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Posts posted by Jack57
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In the Ghost Recon\Mods\Mp2\Character\Allied directory you will find Marine chr files for each of the soldier classes. It is a simple matter to make them available as playable characters in your mod. Probably the easiest to do is to make them as specialists. Copy the Ghost Recon\Mods\Mp2\Actor\hero directory into your mods Actor directory and then modify the actor files to contain the Marine model filenames and relevant rsb's (don't change the hero filenames though). The Marine face rsb's are in the Ghost Recon\Mods\Mp2\Textures\faces\marines directory.
If your mod has priority they should then show up as Specialists when you play IT.
This is the c_buzz_gordon.atr hero as I have modified it:
<ActorFile>
<VersionNumber>1.000000</VersionNumber>
<ArmorLevel>2</ArmorLevel>
<ActorName>Buzz Gordon</ActorName>
<ClassName>rifleman</ClassName>
<ModelFace>marine_rifle_head.rsb</ModelFace>
<BlinkFaceName>marine_rifle_head_blink.rsb</BlinkFaceName>
<DesertModelFace/>
<DesertBlinkFace/>
<JungleModelFace/>
<JungleBlinkFace/>
<KitPath>hero\buzz_gordon</KitPath>
<ModelName>marine_rifleman.chr</ModelName>
<LOD2>marine_rifleman_a.chr</LOD2>
<LOD3>marine_rifleman_b.chr</LOD3>
<HeadAttachmentNormalLOD>att_cuba_alied_marine.qob</HeadAttachmentNormalLOD>
<Weapon>6</Weapon>
<Stamina>6</Stamina>
<Stealth>4</Stealth>
<Leadership>8</Leadership>
<ScaleX>1.000000</ScaleX>
<ScaleY>1.000000</ScaleY>
<ScaleZ>1.000000</ScaleZ>
</ActorFile>
Cheers, Jack

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also, are the vehicles super imposed over the map and not on the map its self so how do you paint them out?
GR uses the graphics in the cmi.rsb for the vehicle icons so if you paint them out on the alpha channel the game will still display them, just that you can't see them.
Jack

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I have to agree - it's a long time since I've been so captivated by a game demo as the RS sp demo.
Another thing I really liked was the opening doors gradually with the mouse wheel. I really hate the way Fischer opens doors in Splinter Cell.
I did quite a bit of modding with UnrealED a few years back so hopefully it won't take too long to come up to speed on the Unreal2 Editor. Somethin' I'm looking forward to

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Try "Superman" followed by "God"

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It will accept one or two but when you change all of them it will ctd.

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Yes, let's hope someone finds a solution to this

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I just wish the scope worked worth a damn. In the game it has the same zoom as the MG3 and M60.
Soon fix that

Thanx for the info,
Jack
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So can one of you knowledgable fellows shed some light on that humungous scope that is fitted to the M240 in IT?
Cheers, Jack

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I just love seeing that whopping big scope on the M240. It's also surprisingly accurate if you keep your bursts to single taps

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Looks funny on the command map though.

I know Wolfsong already knows this, but for others the easy fix isto paint out the vehicle icons in the cmi.rsb. Of course you won't see any vehicles at all on the command map then, but you won't miss it near as much as you think you will

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And here

This one's got me a bit foxed
It will accept one or two but when you change all of them it will ctd. A suggestion was to open the original music files, delete the contents, then copy\paste your music into it. I tried this but with the same result, however you might want to give it a go.It really is an odd one and I feel there must be an explanation for it, as on the surface there would appear to be no reason why it should not be possible.
Jack
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Hi hypopibb - I have answered this for you in your other thread

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Does anyone know if there is a way to change the weapon selection for missions in campaigns?
hypopibb, simply create a kit directory in your 'My Mod' directory with a subdirectory for each class and then populate them with the kits you want to have available for your campaign. As long as the filenames equate to the originals, yours will take priority.
Jack

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There may be the answer here on this forum but I havent found it. I am just completing a mission and I am very clueless as to how to begin a campaign with multiple missions. The IGOR campaing editor only opens mp2 and I dont know how to add a functional new campaign. Just the basics for getting this thing up and running would be great, I am getting good at figuring the rest out.
The quickest and easiest way is to open up an existing campaign.xml with Notepad (right-click > open with...) and change the contents to match your mis filenames, then save it your mods mission folder.
Lastly I would like to know if there is a way to make a mission with alternate links to other missions- that is to be able to unlock different missions based upon certian actions within the current mission.Sadly this is not possible
I wish! GR2 maybe . . .Jack

