asparagin
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Posts posted by asparagin
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However, it is very easy to change the script to include randomness. An example of the command is as follows...
<element type="TriggerRandomEvent" event1="e_loc_coop_spawn_start01d" chance1="33" event2="e_loc_coop_spawn_start01e" chance2="66" event3="e_loc_coop_spawn_start01f" chance3="100" />
ok, so if you can apply a chance for the coop spawn start, isn't it possible to apply it also to triggers. than you could have a e.g a wave of enemey bound to a trigger that happens with a chance of 33%.. i think coop or singleplayer missions would be a lot better this way.
.. that was the last question by the way, thanks for your patience!
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Hi davros,
thanks for your reply.
Randomness: I meant the random spawning of teams in the TRR mod. i was hoping there will be something like a probability function possible (10% prob. of spawn in location X).
I watched your videos, to get an idea on what can the editor do.
The whole Editor Wiki is under the title COOP, but can i use your methods if i want to make my own missions for singleplayer. Like: Take a map from the game, erase all enemies, and place new enemies (with ai graph). i suppose if i would like to play with the ai team then i have to make for them also an ai-graph?
or do you know someone who describes such type of mission making?
thanks! you did a great job with the wiki.
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Hello there,
i was thinking of installing graw 2 again and replay the campaign. are there any mods that allow random enemy respawn in the missions? like that it would be more fun.
i know there is one mod that gives randomness to coop or multiplayer missions.
if you know such thing, i would appreciate your post!
thx.
graw 2 original missions replayability
in GR:AW 2 - Mission Modding
Posted
.. yes thx, i got it, you are right about the patrols beeing dynamic, but good to know about the memory problem.
maybe i'll give the editor a chance, i think it's not that user frindly, but maybe i won't loose my patience if i use baby steps.