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MarkShot

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Everything posted by MarkShot

  1. I am been playing b8. Modded it: * with various weapons (flashbang; binos back) * fixed NPC ctds * fixed threat indictoro I am very happy with it. I thought I would be playing it until I bight the dust for real! Do I still go to b9? What will it get me beyond b8? Are there incremental release notes? Thanks.
  2. I think I am using 8b with one CTD patch I made myself.
  3. I have seen Apex here. I got GR a long time ago, but did not play. I thought it was a great game, but it was too hard on my joints with repetitive strain injuries. Believe it or not, I am now playing it 15 years later in relative comfort. What happened? I watched a developer interview on ARMAx and the ergonomic UI. I realized now with programmable keyboard and mouse along thinks like AutoHotKey, I could easily make the UI much more ergonomic. I now have toggles for motion ... things such as halt and go to ground no matter what you are doing. The game is a joy to play. Why thank you for HU? Well, I was watching of the YouTube videos. (1) The extreme FOW where you cannot see your own hand ... I don't miss that. (2) The variation and randomization of missions. They are are a pleasure to play. Twice this last week I got burned big time by failing to post a rear guard. I am having a great time. You have taken a great engine and made it damn near perfect! I've the whole GR Mod collection from Rocky, but I wonder if I will even play anything else. Thank you!
  4. I have found that the biggest risk is lack of visibility. With clear and open LOS, it is hard to be defeated by numbers or even a rush. It is corner, alley, brush, boulders that represent a real risk. A grenade launcher helps, but it is no guarantee. Sometimes, you can fallback rapidly to something more defensible, and sometimes you are ######*d. I've been playing Combat Mission, since the very first release. But this is a totally different experience being on the ground. (not just viewing the 3D) I am so lucky to get to play this now after 15 years!
  5. I have learned much: * How to overwatch. * When to cover different axis of advance. * How to lay in an ambush. * How to use rifle and hand grenades. And most recently, I have learned a decent attack plan is not good enough. You must always have an exit plan as things start to go South.
  6. Just how well done is this? Just how immersive is this? For the first time, I feel in a game a deep responsibility to take care of my squad members. For the first time, I know they will take care of me. They are not simply digitized pawns to be used or bartered with.
  7. I found a nice way to use them. Position one team in front of two open doors after you are sure the OPFOR will not simply step into the line of fire. Place them on hold and give them paths to enter. Then have Team #3 standing on the other side of the door entrance lob in 4 flashbangs. On the final lob, hit 5-key to have your two teams go in. This seems quicker and more efficient than lobbing and entering yourself.
  8. Then, I don't know what happened. I have no sensors in my HUb8, and therefore Burner's flashbang mod as he rolled it does not seem to work.
  9. I played HUb8 Quick Mission Mission - Eager Smoke to test out the Flashbangs. They worked like a charm. I tossed four in, and then went into shoot. Normally, I could have never got the drop on the OPFOR. But this did the trick. Burner, thanks!
  10. I downloaded mine a few months ago from the HU website. Perhaps, Apex is somewhat lose with release management; meaning he makes changes without necessarily updating version numbers.
  11. This is HUb8? As there are no sensor kits for the stock HUb8? I also needed to tweak additional files to provide specialist rifleman with Flashbang kits. It seems to work now. If you are interested, I can email you what I did. It is a 7Mb zip.
  12. Burner, Did you test with HUb8? I cannot find the Flashbangs. I was able to get Flashbangs with some editing. I changed a path: rifleman -> ghost_r And cloned HU "frag" kits. Changing frag.prj to flash.prj and count=12. Naming the kits with "flash" instead of "frag". This seemed to work. I have tested that they don't kill me, but I have not tested them yet storming a room. Thanks for your assistance!
  13. Heroes Unleased b8 Yes, I would love to have Flashbangs. Trying to capture or rescue hostages is so much harder with only a gun. Because sometimes the guard literary has his weapon targeted at the entrance. There is no way to beat him to the draw. If you cannot nail him through a window, it is a hopeless situation. Actually, tear gas would be nice too. One nice thing in GR, they never seem to shoot the hostages or blow themselves and the hostages up.
