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Jack57

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Posts posted by Jack57

  1. @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 mission in the same way. This is where good beta testers (like Giwex) come in to play - he always finds ways to trip up my scripting that would never occur to me :rocky:

    @Makk, yes it is being enabled for Co-op. BoB is Co-op also, although you may get some lag in some missions where there a lot of vehicles and\or effects.

    Cheers Jack :)

  2. just finished the swamp mission where u r the lone solider with only a sicelenced 9mm pistol.

    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 :ph34r: although there is a good spread of mission types in BiA.

    Cheers, Jack :P

  3. 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 :rocky:

  4. I do that at times for testing cos often when you use the Superman modes etc from the console, the enemy don't react as they would normally which can impair the reactions of the enemy etc and they won't move or do the same things as they would otherwise, which kinda makes some testing using console commands irrelevant!

    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 :)

  5. 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.

  6. 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 this:

    Demo Charge Placed

    BlockPreserve

    Increment Demo Counter

    ContiueIf Demo Counter is greater than 1

    BlockRemove

    Mark Objective Complete

    Cheers, Jack :)

  7. 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.

  8. 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 :)

  9. how do you get rid of red dots on map?

    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 :)

  10. The Modding keeps the Beast alive !!!!!!!!!!!!!!!!!!!!!

    Skins, wepons, maps and missions.......this will never end!!

    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 :o=

  11. 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 to go to.

    Cheers, Jack :)

  12. 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 :(

  13. 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 :)

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