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Posts posted by JohnTC02
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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,
John
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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.
The other option here would be to finish it off with more nades or GL.
I'll test this out myself to see whats happening then find a fix.
Cheers,
John
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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.
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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.
Please note that the sound mod is only compatible with the latest version of Rahnman's or Brettzies weapon mod and you must use the unbundled version.
You can now run the game as normal when playing coop missions, when playing my missions you will hear the new sounds.
When using regular weapons for multiplayer just rename your Local folder to something else or the game will trigger the anti-cheat.
Some may have problems when using a weapon mod while having the English folder in the Local folder, if the game crashes then rename the English folder to something else.
Would this work??

If the English folder is just renamed to something else would that be enough to stop the conflict problem for those that are having problems while using a weapon mod?
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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 installation process if some have problems.
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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.
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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!!
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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.
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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 renaming the folders manually?
You have more experience of using weapon mods than I do so would it be possible to explain how you would go about installing and running the sound mod using both regular and a weapon mod, I'm sure you could explain it better than me so I would be very grateful if you could do a quick write up.
It would be nice if we could get the installation and running of the sound mod as simple as possible before the mission is released.
Cheers,
John
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Thanks Tinker.
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Thread pinned

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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.
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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
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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.

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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 message, the benefit of using the alarm switch is that you only see the on screen message when you are close to the prop.
It's a case of using my triggers where you can choose which message to display and putting up with the problem mentioned or using the alarm switch and having the same message for every animated prop.
Thanks for testing Erika and Klaus,
I also had some problems with the chairs when testing, these chairs used to be dynamic so you could completely destroy them but as there are so many on this map (in the prison) they were causing some lag so I modified the prop so they only move when hit, now they are moving around and getting stuck in doorways, hahaha you can't win can you!!!
Yeah, the elevator sound is real nice, took me a while to find that plus it needed a lot of editing to get it to sync with the elevator.
I hope you do get a chance to test v1.2, some are having problems with the Dragon Wagons objective but I can't see anything wrong.
Thanks all

John
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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 to see which of the doors opens first, this has been improved.
That's it, I hope this objective now works for all players.
Cheers,
John
Download:
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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 the same issues.
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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 will be fixed in the next version.
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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
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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 that starts the Panhards at the Terrorist Leaders objective.
- Increased the size of the trigger near the wooden hut at the "Secure Depot" objective.
- Opened the cell doors in the prison where there are AI inside, apart from the cells that are part of the objective.
I think that's about it, hope this version is more stable and the errors above have all been fixed.
Many thanks for testing,
John
Download:
- Minimap has been updated to include the LZ, EZ and OBJ markers.
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Hi backshooter,
There are no kit restrictions when playing my co-op missions, just start the game using the batch file that Brett provided then load your mission as normal.
I always play mine and other co-op missions using Bretts or Rahnman's weapon mod without any problems.
As for the campaigns, I don't think any weapon mod is compatible when playing these missions, it's not something I have done it's just the way the game handles the weapon mods.
I'm not a weapon modder so maybe Rahnman or someone else can advise you more.
John
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Hi Rico,
Thanks for your detailed report.
At first (just like Rahn did) I thought that the Access Point was the way to go up and I had to blow up the door but as that wasn't possible I started looking for the elevator.
Ok, when you get to the access point and that waypoint marker is removed I'll add another one to indicate where the elevator is.
What I also noticed was that when the elevator was coming down, the shadow of the elevator made it look like it was outside the building and not inside the elevator shaft.
Hmm, I should be able to fix this by removing the "ShadowCaster" setting form the elevators model xml.
Normally an elevator would kill you when standing underneath it, so if someone is getting crushed by the elevator you should be killed with the default GRAW2 message "SUICIDE".
Haha, sorry but I can't do anything about that, it's just the way the game handles collisions plus the fact that the engine was never designed to have this type of feature with static props having moving collisions.
I was only wandering what you were referring to with "Lift".
If you mean 'going up' then maybe "UP" would be better.
It was just an indicator to show you where the switch is located, I'll change them to "UP" for the ground floor and "DOWN" for the top floor, BTW the elevator will take you down to the ground floor as well.

After doing every floor from the top all the way down, I came at the door I mentioned before but I couldn't open it.
I got the notification: "PRESS X TO CANCEL" which I did several times but nothing happened until suddenly the game crashed.
This is strange!!! I was using some code to try and cancel the on screen "Press x" messages but they didn't work to well so I removed them but they were only there for the elevator controls, I'll have a look at the code to see what the problem is.
Hey Bob, thanks for the reply.
I am with Rahn about the AI inside a locked cell. Kind of gave me a start. I was expecting a prisoner.
Haha, ok I'll open the cell doors where the AI are hiding.
One thing I forgot to include was the waypoint markers on the minimap, I'll get the problems mention here fixed then add the markers to the minimap, I'll try and get a new version posted in the next few days.
Thanks all,
John
Eagle Claw, ready for beta testing
in GR:AW 2 - Mod Beta Testing
Posted
Yeah that's no problem Jack, I'll change the waypoint marker to include "Optional"