  14. Any chance of Flashbangs for HUb8? Thanks. "Don't leave home without them"
  15. There are hundreds of kits. So, you really need something which pulses clicks very rapidly. Also, you don't want to define anything which already has been used in the game. The scroll wheel is already use for binoculars and gun sights. I could have used both the left and right arrow key and not required positioning the mouse pointer. How? You send the mouse pointer to the exact coordinates prior to the click. It takes a little more work on capture the right coordinates, code, and test. However, it is dependent on the particular screen resolution in use. I have bundled it as a mod and given it to Rocky. If he likes it, he will make it available. However, it is not really a mod, but more correctly a stand alone utility to run alongside GR.
  16. Zeealex, Well, even though we never met (in a virtual sense) that is great news. Mods/modding has been a path for many to enter the game industry. That and beta teams. Myself, I have been involved with three independent developers; one of which I was not really involved on design, development, and test; but the Business Advisor and an investor. I respect indies. I am in the systems industry (management); 2/3s Wall St. and 1/3 Internet start ups. Indies are not really programmers; even when they write code, they are artists. I have experience with managing in a joint programming and creative venture. So, that's why I can say that. The 90s (and I think GR reflects that epoch even though it came later) was a time of great innovation and art in PC video games. Entire new interactive genres were being introduced. Sid Meier, Larry Bond, Tom Clancy and many others were breaking new ground (as opposed to just selling a well known name as a brand). So, good luck to you!
  17. I see someone actually read this. The Logitech implementation is very simple. But first, I simply tried to replicate what ARMAx has per a developer video. Which was to make a double tap of such keys act as a lock, and press down, cancels the lock and/or continues the action. This code below worked about 95%, but had some oddities in the way GR handles keyboard input. Try as I might, I could not code around the strangeness. This was AutoHotKey and if I had succeeded, I would have had something I which could have been turned into an EXE and distributed. It would have been an awfully cool utility to run next to GR. The basic logic behind the code below is as follows. How do I know a press of a WASD+E+Q is a double tap or a press down event? The solution was to write every key press out to an INI file with a time stamp. On each press, you read the INI to see whether the current press is within 0.15-0.30 seconds of the previous. If so, you have a double tap. If not, you have a single press or pressed down event. #NoTrayIcon #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. SetTitleMatchMode 3 SetKeyDelay, 100, -1, #SingleInstance force #Persistent Sleep, 5000 SetTimer, ScriptDone, 100 Return ScriptDone: IfWinNotExist,Ghost Recon, ExitApp Return #IfWinActive,Ghost Recon, ; Forward *W:: { IniRead, LastPress, GRkeys.ini, Motion, Forward, 0 DownNow:=A_TickCount Elapsed := DownNow - LastPress IniWrite, %DownNow%, GRkeys.ini, Motion, Forward If (Elapsed < 300) { Send {W down} If (Elapsed > 150) { ToggleOn:=1 } Else { ToggleOn:=0 } } Return } *W Up:: { If !ToggleON { Send {W up} } Return } ; Back *S:: { IniRead, LastPress, GRkeys.ini, Motion, Back, 0 DownNow:=A_TickCount Elapsed := DownNow - LastPress IniWrite, %DownNow%, GRkeys.ini, Motion, Back If (Elapsed < 300) { Send {S down} If (Elapsed > 150) { ToggleOn:=1 } Else { ToggleOn:=0 } } Return } *S Up:: { If !ToggleON { Send {S up} } Return } ; Left *A:: { IniRead, LastPress, GRkeys.ini, Motion, Left, 0 DownNow:=A_TickCount Elapsed := DownNow - LastPress IniWrite, %DownNow%, GRkeys.ini, Motion, Left If (Elapsed < 300) { Send {A down} If (Elapsed > 150) { ToggleOn:=1 } Else { ToggleOn:=0 } } Return } *A Up:: { If !ToggleON { Send {A up} } Return } ; Right *D:: { IniRead, LastPress, GRkeys.ini, Motion, Right, 0 DownNow:=A_TickCount Elapsed := DownNow - LastPress IniWrite, %DownNow%, GRkeys.ini, Motion, Right If (Elapsed < 300) { Send {D down} If (Elapsed > 150) { ToggleOn:=1 } Else { ToggleOn:=0 } } Return } *D Up:: { If !ToggleON { Send {D up} } Return } ; PLeft *Q:: { IniRead, LastPress, GRkeys.ini, Motion, PLeft, 0 DownNow:=A_TickCount Elapsed := DownNow - LastPress IniWrite, %DownNow%, GRkeys.ini, Motion, PLeft If (Elapsed < 300) { Send {Q down} If (Elapsed > 150) { ToggleOn:=1 } Else { ToggleOn:=0 } } Return } *Q Up:: { If !ToggleON { Send {Q up} } Return } ; PRight *E:: { IniRead, LastPress, GRkeys.ini, Motion, PRight, 0 DownNow:=A_TickCount Elapsed := DownNow - LastPress IniWrite, %DownNow%, GRkeys.ini, Motion, PRight If (Elapsed < 300) { Send {E down} If (Elapsed > 150) { ToggleOn:=1 } Else { ToggleOn:=0 } } Return } *E Up:: { If !ToggleON { Send {E up} } Return }
