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Posts posted by JohnTC02
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Hi Viper,
Thanks for the reply, pleased you liked the extraction.

Just one question, you say the Blackhawks were triggered before you got to the extraction point can you tell me where you were as I did include that condition in the code so all players have to be at the extraction point before the heli's are triggered.
Looking at my code it seems that if you were under the bridge below the extraction point and Rahnman was already there then it would trigger the heli's, I can fix this by changing the location from a square to a box so any player under the location would not trigger it.
So if you could let me know where you were when the heli's were triggered that would be very helpful, hopefully you were under the bridge then it's a simple fix, I can then get the lone wolf, day and night missions done and release it.
I have added the music at extraction, I think it's a big improvement.
Thanks for all your help Viper,
John
Below is the code used to trigger the heli's for extraction:
<trigger name = "t_loc_start_extraction" interval = "1" preserved = "false">
<if_all>
<condition type="VehicleDestroyed" vehicle_id="havoc01" amount="all"/>
<condition type ="UnitInLocation" location ="loc_start_extraction" group_id ="heli03_pass01" equal="0"/>
<condition type ="UnitInLocation" location ="loc_start_extraction" group_id ="heli03_pass02" equal="0"/>
<condition type="UnitInLocation" location="loc_start_extraction" player_type="team_a" amount="all"/>
</if_all>
<event name = "e_start_extraction"/>
</trigger>">[/code] -
I could have sworn I made a coop set to true. No prob. i'll just release it in the 2.3 version. Because with coop it would be easier.
Sorry Cant,
I just checked your code again (v2.2) and you did set the coop to true, I didn't see the third "AddInsertion" line my mistake

John
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Hi Cant,
Just gave your new campaign a quick test.
Loved the load screen, however I couldn't get very far into the mission as the AI are practically immortal
, I put 25 rounds into one AI and still could not kill him, the problem here is that he could still kill me with one shot. I assume this is intentional as they are Cyborg's but I think players are going to get frustrated with this. Maybe giving more health to the Ghost's will help.One thing that dose concern me is the use of foul language in the onscreen messages. I'm probably wrong but I don't think the Ghost Recon.net community will be very happy with the idea.
Had a look at the mission.xml there is an error in there somewhere as the XML Marker software I use flagged it up with a onscreen error message. There still is no spawn location set for online play, so for people that want to use online campaign mission it will not work.
Apart from that it seems quite good, I had no lag and I like the fact that you are now using objective markers.

Thanks
John
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No probs Viper, hope you have fun testing.
I could be wrong but I think for adding a external sound track it needs to have it's own mod, I'm sure it can be done by adding the mod to the mission bundle but I'm not sure how to do it, anyone have any idea's here!

I have added music at the end but it's just a stock sound track from the game.
John
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Hi Viper,
That will be great
, looking forward to your findings, lets hope there's no issues this time. Never thought of adding some music at the end, if it all goes well for you I will add the music for the final release.John
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Hi Bogie,
As always a good detailed report.
The RPG and snipers are spawned at trigger1 just over the bridge, I thought it might give players something extra if they died before activating the next respawn point, I will change them so they are spawned at the mission start.
It seemed a shame to have those towers there and couldn't use them so I just had to place a sniper in one of them, I thought placing the fence there would give the sniper something to stand on but didn't realise he could shoot through the walls I will place more fencing there or maybe use some vis blockers.
I did read somewhere that those MG Bunkers caused problems for human players, so I placed them there for that reason plus it stops the AI getting out as they have to be killed to complete that part, it's a pain trying to find a rouge bod to kill if he runs off.
I thought the bridge turned out ok, it was areal pain trying to get everything to line up there.
I will sort the location triggers you mention, I'm just waiting to see if Viper or someone will test it on a dedicated server just to make sure the issues at extraction is sorted, if all is well there I will do the issues you found and release it.
Many Thanks Bogie,

John
Edit:
Your buddy Vitale!! I thought he died in your last coop mission, I know we play alongside Ghosts but I think you are going to far with this one, I think you need a vacation Bogie.

