CME4WHOIAM
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Posts posted by CME4WHOIAM
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is there a way to make enemy snipers shot when im farther away withoout moding guns or actors?


i do what wolfsong said in his tutorail but they wait till you are pretty close i want them to stay in one spot and own the person from far away. not use a powerful gun at 30 yards like a novice.
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i added the randmo thingy ma gig. ill post it when i get more stuff done
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i keep getting igot not responding to start it up or it starts up and says it did an illegal thing and shuts down. anyone no y
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that does help now i know why my gunners dont work. what bites is the math part of degrees lol.
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ill do what matt said thats is the way wolfsong said to on his tutorial just seeing if there was a short cut
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now you tell me
im doing that from now on. -
care to explain what the random trigger plan does
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2 Random Trigger Plans
let's say the trigger which activates the plans is a proximity trigger:
Group: Default
Trigger: Proximity Platoon
Response:
Set Counter-RandomPlan to (a random integrer between 1 and 2)
Call the "RandomTriggerPlan" script blocks
Group: RandomTriggerPlan
Trigger: Call
Response:
Continue if the value of Counter-RandomPlan is equal to 1
Abort plan team --> for Team_XYZ
Execute Plan Team: assign RandomPlan1 to Team_XYZ
Group: RandomTriggerPlan
Trigger: Call
Response:
Continue if the value of Counter-RandomPlan is equal to 2
Abort plan team --> for Team_XYZ
Execute Plan Team: assign RandomPlan2 to Team_XYZ
i could add that.
lol that went right over my head. sounds niffty though
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i been working on this besides my mods. this is what i have done so far any coments what i still need are the steps confusing
Dictionary
P zone – zone found under plan.
SP – Single player
MP – Multi player
How to create a mission
You need to create a new .xml for your campaign. The campaign also has to be in a new mod.
1. Start up IGOR.
2. With the black screen showing click new.
3. Fill in the information
To create the .xml document just right click on the original campaign and select edit. Then put you mission names in place of the originals. Then save it to your mod folder in the missions’ folder.
Heroes
in the mission properties you must fill in the name of your unlockedheroes.xml
Creating a counter
1. Click on script and go to edit.
2. Click on tags.
3. Click the down arrow on types select counters.
4. Name the counter something that you will remember what it is for. Ex: Objectives complete.
5. Click the add button.
You have just created a counter.
Using the counter and objectives together (No Extraction).
1. Click script and go to objectives.
2. Make your objectives.
3. Close objectives box
4. Script objectives put counter increment after each objective complete.
What are these kits?
1. At4 = American bazooka
2. Default = when you put an actor on the map they must have a weapons kit to start with, so GR defaults to the DEFAULT kit.
3. dragunov = Long barrel assault rifle
4. Opposing force 0-4 = used to give a spawned force a weapons kit opposing force is the default for spawns.
Proximity (making you a platoon)
Do steps 1 & 2 for counters
3. Click the down menu and select platoon ref.
4. Name it something you can recognize it by. Ex: Player platoon
5. Add.
6. Close out of tags.
You are done with the tag now. You must script it to be recognized.
1. New
2. Set trigger to start up.
3. Set response to VariableSetPlatoon.
4. Select Variable (tag) select what you named your tag.
5. Select platoon and hit the edit under near query.
6. Select player-controlled platoon
Zone smoke
1. MapZoneShow
2. Highlight=True.
3. If you want it colored, MapZoneColor.
Demo Charges
?? Have to learn yet.
AT rockets
havent learned yet
Extraction zones (objective 4)
You need a timer
Trigger:
1. Proximity of (your platoon) is within (x) of extraction zone
Responses:
1. block preserved
2. Continue if (intergers) query (value 1 query platoon located at) (value 2 query current platoon size)
3. Continue if (compare integers) query (value 1 query get counter) (value 2 type 3)
4. Objective complete
5. Set timer to 3 seconds.
6. declare mission complete.
7. block removed
Vehicles
Can hold
Truck: 8
Hum:? Gunners:?
Cinema
Movie info Time 10-30 secs
Effects are cameras
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ok more scripting i guess and im losing some fixed weapons
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have a guy using a fixed weapon 50 cal. or nade launcher and have a second guy on the same team use a diffrent one.
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can a team have more than one fixed weapon user with multiple cover zones?
all my questions for this map will be here so others peoples messages get a chance to be read.
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do i need any specail scripting like a flag or something. or just
platoonheardbyplatoon
show thing (hiding reforces)
this is the thing i want to learn for nightmare
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i had m05_leaders hide out as mountain mission i saved it i opened it up and it its battle field with no people or script. this happened 1 time before anyone no what happened
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im sorry ill try to do a better job. on this one i never did an extraction before so i didnt no what was wrong. Ill try to debug my scripts my self and if it doesnt work than i will post.
once i fix my extraction ill do a test run and if it works ill have 3 of 5 done.
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Ok here is the problem. I have a fire fight around a cornor and the extraction zone is near. I have not completed any objectives. the computer on my team goes into the extaction zone and it works like i have all the other objectives completd. I dont no what im missing in the script to stop that.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set Ghost to (The player-controlled platoon).
