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Jack57

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Everything posted by Jack57

  1. I assume you just haven't got around to setting up the counter yet - otherwise that query won't work. And don't forget that the way you have it the players won't see the Objective Complete message for the final objective because the Mission Complete message will display over the top of it. No big deal if you want it that way. Glad I could help, Jack
  2. Sure. Create a counter and call it something like ObjectiveCounter (you can do this by clicking the Tags button on the Script Edit dialogue, or do it when you are setting up the script block). Counters are always set to zero by default, so in each block where an objective is completed put a Counter Increment response for your ObjectiveCounter. Create a new block with a Time Elapsed trigger set to zero seconds. In the responses first put a Block preserve. Then put a ContinueIf response. Set it to Compare Integers and compare the ObjectiveCounter value to the number of objectives you have in you
  3. Is that a Freudian slip? I get excited by modding, but not that much Assuming you have done all the scripting and not editing an existing mission, then you must have set the script to end the mission when all the enemy were killed. A better way is to set a counter to increment each time an objective is completed. In a separate block you can then track the counter and end the mission when it reaches the required value. This way it makes no difference which order the objectives are completed. RSE had a habit of setting all their missions so that if you killed all the enemy it would end
  4. Chems you are a god I'm gunna vote for ya. Fantastique!
  5. You jest, surely Had me goin' for a moment there
  6. When I was a kid my Dad used to say to me, "There's more ways of killing a cat than chocking it to death with butter" What I'm saying is, my way is not the only way nor necessarily the easist All the same, I think it's fairly straight forward. Create your actor loop block and set up the responses like this: (I'm excluding the player as you are doing the para drop thing with him) Block Preserve Stop if (actor being looped) is equal to ThePlayerControlledActor Increment Counter Redirect if counter is equal to 1 Redirect if counter is equal to 2 Redirect if counter is equal to 3
  7. I don't see why that wouldn't work - as always best thing is just to test it. If you were to teleport NPC's make sure you also turn off AI for the duration. They get a bit upset about these things and often won't play ball after you've been a bit rough with them Check out this thread - I think that's what you're after. Cheers, Jack
  8. Only if it's a dynamic map object. On the View menu check Map Labels - if it's dynamic it will have <dyn> in the name. Somehow I doubt it though. Jack
  9. I'd be very interested in that
  10. Hey Ruin, I checked it out. Just how I like a website - well laid out and uncluttered. If you really pushed me I might say it lacks a little color, bit it's a minor point. I always favor functional over fanciful. The only thing that didn't work was the Coranto link - but then maybe they were down. More importantly, I'm very much looking forward to playing this one. Cheers, Jack
  11. Look in the Ike.log, not the IkeCrash.log. Cheers, Jack
  12. Aha, that's one I haven't tried. It should have occured to me though because you'll notice in BoB and BiA that there are no new xml's for the voices because it caused some strange results. I'll give it a whirl. Cheers, Jack
  13. In Igor under the Tools menu choose 'Kit Restriction File Editor'. It's fairly self evident how to use it. Save your creation with a unique name and description in your mods Kit directory and you should be able to select it in the Server setup section. Cheers, Jack
  14. I have never been able to change them all without getting random ctd's. One or two is fine, but not all of them. I have tried everything I have seen suggested, to no avail: Started with the exisiting files and replace the contents. Created new ones in identical format. Redone the music.xml Etc, etc, etc. (there were others I can't think of right now) The only thing I don't think I tried was to make them exactly the same length, but then Frostbites aren't Maybe if EL_OSO spots this thread he might share any tips he has
  15. I'm not sure what you mean by that - the smoke drifts down, or it expires? Feel free! A lot of what I've done was borrowed from (or inspired by) the work of others - particularly when I was getting started.
  16. That figures. I didn't think you would have missed it
  17. I'm not trying to be a smart a**se here, but it is actually even easier than that. If you have the Info window open (linked with the Navigator by default) just place your cursor over the spot you want the co-ord's for and read them values right off the Info tab - it even has them as X and Y. Jack.
  18. Hmm, OK Er, check that you definitely have it set to invincibility not invisibility. I still regularly select the wrong one from the list
  19. Better late than never I suppose Although I contributed a mission to this mod I have only recently had the opportunity to play ~NkOgNiTo~'s missions in co-op mode. I just wanted to say how much I thoroughly enjoyed them. There's some very imaginative scripting been done here and while the emphasis is on fun, with just two of us we found the enemy very challenging. Infinite respawn was the order of the day New skins and weapons were excellent also. Great job ~NkOgNiTo~ - I'm only sorry it's taken me so long to get around to playing it. If you haven't already, do yourself a favor and pla
  20. Give him a kit with rockets then give him a destroy target plan. Works like charm If you make a new kit with rockets as the primary he will also use rockets against the players
  21. StartUp - the simulation is starting Set PlayerPlatoon to ThePlayerControlled Platoon Set InsertionCounter to a random integer between 1 and 3 Teleport PlayerPlatoon to Insetion Zone 1 (or nothing, to leave them at insertion) ContinueIf the value of InsertionCounter is greater than 1 Teleport PlayerPlatoon to Insetion Zone 2 ContinueIf the value of InsertionCounter is greater than 2 Teleport PlayerPlatoon to Insetion Zone 3 etc, etc. It doesn't matter that, in order to get to the 'Insertion Zone 3', they get teleported to all three in turn. Just remember that for MP game with Res
  22. You may have your variable platoon reference set up incorrectly. Invincibility should work. Jack
  23. Ah! Now that's a possibility since they did change the rsb format, hence the new plugin. Try searching the web to see if you can turn up an old version of the plugin. Failing that, download the 1.4 patch
  24. Hi Rocky, You could send them to DAMN R6 - Mac Downloads. I'm sure those guys know their stuff pretty well. Cheers, Jack
  25. What happens if you skip the cinematic? Also try running it with sound hardware acceleration off (Control Panel > Sounds and Audio Devices > Audio tab > Sound Playback > Advanced > Performance). Other than that try contacting Nuetron or El_Oso directly. Cheers, Jack
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