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Ok, v1.2 is here,
For this version I have changed the extraction (again!!), I have gone with Vipers idea there will be three Blackhawks fly into the map, they will then hover above the extraction location but not descend the mission will then end.
Please note, all players must be at the extraction location before the Blackhawk's will appear this includes the usual objective of having to kill the AI insertion team and destroy the attack heli or wait for it to leave.
Thanks goes to Viper for his idea of having three Blackhawk's and making them hover higher over the extraction (so you can blame him if it dose not work
).John
Link:
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Hi Seiken05,
I wish I could help you here but I am new to campaign scripting, the campaign mission that's posted here is my first so like you I'm still learning.
Your best bet is to ask someone like Bogie, he has a lot more experience than me at this type of mission scripting.
Sorry I couldn't help.
John
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Great idea Viper,
I will take a look at the mission tomorrow (11:30 pm here) and see if I can have three Blackhawk's fly into the extraction location.
When they get near I will end the game, had a look at the narcom's and found this: "I'm at your position.. Just hold on buddy … soldier … you're going home." I think this should do the job.
If I can get this done I will post the next beta here later tomorrow, hope you will have a chance to test it for me then we can get this mission finished.
Thanks,
John
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Thanks for the reply Viper,

It looks as if the extraction is the only issue left to sort out, I don't think this map likes heli's.
All I can think of now is to have the Blackhawk fly in and have the heli stay over the extraction location and not lower down as the game didn't crash until it's decent.
I was looking at the map and I noticed that ground level (zero altitude) is quite high here, I wondered if when the heli lands the game thinks the heli has fallen through the map causing the crash, this came to me when looking at the location triggers, most of them have a negative altitude set for the "Z" axis.
So I wonder if having the heli hovering quite high will help.
John
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Rahnman, thanks for testing again, I'll take a look at the AI spawning in the walls, pleased you like Ghost Town.
Hi Winters,
Thanks for the reply, it's always good to see new people willing to test the missions posted here.
The crash you encountered is a well known bug in GRAW2, it will nearly always cause a crash when playing online.
I made a lot of changes to the environment for this mission as the original had some problems with the trees and grass.
Thanks,
John
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Here's version 1.1, just a few changes that Bogie pointed out.
1. Added two resupply Mules
2. Made the location triggers bigger at Adat C.
3. Changed AI placements at Adat C.
Bogie, I checked the player triggers where you mention and for me they are working fine. When I got near the first Adat a onscreen message appears informing you of a new objective then a waypoint marker appears to indicate the Adat's location, when you leave the location the waypoint marker disappears.
If you do get a chance to retest have a look again and see if they are working.
If anyone else would like to test the campaign then I would be very grateful, I do not expect you to complete the mission just give it a quick test and see what you think.
Thanks,
John
Link:
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Ok, v1.1 is ready for testing.
The main changes here are to the extraction, I have removed the Littlebird and replaced it with the Blackhawk. It will fly in as normal but won't land, it should hover just over the extraction point. I don't know if this change will help with the dedicated server issue but It's worth a try.
Other Changes:
1. I have made the location trigger at Adat A larger.
2. Changed one of the sniper groups that was set to mex_special_forces.
3. Corrected a spelling mistake on one of the waypoint markers.
4. The mi28 heli now stays on the map a bit longer.
It would appreciate it if some of you that had the issues with the heli at extraction could retest the mission.
Thanks for all your help.
John
Link:
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Hi Bogie,
Thanks for the test, strange the player triggers you mention don't work I thought they were ok when I went through it, maybe I'm used to seeing them and didn't notice they don't work, I will take a look.
I will fix the hot spawning you mentioned, I've lost count of the times i have been through the mission but still I missed them.
I will add a couple of mules, I did intend to add the mules before I released this beta but I forgot, just getting to old and forgetful for this mission making!!!.

