boxes" that you have been using. These boxes are really enemy supplies that you are "pillaging". That sounds a little more realistic to me. I would say that you probably only need 2-3 for the whole map.
If you really like the mule drip then why not wait until after the area is clear and then make it so that the ghosts can control the mule like in the Quarry mission. That would be pretty cool.
Cheers,
Rahn
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Hey John,
Played it and loved it. Of course, I play lonewolf on these missions but even so it was excellent. It's amazing how clean it runs. I had no lag and the AI were very active. How about being able to call in an airstrike?! I miss doing that. Maybe in one of the next few missions.
What I really like is having the ability to use the satellite. Ultra-high tech and ultra cool! Thanks John!! -
John,
I'm glad you are looking into doing this. Even though it appears to be going strong GRAW2 won't last forever and at some point it is likely that GameSpy will be lowering the bandwidth it devotes to this game. That will make playing online pretty frustrating. The only way to play "offline" is to play campaigns. It would be great to be able to play all of your missions as part of a campaign so that we can play this game years into the future. When I play campaign I never use the other ghosts. I just play by myself. I think around 200 AI would be best. As far as the helicopters and tanks are concerned I see no problem with them as long as you put a Zeus or RPG7 near the triggers.
Rahn
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Radiator,
The TAW clan has tried to put this mod on our server but it shuts down the server because it tries to reset the server to a 32 player capacity. Right now we pay for 14 player slots. Is there any way to prevent the mod from trying to change the server settings?
Thanks
Rahn
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Played it! LOVED IT! When is the next one coming?
Rahn
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Hey Brettzie,
Now that you've had a break from modding for a while
I was wondering if you would consider putting another weapon or two into the mix. I have a lot of people ask me to put weapons in and they are disappointed when I tell them that I don't have the software to do it. Believe it or not I get a lot of requests for the desert eagle .50cal handgun and the AK47. So I just wanted to throw in a couple of suggestions in case you get the "itch" again. 
Cheers,
Rahn
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You should try turning off the anticheat, it can cause all kinds of problems. When you go to open your own server there will be some options at the bottom of the dialogue box. The third one is labeled "enable anticheat" and has a yellow box. Click on the box to remove the yellow and the anti-cheat will be disabled. Also, try renaming your "local" folder inside your main GRAW2 folder. I usually just rename it to something like "local_1". This folder is usually the source of any "wrong version" errors. If that doesn't work then try getting rid of any ".bundle" files inside your "custom_levels" folder that you will not need at the moment. I usually just create a new folder inside my GRAW2 folder and name it something like "custom_levels_1" and transfer unneeded bundle files to it. So you would wind up with 2 custom_levels folders. One is named "custom_levels" and has your current campaign in it and nothing else (if you are using a "custom" campaign like the ones John and Bogie have made, if you are using the campaign that comes stock with the game, then this folder will be empty). The other is named "custom_levels_1" and has all the other custom mission bundle files in it.
These folders (local and custom_levels) are usually the source of any errors. Cleaning them out and turning off the anti-cheat is the best advice that I can give. If it's not one of those things then I am at a loss to help you. It may then be a good idea to reinstall your game and the 1.05 patch.
Cheers,
Rahn
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This should work just fine. There is a line in the units/weapons/u_"weapon" xml's that sets the default rate of fire. It looks like this:
<var name="fire_modes" value="5"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst -->
Most weapons are set to "3" which means they start out full auto and can be toggled to semi and burst.
Brettzie discovered that setting it to "5" would start you out in single shot and then allow you to toggle to full auto and burst.
Changing this number in the correct u_"weapon" file will make the change you need.
Using his units/weapons folder as an override shouldn't cause you any problems. Any files which refer to his weapons will be ignored by the game.
The "z" key error usually takes place after you have died 4-5 times. No-one knows how to fix it.
Hope this helps,
Enjoy!
TAW_Rahnman
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Lol! Unfortunately guys (and gals) I do not have the software to make new weapons. 3DSMax costs about $3500
so I have to make use of what is currently out there. Brettzie is the only modder that I am aware of that has the tools to get new weapons into the game. You may want to ask him.
Cheers,
Rahn
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Hello Tailer76,
I assume you are referring to the Brettzie's mod. I tried putting the M4 Acog on the L85 and it did not work. The L85 does not have an ACOG made for it so I'm afraid you're out of luck there.
Making the L85 into a secondary weapon is possible but requires a lot of work with copying/pasting/editing of the files.
If you want to have some primary weapons as secondary weapons try my GRAW 2 mod - "Rahnmans" in the download section of this site. Unfortunately it does not have the L85 in it but it does have quite a few of the Brettzie weapons as secondaries. You might like it.
Hope that helps,
Rahn
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Hmm, I don't know what you mean by the "M" bug. I have never had that problem and use chat all the time. That is very strange. As far as I know the "leader board" is accessed by hitting the "tab" key. The "M" key will show you the overall "map" that you are playing in. How do you access chat? I always press the "T" key which will open the dialog box to talk to "all" players. Once this box opens your in game activities are placed on hold (you cannot move or shoot) until you finish typing and hit the enter key. You should have no problems with using the "M" key at that point. You may want to check your in game settings. Once you have loaded the game choose the "options" tab and then the "controls" tab. This will show you what all the keys do and allow you to change which ones do what. "M" should be listed under "Multiplayer" as "Mini Map Toggle". You can also click "restore defaults" to put everything back the way it was originally. If none of this works you may want to consider reinstalling your game. Make sure you download and install the 1.05 patch as well.
As far as the weapons kits are concerned, what you are seeing is the standard set of weapons kits to choose from. Most will have 2 weapons and some will add smoke/grenades/GLs. Demolitons kits will have a GL. Assault kits will have a nade and some smoke. Support kits will have more smoke. Don't forget that you can select multiple kits from each category by using the arrow keys below each picture. For example, there are 12 rifleman kits, 13 demolitions kits, etc.
