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Everything posted by Jack57
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Australian Defence Force Pack 1 I gotta win the lotto . . . . . .
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I could have used this sooooo many times. Thanks Chemsy
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Email it to me if you like and I'll take a look at what's happening. You'll find my addy in my profile. Cheers, Jack
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You could fudge it by modding the kit icon of the demo charge and using the DemoChargePlaced script. You could then use MapActorShow function in combination with a proximity trigger.
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In a word, no Been there, tried that
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Friendlies Hidden on Command Map
Jack57 replied to insaneflyingmonkey's topic in GR - Mission Modding
It's "MapeHideActor" actually but it doesn't work for friendlies anyway. If you can see them anyway, I wouldn't have thought it would matter that they show on the command map? If you can't see them, then keep them hidden (HideThing) until players are in a position where they would be able to see them (ProximityZone trigger). The only other alternative is to edit out the relevant icon on the alpha channel of the cmr.rsb - but then enemies won't show either. Hope that helps, Jack -
The clue to this mission is that Crowe is invincible and the helo has it's health set very high. The script trigger that beats it is when the chopper reaches half health - it then backs off and self destroys. The easiest way to beat the helo is with the OICW grenades (much easy to hit than with rockets due to the travel time of rockets). This map has lots of enemy armed with the OICW on the last island so you want to collect as many grenades as possible and save them for the end. Just run to the front of the ship like it tells you. Direct hits on the body of the chopper with a dozen OICW nade
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They are the extra stat points available to you in Single Player mode, which you assign to the operatives you chose. Alternatively, if you have it selected in options, they will be assigned automatically. Jack
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Sorry, going to have disagree with you strongly there Budgie. It perplexes me how anyone could call Far Cry repetitive It might be a lot of things, but repetitive it certainly ain't. I've played the campaign thru 3 times now and I've nowhere near explored all the possibilities. Now take Pain Killer - that's what I call repetitive As I've said before I'm not fond of the beasties either and the last two levels are very ordinary. However this game offers modding potential to an incredible level. Each to his own I guess
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Just use the second example I gave above and substitute KillActor with HideThing. If that causes any ctd hassles use TeleportObject and send them somewhere they can't be seen or escape from. I have done it where I teleported them to a place that players couldn't see or get to and had a damage effect there to greet them
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There are quite a number of ways of achieving this. Below is a quite simple method which doesn't invlove any loops. Just enable the PlayerCheck group when you are ready - you can use a proximity trigger or trigger it when the previous objective has been completed. Hope it helps, Jack
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It's only really necessary to have them in them in the correct order in the same block, ie: Mark ObjectiveFailed DeclareMissionFailed Jack
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That is usually caused by the path points not being perfectly aligned. As a matter of course these days, I create a dummy trigger plan that only has a path, and that has two nodes - drag them apart so you have a straight line on your map where you want the chopper to travel. Then place your start point and target effects, and the real chopper path points on that line, zooming in close to place them precisely. It will save you a lot of headaches, promise
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Piece of cake. The hard work would be beefing up the missions into something a bit more challenging and interesting. It would, however, be a great project to learn the scripting ropes, as it were.
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You could try GENERAL_TYPE09 (Smoke Explosion).
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That's the one! LMAO
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Please don't take offence, but I don't suppose you are putting your DAMAGE(2)(0) in the effect name field instead of the type field? Failing that, double check for typos and make sure you don't have spaces (including before and after the entry). Jack ps: if you are using this with explosions, landmines, or similar, try setting the delay to 0.2 ie; DAMAGE(2)(0.2) - this evil little trick gives the player a surprising amount of time to comtemplate what is about to befall him, muhahahahaha
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Will it have squad control? The trailer seem to imply that it would, but it might have just been marketing gibberish
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Trigger: Proximity Platoon X Responses: BlockPreserve Effect Activate (DamageEffect) (This will only trigger if your enemy platoon comes near but it will still kill anyone else who happens to be near.) or if want to use a loop so only members of Platoon X will be killed: Trigger: An actor is ready to process NextActor Responses: BlockPreserve ContinueIf the Platoon including NextActor is equal to Platoon X ContinueIf the distance between NextActor and Object (Effect, Zone, Vehicle, Actor) is less than X metres ContinueIf NextActor is active AND NextActor is Shown Kill Next Ac
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DAMAGE(X)(Y) - X=Range (0=3m 1=6m 2=12m), Y=Delay So yours has a range of 12 metres and a delay of 40 seconds. If you hang around long enough it will prolly get ya
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Well, as with most things in Igor, we only see those features that were utilized in missions (plus a few others that were never fully implemented). If they guys wanted to do a particular thing, they incorporated it. Fair enough too I suppose. There is the Enter Vehicle plan step which functions in the same way as Load Team would, except that it won't force human actors.
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Well at least you'll keep the girls happy
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Nah tried that - still won't work on a LAN
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Wish they'd fix the MP issues for it. Twice we've tried to play it at LAN but no go. Known problem apparently so hopefully they get a fix out soon. SP bores me senseless I'm afraid - 10 mins max and I'm asleep at the wheel Different strokes for different folks I guess
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Yeah, he's in Africa alright, Algeria IIRC, but he ain't doin' no modding. The little #$*@er dumped that at my door, remember? Back to work . . .