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Matt03

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Posts posted by Matt03

  1. I have a small problem with a helo insertion. When I am alone everythin is fine and the cinematic goes fine. But when I have any AI on my team the game crashes right at the start.

    Group: <Default>

    Comment:

    Insertion Startup

    Trigger Event:

    The simulation is starting.

    Responses:

    Continue executing responses if (The game mode is Single Player).

    Begin Cinematic Mode.

    Place all members of player platoon in Vehicle - Black Hawk.

    Make Vehicle - Black Hawk visible to the game world.

    Teleport Vehicle - Black Hawk to Effect - Black Hawk Start Position facing Insertion and extraction zone and moving at 5.

    Enable the Insert A script blocks.

    Turn off platoon AI for player platoon.

    Place the camera at Effect - Camera Position 1, facing Effect - Camera Target 1.

    Group: <Default>

    Comment:

    Replay Override

    Trigger Event:

    The simulation is initializing.

    Responses:

    Continue executing responses if (The game mode is Single Player).

    Override default replay recording start.

    Group: Insert A

    Comment:

    Camera Switch

    Trigger Event:

    5 second(s) elapsed.

    Responses:

    Skip the remaining responses if (The state of Skip Insert Flag).

    Place the camera at Effect - Camera Position 2, facing Effect - Camera Target 2.

    Enable the Insert B script blocks.

    Group: Insert A

    Comment:

    Skip Insertion

    Trigger Event:

    The player has requested to skip the current cinematic.

    Responses:

    Fade to black.

    Set Skip Insert Flag to true.

    Group: Insert A

    Comment:

    Black

    Trigger Event:

    The display has completed a fade to black.

    Responses:

    Return the camera to the default viewpoint.

    End Cinematic Mode.

    Turn on platoon AI for player platoon.

    Begin recording replay now.

    Unload all actors from Vehicle - Black Hawk.

    Teleport all members of player platoon to Insertion and extraction zone.

    Continue executing responses if (The state of Skip Insert Flag).

    Hide Vehicle - Black Hawk from the game world.

    Group: Insert A

    Comment:

    Hide Insertion Black Hawk

    Trigger Event:

    90 second(s) elapsed.

    Responses:

    Hide Vehicle - Black Hawk from the game world.

    Group: Insert B

    Comment:

    Camera Switch 2

    Trigger Event:

    8 second(s) elapsed.

    Responses:

    Skip the remaining responses if (The state of Skip Insert Flag).

    Return the camera to the default viewpoint.

    Group: Insert B

    Comment:

    Fade out

    Trigger Event:

    13 second(s) elapsed.

    Responses:

    Skip the remaining responses if (The state of Skip Insert Flag).

    Fade to black.

    Group: Insert B

    Comment:

    Black

    Trigger Event:

    The display has completed a fade to black.

    Responses:

    Skip the remaining responses if (The state of Skip Insert Flag).

    Return the camera to the default viewpoint.

    End Cinematic Mode.

    Begin recording replay now.

    Turn on platoon AI for player platoon.

    This is my insertion scripting and the chopper is very close to the out of bounds area but I don't think that is the problem.

    Any ideas?

  2. Ha that is nothing. Me and a clan mate were doing a firefight for fun on the desert map River Bed. I was on the cliff to the left of insertion and I saw a man all the way at the bottom of the map. I would say it is about 250 meters. Well I was going to be an idiot and shoot him and after unloading a clip and a half on him with my M-60 I finally got him. It was great. That was by far the best shot I ever had not with a sniper rifle. I even had ammo to finish the rest of the mission.

  3. I was on a mission with two of my clan mates and I ran out of ammo for my M-60. I had also used all my grenades. So to get to the extraction we had to go through two guys. I got one with my last grenade. Then like a mad man I ran all out and got right next to him then he killed me. It didn't help my team but it was suicide.

  4. The stock .env file reads the stock map. Create a new .env and you should have your problem fixed. Just make sure you have the map you want selected in the env editor. If you want the same .env just load the env and change the map then save it as winter.env or something.