It's always good to have someone test these sort of mission that have experience at making them as you know what you are looking for, this is my first campaign so I just needed an expert eye to have a look.
Thanks for taking the time to test, much appreciated,
John
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Somethins was to easy too: If u blow the mule u start up overhead the MG-Nest and its to easy to kill them from top...
I mowed them down with my MG...
Only thimng at the extract: That isnt a Blackhawk, more a Little Bird...
Pleased you liked it, maybe I will add 3 more mg nests (just kidding)
, I put the fencing there to make it a bit harder to kill them, there's no stopping you Porter.I wondered how long it would be until someone spotted the narcom saying Blackhawk, there's no narcom for the littlebird and I think that location is too small for a Blackhawk, saying that though I'm wondering if the Blackhawk would be better, maybe it would stop the issues with the dedicated server if I just made it fly in and hover there, I will try it and if it works I will add it to the next beta.
Thanks, Porter
I was testing on my dedicated server.
Judging from what you've said, I think that only the host/server can see the landed bird and the rest (players who join the server) are going to see it fly away, right?
I think you are right, it seems the Littlebird is causing an issue with dedicated servers, going to test the Blackhawk.
Thanks for all your support so far,

John
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Yeah, I meant that you should use that line
, but... I added that that line to your mission.xml and tested just now and guess what... that didn't help. Littlebird is still going up. Maybe you should try landing it at the coop_spawn location?I've also noticed one spelling mistake: waypoint_id="Generall".
I have tested the the extraction several times but was unable to recreate the issue, I'm not sure what type of server you are using I did my testing with a online server plus were you playing lone wolf, it's hard to fix a problem if you can't recreate it I know it's happening, I saw it myself when playing with Anthony and Rahnman, I,m thinking as Rahnman didn't see it could it be a server glitch, have the servers been very busy over the las few days, just a thought!.
I will correct the spelling mistake, that's what you get for scripting until 2am.
Cant_ID_You, just take a look back at the forums you will see countless posts regarding the "Z" key bug, people have been trying to fix it for ages, my solution is don't use it.
Cheers,
John
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Just checked my code, the only time the "SetHeliStand" element is used in this mission is for the AI transport heli, you have to use the code so the AI can exit the heli.
When the Littlebird fly's in it hits a location trigger it is ordered to land .
<trigger name="t_heli_land02" interval="1" preserved="false">
<condition type="UnitInLocation" location="loc_heli_land" vehicle_id="heli02" equal="1"/>
<event name="e_heli_land02"/>
</trigger>
<event name = "e_heli_land02">
<element type="StopTrigger" name="t_heli_land02" start_time = "1"/>
<element type="OrderHeli" vehicle_id="heli02" order="land" position="-1374.1858 -5470.6572 669.53821" speed="0.7" start_time="1"/>
<element type="StartTrigger" name="t_objectives_complete" start_time = "10"/>
</event>
As you can see for the Littlebird the "SetHeliStand" is not used.
Cheers,
John
EDIT:
Sorry tripleX, I think I read your post wrong, I thought you meant don't use the code, but I think you mean I need to use it.
I will give it a try and include it in my next beta.
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Thanks for the picture TripleX,

