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Acehole last won the day on September 21

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About Acehole

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  • Birthday 20/05/1950

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  1. Sorry for that, My changes > actors from "Serpantine Dream Theory", Heroes are "originals" ,Guns are mostly from different mods (no original guns) but reworked on the RSB file ,sound , gun file, personals reticles or modified from differents sources ...Hud and interface is personal work from "Decenium" etc...Perhaps , too much changes for a replay on a standard G.R. i try myself (my own GR is a mod ) to use it on my clean install of GR and see what is on ...
  2. Oups, my mistake , i think i have made the good replay of the good mission ! This one is my last (end) with very minor adjustments of a zone ...sorry for that , here is the good one . m14_mountain_p_v3 (end).mis
  3. Thanks for try again ! yes , it's difficult to have both Bradley's intact , but if you take "top of the hill" before the Bradley arrive to house (same time than rpg) you can shoot them first . I join the new replay (i deleted the first), hope it's work but it's also possible to make a video capture in place ? if you can read it , you see than i leave Bradley be destructed to verify if the US soldiers follow the new plan , instead of remain on place and it work ! Happy that you enjoy the mission, i plan ,as i said later,to search other triggers to avoid that the Tanks (or vehicle in gener
  4. Here are my defenitive (!) version of M14 mission with improved paths and steps for allied soldiers . they can help you in final assault ,even if the bradleys are destroyed . Good Game. m14_mountain_p_v3.mis
  5. Heuhhh, i don't see that for now , today , i improve the path of the allied soldier and play it several times but i have not this result ...thanks to try again 😉 I try myself to reproduce the issue but, no way for now ...if you have won the mission ,perhaps it's one of the tank (or us soldiers) who survive the AT and lead the final assault alone ? I verify the script and you need really to kill the camp soldiers to achieve the mission...If you have the "replay" of the mission , can you join it here to see what 's happen ??? I go also to make an another post for the problem of the pa
  6. For me the better , it's to take the hill before to send the bradley to the house , shoot the 3 soldiers above and wait for the rpg who arrive as the tank is on the house...for south , climb above south pass , you arrive with the soldier and a rpg , easy to take off , after you have time for the sniper . i join my own replay but i don't know if it's working with an other configuration ? willow bow_p.rpf
  7. Here we go again ,i post today my defenitive (!) version of M14 mission: - i keep RussiaGhost path at the house , but do more Bradley paths and triggers . - I replace the AT4 of AT soldiers by RPG7 (more normal for russians) - i add two more AT ,one for South Pass and one for North , in fact , i recover the two soldiers who do nothing with "sneak action" , they are a little difficult to take off ,so,after the two pass taken ,proceed cautiously to the camp (final assault). - As the US soldiers who follow Bradley's do nothing if they are destroyed , add two path ( after the
  8. And thanks ,Wombat, to try my own M14 mission ...It's possible to make an alternate road for the North Bradley , but better , i think ,like i said to RussiaGhost , to plan that the two tanks start at the same place ,split, and after , in place of a long run to the camp ,wait at a place a little ahead ...need to add one more path each (4 for north and 3 for south). It"s can be interresting , in case of RPG risk to recon , before assault, with the tanks in safe place. I don't succeed to add more than 4 objectives ( it's seems not possible) but only to have 2 objectives (conditions to) in on
  9. Thanks also , Eisenhauer, for the new font .res . It work perfectly in the menus and game ! but, on my GR , some text are too large for some main menus , so i think that we can try a" medium font.res" ??? do you make the change in an text editor ? As you said , i have , at the first try , odd caracters in menus (not in game) but i use the HU new_font_revised.rsb , so ,i return to the original one ,and , tadahhhh ! Thanks again , again a new possibility of customisation of GR ,not documented yet ...
  10. Thanks ,RussiaGhost, for the improved path ...it's better than ever and the Bradley don't get stuck ! But, in my case , the RPG soldier blow the tank without problem , if you don't shoot him before . I continue to work on this map because i want to add an another RPG to defend Russian Camp and i find that the Bradley's are a little late to help your attack on the objectives . Perhaps , i try also an another way like i do on a Zapad81 mission with same map (rs16) where the two tanks start on the road south and split at the "south pass" objectives ...
  11. Thanks for trying, for my _p version, i don't change the first path and i try the original with not this problem ... but it remain stuck in the house later ! With the original ; the tanks are useless ,too late for help : the south Bradley go to the final assault practically when my soldier is almost in the Russian camp ! I try to keep the original first path (shorter) for the north Bradley but don't succeed, too much obstacles ...so , it's a long way to the house .Perhaps , better to keep the first path to the house and in a second time ,go reverse to the alternate path , (same i make)
  12. Hi, i attach the M14 mission i remix to have better path's for Bradley's ,it's seems to work in accordance to the scenario ... Effectively ,I see in the script that there are a "sneak action" from an actor , South Pass (who, how ???) and one who is supposed to blow the North Bradley with RPG , North Path, but , i don't see him in action anyway ..For better challenge , i will add (or revamp script) to have at least one RPG ...Thanks for your try and comments ! PS: I rename the mission in m14_mountain_p , so you can leave the original in place . m14_mountain_p.mis
  13. Good idea ! i try also to see "ingame" but my native résolution is 2560*1440, so it's a big drop but , at first sight , not too much ugly , just the ratio ...i must find the good one. In fact , the game was made for a time where the HD standards was 1280*1024 😄 For the collision problems , i go back to the M14 mission (Willow Bow) and re-play it > effectively , Bradley's (or BMP for RussiaGhost ? ) start very lately , remain stuck or doesn't perform the final assault script ! so, i remix it for a try (path,triggers,zones..) and now the Bradley goes to final assault in time , a more us
  14. Ok, i understand the limitations of GR in the management of vehicle , even i find quite ridiculous the exemple of a tank ,bloked by a bush 😁...For the problem you talk about ,for collision with the walls , it can be arranged in Igor (change start location, path..) What is the name of the mission (in Centcom, GR missions) ?
  15. Thanks for the file ,but , i think i have already use it (from "Blood oil " i think) but it change all interface text in yellow ...i try this one and ,in fact , i think also to use ,in place of the message boxes, the text who appear (bigger font and yellow or red) on the upper left on the screen ...in scripts ,i think it is "displaymessageall/player...) For the hummer and bridge ,same problem with a bmp ,so ,it's certainly the map ...i look closely to that but i am not really competent with maps , it's the good time to learn
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