Jump to content
Ghost Recon.net Forums

Jack57

Members
  • Content Count

    2,608
  • Joined

  • Last visited

Posts posted by Jack57

  1. It looks pretty good.

    So do you. :wub:

    :huh: ..... :unsure:

    <cough> yeah I played the demo. I was a Thief 1 & II addict so I was drooling in anticipation of this one. But for some reason it didn't really do it for me. Maybe I've just moved on, or maybe the planets weren't aligned just right :blink:

    Anyway, the graphics engine has had a major overhaul, both the textures and the extensive use of dynamic lighting a la Splinter Cell. It's still unmistakably Thief though so at least they have preserved the flavour of the game, unlike some others I won't mention :whistle:

    Jack :D

  2. ReDirectIf is a Call function so you need to specify a new group for it and it will execute all script blocks in that group that use the Call trigger. It is not the same as GroupEnable.

    also you didnt answer my question as far as the math goes...

    You use the ContinueIf > CompareIntegers script. There is really no limit what you can achieve in this way. So, you would do something like:

    Trigger:

    Timer Expired

    Responses:

    Set Timer to expire in 10 secs

    BlockPreserve

    ContinueIf Exist (flag?) KingCompany

    Set CompanyScore for the KingCompany to CompanyScore for the KingCompany + 10

    You get the picture :rocky:

  3. Hi, while I'm quite happy for you to use my modified NV as requested, it is only on the condition that your mod doesn't use the GRM mod, except of course where you have the permission of the original individual authors of the content of that mod. Hope that doesn't muck you up too much, but you can see the irony in the fact that, while you yourself are going about it in the correct and decent manner, the same cannot be said of the compiler of GRM.

    Cheers, Jack :)

  4. Absolutely you can :thumbsup:

    You use the ContinueIf > CompareIntegers script. There is really no limit what you can achieve in this way.

    Igor doesn't really have an exact equilvalent of:

    If X Then Y Else Z End

    To achieve that you use the RedirectIf response - you get the same result, just a bit more long winded.

    In your example it would be simply:

    ContinueIf (score / 10 > 0)

    Set score = ((score mod 10) * 5)

  5. im sorry for the attitude all of a sudden Jack it's just this is makin me frustrated and that previous comment the way i read it... it just seemed to have this u idiot feel to it

    No problem :) The way I see it, no one is an idiot because they don't something about Igor - there was a time for all of us when we didn't know it. Knowledge and intelligence are very different things :yes:

    Anyway, onto your problem.

    so how do i get vehicles to show up that i put into a .mis that i specifically created for the .gtf
    I think we need to make a clear distinction between a .mis file and a .gtf file.

    Essentially .mis files are map based (tied to one map) and can contain placed objects, like vehicles etc.

    .gtf files are a script that will work on any map (as long as it has the required zones). It cannot contain any placed objects. It can have actors but they must be spawned in the PreAction block. When you work on a .gtf you don't even have a map loaded in Igor.

    So in order for your jeeps to show up it must be created as a .mis file set to Multiplayer Team. It can still be serversided, etc, but it will be avalable for the training map.

    Jack :)

  6. If you want to do something to play on all the maps then you would be better to make a gtf - one script for all maps.

    If it's pistols only, then you know you can do that already? But sure, go ahead and send it to me anyway if you like. Check my profile ;)

  7. Use TeleportObject with only actors and vehicles.  Do not use these commands to teleport between different rooms.

    The fact is, you can do it on some maps quite successfully while on others it's real dogs breakfast, as you have found.

    Caveat emptor :rocky:

  8. I eventually completed Dek's great little night mission after quite a few attempts. I might add though that I was the last man standing by the time I captured the comms tower :huh:

    Oddly enough I always seem to do better in night missions - seems to offer more opportunities, even if the OPFOR are NVG equipped.

    Having said that, that was one of things that really impressed me about OFP - that if you spotted a SF OPFOR guy with NVG's you'd better rethink your tactics :nono:

    Jack :ph34r:

  9. On the positive side, there have been some whisperings as to what can be done with the N2k3 engine, remembering that it is an evolution of the Grand Prix Legends engine. And with Papyrus recently closing up shop....well, you never know :rocky:

  10. I think I saw that guy musichopper going into a hospital....seems he had an impulse trigger embedded in his kiester hole  :wacko:

    was that you jack?  :whistle:

    Moi? :huh:

    Nooooo, never <cough> :rolleyes:

    Sad part is, I understood his original post perfectly and tried to explain how he could make it work :mellow:

  11. Spawn OPFOR etc, only works in the PreAction Trigger. Other than that you have to have them hidden and yes, if the shadow bug is likely to be an issue, you can have them outside the normally playable area and teleport them in with TeleportPlatoonToZone when required.

    Cheers,

    Jack :)

×
×
  • Create New...