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I know how to do it in scripting, but, i making a Goldeney mod, and wanted to make only james bond to choose from.
The trouble is, GR always goes looking for it's 12 random soldiers for the soldier screen - if it doesn't find them it will ctd. I wonder if you made ALL the actors identical with full stat points and found a way to have a graphic overlay so only the relelvant menu parts for the first soldier where visible. You would still have to check at mission start that the player hadn't inadvertantly clicked Assign All, and get rid of the surplus. The only trouble is that whatever you paint on the pda_bgd-01.rsb is going to show on the briefing screen as well
Anyway have a carefull look at the pda-lcd-02.rsb - you may be able figure out a way.Good luck - looking forward to this mod

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Wow, sounds like a fun mod Goose.
Can't wait

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I'm guessing that Carn wants to split up his teams at insertion? Perhaps move Bravo and Charlie to alternate insertion zones?
Now I remember why I wanted to use it

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This post fascinated me at first because I knew it was easy enough to reference Alpha by referencing the Player Controlled Actor at StartUp. I'm not sure why you would want to reference the teams, although I have wondered about it before so I must have wanted to do it for some reason.
Anyway I like a challenge ( just ask ~NkOgNiTo~
) so I set about doing it. Below is what I came up with. The only caveat is that if for some reason there were no soldiers selected for Alpha in the soldier selection screen then Bravo would get called Alpha, Charlie would get called Bravo, etc. Don't see much chance of that though.I put the DeathTeamMember blocks in just to test it was working.
So, good call Grail

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Group: <Default>
Comment:
Trigger Event:
The simulation is starting.
Responses:
Set Alpha to (The team including (The player-controlled actor)).
Use Get Bravo to loop over all teams in (The player-controlled platoon) after this block.
Use Get Charlie to loop over all teams in (The player-controlled platoon) after this block.
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Group: Get Bravo
Comment:
Trigger Event:
A team loop is ready to process NextTeam.
Responses:
Allow this block to be reactivated.
Continue executing responses if (The inverse of ((NextTeam is equal to Alpha) or (NextTeam is equal to Charlie))).
Prevent this block from being reactivated.
Set Bravo to NextTeam.
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Group: Get Charlie
Comment:
Trigger Event:
A team loop is ready to process NextTeam.
Responses:
Allow this block to be reactivated.
Continue executing responses if (The inverse of ((NextTeam is equal to Alpha) or (NextTeam is equal to Bravo))).
Prevent this block from being reactivated.
Set Charlie to NextTeam.
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Group: <Default>
Comment:
Trigger Event:
A member of Alpha has been killed.
Responses:
Allow this block to be reactivated.
Display "Alpha team member down . . ." to all players.
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Group: <Default>
Comment:
Trigger Event:
A member of Bravo has been killed.
Responses:
Display "Bravo team member down . . ." to all players.
Allow this block to be reactivated.
----------------------------------------------------------
Group: <Default>
Comment:
Trigger Event:
A member of Charlie has been killed.
Responses:
Allow this block to be reactivated.
Display "Charlie team member down . . . " to all players.
-----------------------------------------------------------
Jack

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Normally it will make actors lose their weapon and drop to their knees with their hands in the air. With the player platoon however, it seems to have a similar effect to turning off AI. I can't recall exactly which I used, I just remeber experimenting with several methods until I got the desired effect.
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Thanks Slink, I forgot to add that impotant step of turning off Avatar switching

IIRC, I used Panic actor in BoB mission 6, and teleport followed by hide in mission 8.
Jack

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There are other ways if you don't want to fail the mission.
You can hide the player platoon from the game world, with the exception of the Player of course
(don't use this one inadvertantly for a co-op game as it wil crash if you try and hide a human actor)You can teleport the player platoon to a location they cant escape from.
You can Panic the player platoon.
You can turn off AI for the player platoon.
Or you could kill them
(you can have some fun with this one if you have a fertile imagination
)With most of these you simply step over the Player with a StopIf query in a Queue Loop.
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any way to limit it to one??
With scripting, yes

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You can have 9 if you serve yourself with it set to co-op, misson, and AI backup. Only thing is you would need to create your own kit restriction file if you wanted to a meaningful say in what kits they have.
Apart from that the SP soldier screen only has room for 6 so it would probably require some fancy hacking.
Jack

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Right-Hand I have encountered a strange problem on ocassion where if any members of a team are hidden it will sometimes crash if an active\visible member of that team is killed. This seems particularly prevalent if their state has changed from shown to hidden during the mission.
Don't know if that applies here or not.
Marine Skins in IT
in GR - General Mod Topics
Posted
Well yes, but you will have to copy all of them from each class across to your mod and change the files as above - there are 235 in total.
Jack