  18. You can think of the above as WASD on steroids.
  19. The above has no impact on the game as it even runs on a different processor than the game. The code below does something really cute. Heroes Unleashed seems to offer hundreds of kits. It is a painful number of mouse click to select a kit. However, what is done below is that the RIGHT ARROW key has been made to repeat left mouse clicks; a click roughly every 1/10 second. Thus, position the mouse and press the right arrow. The choices speed by with just enough delay to find what you are looking for (you can fine tune after with the mouse). Kit selection takes well under half a minute. ; Rapid weapon scroll for Ghost Recon mission setup ; ; 04/10/16 (revised 04/10/16) #NoTrayIcon #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. SetTitleMatchMode 3 SetKeyDelay, 100, -1, #SingleInstance force #Persistent Sleep, 5000 SetTimer, ScriptDone, 100 Return ScriptDone: IfWinNotExist,Ghost Recon, ExitApp Return #IfWinActive,Ghost Recon, ; Right Right:: { MouseClick, Left, , , 1, 1, D, Sleep 75 MouseClick, Left, , , 1, 1, U, Return }
  20. This is custom programming in WinBatch and AutoHotKey which can be done to enhance the game. Things that are done. The quick save functionality which only gives you a single save has been modified to give you time stamped multiple saves. In other words, this code besides launching the game looks for quick saves and rapidly renames them while your are playing (they don't get overwritten). I have highlighted the code that does this. ; 08/29/15 - Modified from CMBB to CMBN ; 09/10/15 - Modified to support recon photos ; 09/16/15 - Restart "Windows7 Remap Keys.exe ; 10/22/15 - Improved suffix handling ; 12/09/15 - Reset preferences prior to game load ; 03/05/16 - Changed shutdown of AHK (to resolve keys being forgotten) ; 03/06/16 - Another try at fixing hotkey problem (was the screen shot code) ; 04/04/16 - Modified from CMBN for Anno ; 04/10/16 - Modified from Anno for GR (handle multiple mod save directories) ; 04/10/16 - Added rapid scroll for weapons ; 04/11/16 - 20 min NVidia capture (add exact window name match) ; 04/24/16 - Added screenshot movement and time stamps. WhoAmI="GR Mgr" If WinExist(WhoAmI)Then Exit WinTitle(WinName(), WhoAmI) WinHide(WhoAmI) ; ----- Definitions ------ Interval=1 GameEXE="E:\Games\GhostRecon\GhostRecon.exe" GamePath="E:\Games\GhostRecon\" GameName="Ghost Recon~" GameSavePaths="" GameSavePaths=StrCat(GameSavePaths, "E:\Games\GhostRecon\Data\Save\game\", @TAB) GameSavePaths=StrCat(GameSavePaths, "E:\Games\GhostRecon\Mods\Origmiss\Save\Game\", @TAB) GameSavePaths=StrCat(GameSavePaths, "E:\Games\GhostRecon\Mods\Mp1\save\game\", @TAB) GameSavePaths=StrCat(GameSavePaths, "E:\Games\GhostRecon\Mods\Mp2\save\game\", @TAB) GameSavePaths=StrCat(GameSavePaths, "E:\Games\GhostRecon\Mods\Heroes Unleashed\save\game\") GameSaveQuick="quick_save.sav" SystemTrayRestart="C:\Program