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Everything posted by Jack57
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Yes it is. When you assign a new plan the previous plan is replaced, not added to. So yes, you could just create a new TriggerPlan with the AddZone and Patrol steps, and use a Team Loop to assign it to all the teams you wish. Just make the zone very large, or use multiple zones, and the teams will patrol at random.
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Affirmative Also, if you're hostages have weapons assigned they won't use or display them while set to HostageOn, but they will defend themselves whilst under escort.
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The error you are getting usually happens when the length is specified incorrectly in the relevant xml. All I can suggest is you double check everything, including your script, because if they are reconciled and saved correctly, then you should have no problems getting them to work correctly.
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ContinueIf Door X is Open ContinueIf Door X is Closed To get the door name turn on Map Labels under the view menu. Jack
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So when you browse to your mod's sound directory with the Sound Volume Editor, all your sounds show up as green (ie: reconciled)?
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Nah, I got so busy here I missed the damn bus Prolly the best and quickest way to do it would be to copy the enemy skins you want to your mod and rename them to the ones the Ghosts use, ie: ica_us_demolition_body.rsb, etc, etc, etc. Of course, as Chavez points out, you will still be seen as hostile by the enemy - but you can script around that easy enough. Good luck,Jack
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Try unlocking any locked plan steps - this can cause problems unless you are careful. In fact, in order to test it, remove thier plan altogether - they should engage the players with rockets no problems. If they're still not engaging you, then there is a problem elsewhere, either with your kit or you have some script interefering in some way. Jack
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You won't find the atr files because they are custom actor files made by Wolfsong for the purpose of the MAV mod. It's the chr files referred to within them that you'll find in the Ghost Recon\Mods\Origmiss\Character\ directories, which in turn are used in such actor files as m04_eli_ak74_1.atr which uses <ModelName>rs_south_frad.chr</ModelName> A geiger counter eh? That's sure to come in handy. . . I think Jack
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Generally speaking missions that are created using Origmis, MP1 or MP2, or a combination of any of them, are considered serversided when they reside in the applicable mission directory. It is when you create custom files that others don't have that they become no longer server sided. Of course they can also be considered serversided even when using a 3rd party mod, as long as everyone has the mod. To ensure that your mission remain servided when you make them, ensure that you only have retail mods active before you open Igor. Jack
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Yeah, I still play H&D2 - it comes within a bees thingy of being a brilliant game. The main letdown is the AI. Hope they do another
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Spoil sport
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NP, but you haven't found out where you went wrong - so when you really need to use effects . . .
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If they have a Patrol Zone plan this shouldn't happen - their path is random and they should negotiate obstacles. It is possible that on some maps the AI paths may go through objects, although I think it's unlikely. You can check by hitting F12 (to hide all the items on the map) and then go to View > Debug Info > Path Links. If you do find anything untoward you can adjust your Patrol Zones to avoid those areas. Another thing that happens is that sometimes Patrols will stop for a very long time - sometimes minutes - before resuming their plan. If it is a persistent problem you could se
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They will target Hostages on the Friendly Coy once they are under escort
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1) You could use use 2 Timer blocks with each one triggering the other. Or you could use a new Group with 2 TimeElapsed blocks. Or you could use a Timer block with a Flag and a ReDirectIf. 2) Use DECAL_TYPE3(5)(5)(5) - you can muck around with the parameters to get the size you want. Cheers, Jack
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Call the Mod Squad!
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That depends on the quality of the connection. As a rule of thumb (good for Single Player as well) I try not to have more than 30 enemy actors active at any one time. If there is a possibility that enemy can be bypassed by the players (an outlying patrol for example) you can kill them off with the KillActor script when they are no longer required.
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You need to queueloop the teams in the playercontrolled platoon and have a ContinueIf the team currently being processed by the loop does NOT contain the player controlled actor. If it passes the query set a flag to stop it processing any more teams. If the flag is not set then you will also know that there is only one team in the player controlled platoon, so you can call some alternative script. Just use a timer or TimeElapsed to set the vehicleloadplatoon script to execute a second or so later than the execute plan script. Jack
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Yes. No. Avoid using the default Blackhawk - the net code doesn't work properly for MP. Avoid cinematics - it's a bit hit and miss but can often give you grief, especially on dedicated servers. Avoid having Hidden entities in locations the players can visit - have triggers to ShowThing before players are too near, or place them outside the normally playable area and teleport them in (TeleportPlatoonToZone) when appropriate. This is to avoid the shadow bug. Alway make Hidden actors invincible to avoid crashing the server if they take damage (shadow bug again). With excepti
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Sorry - if that's my script then it contains an error. Switch all the NextActor to Player_x variables around the other way, ie: Set Player_1 to NextActor. Jack
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Yeah I saw it at the video rental store too and checked out some NET reviews which canned it heavily - even people who were switched on enough to understand the tongue-in-cheek of the first didn't like it
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You can give a plan to a player team that does not contain the player controlled actor. However, you would have to have a standby script incase there is only one team in the player controlled platoon. Your hidden UN Peacekeeper should work too. Make sure he has time to execute his plan of EnterVehicle as driver, before you execute VehicleLoadPlatoon for the player controlled platoon. You might also try leaving out teleporting him as that's what EnterVehicle does anyway. Cheers, Jack
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You don't even have to do that Just calling it with the Respawn trigger is enough. Jack
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Use the Respawn trigger. Create an ActorRef (say ThisActor) and then teleport the actor, ie; Group: <Default> Comment: Trigger Event: ThisActor has respawned as ThisActor. Responses: Allow this block to be reactivated. Teleport ThisActor to Zone X. You could have as many as these as you like in seperate groups and use the query you mentioned with GroupDisable and GroupEnbable as the mission progresses. Cheers, Jack
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Since you are activating the same effects each time, why not: What you have should work all the same. Most of those effects are ones I don't use, so there may be a reason for that. Can you add another efffect with good ole GENERAL_TYPE14(0)(20) just for testing purposes. If it's not working then, we need to look elsewhere for the problem. Jack