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Everything posted by Jack57
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No, they will always go to these bases: Red Team - Base 0 Blue Team - Base 1 Green Team - Base 2 Gold Team - Base 3 Jack
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How can you guarantee there will always be players on Red team (Base 0)? What I would do is Set a flag when the first occupied base is found (which would be Base 0 if Red team is chosen in the loadout) and then block any other company from being made the Defenders. Like this: Group: Loop for Base 0 Comment: 02a: Check for defenders - base 0 Trigger Event: A company loop is ready to process This Company. Responses: Allow this block to be reactivated. Set Present Count to (The number of members of This Company within 0 meter(s) of (Base 0)). Continue executing respo
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Can you post here the (file)names of the Heroes you are using. Cheers, Jack
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Erm....because it sets a ROE which you may not necessarily want Not to mention that some people may have remapped those keys Jack
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I don't see anything there that would cause you to ctd. Sounds like it might require a full re-install fo GR to me. On another note, this is a simpler method of achieving what you are trying to do: Jack
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When the Rat says jump, I say "how high?" Co-op is very possible and I have been playing it to some extent. There are many issues to be sorted out, but it does work and it's a lot of fun. We played the Boat mission and it was wicked to cruise around the islands in the patrol boat stirring up the natives (one driving and one manning the guns) At present I have been setting them up as ASSAULT games so I can place check points at intervals, which you then capture, thereby enabling a new set of spawn points (some maps are so big it very quickly stops being fun respawning at the start
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As there is no direct query for vehicles at a location, you need to query the range - you can still use a zone if you wish but I find an object like an effect more accurate when querying ranges: To get to the GetRange function, follow these steps: ContinueIf > Edit > CompareIntegers > value1 > Edit > ConvertNumberToInteger > Get Range What's interesting about GR is that while you can query dead\destroyed actors\vehicles, they cannot trigger anything. In other words, because they are no longer active entities they cannot send an input to the game engine. This is why
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Movement ROE: All Costs Alertness: Combat -Locked Combat ROE: Suppress Should do it as long as they have something to shoot at.
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Yeah, but ain't it a shame that you have to be in cinematic mode for it to receive the input
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Erm...nice name
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Just give the enemy an rpg or at in the primary slot and they will shoot it at you. Simple as that. As I said the problem of them not shooting at you and\or not seeing you is a seperate issue. Jack
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With this kit tangos will target players with rockets: <KitFile> <VersionNumber>1.000000</VersionNumber> <KitTexture>kit_demolitions-02.rsb</KitTexture> <Firearm SlotNumber = "0"> <VersionNumber>1.000000</VersionNumber> <ItemFileName>at4.gun</ItemFileName> <MagazineCount>3</MagazineCount> </Firearm> <Firearm SlotNumber = "1"> <VersionNumber>1.000000</VersionNumber> <ItemFileName>m4.gun</ItemFileName> <MagazineCount>10
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This just landed in my mailbox. Pretty funny if it's for real <DeadMansHand> haha, last night, me and pete went out to celebrate his engagement and got hugely drunk <DeadMansHand> we got this great idea to bury eachother in the sand close to the water and see who would chicken out first <DeadMansHand> took about a half hour, but the water got up to my face so i freaked and got out <DeadMansHand> i looked around for pete and he must've chickened out before me and stumbled home or something heh <DeadMansHand> What'd he say when he woke up this morning? <
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This amounts to the same thing.
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Make it longer if you're really mean
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It's the Ike.log we need, not the IkeCrash.log. Strange but true Anyway, if it is crashing when you view the objectives, it likely beibg caused by having more than 4 objectives. I see you add 3 in the script - if you are starting with more than 1 then you will end up with more than 4. If you need to have more than 4 you must remove some before you add more. Just remove completed ones is what I usually do. Jack
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Are you palying with any mods active?
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Oh right, I took you to mean that you only wanted them to start with the MP5. NP, Jack ps: btw, no need to set your "player" variable to the player controlled actor. It will just be assigned automatically to any player that respawns
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MapActorHide thread. You can make a pretty big explosion by changing the parameters of GENERAL_TYPE14(x)(x) to something like GENERAL_TYPE14(0)(200) If you wanted an effect of a huge explosion (nuclear ) you could, in the same block, play a large explosion sound, turn the fog to bright white down to zero metres and then after a suitable pause, queueloop the player platoon with the KillActor function.
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Why not just make it so that it would greatly benefit the players ability to infiltrate by placing sensors? If he chooses not too, more fool him. In my 'Saving Pilot Ryan' campaign I made it so getting into the prison unseen in mission 4 is greatly facilitated by the use of sensors. There are internal guards patrolling right by the doors, so if you open the door without having placed a sensor you run a very high risk of being seen. Jack
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Make sure you don't have nades in the kit or it might be tempting to immediately suicide and respawn with the kit you chose in loadout
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OK, the problem is that you have the DeclareMissionFailed function in the same block as the EffectActivate for the damage effects. Remove that and set a timer to end the mission and it will work fine. It seems the game engine invokes invincibility for the palyers once the mission has been declared
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Spitfire Hmmm, looks like I'm going to have to pick this sucker up on eBay. Loved IL2 Sturmovik and was going to wait for the new Pacific theatre one later this year..... looks tempting though.
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Can those who have it or have played it, expound a little on the gameplay side of things? Does it have a SP mode? Does it have that same mouse look bounding zone thingamyjig that I never did get the hang of in OFP? etc, etc. Cheers, Jack
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There are so many possibilities it's almost like asking how long is a piece of string It could be missing files, incorrect spelling for kits, actors etc, or a scripting error. If it has suddenly started crashing, begin by deleting the most recent things you added. If you're really stuck mail it to me and I'll take a look. Jack