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Jack57

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Everything posted by Jack57

  1. Just add 4 Waypoints to the map and set them to Objective0 thru Objective3. If you have less than 4 objectives just place the excess ones over the top of existing ones, eg: if you only had one objective you would place them all at the Objective1 position.
  2. Don't confuse Invisibility (undetectable) with Hidden - they are quite different. Undetectable only applies to AI actors, not vehicles, and just means that other AI cannot "see" them - they are still rendered, thier AI is still active, and they can be seen by human players. When they are hidden they cannot be seen, ie; they are not rendered, and thier AI is off (in the case of AI actors). Although in some cases there will still be somewhat of a collision zone, especially with vehicles, it will not usually be sufficient to stop a door opening. Jack
  3. Having a number of hidden actors on the map and choosing one to show at random is fine for Single Player, but for MP the infamous shadow bug may raise it's ugly head. You could use a script to spawn an actor at random locations in the PreAction block if you are confident with that, although a much simpler way would be to use the same actor and teleport him to a randomly chosen location. Just beware of having any of those locations in different map rooms as this can cause problems at times. You may find having him in his own platoon and using TeleportPlatoonToZone more robust than TeleportA
  4. You could use ActorSeenByActor and just QueueLoop the player platoon with a variable actor reference. Should work a treat
  5. Ah! Well that's a piece of cake. The best way to ensure you get the file format correct is to open both your new music file and any existing music wave from GR in an editor (I use Goldwave). Select the GR one and ctrl-a, delete. Select your new one and ctrl-a, ctrl-c to copy it. Then reselect the GR one again (which is now empty) and ctrl-v to paste it into your custom one. Save-As to your mods Music directory. The final step is to create a music.xml which you do in Igor with the Sound Volume Editor found under the Tools menu.
  6. NextActor and Player_1, etc are ActorRef's which you will need to create. The thing to know about variable references is that, once assigned to an entity, it remains with them until they either respawn, or the reference is assigned to another entity. In other words if you assign a new one it doesn't overwrite the old one. An actor can therefore have multiple variable refernces (no idea what the limit may be). The old one(s) are only removed when you reuse it, as we do with NextActor in this example.
  7. You mean in the menus or the missions? For some reson I have never been able to get it to work properly in the menus - I always get random crashes no matter what I tried. Maybe EL_OSO will be along soon with some advice as he did it with Frostbite, as have others
  8. It's a lot of work but if you can be bothered, yes I think it would work But then again, net code being the contrary beast it is . . . .
  9. Use PlatoonSeenByPlatoon or PlatoonSeenByCompany. ThePlayerControlledActor reference is not very valid for MP as it will always be the server in the case of a peer to peer network game, and the server when it's a dedicated server. In other words, with a dedicated server the player controlled actor isn't even playing! In some cases PlayerControlledActor references will even crash a dedi server. Jack
  10. Well I think if you want to track him with single threat mode then you are stuck with him on the command map. The idea I take it is to guide the player in the general direction of the vehicle without them knowing its precise location? Then why not just give them a compass bearing? The other thing you could do is emulate a RangeFinder (GPS) by using the GetRange function and updating it every second. This way the player will know if his moving toward, away or parallel to it.
  11. No you're right - it's been a while since I used it. Just did a quick test though
  12. Yeah that will work if you want them all to go to the same place. The link I posted above shows one way to split them up. TeleportPlatoonToZone is the function - I believe it came with patch 1.4 or thereabouts.
  13. Hehe, not so great, eh superman You can tell how much MP I play
  14. Just copy what they do and set the wind condition in the zone properties (bottom right with the zone selected) Gusty_2 should do it, or similar. Jack
  15. sigh Actually, I agree that it does look a little like a montage, but I can assure that it's not
  16. You mean as far what camo the player platoon uses? You specify it in the env file for that map, ie: Deleting that line will change it to Woodlands or changing it to <JungleMap>1</JungleMap> will change it to Jungle. The only effect will be on the camo the players use.
  17. Group: <Default> Comment: Trigger Event: AnyActor has been killed. Responses: Allow this block to be reactivated. Increment the score for (The company including (The shooter who killed AnyActor)). Display (((The owner of AnyActor) + " has been killed by ") + ((The owner of (The shooter who killed AnyActor)) + " of Red Team")) to all players for 6 second(s). Continue executing responses if ((The company including (The shooter who killed AnyActor)) is not equal to Red Team). Display (((The owner of AnyActor) + " has been killed by ") + ((The owner of (Th
  18. Also, on many maps you can hide actors inside tents, rocks and other objects. As long the area returns co-ords you're in business
  19. Hmmm, well while some might be offended by what you imply, I choose to be flattered If only I were that good with Photoshop. I'm afraid to I have to tell you boys, it's ridgy didge, dinky die, kosher even (if you'll forgive the pun) One leg eh? Look a little closer It's back legs can't be seen, it's true - they pass through the seat. I don't think the designers had a pig (oops, pecary) in mind when they designed the buggy
  20. Create a custom actor file and use models that you don't use anywhere else in your mod. Open up his skins in Photoshop, create an alpha channel for each and paint it black. Put him next to your jeep with his AI off and make him invincible
  21. How about this then - instruct the players very plainly and carefully that the fence is electrified with lethal voltage If anyone goes near the fence or gate they die, zappo </me sniggers> Then all you have to do is think up an event to deactivate it - rescue party? powerfailure? whatever . . .
  22. Judging from that, it is certainly one to keep an eye on. I'm not one to be swayed by marketing mumbo jumbo - you can only judge the final product. Some deliver, some don't. Certainly we live in times of rich pickings
  23. Done in 3DS MAX. Here's the link to that ARTIST's INFO PAGE and to the SITE. Some stunning work
  24. You being a monkey and all, I'll take your word for it I bet the grunt don't give a damn though
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