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Everything posted by JohnTC02
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Sent you a PM I sent the error you posted here to Dav he said it might be an issue with the AI, it could be that one bot has a incorrect entry, the group name could be wrong it might even be where they are placed on the map as I am unable to replicate the issue it's like looking for a needle in a haystack. I will look through the world.xml and see if I can find anything wrong. It may just be GRAW doing what it dose best, CRASHING!!!! lets hope they use a better error handling routine in GR 4. John
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Thanks for testing again Sightreader, Regarding your crash, nothing has been changed at trigger 01 since the first beta, so I don't know why this happened plus I have never seen this error before, do you think it could be a one off, I couldn't find it an the wiki I might ask Dav maybe he will know. I think we can go on changing the mission until we are both old and grey (I'm not far of it now), there comes a point when you have to say enough is enough and I think we are at this point now, I will add the snipers you suggested and the bush near the Commander's building, I am a little conce
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Thanks for the reply Rahn, Sightreader has been a big help with this mission, he thought the Havoc was a big improvement over the old heli drop as do I, the problem with the Havoc here is the cover around the Village enables players to find a good spot to hide and the Havoc can't get to you, as I found when testing. It's very unlightly it will be released that soon, anyway I will wait until you have tested v2.3, hopefully Sightreader will have tested as well. Thanks Rahn pleased you like it. John
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Version 2.3 is ready for testing. I have made a few more changes here thanks to the input I have received from Sightreader. Changes: 1. There is now only one Havoc, it will fly in and out of the map a few times when you attack the Village, this time if it is destroyed it will not return. 2. Added some cover for the AI at the Village, let's hope they have the brains to use it. 3. Added something for you to play with at the Antenna Sightreader!! 4. Repositioned the AI and changed the patrol paths at the Plane Wreck, hopefully there will be less bots out in the open here. I did try
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No problem, it was my fault I did my last post in a hurry as we keep getting power cuts, I almost finished it and the power went off so I lost the lot, had to do it all again this time in my word processor with auto save on, but it didn't turn out as good this time. Yep, I see what you are saying now, sorry sometimes I'm a bit slow on the uptake, I will look into this I just need to find the best time to spawn them, if I do it at the start they will rush in to join the action with the first wave of AI, maybe another trigger just for those few bots would do it. The only problem I can see
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Devils Island Revisited Ready For Public
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Thanks Rocky. -
Thanks for the reply Zero, it's good to know you are still out there testing missions, I allways welcome any comments you may have no matter how small the issue/complement may be. Thanks Sighreader, WOW! what a detailed report, it must take you as long t write it as it dose playing the mission. I see what you are saying regarding the AI near trigger 3, the problem here is I would need to expand the trigger location so much they would overlap so you would have the problem of triggering two sets of AI causing lag, I will take a look though maybe I can spawn some bots behind the barbed wir
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No need to feel guilty Sightreader, I'm rather enjoying revamping my old missions, when I look back at what I did then you really notice the mistakes and bad code that I put in the missions, the AI graph on this map was terrible so I did it all again it makes me wonder how any of the bots moved. If only one person tests my missions then it makes the effort I put in worth while, looks like it's just you and me mate!! Thanks for retesting I look forward to your next report. By the way, I'm currently revamping my Urban War mission. the AI graph and code is even worse than this one, I mu
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Ok, v2.2 is ready for testing. There are a few changes here, mainly to the Rebel Leader objective at the Village, thanks to Sightreader's feed back I have come up with something else for you to try. Changes to this version: 1. Added some extra cover in the form of some extra fencing at the village as you approach it from the initial spawn area, the way I have placed the fencing should not cause a bottle neck effect for players but will make it harder to massacre the AI here. 2. Removed the heli drop as it served no real purpose and it was to easy to kill the passengers while still
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Thanks for the detailed report Sightreader, Sorry if I seem a bit dim (wish I had a better education) but regarding my question about the AI flanking your position, I think you are saying that what I have done in this version, having the AI make their way around to engage you rather than spawning them just sitting in the bushes is much better. Like you I used to think the bushwhackers were a lot of fun but the novelty has worn off so do you think the few I have placed around the map is still to much. It's very difficult to control the AI's movements once they have spawned, as you noticed
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Thanks Sightreader, Did you have any AI try and flank your position, what I did here was to make a couple of triggers span across the whole map so when triggered it spawned AI a fair way back and they would slowly make their way to your position coming around the rocks to the side of you and giving you what for. This seemed to work quite well for me playing lone wolf so I was wondering how it went for you with more than one player. I know that my nick name is the Bushmaster but in practise this idea is becoming a bit tedious so I am trying to avoid placing to many AI in the bushes, a
