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Everything posted by Jack57
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First, thankyou - a large part of the satisfaction in modding comes from people showing appreciation for your efforts. Second, let me re-iterate what you have said. Modders also play and enjoy the mods of others. So thanks!! Long live Ghost Recon Jack
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Sure, if that's the effect you want to create. A napalm explosion GENERAL_TYPE14(0)(20) or smoke explosion GENERAL_TYPE09 might help disguise it from vanishing suddenly. Jack
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Ahhh, sorry 'bout that m8. I guess I thought most people realized that. At any rate anyone who knows enough to modify games for the puprpose of cheating is sure to be up to speed with such a thing. All the same I have edited my post. Perhaps sleeper might do the same. Soz again, Jack
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Just so you know - they only work in campaign mode
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I think he means this one Ghost Recon\Data\Video\intro.avi as distinct from the mission cinematics? If you place your new one in your mods video directory with the same name, it should play when GR loads (assuming you have it set in options to do so). If you wanted it to play the first time someone plays your mod you would have to modify the relevant entry in the options.xml during the installation of your mod (or use a launcher a la WOI and Frostbite). Jack
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The Defend Zone plan step requires Defence Stations - you will need at least one for each team member that will be using the plan, preferably more. Else they will fight over them Normally the plan should also contain some aggressive behaviour steps such as Alertness-Combat and CombatROE-Suppress. If you don't want them to run use a Pace Plan locked to Walk. Get a hold of the official Advanced Igor Guide which lays all this stuff out quite well. Cheers, Jack
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I think I read EL_OSO re-instated it with the patch? **post edited**
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Works fine here. Is this the one: 1_<n><dyn>saiboat ? Hint - check the spelling carefully Also, I was wrong - you can hide\destroy the mobile one. Jack
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This is a list of some of my favorites that I keep handy. There are many others of course but these will cover quite a few scenarios. ---------------------------------------------------------- GENERAL_TYPE04 - campfire FIRE_SMALL_TYPE3(60)(0) - small fire for 60 secs, no delay fire_large_type1 - indefinate ---------------------------------------------------------- GENERAL_TYPE36 - campfire smoke smoke_small_type1(60)(0) - thin and wispy for 60 seconds smoke_medium_type1 - indefinate ----------------------------------------------------------- GENERAL_TYPE14(0)(20) - Ex
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Loop will make them go from the last path point directly back to the first. Track will make them move back along the path points in the reverse order. Restart is for when there are numerous Plan Steps and you want them to repeat them all. The AddZone followed by Patrol is often overlooked as an excellent way to create random enemy appearance, as they will wander around at random within the zone. Additionally you can have multiple patrol zones which, again, they will patrol completely randomly. I don't know if there is a limit to how many you can use but I frequently use a dozen or more.
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That will be recorded in the Ike.log which is why it's best to always check that first, before looking for scripting errors
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Also, on startup GR parses the entire script and will often crash if it finds a critical anomaly even if it's in part of the script that won't be called until late in this mission. Jack
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Thanks m8! Unfortunate about the ctd. I haven't seen that one yet myself. If it happens again check the Ike.log to see if yields anything. Hopefully it was just a random crash. Thanks for the feedback, Jack
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You mean the one that races around the island? I have a feeling that one isn't interactive, so you might be all outta luck. Jack
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It depends. GR parses some files on startup, not others. Try deactivating and then reactiviating the mod. That might do the trick. I often make mission changes in Igor without exiting GR. As long as you restart the mission (ie: not from a save game) it works fine.
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Hey no problem - glad you liked it. Thanks. I have played it thru several times recently on co-op and noticed a number a small errors and anomalies so expect an update in the not too distant future. I am also working on a co-op update for Postcards from Peru. Jack
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Thanks for your kind comments. I'm glad you've enjoyed playing them so much It works fine for me here so I'm not sure why it doesn't for Ruin. Best thing is to try it. Remember to give it a description in the relevant field or it won't show. Jack
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You can create your own kit restriction kil files in Igor - under the Tools menu you will find a Kit Restriction Editor. Cheers, Jack
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Can you ckeck which weapon a player has?
Jack57 replied to The_Slink's topic in GR - Mission Modding
No, he means a script query. Sorry m8, the answer is NO. With any luck things like this type of query will make it into Igor 2 Jack -
Of course when I make a mission like that, I know that some people will use the kit command. You may as well save the trouble and use autowin. Only where it would stop the mission from functioning do I do a continuous check as opposed to just a startup check. Try your luck in P09 - Comité de Bienvenida
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Someone else is paying attention
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Probably the best thing would be to check out EL_OSO's excellent IGOR FOR DUMMIES. That way you'll get the basics down which is crucial to moving onto more advanced scripting. Cheers, Jack
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Just a couple of points - the way you have that set up it will end if either all the Hostages or all the players are at extraction. This is because the counter will continue to increment until the secong query condition method is met. Perhaps it might be better to put both quieries in the same block. You can use an and operator or just place the queries in sequence. This way you can do away with the counter. If you want to use a counter to track your objectives there is a discussion about that topic here. Jack Trigger: Startup Response: Set PlayersPlatoon to the PlayerControlledPlato
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I can only assume you are talking about friendly AI backup. If you go to the server setup screens and turn off respawn, you will then be able to check the AI Backup box on the Gameplay tab. Cheers, Jack
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Perhaps this will make it clearer: Trigger Event: 0 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if ((The value of ObjectiveCounter) is equal to 4). Prevent this block from being reactivated. Set EndMissionTimer to expire in 5 second(s). To set up the query: Select the ContinueIf response. Click Edit. Select CompareIntegers. On the Value1 tab click the bottom Edit button. Select GetCounter and choose the ObjectiveCounter from the drop down list. Close. On the Value2 tab enter 4 (or the number of objectives you ha