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JohnTC02

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Everything posted by JohnTC02

  1. JohnTC02

    Spider

    When I see images like that I'm pleased I live in the UK
  2. Yeah that's no problem Jack, I'll change the waypoint marker to include "Optional"
  3. Hi Rico, I'm sure I mentioned that you don't have to complete that objective to finish the mission, I had a feeling that some may have problems with the elevator so I designed the mission to allow for that. So if you can't complete the "Terrorist Leaders" (with the elevator) objective just move on to the next and the mission will complete. I'll take another look at that problem Rico but to be honest I think I'm just pushing the game engine a bit to far on this one. I will leave the elevator in the map when released as it's a nice addition when it works as it should. Many thanks,
  4. Hi CJo1964, Haha, these Dragon Wagons are causing more than their fair share of problems, it doesn't matter how you destroy these vehicles so you can use nades if you wish. Not sure why you had that problem though, if you partially destroyed it with nades you may have problems planting c4 on it, when the game detects that a vehicle has been hit by an explosion but it's not enough to completely destroy it some parts of the vehicle are removed and replaced by dynamic ones so they can fly off, ie, doors, wheels and some body panels which can make it hard to plant c4 on the remaining vehicle
  5. That's the problem, it's almost impossible to allow for everyone's setup as many do it different ways. All I can do is include the instructions so the mod will work for the default setup for the weapon mod, those that use a different installation will have to work it out for themselves.
  6. Hmm, ok how about this as a revised installation instructions. Once downloaded you will have a folder called "Custom Sounds" in that folder are two more folders, these are: Sound English Copy the English folder and place it in your Local folder, if you already have an English folder allow it to overwrite. Copy both files in the Sound folder ("custom_sounds.xml and sound_rego_4.xml) and place them in the sound folder of your weapon mod, you may already have the file "custom_sounds.xml" in your sound folder, you can replace it with the new one if you wish but they are both the same
  7. Well this will make things a lot easier, doing it your way Bob will make the installation process so much easier. As I mentioned before I was told that having the English folder in the Local folder along with the weapon mod would cause problems, that was the reason for the batch files and two Local folders. EDIT: You were posting the same time as me Rahn, TBH I'm not sure of the best way to go with the sound mod, Bob's way is so much easier. If the majority of people don't have any problems using Bob's idea maybe that will be the best way to go but also include an alternative install
  8. Bob, are you saying that you have both the English and Rahn's weapon mod in the Local folder, I was told this can cause the game to crash when using a weapon mod. CJo1964, yeah that's the way I designed it to be and it's the same in easy or hard mode, the side door is just there in case you need it.
  9. At least you have made more progress than me, I couldn't get them to show in the editor. Make sure all your path names and character names are unique to any of the stock characters or the game will crash. Good luck mate!!
  10. I think Spik@ has already looked in those folders Bob. I have also tried to get new characters into the game but like Spik@ no matter what I try they don't show up in the human layer in the editor.
  11. Hi Klaus, Thanks for testing again, I will take a look at the door you mention but it could be due to the uneven ground, I have to make the doors fit the door frame so if the ground is not level there will be a gap at the bottom of the door. Rahn, If you think your method of installing and running the mod is better then I don't have a problem changing it, I wanted to make it as simple as possible to run the mod by using batch files but in doing this it does make installing it more complex. Using your idea how would we run the sound mod using regular weapons? is is just a case of re
  12. The modders here put a lot of time and effort into their work so treat them with respect, plus everyone has a right to voice their opinion and are free to suggest what they want to see on the server so again treat their suggestions with respect. At the end of the day it's mainly down to the server admins if there is a mod being used on the server, so far they have done a great job in trying to please everyone.
  13. Hi Jack, I'm not entirely sure what the problem is here as I only play coop missions so I'm not sure what is needed for the TDM maps. I may sound like a noob here as well by saying I thought you only used a weapon mod for coop play, hence the name of Rahn's weapon mod, "Rahnmans Coop Kits" Maybe Rahn can clarify this some more or offer a solution to the problem. If this is a big problem then it might make the sound mod more trouble than it's worth. Sorry I couldn't be more help. John
  14. Thanks Bob, pleased you didn't have to many problems this time round. I'll try to add some more sounds before this is released. My next mission is progressing well, this will be the first ever map to have all custom buildings (38 in total) so there are no stock buildings on the map.
  15. Hi Rico, Thanks for testing again, I'm still trying to find a different way of opening the doors and displaying the"Press x..." message, at the moment there is a small trigger around each animated door so once you enter the trigger you see the on screen message, the problem here is that the message stays on the screen until you press x which means you can walk to the other side of the map and still open the door. I used to use a modified version of the hac alarm switch for this but you are limited to the generic "Press x to activate alarm" message, I can't find any way of changing that
  16. Added to download section
  17. Hi All, @Mille_RS, All that is on the office desk in the Dragon Wagon building is a laptop and that is only there to play the music. I tend to agree about the waypoint markers for the elevator, I'm just trying to make this as user friendly as possible. V1.2 is now ready for testing. Only a couple of changes here to try and make the Dragon Wagons objective more stable. The trigger that checks to see if the hemtts are destroyed now starts earlier. The objective should still complete if you destroy the vehicles with a Zeus, RPG or c4. There is a small piece of code that checks t
  18. Just to be sure I downloaded the mission again from the link above (v1.1), took the same route as you Bob by completing the Dragon Waggons first then the prison. The Prison objective worked as it should with all AI and doors working ok. This is very strange! all I can think of is that you had glitch when testing so hopefully it will be ok on your next test. Look forward to your findings, but don't forget to destroy the vehicles at the Dragon Waggons objective using c4, this problem will be fixed in the next version. Hopefully Rahn or someone will also test v1.1 to see if they have
  19. Ok, tried the mission twice approaching the prison from both directions and both times it worked fine, there are AI in the prison and all doors worked. When you opened (if you could) the main doors did you go into the room to your right and collect the keys and documents? if you didn't then the inner doors wont open. There was a problem at the Dragon Waggons objective, even though the code checks to make sure both vehicles are destroyed I didn't start that trigger until you detonated the c4 on the first vehicle, DOH!!! Say thanks to your team mate for finding that problem Bob!! this w
  20. Hi Bob, Which version were you playing and what direction did you approach the prison from? was it from the Dragon Waggons or the Depot/Terrorists. Not sure why you had this problem as it worked fine in testing. It doesn't matter how you destroy the Hemtt's as the mission is just checking to see if they are destroyed, so you can use Zeus, RPG or C4. I'll take a look at the prison code to see if there is a problem. Cheers, John
  21. Eagle Claw v1.1 is ready for testing. I was able to get this done sooner than I thought. IMPORTANT: Please delete v1 from your custom levels folder or the sound mod may cause conflicts. Changes to this version: Minimap has been updated to include the LZ, EZ and OBJ markers. Added a new waypoint marker to indicate the location of the elevator after you reach the "Access point" Fixed the issue that Rico had with the "Press X to cancel" crash. Removed the shadow from the elevator. Changed the waypoint markers at the elevator to "Up" and "Down" Increased the size of the trigger tha
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