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Jack57

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Everything posted by Jack57

  1. You can always zoom in (ctrl - +) and, just before you save, use the unsharp mask
  2. Yes, it's not really possible in the way you want. You could make them undetectable and turn off their AI - which means of course they won't do anything. Or make them undetectable and give them noweapon.kit, then give them a kit when you want them to attack. This however has it's own problems.
  3. They will if they aren't hidden. I meant this only for when they are hidden. I remember playing a mission a long time ago where the author had placed enemy inside a building that the player couldn't enter. Of course they would kill you whenever you passed by and you had NFI where they were - not funny Jack
  4. I think perhaps you speak of the infamous shadow bug This occurs only in MP as far as I'm aware. Certainly I have never seen it in SP. Best solution is as el nino says - place them out of the playable area where possible. On some maps this can be inside tents or even rocks Teleport them to the required location when needed. It is important to make them invincible as well, because if they are shot while "hidden" it will crash the server.
  5. Hehe, I had an inkling about this Papy lives!
  6. Try giving them the weapon in their properties. They will only get it out once escort has initiated.
  7. I have done this by making the all the actors undetectable and using a proximity trigger to make them detectable again if a player approaches too close to an enemy. There is no way to query what is being carried (apart demo charges and rockets) or which is selected. Check out mission 1 from of 'Brothers in Arms' if you want to see the script. Jack
  8. If you just want to address a message to a particular player you can use GetActorOwnerName. Otherwise I don't think you can script an event to affect a particular player by his name because GR uses it own variable names to reference players not he ones we give ourselves.
  9. The best way is to open your file plus an existing music file from GR in a program like Goldwave. Then delete the contents of the GR one, copy-paste yours into it, and save it with a new name - it will automatically have the correct format settings. All you have to do then is reconcile it with the Sound Volume Editor in Igor and it should work fine. This method has never failed me
  10. Once they are set to Hostage or Captive you can't successfully give them an alternate plan. Unfortunately it appears to be a bit flaky as the extent to which they will use a weapon. Did you set their weapons in their properties rather than with SetActorKit? Sometimes spawning an actor without a weapon can affect their behaviour.
  11. Set them to HostageActorOn and equip them with a weapon (or give them one with SetActorKit during the mission) and when they are under escort they will follow you and defend themselves. Jack
  12. If you type photoshop background old paper into Google you will find masses of stuff on the subject On the helicopter question - it is certainly possible to get a helo to fly around the map. You will need to give it plenty of space to turn in and to get it straight for landing. What I often do for SP (you're not likely to using the chopper for MP anyway) is FadeToBlack > VehicleUnload > TeleportAirVehicle (ie; change direction) > VehicleLoadPlatoon Jack
  13. As always, there a number of ways to achieve this. A simple way would be like this: Trigger: StartUp Responses: Set VehicleCounter to the number of vehicles required to be destroyed Trigger: (one for each vehicle) DeathVehicle Responses: Decrement VehicleCounter Trigger: Death Enemy Company Responses: Timer set 0 secs Trigger: Timer expired Responses: Block Preserve Timer set 0 secs ContinueIf VehicleCounter is equal to 0 BlockRemove DeclareMissionComplete Jack
  14. Well it would, but you would have to ensure the one being tracked can't be killed\found, or if he is a new one is selected.
  15. Edit the cmi.rsb (ghost recon\data\shell\art) and paint out the relevant icon on the alpha channel. Alternatively if you have my 'Brothers in Arms' mod you can use the one included in it
  16. Come again That one went right by me
  17. A real corker ain't it Keep 'em comin' AB
  18. I have found it that varies quite considerably. I have had missions that work fine right up to 200KB and a little over, but others that have spat the dummy at about 185KB One thing I have noticed though is that just before you run into trouble objects on the map (most notably trees) don't show up in the the 3D window. When I see this I know it's time to make a backup of the mis file everytime before you save
  19. Couldn't you just look at the score screen?
  20. Spotting distance is specified for a given map in its env file. You can also change it in-mission with scripting.
  21. Baby Bear goes downstairs and sits in his small chair at the table; he looks into his small bowl. It is empty. "Who's been eating my porridge?" he squeaks. Papa Bear arrives at the big table and sits in his big chair. He looks into his big bowl, and it is also empty. "Who's been eating my Porridge?" he roars. Momma Bear puts her head through the serving hatch from the kitchen and yells, "For Christ's sake, how many times do we have to go through this with you idiots? It was Momma Bear who got up first, it was Momma Bear who woke everyone in the house, it was Momma Bear who made the
  22. Mate that just sux bigtime Unbelievable the depths to which some people will stoop
  23. How big is the mis file? If it's over 190KB you might be up the proverbial without a paddle. When they grow to about that size or a little larger you get to a point where they will no longer load in Igor, even though they will still load in GR itself. If you have a recent backup you can revert to that - if not you could try stripping the briefing, etc, with Notepad to see if you can reduce the size to a point where it will load in Igor. Other than that the Ike.log doesn't seem to indicate much. Jack
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