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Jack57

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Posts posted by Jack57

  1. 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 :rocky:

  2. well jack i have encountered alot of places where a proximitry closer than 5 meters would be bad, especially if its to a vehicle, dunno if ghost recon sometimes think a vehicle is bigger than 5 meters across, also at zones, dunno if its when the zones is about 1-3 meters wide, or if a soldier just run so fast then the trigger wont have time to activate, sounds strange to me, but nevertheless, i have had thouse problems in my mission buildings, thats why i say try numbers higher than 5 meters  :rocky:

    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.

    2) Never use zones that are only 2 or 3 metres across. The reason being that the GR only parses the script once per second and, as such, it is quite easy to pass right through the zone without triggering it. This would account for what you have seen I believe.

  3. 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.

    Cheers :)

  4. 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 :lol:

    I played some of COOP with 'Postcards from Peru' a few nights ago and got a regular ass whoopin' :wacko:

    Damn those AI can still hold there own, in spite of the game being more than 2 years old :o=

  5. 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 :lol:

    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 :)

  6. The main problem is that your query is around the wrong way.

    Continue executing responses if (1 is equal to (The value of random insertion counter)).

    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 to different Map Rooms. Although the Igor guide says you should never do it, it is in fact quite possible in many cases. Trial and error is the only way to find out for sure. You can view map rooms by turning the option on in the View menu, although it is often easier to view them by clicking on them in the menu tree on the righthand side of the editor.

    As an example, teleporting to the cave on the Caves map usually result in glitching or ctd's.

    Cheers, Jack :rocky:

  7. Unforgivable! :nono:

    Nah just kidding :lol:

    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 . . . . :blink:

    Never mind ;) What I mean is, there so many high quality works for GR it is very easy to miss individual ones.

    Jack :)

  8. Hi, well first thing i have found out is that ghost recon, dont like proximity closer than 5 meters, its verry random if u ever get close enough to trigger the script, so try make the proximity to 5 or 10 meters

    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 :thumbsup:

  9. 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

    Cheers, Jack :rocky:

  10. Games Fusion Interview

    Q. How will the squad-based combat mechanism work to provide a realistic combat simulation?

    Randy Pitchford: Squad based combat in Brothers in Arms is amazingly easy to command, but very robust. At the point in the game where you’ve finally gathered your scattered squad, you’ll be equipped with two teams. One team is an assault team and is designed for closing on and killing the enemy. The other team is a fire team and is trained to suppress and pin the enemy so that the assault team can do its work. These two teams are dependant upon each other and their power is under your control.

    Controlling them is simple. One button toggles between the teams. This is a lot like switching weapons, but you’re switching teams. Another button issues a command. It’s just one button to issue a command. You look at something and you press the command button and it’s all taken care of with the context sensitive system. If you’re looking at the ground, the command is, “Move to that position!” If you’re looking at an enemy, the command is “Attack!” You can hold the button down to see a little indicator that tells you exactly where you’ll be issuing your command.

    It’s really fun and it’s really easy to do and, amazingly, it’s super authentic. Col. Antal has been leading combat soldiers for 30 years. He’s written books used by the military academy at West Point to train the US Army’s future officers. He taught the Gearbox team all about fire and move tactics and all about chain of command and the Gearbox team figured out that you don’t need a super complex man-by-man noun-verb system of command trees and complex options.

    Squad combat should be about the idea of how you want to approach the combat problem. Not about how you’re going to fight through the interface to find the right command.

    Simply pick the fire team and use the command button while looking at an enemy and you’ll issue the command. Baker will say something like, “Corrion, put some fire on that position!” And Corrion, the fire team leader, will say something like, “You heard Baker – Give it to ‘em.” And while he’s yelling to his men, you’ll see Corrion give the authentic hand signal for “Attack” directed at the enemy and his men will get the courage to lean out from behind the cover and start putting fire on the enemy. If you’ve got it right, they’ll be able to suppress that enemy and you can start to safely position yourself or your assault team for a good flanking kill.

  11. anyone know y this guy wont follow the second plan

    Yep

    Group: default

    Trigger Event:

      The simulation is starting.

    Responses:

      Allow this block to be reactivated.

    The simulation only ever starts once :thumbsup:

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