Group: <Default>
Comment:
show street 4 platoon 1
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platoon.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
hide street 2/6 town hall and square
Trigger Event:
The simulation is initializing.
Responses:
Hide Street 2 Platoon from the game world.
Hide Street 3 Platoon from the game world.
Hide Street 4 platoon from the game world.
Hide Street 5 Platoon from the game world.
Hide Street 6 Platoon from the game world.
Hide Town Square Platoon from the game world.
Hide Town Hall Platoon from the game world.
Group: <Default>
Comment:
show street 4 platoon 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platton 2.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
show street 4 platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platton 3.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
show street 4 platoon 4
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 4 platton 4.
Responses:
Make Street 4 platoon visible to the game world.
Group: <Default>
Comment:
no players left
Trigger Event:
All players have died or left the game.
Responses:
Display "No players left" and register mission failure.
Group: <Default>
Comment:
counter
Trigger Event:
The simulation is initializing.
Responses:
Set objectives counter to 0.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Town Hall Platoon have been killed.
Responses:
Mark Objective 1 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 2 complete
Trigger Event:
All members of Town Square Platoon have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 completed
Trigger Event:
All members of Court house platoon have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
show street 3 platoon 1
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 3 platoon.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
show street 3 platoon 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 3 platoon 2.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
show street 3 platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of Show Street 3 platoon 3.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
show 2 street platoon 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show 2nd street.
Responses:
Make Street 2 Platoon visible to the game world.
Group: <Default>
Comment:
show 2 street 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show 2 street 2.
Responses:
Make Street 2 Platoon visible to the game world.
Group: <Default>
Comment:
show town hall platoon
Trigger Event:
A member of Ghost is within 0 meter(s) of Show town hall platoon 1.
Responses:
Make Town Hall Platoon visible to the game world.
Group: <Default>
Comment:
show town hall platton 2
Trigger Event:
A member of Ghost is within 0 meter(s) of Show town hall platoon 2.
Responses:
Make Town Hall Platoon visible to the game world.
Group: <Default>
Comment:
show town hall platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of Show town hall platoon 3.
Responses:
Make Town Hall Platoon visible to the game world.
Group: <Default>
Comment:
show street 2 platoon
Trigger Event:
A member of Ghost is within 0 meter(s) of Show street 2 platoon .
Responses:
Make Street 2 Platoon visible to the game world.
Group: <Default>
Comment:
show town square platoon 1
Trigger Event:
A member of Ghost is within 0 meter(s) of town hall 2.
Responses:
Make Town Square Platoon visible to the game world.
Group: <Default>
Comment:
show town square 2
Trigger Event:
A member of Ghost is within 0 meter(s) of town sqaure 1.
Responses:
Make Town Square Platoon visible to the game world.
Group: <Default>
Comment:
show tow quare platoon 3
Trigger Event:
A member of Ghost is within 0 meter(s) of town square 2.
Responses:
Make Town Square Platoon visible to the game world.
Group: <Default>
Comment:
show street 3 again
Trigger Event:
A member of Ghost is within 0 meter(s) of street 3 again.
Responses:
Make Street 3 Platoon visible to the game world.
Group: <Default>
Comment:
objective 4
Trigger Event:
A member of Ghost is within 0 meter(s) of Extraction zone.
Responses:
Allow this block to be reactivated.
Display "All objectives have been ment" and register mission completion.
Continue executing responses if ((The number of members of Ghost within 0 meter(s) of Extraction zone) is equal to (The number of active actors on Ghost)).
Continue executing responses if ((The value of objectives counter) is equal to 3).
Mark Objective 4 complete in the objective list.
Set timer to expire in 3 second(s).
Display "All objectives have been ment." and register mission completion.
Prevent this block from being reactivated.
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u could set each mortar as a "land mine"
trigger
1. proximity "your player controled platoon" withing (what ever distance u want it to go off from them.)
Response
1. effect actived (your explsion effect)
2. effect actived (damage effect if you want one)
that works but i only get each mine to work once. You need to add another effect for the black circle if you want it.
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the mission is final but i want to put it in my campaign not just be alone. I wont be done with my campaign for a while and i wanted check point to be like a demo and some people want to play it. Ill see if a friend will let me do a link form his site.
im very sorry for the double post im not thinking very well today.
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but im more important
lol jk ok is there any other way to send it out. -
could i send it to u san and u put it on your site i dont want to sign up for a site. and i hate tripod. anglefire all the way. geocities is worse than tripod also.
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o i miss read what you said sorry lol but what i said was true.
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urban missions. You have people walk along the veihicals for protection. Never send vehicles into urban areas with out the support.
if yu have seen the movie black hawk down they have the guys using the veihcals for protection and they protect the veichel from gun men.
that is why they have that
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how do i make a link so u can download it? San had one up for his
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how do i have the link with the download zip of my mission like sans.
MOSCOW IS ALMOST DONE. MOSCOW IS ALMOST DONE!
Campaign questions
in GR - Mission Modding
Posted
please lable.
1. can i start with heros?
2. if i use only ghost recon actors do i need to transfer all the actors i use into this folder (copy and paste)
3. any specail things i need to do with the other folders