  5. Well if people don't have 20x zoom on a assault rifle you really wouldn't have to worry about the sniper being worthless. If they just cut out the zoom on the assault rifles that would make the sniper more important. If they increased the viewing distance for the enemies that would make everyone have to be a little more stealthy.

  6. I think they are making a mistake with releasing the console version first. But maybe they will improve the PC version after they see some of the things wrong with the X-box version. The obvious thing in my mind would be to release the PC version first since we can patch the PC version and then make improvements with the console versions. But as long as it comes out for PC I will be happy.

  7. Needs to be in mission forum.

    Answer. Create a tag (actor ref) Next Actor.

    Ok now you need to create your loop.

    <group>You need to create a group i.e. Group - set kits

    <trigger>actor loop

    <response>

    block preserve

    set actor kit to restrictions_kit_2.kil

    Then at startup queue loop actors in platoon. You need to use the group and loop over the player's platoon

  8. Group: <Default>

    Comment:

    Startup

    Trigger Event:

    The simulation is starting.

    Responses:

    Set Player's Platoon to (The player-controlled platoon).

    Enable the Stealth Group A script blocks.

    Do not end the game automatically when there are no players left.

    Set Player Counter to (The number of active actors on Player's Platoon ).

    Change the maximum spotting distance to 100.

    Continue executing responses if (The campaign difficulty is set to Hard).

    Set Stealth Counter to 9.

    Group: <Default>

    Comment:

    Player Fired Weapon

    Trigger Event:

    Player Actor discharged a weapon.

    Responses:

    Allow this block to be reactivated.

    Increment Stealth Counter.

    Group: <Default>

    Comment:

    Player Actor

    Trigger Event:

    1 second(s) elapsed.

    Responses:

    Allow this block to be reactivated.

    Set Player Actor to (The player-controlled actor).

    Group: <Default>

    Comment:

    Player Seen

    Trigger Event:

    1 second(s) elapsed.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((Player Actor is being seen by Enemies) or (Player Actor is being heard by Enemies)).

    Set Stealth Counter to (The result of (The value of Stealth Counter) plus 5).

    Group: <Default>

    Comment:

    Zone 1

    Trigger Event:

    Player Actor is within 0 meter(s) of Zone 1.

    Responses:

    Allow this block to be reactivated.

    Set Zone Counter to 1.

    Group: <Default>

    Comment:

    Zone 2

    Trigger Event:

    Player Actor is within 0 meter(s) of Zone 2.

    Responses:

    Allow this block to be reactivated.

    Set Zone Counter to 2.

    Group: <Default>

    Comment:

    Zone 3

    Trigger Event:

    Player Actor is within 0 meter(s) of Zone 3.

    Responses:

    Allow this block to be reactivated.

    Set Zone Counter to 3.

    Group: <Default>

    Comment:

    Investigation Zone 1

    Trigger Event:

    Investigation Zone 1 Timer has expired.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Zone Counter) is equal to 1).

    Assign Zone 1 Patrol Plan to Camp Team and execute.

    Assign Zone 1 Patrol Plan to Cave Team and execute.

    Assign Zone 1 Patrol Plan to Lower Field Team and execute.

    Assign Zone 1 Patrol Plan to Middle Ridge Team and execute.

    Assign Zone 1 Patrol Plan to Shack Team and execute.

    Assign Zone 1 Patrol Plan to Team 1 and execute.

    Group: <Default>

    Comment:

    Investigation Zone 2

    Trigger Event:

    Investigation Zone 2 Timer has expired.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Zone Counter) is equal to 2).

    Assign Zone 2 Patrol Plan to Camp Team and execute.

    Assign Zone 2 Patrol Plan to Cave Team and execute.

    Assign Zone 2 Patrol Plan to Lower Field Team and execute.

    Assign Zone 2 Patrol Plan to Middle Ridge Team and execute.

    Assign Zone 2 Patrol Plan to Shack Team and execute.

