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Posts posted by Jack57
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Hehe, just chuck the DS cd in and run the install - it will create the subfolders for you


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Very close now. Just tying up a few loose ends. Hopefully within the week

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1) I'm not sure if you want your hostage armed or not. Give him noweapon.kit if not, otherwise they will carry a weapon and defend themselves, but not very vigorously as you've observed.
2) Depends on what you did to them with the loop? I have noticed that assigning plans to the player platoon can sometimes have a detrimental effect on their IQ. Also turning invisibility on and off can have some odd behavioural side-effects on NPC's.
3) Sorry can't help you with that one

Cheers, Jack

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At a brief glance I don't see anything there that might be causing a ctd. Take a look in the Ike.log the next time it crashes and see if there are actor or kit files missing, etc. If you're not sure you could post the contents here.
Also for your second block to work you need to add the DisableAutoEndNoPlayers response to the startup block. Just have a look thru the responses list and you'll se it there.
Cheers, Jack

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Nice work Maj.Ken, very nice

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I was a bit naughty and played it thru like Pave Low - silenced sniper rifle and shoot everyone who gets in the way
It makes it a bit easy though so I will enjoy trying to do it without kiling any guards. It was like I thought - the enemy can sometimes 'see' you without really seeing you. A partial work around for this is to make the program wait a second or so after it 'sees' you and then recheck if you are still being seen. Great mission though X69RZX - I know there are alot of stealth fans out there who will reallly enjoy this one 
Cheers, Jack

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One thing I noticed was I kept getting warnings that I had been seen, even though I was in a really secure position, not sure why that would be.
In working with scripting I've noticed some interesting things with the 'seen by' trigger. For starters there are many locations where the AI can apparently 'see' thru walls (not always when you're standing so close that your gun is poking thru either). Also there seems to be a 'forgiveness' factor (if you will) built into the engine where if you are seen or detected near the extreme of the AI's range, the script will be triggered but the AI Actor in question will hesistate for a second or so before reacting. If you remain motionless or duck out of view they will often then ignore you and continue on. In fact I have used this in missions as a way to warn the player that they are running the risk of being detected. This may well be affected by the stats of the particular actor, I'm not sure. It's quite interesting though and I wouldn't be surprised if the 'hearing' function works in the same way.
Anyway I haven't had a chance to play this mission yet but I am sure as hell looking forward to it

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I'm not exactly sure what you're asking here Stalker
Do you not want the tank to use it's minigun? Then sure, create your own without minigun. It won't use its big gun unless you tell it so. But if it's a friendly tank it won't shoot you at any rate.Maybe you need to clarify

Cheers, Jack

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There are only two possibilities why it won't work;
1) the Variable Platoon Reference (PLYRs Platoon) for the Player Controlled Platoon is not set correctly or;
2) the zone is so small that the player is passing thru it before the program checks it.
When you have the Scripting dialogue open click on Summary and use the search function to find your Variable Platoon Reference block, then copy\paste it here so we can see if there is a problem with it.
Cheers, Jack

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but instead of using proximity as a trigger use <time elapsed>
Be aware however that if the time selected is too long the player may pass right thru the trigger zone without being detected. This can even happen with a proximity trigger if the the zone or distance is too small - this is because GR only parses the script once per second. So unless there is a specific reason to use a time interval greater than one second you may as well stick with the Proximity Trigger as it amounts to the same thing.
Also, if you are using a Block Preserve before a query don't forget to use a block remove after it, if you don't what the triggered script to repeat endlessly at one second intervals - unless that is the intention of course.
Cheers, Jack

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The problem is that Raven Shield requires 64MB minimum

Raven Shield system requirements:
3D Card: 32MB VRAM, DirectX 8.1 compatible.
Maybe it's the shared bit that screws it for you

cya

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Since you're new to GR you might want to browse the parent page for some very useful topics.
Cheers, Jack

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You would only need to remove the read only attribute to save them, not open them. I would strongly suggest leaving them as read only and after you have made any changes save your edited ones with the same name in your mod directory. You can then easily activate and deactivate them when you wish. Also, that way if it's part of a mod that you might someday share with others you won't run the risk of overwriting their original files and incurring their wrath

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You need this.
Put it here \Adobe\Photoshop 6.0\Plug-Ins\File Formats
It's also on the IT cd if you have it.
Cheers, Jack

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Chavez did the stats thing recently for his excellent tourney missions. If you do a search of this forum you'll find quite a bit of discussion about it.
Cheers, Jack

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Yes, hostages will use weapons to defend themselves so the enemy will target them (unless he's on the enemy company of course). Captives won't use weapons and the enemy won't target them. If he has to be hostage for the purpose of your mission then set him to Invisible and\or Invincible for as long as needed.
Cheers, Jack.
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There's a couple of things from RvS i would love to see in GR. The ability to hold your team while you move to a different location and the ability to have your team move to a point and to open doors etc., by looking and pressing a key. These are both very useful and I don't think would be amiss in GR.
Also bullet trajectory would be nice. Am I right in thinking they did bullet trajectory in Operation Flashpoint? I suppose it wouldn't be a huge thing as the distances are usually so short in GR - be great for sniping though.
Jack
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Hehe, yes for me that has always been the hardest mission of the original campaign, mainly because it forces you out of your comfort zone. You want to take it nice and slow and pick the enemy off with snipers but you can't 'cause the convoy is advancing inexorably on the UN position

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'Saving Pilot Ryan' - 1.25MB
'Postcards from PerĂº' - 2.58MB
'Band of Brothers' - 1.67MB

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A blonde walks into a bank in New York City and asks for the loan officer. She says she's going to Europe on business for two weeks and needs to borrow $5,000. The bank officer says the bank will need some kind of security for the loan, so the blonde hands over the keys to a new Rolls Royce. The car is parked on the street in front of the bank, she has the title and everything checks out. The bank agrees to accept the car as collateral for the loan.
The bank's president and its officers all enjoy a good laugh at the blonde for using a $250,000 Rolls as collateral against a $5,000 loan.
An employee of the bank then proceeds to drive the Rolls into the bank's underground garage and parks it there.
Two weeks later, the blonde returns, repays the $5,000 and the interest, which comes to $15.41.
The loan officer says, "Miss, we are very happy to have had your business, and this transaction has worked out very nicely, but we are a little puzzled. While you were away, we checked you out and found that you are a multimillionaire. What puzzles us is why would you bother to borrow $5,000?"
The blonde replies..."Where else in New York City can I park my car for two weeks for only $15.41 and expect it to be there when I return?"
Finally, a smart blonde joke
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You will need to patch up to version 1.4 for many of the recent mods to work, and even some not so recent ones that have been upgraded to work with 1.4. You don't need IT for this - the patch can be downloaded from most GR related sites.
My three campaigns 'Saving Pilot Ryan', 'Postcards from PerĂº', and 'Band of Brothers' will all work with version 1.4 without requiring IT.
For all mods, check the readme carefully to see the version requirements and what needs to be active for it work.
Cheers, Jack

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If you mean the name of the directory it is in MP2.
Cheers, Jack

drivin me crazy!
in GR (PC) - Tech Support
Posted
Hi djg,
Even though Band of Brothers was made under v1.3 I did have one or two people for whom it wouldn't work until they upgraded to v1.4
If you have any further troubles with my mods please contact me via email as I can easily miss your posts.
Cheers, Jack