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Everything posted by Jack57
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Trigger Event: Time Elapsed 1 sec. Responses: Allow this block to be reactivated. Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone X) is greater than 0 Set YourTimer to expire in 5 second(s). Display "<your message here>!" to all players for 2 second(s). Continue executing responses if ((The number of members of PlayerPlatoon within 10 meter(s) of Zone X) is equal to 0 Cancel YourTimer . If you want to conserve resources you can put this block in a custom group and enable it with a zone proximity trigger.
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It certainly won't shoot at anyone then, lol. In 'Postcards from Peru' I made a custom tank without a main gun. When I wanted it to attack I swapped it with the default tank using the teleport function. It is true that thw turret still tracks you which is a pity. If the mission is only intended for MP Co-op using only human palyers then you could use spotting distance.
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Yeah, I could never get Rumble to turn off either. Boom is da one
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You can only do that if all the other actors are AI, ie; not in a COOP game with more than one human player. VehicleLoadPlatoon will load the player and as many AI as will fit in the selected vehecle. You then use a queue loop to assign EnterVehicle plans to the remaining teams. You can't splt teams of course, as they will spit the dummy at trying to seperate them.
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Err, I bin away coupla days in da 'big smoke' I don't think you can do it. You can get a players name but I don't know of a way to query it in the sense of 'is present'. ActorActive won't work I think, because GR assigns it's own variable for the game engin to use. You could display a list of which players are present but I guess you can do that anyway by looking at the score. I'll take a look, but yeah, I think it may require an external app. We'll need the mighty Don for dat
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can enemies react to discoveries of dead bodies?
Jack57 replied to adamoneil's topic in GR - Mission Modding
There are certain conditions under which enemy will react to their own dead. I've seen it numerous times, although it is somewhat unpredictable. If you want it to be predictable you need to script it. -
You can't teleport effects. What you can do is simulate the effect of a large explosion. You can use sound, 'boom' and fog colour to achieve this. It would be best if you then end the mission as fog doesn't reset correctly once it has been altered with scripting.
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The guys at RSE have told us how they work, as I quoted above. While it is true that it is not essential to have a Defense Station in order to get an actor to use a stationery gun, their purpose may be more subtle. There is certainly no reason not to use them.
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Are the friendly AI sitting down in the chopper? If they are, it will prolly mean their AI is Off and they won't shoot. Invincibility won't have any effect, but make sure you didn't inadvertantly set InvisibilityOn - suprisingly easy to do!
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That may be your problem. Give them the default kit. When actors start out with the noweapon.kit it can have an effect on their behaviour and the behaviour of other actors toward them. If you really must have them with noweapon.kit for some special reason, try assigning it in the script. BTW, having a kit will have no affect on their willingness to man the stationery guns. Jack
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You didn't happen to turn their AI off when you loaded them in the chopper?
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Do other actors engage you? And do the ones you are using for the stationery guns engage you if you don't give them a plan?
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You say they are already manning them so you've got that bit sorted As for not engaging you, check the following: Don't lock any plan steps. Make sure they are set to Suppress and Alertness: Combat Check any spotting distance script you may have used. Check any invisibility scripts you may have used. As for the Defense Stations, if you've read the other thread you'll already know, but definitely put them in. The guys at RSE didn't create them because they were bored Seriously though, while they are not essential in order to get an Actor to man a stationary gun, they do help to
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Well you have to consider that the purpose if the DefenseStation is to encourage the actor to maintain his position @Stalker - DefenseStations are not a plan step. They are an object quite seperate from the plan.
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It's really quite simple to do. Just give the helo plan a second path waypoint away to the side from the direction it's travelling, but close enough that it can't actually turn enough to reach it. It will then circle indefinitely while trying to reach the waypoint. Jack
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lope, v., loped, loping, n. -v.i. 1. to move or run with bounding steps, or with a long, easy stride... Not sure why you seem have particular difficulties with zones. The are summarily simple. My advice - leave the range at the default of 10 metres for zones. If you wish to trigger events at a specific proximity distance, then reference an object like an effect, vehicle, actor or map object, and use the GetRange function. Jack
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You could set up a QueueLoop to run thru the enemy teams every few seconds and check if the number of members remaining is zero: Group: <default> Trigger: TimeElapsed x secs Responses: BlockPreserve Use CheckEnemyTeams to loop over all Teams in Platoon Enemy after this block. Group: CheckEnemyTeams Trigger: A team loop is ready to process NextTeam Responses: BlockPreserve ContinueIf the number active members of NextTeam is equal to 0 Increment Counter X ContinueIf Counter X is equal to Y <do something here> Cheers, Jack
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95 metres is a long way on most GR maps. If there are any friendlies (which includes the player platoon) within that range it will block your script
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If it's for single player you can load him into a hidden helicopter. Don't try it in MP as some players will be able to see the helicopter and\or the dust. Jack
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The way around it is to add this line to your script: Group: <Default> Comment: Check if enough democharges left to complete mission Trigger Event: 2 second(s) elapsed. Responses: StopIf ((The value of demo charges needed) is equal to 0 Allow this block to be reactivated. Continue executing responses if ((The number of demo charges available to Human Platoon) is less than (The value of demo charges needed)). Display "U Dont Have Enough Demo Charges To Complete The Mission!" and register mission failure.
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Chems has made one. Not sure if he released it yet
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Your script can't possibly work. You haven't set the players platoon and the custom groups are not enabled (you can't activate them within themselves ) You had better include the "basic" scripting
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Yes, it is a bit of a frustration that idle animations don't work in MP. The only effective solution I have found is to give them a very short path plan - just a few steps up and back, nothing else. If you give them no plan at all they will stand in the gun ready alert stance which is not what you want. Jack