    Assign Zone 2 Patrol Plan to Team 1 and execute.

    Group: <Default>

    Comment:

    Investigation Zone 3

    Trigger Event:

    Investigation Zone 3 Timer has expired.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Zone Counter) is equal to 3).

    Assign Zone 3 Patrol Plan to Camp Team and execute.

    Assign Zone 3 Patrol Plan to Cave Team and execute.

    Assign Zone 3 Patrol Plan to Lower Field Team and execute.

    Assign Zone 3 Patrol Plan to Middle Ridge Team and execute.

    Assign Zone 3 Patrol Plan to Shack Team and execute.

    Assign Zone 3 Patrol Plan to Team 1 and execute.

    Group: <Default>

    Comment:

    Zone 4

    Trigger Event:

    Player Actor is within 0 meter(s) of Zone 4.

    Responses:

    Allow this block to be reactivated.

    Set Zone Counter to 4.

    Group: <Default>

    Comment:

    Zone 5

    Trigger Event:

    Player Actor is within 0 meter(s) of Zone 5.

    Responses:

    Allow this block to be reactivated.

    Set Zone Counter to 5.

    Group: <Default>

    Comment:

    Zone 6

    Trigger Event:

    Player Actor is within 0 meter(s) of Zone 6.

    Responses:

    Allow this block to be reactivated.

    Set Zone Counter to 6.

    Group: <Default>

    Comment:

    Investigation Zone 4

    Trigger Event:

    Investigation Zone 4 Timer has expired.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Zone Counter) is equal to 4).

    Assign Zone 4 Patrol Plan to Camp Team and execute.

    Assign Zone 4 Patrol Plan to Cave Team and execute.

    Assign Zone 4 Patrol Plan to Lower Field Team and execute.

    Assign Zone 4 Patrol Plan to Middle Ridge Team and execute.

    Assign Zone 4 Patrol Plan to Shack Team and execute.

    Assign Zone 4 Patrol Plan to Team 1 and execute.

    Group: <Default>

    Comment:

    Investigation Zone 5

    Trigger Event:

    Investigation Zone 5 Timer has expired.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Zone Counter) is equal to 5).

    Assign Zone 5 Patrol Plan to Camp Team and execute.

    Assign Zone 5 Patrol Plan to Cave Team and execute.

    Assign Zone 5 Patrol Plan to Lower Field Team and execute.

    Assign Zone 5 Patrol Plan to Middle Ridge Team and execute.

    Assign Zone 5 Patrol Plan to Shack Team and execute.

    Assign Zone 5 Patrol Plan to Team 1 and execute.

    Group: <Default>

    Comment:

    Investigation Zone 6

    Trigger Event:

    Investigation Zone 6 Timer has expired.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Zone Counter) is equal to 6).

    Assign Zone 6 Patrol Plan to Camp Team and execute.

    Assign Zone 6 Patrol Plan to Cave Team and execute.

    Assign Zone 6 Patrol Plan to Lower Field Team and execute.

    Assign Zone 6 Patrol Plan to Middle Ridge Team and execute.

    Assign Zone 6 Patrol Plan to Shack Team and execute.

    Assign Zone 6 Patrol Plan to Team 1 and execute.

    Group: <Default>

    Comment:

    Terrorist Dead

    Trigger Event:

    Terrorist has been killed.

    Responses:

    Mark Assasinate the Terrorist complete in the objective list.

    Increment Objectives Counter.

    Continue executing responses if ((The value of Player Counter) is equal to 1).

    Make Sniper Team 3 visible to the game world.

    Group: <Default>

    Comment:

    Extraction

    Trigger Event:

    A member of Player's Platoon is within 0 meter(s) of Extraction Zone.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Objectives Counter) is greater than or equal to 1).

    Continue executing responses if ((The number of members of Player's Platoon within 0 meter(s) of Extraction Zone) is equal to (The number of active actors on Player's Platoon )).

    Mark Reach the Extraction Zone complete in the objective list.