Files\SystemTrayRefresh\SystemTrayRefresh.exe" ;IntControl(72, 1, @False, 0, 0) HotKeyEXE="C:\Program Files\AutoHotkey\AutoHotkey.exe" HotKeyScript="GRkeys.ahk" HotKeyScriptPath="D:\User\MK\Software\Games\GR\Utility\" ; ----- Start it and wait ----- Run("C:\Program Files (x86)\NVIDIA Corporation\NVIDIA GeForce Experience\LaunchGFExperience.exe"," -shadowplay") WinWaitExist("NVIDIA GeForce Experience - ShadowPlay", -1) Delay(1) WinActivate("NVIDIA GeForce Experience - ShadowPlay") Delay(1) MouseMove(34, 120, "NVIDIA GeForce Experience - ShadowPlay", "") MouseClick(@LClick, 0) Delay(1) WinClose("NVIDIA GeForce Experience - ShadowPlay") DirChange(GamePath) Run(GameEXE,"") RunShell(HotKeyEXE, HotKeyScript, HotKeyScriptPath, @Normal, @NOWAIT) WinWaitExist(GameName, -1) Delay(10) While WinExist(GameName) DirCount=ItemCount(GameSavePaths, @TAB) For DirIndex = 1 to DirCount GameSavePath=ItemExtract(DirIndex, GameSavePaths, @Tab) CurrentDir=DirGet() DirChange(GameSavePath) ShotFileName=FileItemize(GameSaveQuick) If ShotFileName<>"" Then Delay(2) Base=TimeYmdHms() NewBase1=StrSub(Base, 3, 17) NewBase2=StrReplace(NewBase1, ":", "_") NewBase3=StrCat(NewBase2, ".sav") FileRename(ShotFileName, NewBase3) Beep() End IF DirChange(CurrentDir) Next ErrorMode(@OFF) FileMove ("E:\Games\GhostRecon\ScreenShot0.bmp", "E:\Games\GhostRecon\ScreensGR\", @TRUE) ErrorMode(@ON) CurrentDir=DirGet() DirChange("E:\Games\GhostRecon\ScreensGR") ShotFileName=FileItemize("ScreenShot0.bmp") If ShotFileName<>"" Then Delay(1) Base=TimeYmdHms() NewBase1=StrSub(Base, 3, 17) NewBase2=StrReplace(NewBase1, ":", "_") NewBase3=StrCat(NewBase2, ".bmp") FileRename(ShotFileName, NewBase3) Beep() Delay(1) Beep() End IF DirChange(CurrentDir) TimeDelay(Interval) End While Run("C:\Program Files (x86)\NVIDIA Corporation\NVIDIA GeForce Experience\LaunchGFExperience.exe"," -shadowplay") WinWaitExist("NVIDIA GeForce Experience - ShadowPlay", -1) Delay(1) WinActivate("NVIDIA GeForce Experience - ShadowPlay") Delay(1) MouseMove(34, 120, "NVIDIA GeForce Experience - ShadowPlay", "") MouseClick(@LClick, 0) Delay(1) WinClose("NVIDIA GeForce Experience - ShadowPlay") Delay(1) Run("C:\Program Scripts\Windows7 Remap Keys.exe","")
  21. I originally had trouble with GR due to all the continuous and contorting key pressing. But programmable keyboards, game pads, and gaming mice are now common equipment. This is an example, how to get keyboard toggle with a Logitech G510s. By toggle I mean continuous movement or action without holding a key down. Commands ending in ... T = toggle (simply press once activate) P = press (press to cancel the above; holding down is the same as the original GR functionality) * On the mouse, I have a button for go to ground. It cancels all of the above toggles and drops you. The screenshots show what the programmable keys layout looks like and how simple this is to implement. The whole configuration can be done in under an hour.
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