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Jack57

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Everything posted by Jack57

  1. Yeah, I remember seeing some screenies of that also. It has never been released though AFAIK.
  2. It's odd how this one keeps coming up. There is actually no need to change any of the settings. If you are loading existing an rsb to begin with, Photoshop will select the correct settings automatically when you go to save it. I have never had a problem with rsb's working when done this way. If you are creating new ones from scratch however, now that's a different story . . . . Cheers, Jack
  3. That's right, the helo can't be shot down. The program can detect a 'Vehicle Destroyed' for the Blackhawk, but that's about it. One of the reasons you don't see it in RSE missions I guess (another being that the net code is screwed).
  4. Take avey2904's advice and stay away from the convertors The reticle_misc.rsb contains the reticles for the binocs, grenades, demos, etc, etc. Jack
  5. It is actually quite simple. You need to make the player invincible and use the ConsoleCommand script to execute the 'God' command. You have to do it outdoors for it to work. It will teleport the player about 100feet vertically and drop him to the ground killing him (normally - hence the invincibility). A fire effect is also activated at the impact point and the jw_scream.wav plays. I just created a replacement jw_scream.wav which is blank and found a convenient location to do it where there was a fire effect already in place (so the fire doesn't look out of place). The reason it doesn't wo
  6. . . . . Jokes aside, I have the highest admiration for everyone invovled in this mod (read Expansion Pak). Cynical Saint mirrored my thoughts exactly in his report. So, yes I am giving some thought to a campaign that could be done on these awsome maps. So you never know . . . . . stay tuned Jack
  7. Check out Postcards from Peru mission 5, and Saving Pilot ryan mission 7. Both have HALO insertions. Jack
  8. Looks pretty good to me If it works, it means you got it right
  9. There are two UnloadVehicle's you can use. One is as a script response, the other as part of a plan. For some reason UnloadVehicle as script will work for a driver but as a plan it won't
  10. If you've got Microsoft Office you can open the missionstats.xml with Excel and it will table the contents for you. Dunno if that helps ya. Jack oot
  11. If you want the music to play in a mission you have to script it in one of several ways - PlaySound, PlaySound3D, MusicStart or as a sound emitter. The first three require a trigger. As a sound emitter you can set it to play once, indefinitely, or randomly. Make sure you create a music.xml or effects.xml for it - this may be why it is truncated. Jack
  12. You are probably aware that the mission stats get exported to the missionstats.htm in the GR root directory at the completion of the mission. I know sweet fanny adams about databases but I would be willing to bet there is a way to export those stats to a database so you can keep a running total. With any luck someone will chime in here with just the program your looking for. Jack
  13. I have a feeling that it may be partly hard coded because you have paint out all the NV rsb's layers and alpha channels with black to disable NV (a la BiA). Even so, you can still see a green outline on the HUD icons. If you try to use a white alpha channel you will still get a green screen. Maybe you could try combining a colour with green to achieve the effect you want - dunno, haven't tried it.
  14. Yeah, I've run into this one myself. What I did was set a timer loop going (or time elapsed) set to repeat at a 0 sec interval and resetting the fog each time it expires. Clumsy yes, but it got the job done Jack
  15. Hehe Good practice at slicing the pie
  16. Well apply a bit of logic to that. Maybe you're using a corrupted/outdated/invalid driver or you have hardware issues - nothing related to GR
  17. Hi firefly2442, I haven't done any walkthroughs yet as I was waiting to see if there was a demand. If I get a few requests I will surely do it. In the meantime it is really important to read the briefings carefully (esp. the News reports) as they contain very good clues on how to go about the mission. First mission is a good example - I have had people just wade in with their pistols before they even get inside the polling centre The News report describes - "In one of the worst incidents rebels were able to gain entry to the heavily guarded polling centre in Colón by mingling with locals
  18. That is truly amazing It never ceases to amaze me the detail they went to in this game . . .
  19. Of course in 'Band of Brothers' I wanted something that gave the impression that the player was using old hand-me-downs from the Russians. Quote from the briefing of mission 2 - "No one enjoys these night shifts, especially when there is the possibility of encountering the Ghosts - they have all the latest high tech gear while we have to suffer this wretched antique NightVision equipment salvaged from the scrapheap. Better than nothing I suppose, but not by much! " That was why I made it the way it is. I have to admit I have no RL experience of NV whatsoever, so I have no idea what it is re
  20. In Igor under the View menu select Map Labels. Now any map objects will display their names. If it contains <dyn> it means it is dynamic and can (usually) be hidden or destroyed. You can even hide most of the buses on the Embassy map although there will still be a sizable collision zone where it normally is. All of these map objects can also be used for tank targets which can be very useful. For example, you can give a tank a plan to DestroyTarget 303_<n><door>01, which might be on the other side of the map somewhere. If there are objects between the tank and the target it
  21. For what it's worth I have just been doing some mission scripting today and wanted to separate the Player Platoon into it's teams so I could teleport each team to a different insertion zone. I though I'd post it as it's a very good example of using a loop. _________________________________ Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set PlayerPlatoon to (The player-controlled platoon). Use GetPlayerTeams to loop over all teams in PlayerPlatoon after this block. Group: GetPlayerTeams Comment: Trigger Event: A team loop is ready t
  22. Thanx Giwex I have now been in contact with Militiaman. Jack
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