I was playing the mission online last night with Anthony and Rahnman, we had the same issue but the strange thing is Rahnman saw the heli land as it should but Anthony and myself had the same problem as you, it hovered upside-down for a while then flew off.
Don't know why we had the heli problem while Rahnman did not, do you think this could be a server issue, is it possible there was a delay online I don't know very much about servers so any thoughts here would be helpful.
I'm now going to test the mission online to see what happens.
Thanks,
John
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i'm about Quality not Quantity.......
Hi Cant,
Thanks for the reply,
What you say is correct we all want quality missions.
However, I did check your campaign that you released to the public, it dose not work if you use a online or lan campaign server.
There is no spawn location set for online play.
<element type="AddInsertion" name="insertion" location="coop_spawn" start_time="1" map_position="-23989.75 -14699.261 -61.656471" coop="false"/><element type="AddInsertion" name="insertioncoop" location="spawn2" start_time="1" map_position="-28780.766 -6389.7559 370.65405" coop="false" />
The code above is from your mission file, both of the lines are set to coop="false" which gives you two spawn locations to chose from in campaign mode. But for online play there is no spawn location set it needs to be set to coop="true" to do this.
Hope this helps.
John
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Thanks for the feedback TripleX,
I made the AI at the mg nest unable to get out as they have to be killed to complete the objective, I have found in the past that having to kill AI to complete a objective can be a problem as they tend to wonder off making it hard to find them and finish that part of the mission.
Regarding the control panel, the trigger there is for the next objective (Vip and General), the control panel is just something to complete when you are heading towards the Vip/General or if you are heading the other way it will be toward the mg nest, there are just two AI guarding the control panel.
I did wonder if the trigger was to close to Adat A, was it there you had the hot spawning, for the next beta I will make this trigger location bigger.
I have seen on other posts that people were saying that the MI28 stayed in the mission for two long and the general opinion was that it is better to have it fly off after a couple of minutes. I set it to explode as it has to be destroyed as part of the extraction objective along with killing the AI that are at the extraction point
The Littlebird, not sure what happened for you there but it should land there you can then approach it and the game will end, can you let me know what the heli did in your case.
Hope this post makes sense as I am suffering with a migraine and finding it hard to concentrate.

Thanks,
John.
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Hi Cant,
Is this mission released yet, with all the links you keep adding it's confusing as to what theses are for.
Normally here the moders and scripter's wait until they have something to release before posting, I think that people will get board if you keep teasing them with pictures and videos of something they can't try and will loose interest and stop checking your posts.
Also it gets very confusing when you keep posting links to your old missions on a different thread.
Just my opinion,
John
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Hi Rahnman,
Saw you online so I thought I would hop in and see how it was going.
Sorry there's no jeeps, I did try to add them but they kept sinking
, the way Bogie is going (getting GRAW1 props into GRAW2) he will be making amphibious landing craft next, that would be cool!! 
Strange about the heli, for me it was flying upside-down it then flew of leaving us stranded.
As to the crash, I got a server timed out error saying that it was disconnected.
Thanks Tinker, I am surprised this bug wasn't fixed in the latest patch, I will give your idea some thought, maybe I'll have a onscreen message at the start saying "DON'T PRESS Z"
, I have removed this function in the controls menu, the Z key is set to night vision.John
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Thanks for the info Zero,
I think were all doing the same thing, I also have a job to find time to test missions like you I'm busy on my next mission, hope you get your family problems sorted.
Look forward to seeing your map.
Cheers,
John
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Thanks Bogie,
I was beginning to think nobody loved me anymore,
I don't expect anyone to test the whole mission I just wanted to make sure it was as it should be and worked on line.I did test the mission on a lan/online campaign server and it seemed ok on both.
It will be a long job to convert my first few missions as I want to change the objectives so they are all available plus the trigger locations and AI placements but it will get done eventually.
Cheers,
John
Fort Horizon Beta is Ready for Testing
in GR:AW 2 - Mod Beta Testing
Posted
Thanks Viper,
I tested the extraction, and you can trigger the heli's from under the location so I changed it to a box and that fixed it all players must now be at the location before the heli's are triggered.
Sightreader, as you are the first to get this error I'm hoping it' a one off (maybe two in your case
) but I have seen this error before, it can sometimes be caused by AI falling through the map I will check the AI placements if I find any to close to a wall then that should fix it.
Hopefully this will wrap things up here, I have done the night and day missions plus the lone wolf, just need to check the AI placements then I think it's ready for release.
Thanks to all that tested the mission,
John
Beta Phase concluded,
Thanks to all the beta testers that have contributed to the release.
Link to the public release thread:
Fort Horizon .
John