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Everything posted by Jack57
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Yes, this is done to conserve resources. There are some exceptions where the event calls the game engine, most notably Death triggers and the ActorFired triggers, but most others are stored in memory until the script is parsed. There is one interesting trigger - the BeingHeardBy trigger. This is held in memory for two seconds instead of one. So it is quite possible to set up your query-loop to execute only once evey two seconds. Jack
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OK, it's just that I'm trying to gently show you that the problem doesn't lie with the GR engine The most important things to realize are: 1) When you use a proximity reference to an object it references the centre of that object. So, if that object is something large like a truck, and you use a proximity of say 2 or 3 metres, you can see that if you approach the vehicle from the rear or front, you may not be able to get within the specified trigger range. You need to take that into account when setting up proximity triggers. You can reference actors and effects easily down to 1 metre.
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There were a couple of people working on chutes (vcl's) but don't know if they ever got released?
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Stalker, I have used this a lot in cinematics and my experience is that the player will always start off facing in the direction of the pipper of the insertion zone. His 'camera' will then begin to rotate to the left 180° and continue to rotate back and forth 180° for as long as you are in cinematic mode. So, when you are teleporting him around for different camera positions, it is a matter of trial and error to get the timing such that he is facing the way you want the camera facing. Have a look at some of the cinematics I did for OS or British Infantry Mod if you want to see examples. Che
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Remove the locked run pace step. Just locking on Alertness: Combat will make him run
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MarauderMike, what mission is that
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You won't get a realistic effect however you do it, as they have no parachutes. You can teleport them to an effect but this is effectively the same as VehicleUnload, ie; they will just fall to the ground. Jack
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As anyone who has made a mission or campaign will know, by the time you get done testing it you have played it thru so many times that you can not only nearly play it blindfolded, but you are also so heartily sick of it you can't wait to move on. So you will understand that I have not played my missions for a while, and well, you sorta forget important details - like that tango you hid around a corner to catch out the unwary I played some of COOP with 'Postcards from Peru' a few nights ago and got a regular ass whoopin' Damn those AI can still hold there own, in spite of the game be
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VehicleUnload
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Trigger: Player has respawned as Player (Player is just a variable reference that you need to create) Responses: BlockPreserve Teleport Player to Zone X All you need to do is create a variable actor name - anything you like. I use Player here but you can use Santa Claus if you wish Then when you create your Respawn block just use the variable you created as the Actor name for the trigger and the teleport response. The game engine will automatically apply that variable reference to any actor who respawns. Jack
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What would classic Tank look like............
Jack57 replied to ruggbutt's topic in GR2 PC - [Cancelled]
Good to see so many people realizing the potential of Far Cry - it is way underrated by a good many people I know Anyway, ruggbutt - has the Tank map been released as a final yet? If possible I hope to get the guys to play it at LAN tommorrow night -
If you want to specify where your AI are going to be on the map you will need to use SpawnActor as opposed to SpawnOpposingForce. Use TheCentralArea - it is already tagged so you don't need to create a variable for it.
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The main problem is that your query is around the wrong way. should be Continue executing responses if (The value of random insertion counter is equal to (1)). If this mission is likely to ever be run on a dedicated server, lose the Set human actor to (The player-controlled actor). This will more than likely crash the server. The game engine will automatically use your Human Actor variable as a variable in the Respawn trigger. No need to specify it elsewhere. Also, are you sure you want to be teleporting to Insertion? The glitching you are getting is to do with teleporting
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Spawn Company Spawn Platoon onto Company Spawn Team onto Platoon Spawn Actor onto Team, Class, Location. Cheers, Jack
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The Ultimate GR Multiplayer Experience
Jack57 replied to harntrox's topic in GR (PC) - General Discussion
Great idea this harntrox and sleeper Now with the promise of a server with 36 "players" I might be able to get my LAN club to play GR -
Unforgivable! Nah just kidding It really a case of not being able to see the forest for the trees, or should that be trees for the forest in this instance . . . . Never mind What I mean is, there so many high quality works for GR it is very easy to miss individual ones. Jack
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You must be doing something wrong there. I frequently use proximity distances down to 1.25 metres. Works fine if you reference an object, as distinct from a zone
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For respawns the best trigger is the ReSpawn trigger. When you start the mission and choose your 'insertion' zone randomly, then you need to have 4 standby Groups with the ReSpawn trigger. Then on respawn teleport to the actor to your random zone. For example if your random numer was 3: ContinueIf RandomInteger is equal to 3 Teleport PlayerPlatoon to InsertionZone3 Enable the Teleport3 Group Group: Teleport3 Trigger: Player has respawned as Player (Player is just a variable reference that you need to create) Responses: BlockPreserve Teleport Player to InsertionZone3 Che
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Enter the console and type (no quotes): "names" > Enter > "showmotions" > Enter You will then see the names of any animations AI are performing displayed above their heads. Jack
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Same deal with PreAction - it only happens once Try TimeElapsed
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http://www.ghostrecon.net/forums/index.php?showtopic=19340
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Using the wrong image types will definitely cause a ctd. Should be: <MapShots>*_shots.rsb</MapShots> <BriefingCycleImage>*_brfg-box.rsb</BriefingCycleImage> <BriefingImage>brfg-map.rsb</BriefingImage>
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Yep The simulation only ever starts once