Jump to content
Ghost Recon.net Forums

JohnTC02

Admin
  • Content Count

    3,528
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by JohnTC02

  1. 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
  2. Hi Rico, Thanks for your detailed report. 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. Hmm, I should be able to fix this by removing the "ShadowCaster" setting form the elevators model xml. 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. It was just an indicator to show you where the switch is located, I'll chan
  3. Hi Rahn, Thanks for testing. When you get to the blocked door you will see an on screen message saying "Damn!! The Door Is Locked..... Find The Elevator It Will Take You To The Top Floor" it should be pretty obvious where the elevator is due to the huge lift shaft. Yeah, the trigger there is quite small but I did it for a reason, if it was any bigger you wouldn't hear the sound of the doors opening, as these sounds are all new I wanted to show them all off, LOL!!! it you think it needs changing to improve the game-play then I'll get it done, no problem. Probably isn
  4. Thanks Rocky, pleased you liked the mission. To set the batch file to run as administrator in win7 right click on the desktop shortcut (not the file in your GR:AW2 folder) then select Properties, on the Shortcut tab click Advanced then tick the Run as Administrator box. The usual way of doing this is from the Compatibility tab but in this case the setting in there may be greyed out.
  5. Hi folks, My next mission Eagle Claw v1 is ready for testing. There are a few new features in this mission so please read the following carefully. Custom sounds: This is the first ever co-op mission to include custom sounds. To take advantage of these sounds you need to install the supplied sound mod, the mission will still work fine if you don't install the mod but if you don't you will be missing out on some cool new sounds for GR:AW2. When you download the mission you will find another folder (apart from the usual bundle file) called "Custom Sounds Mod" there are two readme
  6. As Blame said you can make custom missions for GR:AW2, in fact there are 177 in our downloads section, take a look here plus I'm constantly working on new maps/missions.
  7. Update...... My next mission should be in the beta forums within the next few days. Features to look out for: First ever co-op mission with custom sounds, should you decide to install the accompanying sound mod. First ever map to include a working elevator. Over 3500 lines of code in the mission script. New buildings, animated props and doors.
  8. Awesome prizes guys!! My current keyboard is the Logitech G19 which is a great piece of kit so whoever wins that won't be disappointed. I also had a R.A.T. 9 mouse which died a few weeks ago, it's demise was down to user abuse rather than poor design, it's well made and man do I miss it. Good luck to all those that take part.
  9. Making campaign missions for GR:AW 2 is quite complex, to date I have made two which are in the download section. At the moment I'm very busy on my latest co-op missions which have lots of new features plus my latest will include custom sounds so this is taking up all my free time. Having said that I hope to make another campaign sometime in the near future.
  10. Hahaha, I think Ubi would have something to say if I did that
  11. Update.... The missions that have custom sounds will now work whether you have the sound mod installed or not. Sonia was playing my latest mission using the sound mod while I was playing with out the sound mod on my dedicated server. She could hear the sounds but obviously I couldn't, the main thing is the game or the server didn't crash. So it looks like we should all be able to play these new missions together even if some are using the sound mod while others are not.
  12. It's a shame that you don't want to give the sound mod a chance, I think everyone else here has been able to get it working, if you follow the instructions carefully it isn't that hard to install, plus if you use my batch files all the folders are renamed for you each time you run the game. I'm trying to find a fix for the game so it doesn't crash if you haven't got the sound mod installed when there are custom sounds in my missions, so far my tests have gone well but I need to try it on my dedicated server with another player as I'm not sure what will happen if you join a server where all
  13. Rahnman has made a god mode version of his weapon mod but I think it only works for coop missions. God mode for GR:AW2
  14. Update.... All the custom sounds are now in my next mission, I have added new sounds to all the animated props so you will hear them on all the gates, barriers, doors, and garage doors plus some of the props have new sounds as well. The elevator is in the next mission and is fully working plus it has a cool sound when it's in use, I have used it on my 8 storey office block so it will take you to the top floor. These missions are taking longer and longer to get finished so it will be a while before it's ready. I just hope these new sounds will be popular, time will tell.
  15. Great to see that my one and only campaign for GR is getting some use.
  16. Hi Kaapo, Thanks for the feedback, what you are seeing in those pics is a sniper crouching/lying on top of a metal fence that has been turned on it's side to use as a platform, the problem with some props is that the collision is bigger that the prop which makes the AI look as if they are floating in mid air. If you go to the top floor of one of the buildings you will see the fence I'm talking about as it's easier to see when you are higher, I probably shouldn't have used the fencing as a platform as the collision is to big. John
  17. Yeah that is the problem, if the mission contains custom sounds and you don't have the sound mod installed then the game will crash when you activate a trigger that starts a custom sound, sounds that are embedded in props (animated doors) will not crash the game. Anyway, my next mission will contain the new custom sounds so you will need to install the mod to play it, I just hope that people will take their time to read the install instructions, it's not hard to install if you follow the instructions carefully, there will be two readme files, one for those that have a weapon mod and one for
  18. Beta Phase concluded, Thanks to all the beta testers that have contributed to the release. Link to the public release thread: Outlaw Hunter. John
  19. Outlaw Hunter v2 is now finished and ready for the public. Apologies for the late release here folks, I have been so busy on my next map and the new sound mod that I completely forgot to get this done. Anyway, there are no changes here from the last beta. For this mission I'm not writing a story line as I don't think most people even read them, but if you still want a story line in my missions I can add them again. So unless I hear otherwise I will just list the mission objectives. Along with the "EZ" the minimap now includes a "LZ" for the insertion point and "OBJ" markers to indi
  20. ORONTO - Ubisoft Toronto celebrated its latest expansion Thursday, showing off a performance capture studio for its video games. Ubisoft officials call it a cutting-edge facility that will be used by the company's 26 studios around the globe. The 2,000-square-foot (185-square-metre) facility features 80 mounted cameras plus wireless helmet cameras, a sound stage and a high-load beam to allow for physical stunts and aerial work. "Games are not films but they are definitely borrowing techniques from each other," said Yannis Mallat, CEO of Ubisoft Toronto and Montreal. Ubisoft set up
  21. Happy birthday Blame! Hope you have a good day.
  22. The code that I use to speed the player up is for testing purposes only, it's part of a set of de-bug features available when testing missions, apart from that it's a set speed that cannot be changed and believe me you wouldn't want to play a mission when you are running at four times normal speed So with the above in mind I wouldn't be prepared to give the code out for general use. I haven't look at changing the field of view but I'm not sue if it's possible.
  23. Thanks Jody. My next mission will contain some custom sounds, I won't add to many in case there are any problems or players are having difficulty installing the mod. If the sound mod isn't that popular with the general public then I can always re-release the mission without the new sounds, I'll have to wait to see how full my inbox is after the mission is released. My next mission is progressing but with all these new features plus I'll be adding the custom sounds it will be a few weeks before it's ready for testing. Thanks again for all your support folks, it's much appreciated.
×
×
  • Create New...