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Everything posted by Jack57
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There's no large scale combat because unfortunately the IT maps aren't as frame rate friendly as the originals, so the amount of activity you can have is limited. Jack
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@Slink, no it's no extra work at all - already done Many of my missions use randomizing in some way or another. As for random plans a usefull tip is to use patrol zones - you can use many overlapping zones in the same plan (I have used up to about 10 or so) and the team will wander around at random, starting off in a different direction each time the mission begins. The trouble with randomizing is that the potential for problems increases exponentially - you have to test all the possibilities carefully. The biggest random factor is of course the player because no two people will go about a
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Hehe, that's one of my all time favourites along with the Castle map mission (in BoB) where you have to kill the turncoat. There is an assassination mission in Brothers in Arms where you have to sneak into a house right under the noses of the Ghosts and do the 'business' - it still makes my heart race even though I've played it countless times in testing. Guess you could say I'm rather partial to stealth missions although there is a good spread of mission types in BiA. Cheers, Jack
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It's a campaign mod which mainly uses existing files. No new weapons. Some modified graphics and sounds. Not server-side only. Looks like it will run out at about 7.5 MB compressed. Cheers, Jack
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AI Difficulties I the link doesn't work, right-click > Copy Shortcut > Paste in browser address bar. Cheers, Jack
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He's a moderator over at The Platoon forums so you could try there.
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Sorry I missed this Yes it's nearing completion - hopefully I can release it this month depending on what errors my beta testers find Jack
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Brothers in Arms is almost done - just a good round of play testing and it should be good to go @Giwex - gold bullion still OK?
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Hey AB, No, I'm afraid he will remain as an enemy count. You could put him in an enemy Coy all of his own - as long as he always has the hostage property no one will shoot him. Alternatively put him in a Platoon of his own so you can exclude that Platoon from the test. Cheers, Jack
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Its like playing GR for the first time ...
Jack57 replied to calius's topic in GR (PC) - General Discussion
One of the best kept secrets of GR If you've got RvS try it with that also - it will freak you out . . . -
I have to disagree with you there. As I alluded to above, in Shadow mode yes, the AI don't react in the normal way but with Superman mode they will behave exactly as normal. The only difference is that you don't die. Cheers, Jack
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Just type in superman or teamsuperman at the console (press the keypad Enter key, type in the command, press enter, then esc). You can also type in shadow or teamshadow for invisibility. Note: when in teamshadow mode your team AI will be unlikely to engage enemy. Another usefull one for testing is cisco which will kill all shown enemy. And then there's run for getting around quick - be aware that if you are using the run command you can sometimes pass thru trigger zones so quickly that you won't be detected. This is because GR only parses the script once per scond. Cheers, Jack.
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Thanks guys! They really sprung that one - didn't know it was coming at all. Nice suprise though . . . Jack
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If the demos are to be placed in different locations (eg: zones) then it is a simple matter to use CounterIncrement for each charge laid and then a test to see if the counter has reached two, ie: Demo Charge Placed Increment Demo Counter ContiueIf Demo Counter is greater than 1 Mark Objective Complete Do the same for each one. This is less resource hungry that having a seperate TimeElapsed block with a block preserve continually checking the Counter value. If the demos are to be placed at the same location you could use a smilar method except you only need one block, like thi
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did u know u can burn the ghost recon music to cd!
Jack57 replied to cajun47's topic in GR (PC) - General Discussion
Jeeze man, you definately need a break from GR j/k -
Important Questions (PC Version)
Jack57 replied to PinkCadillac's topic in GR (PC) - General Discussion
http://www.ghostrecon.net/html/mods.htm That should see you right. Jack -
You can get it HERE. Cheers, Jack
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There are other ways to do this, but this one is the simplest. There can only ever be one Allied company and the PlayerPlatoon is always part of that company for scripting purposes. You can substitute Company with Platoon if it better suits your requirements. Jack Trigger Event: Tank has been destroyed. Responses: Continue executing responses if ((The company including (The shooter who destroyed Tank)) is equal to (The company including (The player-controlled actor))). Display "MissionFailed" and register mission failure.
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It's called ImageReady. You can open it directly or use the JumptTo function from within Photoshop. The latter is much more powerfull for editing your images than ImageReady, so it's usually best to get your main changes done in Photoshop and then jump to ImageReady. If you do a search with Google you will find plenty of good tutorials on ImageReady. Cheers, Jack
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You need to paint over the little diamond icon on the Alpha channel of the Ghost Recon\Data\Shell\Art\cmi.rsb - it's immediately to the right of the vehicle icons. Better still, copy it to your mod directory before you piant over it. Cheers, Jack
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I would definately agree with that! As a person who seldom plays MP, without mods I would have played GR thru a couple of times and then flogged it on eBay like all the others that come and go briefly. Take Splinter Cell for example - great little game, but now I've played it thru I guess I'll play it again on the hard level and then get rid of it. Just doesn't compare
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The difficulty level is done by the mission scripter. In the original RSE missions there are generally more enemy and they have better skill attributes at the higher settings. The other things you can mess with when scripting to increase difficulty include; different weapons (ie; give the elite tangos GL's and\or RPG's), different plans, different spotting distances, less helpful in-game messages, different objectives, etc, etc. In fact you can change just about any aspect of the mission by querying what the difficulty level is. So in short, it just depends to what extent the modder wants t
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Yes, there's something weird there Prophet. Maybe it's the arcade mode as already mentioned. I have never seen what you are reporting - a single head shot will drop a tango dead 99% of the time, even from 50 metres with a pistol. If it's not the arcade setting the only other thing I can think of is that the settings in your combat.xml are messed up, badly. Jack
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Having Computer soilders follow you around
Jack57 replied to Benelli_hk's topic in GR - Mission Modding
Unfortunately the follow command will only make them follow vehicles. I have learned to never say never when it comes to Igor because a little lateral thinking can yeild some surprising solutions, but as far as I know there is no way to have soldiers follow you (except as hostages or prisoners). The best I have been able to come up with is multiple trigger plans which are chosen depending on the path the player takes. Cheers, Jack