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Ok, I think the mission is ready for release. Only one change here that Sightreader pointed out, I have added a warning message to inform players that there are mines along the shore, I don't think you will miss it! There are four missions in the bundle, day and night multiplayer missions and day and night lone wolf missions. This mission has the same storyline as the current public version but will be a new release as it has been completely revamped, it has been designed to be installed alongside the old version and should not cause any conflicts. Link for the Bundle, Screensho
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Thanks for the reply Rahn, The boulders you mention are dynamic ones placed around the map, they are held in place by some planks of wood if you shoot the wood it will splinter releasing the boulders, these where the only xag props I left in as I thought they looked quite cool. I think this mission is done, I have spent the last day or two getting it finished, it will have my usual day/night and lone wolf missions. I hope you like the Crashsite mission. Thanks, John
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Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
dr_who, it's been fixed see my last post -
Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Thanks Sightreader, When I uploaded it to MediaFire it verified ok. I have just downloaded it myself, it downloaded ok but when I extract it says broken file. The zip file I have on my pc extracts ok so it didn't upload correctly. I have had this problem with MediaFire before, it's a pain in the ****. I will upload it again and update my link then inform Rocky. I have also updated my first release post (again). Not having a lot of luck here am I!! John New link: Allied Force v3 PS... Just tested it three times, it works ok now. -
Crashsite Escape Revisited v2.1 is ready for testing. I have completely recoded the mission script and opened up the map to make all objectives available, all AI needed to be replaced as the old placements were not suitable for the new mission but the objectives are the same as the public release version v2 apart from one new objective which I have placed where the original extraction point was, the extraction point has been moved to a new location. I have placed the AI here a bit different, when spawned they will spread out more and try your flank your position, so look out for them c
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Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Many thanks for retesting Sightreader, I'm going to call this one done, I will update my release post with the new version and inform Rocky of the changes. I will make the new public version v3. Thanks, John -
NEED CAPTAIN MITCHELL SAMPLE FILE
JohnTC02 replied to CaptainMitchell365's topic in GR:AW 2 - Character & Skin Modding
No Problem, I don't know if you intend to make a lone wolf coop mission as we could do with some more mission modders out there for GRAW2. Anyway hope it all goes well for you. John -
NEED CAPTAIN MITCHELL SAMPLE FILE
JohnTC02 replied to CaptainMitchell365's topic in GR:AW 2 - Character & Skin Modding
Hi, Hope this is what you are looking for. Have fun, John Link: http://www.mediafire.com/?1l4qyngmzd0 -
Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Thanks for testing again Sightreader, Never seen that error code before, Isn't it fun making missions! This is v2.1 and I have added my usual password. I have made some changes to this version: 1. The location at the helipad is now much larger covering all the landing pad. 2. The extraction waypoint is now in the centre of the extraction location. 3. Made some small changes to the mission code. I know you have tested this mission over and over and I am very grateful for your time spent here, if you have had enough of testing this mission and want to call it a day that's fine, but -
Thanks for the help Sightreader, I will add the message for the next version. Strange one this, not sure what they are doing out there as the AI graph ends just at the waters edge, I can't think of any way to control the AI's movements to stop them wondering out to sea other than placing movers right around the island and that would be quite some task. John
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Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
When the game ends and you trigger the Blackhawks by waiting on the helipad three will fly in, the middle one will head for the helipad and hover over it, once the heli is there it will trigger the end of the game. I checked the code for the extraction from the last version and it's the same as this one so nothing has changed. Thanks, John -
Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Hi Sightreader, Thanks for the reply, I need some more info from you. At the end did you see the extraction waypoint, also did the heli's fly in? It's the Blackhawk in the middle that ends the game, when it hovers over the landing pad it triggers the end of the game. I had a look at my code and trigger locations, I noticed that the location there dose not cover the whole landing pad so all players must be at the front half of the pad to trigger the heli's which will end the game, so if you were all at the extraction waypoint then it wont trigger the heli's, so if you try it again mak -
Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
Hi Rocky, Thanks for adding the mission to the downloads, To date I have released 9 missions, I'm now in the process of revamping my first few missions and intend to make a Campaign mod with all the missions so far. John -
Allied Force Is Ready for Public Release
JohnTC02 replied to JohnTC02's topic in GR:AW 2 - Mission Modding
I was searching the Wiki looking for narcom vids to add to my mission and found this. Ghost: "Like a ghost town" Mitchell: "Then we should be right at home. Okay, people. Look alive" This reminded me of something but couldn't think what, then it came to me. These Forums!