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Everything posted by Jack57
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You couldn't just put a Waypoint Label on the map?
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THIS might be helpful
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Oooh, Jet Ski's MP fun In the PC game you may have noticed a gaming magazine lying around with Far Cry 2 on the cover. We can only surmise that it's an ongoing project and that some of the new content that is already finished will make it into the XBox version.
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I parked a jeep against the gate in Saving Pilot Ryan and had a friendly NPC move it when required. Another method I have experimented with is to have a zone at the door\gate and use the teleport function to move anyone who enters it, back a short distance. The hard part is that, because GR only checks the zone once per second, a player can travel a considerable distance, if running, before it is triggered. It does work though - just takes a bit of trial and error. Jack
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If it's only a mission you could easily email it to people. Or check with your ISP - most provide 10MB or so these days with your account.
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And you can't think of a reason to have an enemy nearby?
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You can set a friendly to SingleThreatModeOn.
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how do i get rid of those missions?
Jack57 replied to simplesuperman's topic in GR - Mission Modding
Zip 'em up -
Another good one to look at for inspiration is SimBin and the soon to be released GTR Racing Sim. They started life as a modding team and soon developed a reputation in the community for high quality work. At some stage they decided to go commercial and bought the licence to use ISI's game engine. Judging from the demo of GTR they are guaranteed of success, borne of extreme dedication and professionalism.
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Well you know that guy might not have seen his girlfriend for a while...... Of course his name might also be Jeffery
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You might find this usefull:
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Posted THIS over in the PC Games forum.
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I was playing a little Far Cry last night and returned to my buggy to find this: And yes, the pig is in the drivers seat The Grunt completely ignored me until I shot the pig - God knows what they had goin' on
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Yeah the MP is kinda dodgy at best. The lag you speak of is a memory leak issue which is supposedly going to be fixed in the upcoming patch. I have been converting the SP maps for COOP but at this stage there are so many issues I've decided to wait to see if they are fixed in the patch. When it works it is a lotta fun even with just two of you. Although it says the enemy are smarter and there are more of them on harder settings, as far as I can tell the only real difference is the amount of damage you take. I've played thru on the hardest setting and you will die with a single shot to the h
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The only way I have ever been able to do it, is to edit the cmi.rsb Of course, it's global and permanent so it may not suit your needs. I've said this before elsewhere, but I wonder why you can't hide it from the game world? Just before the players are in a position where they could see it, show it - it makes sense that if they can see it, then it also shows on the command map. This will also prevent what I consider a bug, where your AI team mates declare armour spotted when they can't actually see it It is a bit fiddly determining exactly when to show it, but it can be done. Cheers,
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Have you tested QuickSave and QuickLoad with him underground? Just that sometimes this type of thing will cause a ctd on reload. Jack
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One thing to be aware of is that NPC's being escorted will automatically disengage from the escort when they enter a zone nominated as 'Extraction'. Normally that's what you want, but occassionally you may want them escorted somewhere else first, so you will need to work around that. The other thing I sometimes do with troublesome escorts is to use the EscortInitiated trigeer to start a Timer (or GroupEnable) which is set to loop every (say) 10 seconds with a query to ContinueIf NOT being escorted - you then reset the Hostage\Captive behaviour. This way if they 'drop out' of the escort it wil
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Hey Gordo, don't suppose the ADF addons bring Aussie voice acting do they? Now that would be a clincher /me melts
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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") to all players. Cheers, Jack
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Sorry mate - just having some fun Time to stop messin' with ya . . . unlockedheroes xml's are in the GR root directory by default - no need to "put the unlocked heroes xml in your ghost recon folder" If you nominate a custom name unlockedheroes xml in your missions, an xml with that name will be created automatically and your unlocked heroes will be listed there as they are unlocked. If your heores have the same filenames as the RSE ones then they should also be available for Quick Mission when your mod is active. Not sure why it's not working for Gav. Hope that clears it up
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Have you tried compatibility mode?
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So they can have names relevant to your campaign
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Are you using Desert or Jungle maps?