If you want more weapons kits you can download my weapons mod. There is a MUCH greater variety of choice and many kits have 3 weapons plus all the extras. On this site, click on "Downloads/GRAW2/Mods-Weapons/Rahnmans Weapons Mod and download it from the link there. Make sure you read the "read me" file for installation instructions.
As far as the timer is concerned, this is a server setting and unless you are using your own server there is no way for you to change this setting. This can be very frustrating but there is little you can do. The flip side is that most players don't want to have to wait "Forever" to get back in the game. "Forever" is defined as "11 seconds or more".

I hope this helps,
TAW_Rahnman
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Great job Bob!! I really liked this mission when Bogie released it but getting killed by all the mines starts to get on your nerves. This mission will be much more enjoyable now. Thanks!!
Rahn
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Yes, I used the same stats for Brettzie's weapons so the accuracy is the same.
I can see from this post and from the ones you have been making regarding the weapon xml's that you prefer more realism in the way that the weapons actually perform. This has been an ongoing debate that I've had with others in the past. I will usually err on the side of "fun". If you can make things more realistic and still have players enjoy what you've done then I'm all for it. In my experience it usually has the opposite effect. To be fair though, there have been some things that I have tried that I definitely did not like that "grew" on me later. It will be interesting to see what changes you make to the performance of the weapons. Have you considered releasing your own "realism" mod when you get done?
Rahn
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Rahnman’s Weapons Mod v4
This version differs from the previous versions (v2 and v3) in that I have been able to incorporate Brettzie's L85A2 and Susat scope. I have also increased the number of kits, so there is a much greater variety of choices. Like v2 and v3, most of the primary weapons are available for use as secondary weapons. This means that if you want an M16 (with an ACOG, silencer, and GL) for a primary and an M99 for a secondary, you can have it. The possibilities are endless!
Here are the "NEW" weapon/ sight combinations (these are in addition to the regular weapons):
1) RX4 ACOG
2) M416 ACOG, Reflex, Short Dot
3) SCAR's ACOG, Reflex, Short Dot, M96_Flashlight
4) G36 ACOG, Reflex
5) M1014 Shotgun Reflex, Aimpoint
6) MP5SD/A4 Reflex, M96_Flashlight
7) MRC ACOG
8) Mk18 Aimpoint, Eotech, ACOG, Silencer
9) Sig552 Aimpoint, Eotech, ACOG, Silencer, M96_Flashlight
10) Mk14 Aimpoint, Eotech, ACOG, Sniper Scope, Silencer
11) M16 Aimpoint, Eotech, ACOG, Silencer, GL
12) M4A1 Aimpoint, Eotech, ACOG, Silencer, GL
13) SAW Reflex, Aimpoint
14) M14 Aimpoint
15) L85A2 Susat, Silencer
Although this mod was primarily intended to be used for coop play it can also be used for Campaign and TvT play. A complete description and installation instructions are included in the "READ ME" file. Please do yourself a favor and read this file before installing the mod.
I would like say a huge “THANK YOU” to both Brettzie and SnowFella for allowing me to use their amazing work. I would also like to thank all the beta testers who contributed to the testing of this mod as well as to the discussions in the forums. They are:
The TAW (The Art of Warfare) “Maverick/Sabre Squads” – Goose, Reddog, SSwannabe, Zero, Cherry, Doc, MexicoBob, Pokey, Kuhl’Ka, Brildayr, GhostShadowCoral, BeerCrazy, and DirewolfFive, ABG Viper and the rest of his guys at “A Gaming Brotherhood”, JohnTC02, Anthony, Jody, =WBG=Ron, Light, kaapo (Klaus and Erika), and Chocko.
ENJOY!!!
TAW_Rahnman
(WeaponHead)
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Many times you can get a sight to work on another gun, but like Winters said, the aiming node may not line up because it is set for the gun it was sighted in for. This means that if you use the mrc sight on the M416, it will not be accurate.
Trying to make your own weapon sights requires a program called 3dsmax7, which costs around $3,500.

I've found the best solution is to keep the weapon sight the same but change the reticle (red, holographic image) to something else. It is rather easy to keep the aimpoint sight on the m416 and change the red dot to be the same as the eotech sight that goes with the mrc.
I did this in my weapons mod. I put the eotech reticle on the Rx4 sight. Here is link to a forum discussion that explains how to do it.
http://www.ghostrecon.net/forums/index.php?showtopic=52938
Hope this helps,
Rahn
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I played with Gator a lot and am sorry to hear of his passing. My sympathies for his loved ones. Gator ........ I raise my glass to you.
TAW_Rahnman
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U DA MAN!!!!!!!!!
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Zero has discovered a way to stay in game even if you get the "disconnection" message. If you don't try and get out of the screen or the game, and if a player or AI kills you, you will actually respawn and can continue play. Wierd! So if you are playing with others and are on coms, tell them to kill you when you get the connection error. Then wait a few seconds and you should respawn. If you are playing by yourself, wait for a bit and maybe an AI will kill you and then you can respawn. Give it a try.
Rahn
Operation Overload
in GR:AW 2 - Mod Beta Testing
Posted
Hey John,
I just finished testing this one. Very nice job! I didn't run into any difficulties. I tried it on "hard" in the day time with the extra objectives and everything worked perfectly. I especially like what you did with the "Intel" objective by putting a cover on the dome ...... very cool! I also like the alley in the beginning, which had back alleys which allowed you to do some flanking maneuvers. I had no problems with crashing and the game played very smooth and fast. I think this one is ready for release.
Cheers,
Rahn