    Increment Objectives Counter.

    Set Mission Complete Timer to expire in 3 second(s).

    Prevent this block from being reactivated.

    Group: <Default>

    Comment:

    Mission Complete

    Trigger Event:

    Mission Complete Timer has expired.

    Responses:

    Award Russian Campaign Ribbon to all members of Player's Platoon .

    Display "The terrorist has been assasinated." and register mission completion.

    Continue executing responses if ((The value of Player Counter) is equal to 1).

    Award Distinguished Service Cross to all members of Player's Platoon .

    Group: <Default>

    Comment:

    Death Platoon

    Trigger Event:

    All members of Player's Platoon have been killed.

    Responses:

    Continue executing responses if (The inverse of (Terrorist is active)).

    Mark Reach the Extraction Zone failed in the objective list.

    Set Mission Complete Timer to expire in 3 second(s).

    Continue executing responses if ((The value of Player Counter) is equal to 1).

    Award Medal of Honor to all members of Player's Platoon .

    Group: <Default>

    Comment:

    Mission Failed

    Trigger Event:

    All members of Player's Platoon have been killed.

    Responses:

    Continue executing responses if (Terrorist is active).

    Mark Assasinate the Terrorist failed in the objective list.

    Set Mission Failed Timer to expire in 3 second(s).

    Group: <Default>

    Comment:

    Mission Failed

    Trigger Event:

    Mission Failed Timer has expired.

    Responses:

    Display "You failed to assasinate the terrorist." and register mission failure.

    Group: Stealth Group A

    Comment:

    Bring on the Backup

    Trigger Event:

    1 second(s) elapsed.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Stealth Counter) is greater than or equal to 25).

    Change the maximum spotting distance to 250.

    Make Team 1 visible to the game world.

    Set Investigation Zone 1 Timer to expire in 1 second(s).

    Set Investigation Zone 2 Timer to expire in 1 second(s).

    Set Investigation Zone 3 Timer to expire in 1 second(s).

    Set Investigation Zone 4 Timer to expire in 1 second(s).

    Set Investigation Zone 5 Timer to expire in 1 second(s).

    Set Investigation Zone 6 Timer to expire in 1 second(s).

    Enable the Stealth Group B script blocks.

    Disable the Stealth Group A script blocks.

    Group: Stealth Group B

    Comment:

    All is Quiet

    Trigger Event:

    300 second(s) elapsed.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if ((The value of Stealth Counter) is greater than 0).

    Continue executing responses if ((The inverse of (Player Actor is being seen by Enemies)) and (The inverse of (Player Actor is being heard by Enemies))).

    Set Stealth Counter to 0.

    Assign Camp Team Plan to Camp Team and execute.

    Assign Cave Team Plan to Cave Team and execute.

    Assign Shack Team Plan to Shack Team and execute.

    Assign Lower Field Patrol Team Plan to Lower Field Team and execute.

    Assign Middle Ridge Patrol Team Plan to Middle Ridge Team and execute.

    Enable the Stealth Group A script blocks.

    Disable the Stealth Group B script blocks.

    This is a script of a mission of mine that does this. It references the player controlled player but you could probably reference the player controlled platoon but the problem there is it is possible for two teams be in different zones so it might get screwed up or it might just send everyone to one zone.

    The plan that sends everyone to the zone has to be a patrol zone and then when the stealth counter goes down I just send them back to the position they started at. Hope this helps a little.

  9. I got a mission I could send you to let you see how I had the enemy on alert and then after a while they went back to normal. I takes a lot of script but it is very cool. It is done for the player's platoon seen but if you wanted you could do it for the dead guys as well.

  10. If you want a really accurate sniper you will have to edit the atr. Open the sniper's .atr file and find the atribute for weapons and set that to a high number like 20 or so. For the mission if you want to have the sniper stay in position put a defence station with number 1 priority and he should stay in his spot. In his plan combat roe suppress movement at all cost and alertness combat and that should do it for you.

    Open the .atr with notepad or wordpad.

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