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Jack57

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Everything posted by Jack57

  1. I haven't tested it but my guess would be that you can't set a variable reference to a Company that is no longer active. Jack
  2. Put simply, you cannot use it to ask (query) each actor in turn (loop) if they are the one who activated the UI command mode. As with quite a few of the functions in Igor, it may be that it only found its way in there because one of the original programmers wanted to use it for a particular mission - and maybe he wanted it for a SinglePlayer only mission, which is why it only references the 'Player'. In which case I guess I'm screwed Jack
  3. Best one to use is the damage effect - since it doesn't reference any particular actor it is more natural as any actor near enough will be killed by it. Parameters are: DAMAGE(X)(Y) - X=Range (0=3m 1=6m 2=12m),Y=Delay A common setting is DAMAGE(2)(0.2) - the 0.2 second delay gives the actor a brief moment to experience the explosion before he dies. Evil really Cheers, Jack
  4. Hmmm, I'm very interested in getting to bottom of this, to see if perhaps it wasn't something else causing me hassles. Sure you can do what MoNkEy suggested but the thing is you really shouldn't have to in GR - the AI is normally plenty good enough to react in the correct manner. Don't suppose you could send me your mis file for a look see? Jack
  5. Hey Ruin, do you have a cinematic in this mission? The reason I ask is that I have found that actors that are active during the cinematic can sometimes develop quite odd behaviour. This has given me no end of trouble on the IT beach resort map for example. They were doing like you said and not shooting at me until severely provoked. Hiding them during the cinematic seem to fix the problem. Go figure I don't know what this is about because I have other missions where the enemy appear in the intro cinematic and I don't have any problems with them. I notice RSE tend to hide the enemy company d
  6. Thanks Chavez. Unfortunately the UICommandModeActivated trigger has no variable parameters - it is locked to the 'the player'. And it is only available as a trigger, not a query. The first player that activates it, is a possibility - or maybe the first active human actor. Hopefully someone will have the definitive answer . . . Cheers, Jack
  7. Don't tell your girlfriend that! (well, not the speed bit anyways ) Yeah, I guess your CPU is at the low end of the scale by todays standards - compared to your GPU it's a bit like having a lawnmower engine in sportscar body jk! Anyway if you ever do decide to do the team kill thing here is a copy of the script to determine teams from a post I made a few months back: ------------------------------------------------------------ Group: <Default> Comment: Trigger Event: The simulation is starting. Responses: Set Alpha to (The team including (The player-controlled a
  8. Actually I was hoping some helpful soul might know the answer and save me the trouble of setting up a dedicated server
  9. The best way to find out is to test it - it's called debugging But that's why we're all here - to help each other out eh For the Company kill tally I would suggest you use the CompanyScoreSet response to reference the companies, like this: Group: <Default> Trigger Event: 1 second(s) elapsed. Responses: Allow this block to be reactivated. Set the score for (The player-friendly company) to (The number of kills for (The player-friendly company)). or use CompanyScoreIncrement depending on your exact needs. Do you mean increase a counter for a Team when an (opp
  10. I'm using the script "The Player Activated Command Mode" as an event trigger. In a co-op game it appears that only the host can execute the command. My question is - what happens on a dedicated server? Who is the "Player"? TIA Jack
  11. There's a spoilers.txt in the SPR directory which will give you some valuable tips. Keeping trying though - when you finally get him, damn it feels good! Cheers, Jack
  12. <Huh> The question is: How to identify the killed, and the killer. I think perhaps hero2zer0, you need to tell us exactly what you need the data for - then we can be more specific on a solution. Cheers Jack
  13. In a Multiplayer game 'Player controlled actor' appears to refer to the host. I'm not sure if we are given a way in Igor to query each human actor name - certainly I have never found it. In this case anyway it's not a problem because a message of who killed who will displayed anyway in a MP game.
  14. Well I'll be I never knew the Alt bit. Thanks Giwex ps: what are you doing lurking in here - don't you have some beta testing to be getting on with?
  15. This seems a bit obvious so it may not be what you are asking. You just need to place the desired effects (napalm explosion, debris, smoke, damage, explosion sound, boom, etc) and set them to trigger with whatever event you wish. You can also use sound to simulate jets flying over. Take a look at the bridge strike in mission 6 'Borderline', in my 'Saving Pilot Ryan' campaign for an example on how to I set it up. It is better this way than for me to write an essay here. Hope that helps, Cheers, Jack
  16. Sure. It's actually a lot simpler than you might at first imagine. This'll do it: Trigger Event: AnyActor has been killed. Responses: Allow this block to be reactivated. Continue executing responses if ((The platoon including (The shooter who killed AnyActor)) is equal to (The platoon including (The player-controlled actor))). Display ((The owner of (The shooter who killed AnyActor)) + (" has killed " + (The owner of AnyActor))) to all players. There is a problem however. The game will refer to all non human actors as AI_25, etc (with a different number for each actor of
  17. Errr, sory 'bout that. I forgot to mention I am using the MP5SD for this experiment
  18. I have been messing around with different values for the combat model xml and was puzzled why it didn't seem to make much difference what settings I used - at least on the actor I was experimenting with. He would die with one or two shots to the lower leg everytime. Then I found this interesting article. The most interesting point was this: "The combat model generates a chance for each hit to be an incapacitation vs. a wound. There is always a base 10% chance for an incapacitation no matter where you hit. An actor in the game can take (1+stamina) wounds before going down (i.e. a 2 stamina goe
  19. I'll go with noggin . . . or scone When I used to fly helicopters we always called our helmets a 'bone dome'
  20. Cheers, I'll give it a whirl!
  21. Just press PrintScrn on your keyboard and it will be copied to the Windows Paint clipboard.
  22. Just to add a couple of points to Chavez's explanation. Don't forget to put a Block Remove after the ContinueIf in situations such as this or it will continue executing indefinately. Also, as my Dad always used to tell me, there's more ways of killing a cat than choking it with butter Nothing wrong with Chavez's method, but here's another without creating a new Group: Depending on the basis for triggering the block that you want to repeat, you may well be able to put the scripting in the same block as the ContinueIf. If you are just counting time you can put the counter increment in there
  23. X69RZX, what factors are you using for lower leg and arm? I find that even when I use very high settings even a small burst of automatic fire will kill. I wonder if it is possible to set it out of range? Cheers, Jack
  24. Ooh no, that's not quite right. If Igor was opened while the mod was active and then was deactivated, Igor will still load the maps for it because it has already loaded all the necessary files. Otherwise the mod needs to be activated or Igor will crash. Jack
  25. I know what you mean X69RZX, and I have run into it many times. This is from the Igor reference: "Use TeleportObject with only actors and vehicles. Do not use these commands to teleport between different rooms." Strangely some maps will let you get away with it, others won't. Take a look at the 'Ghost Rescue' mission I did for ~NkOgNiTo~'s "Nk'sGHOSTS" mod. There was only one building on the map where I couldn't get it to work. As far I am aware there is no 'fix' - it's just a matter of whether you can get away with it or not. On ocassion I have been able to teleport to a nearby location an
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