CME4WHOIAM
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Posts posted by CME4WHOIAM
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check point is on my computer i dont no how to send it and just that one. lol. I think it is easy but the first missiions are always easy and it is my first mod i completed. so might not be the best.
if someone could show me how to send it i would be happy to get opionions. it will be the only one i realse ill save the other 4 for the campaign
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good question i would think give the men the same path. maybe do like an escort type thing. if you need make the leader invisblity actor for the path till he needs to die.
even if u have all scripted right the guys will seek cover if attacked or go off path top attack somone who is a treat to them.
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thank you for the info.
i shall try it out
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How do I script the zone so that the zone will only work after the three other objectives have been completed?

Please explain by scripting it out.
EX: trigger, response than the steps numbered please. It will save me a lot of confusion.

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im going to quit working on cinema for a bit get better at scripting missions.
i think check point is my best mod and it was a slower map now that im doing things i dont no for my campaign the maps arent the best. I will be working on mods for me trying new things to prefect them.
with respect of you i will take my time with post make sure they are clear. If you could please do what i say i will not have to repost and repost.
till next time im going to go wrk some things out.
study time -
if u fix anythign or have tips please put the coment down or a quote so i no where to look
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set Ghost to (The platoon including (The player-controlled actor)).
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 Court house 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:
game over
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 4).
Display "All objectives have been ment" and register mission completion.
Prevent this block from being reactivated.
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:
Increment objectives counter.
Display "All objectives have been ment" and register mission completion.
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how do i do an extaction for the last objective that it wont go off before the other objectives are complete.
how do i do extractions to start with to i no how to make the zone. just not how to script it
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ok i guess i should start doing it right than and countinue. how long should a movie be
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none of the quotes worked.
the one block i have if u press it it will end thats all i needed all i do is press it it it ends at any time. dont no why
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anything wrong with my extraction so far or demo charge things
Group: <Default>
Comment:
objective 3 complete
Trigger Event:
Tim Gasitamo has been killed.
Responses:
Increment objectives counter.
Mark Objective 3 complete in the objective list.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Village have been killed.
Responses:
Mark Objective 1 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 2 complete
Trigger Event:
A demo charge was placed within 0 meter(s) of Demo zone.
Responses:
Mark Objective 2 complete in the objective list.
Decrement demo charges have.
Group: <Default>
Comment:
demo charges required counter
Trigger Event:
The simulation is initializing.
Responses:
Set demo charges required to 1.
Set demo charges have to (The number of demo charges available to player platoon).
Group: <Default>
Comment:
player platoon script
Trigger Event:
The simulation is starting.
Responses:
Set (The player-controlled platoon) to player platoon.
Group: <Default>
Comment:
Mission failed not enough demo charges
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of demo charges have) is less than (The value of demo charges required)).
Display "You do not have enough demo charges." and register mission failure.
Group: <Default>
Comment:
objective counter
Trigger Event:
The simulation is starting.
Responses:
Set objectives counter to 0.
Group: <Default>
Comment:
extraction
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 3).


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Continue if the value of mission counter is equal to 4
how i do that i dont find anythign with counters that is continue if
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umm

can u get alittle more detailed i never did it before but i plan to on mission 3 of my campaign witch i am almost to.
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how do u end the mission if you don't have enough?
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If you give advice for something wrong please right coment doen so i no what to look at to fix
Group: <Default>
Comment:
objective 4 complete
Trigger Event:
A member of Team A is within 0 meter(s) of HQ zone.
Responses:
Mark Objective 4 complete in the objective list.
Increment objectives counter.
Prevent this block from being reactivated.
Group: <Default>
Comment:
un peace keeper dies
Trigger Event:
A member of Team A has been killed.
Responses:
Display "A Un peace keeper has died" and register mission failure.
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:
All rebels have been killed
Trigger Event:
All actors in Bad guys have been killed.
Responses:
Display "No more rebel forces" and register mission completion.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Train Station 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 Train Tracks have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 complete
Trigger Event:
All members of HQ have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
All objectives ment
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 4).
Set objectives counter to 4.
Display "All objectives have been met" and register mission completion.
Prevent this block from being reactivated.
Group: <Default>
Comment:
02:skip cinema
Trigger Event:
The player has requested to skip the current cinematic.
Responses:
Set cinema skip to (The state of cinema skip).
Set skip cinema flag to true.
Fade to black.
Return the camera to the default viewpoint.
Enable the skip cinema group script blocks.
End Cinematic Mode.
Begin recording replay now.
Group: <Default>
Comment:
01: movie starts hide everything
Trigger Event:
The simulation is starting.
Responses:
Override default replay recording start.
Continue executing responses if (The game mode is Single Player).
Make all members of ghost undetectable.
Begin Cinematic Mode.
Make UN visible to the game world.
Play "breath_run_m " at volume 1.
Enable the A book script blocks.
Turn off platoon AI for ghost.
Hide Bad guys from the game world.
Hide Friendly from the game world.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set ghost to (The player-controlled platoon).
Group: <Default>
Comment:
00: start movie
Trigger Event:
The simulation is starting.
Responses:
Begin Cinematic Mode.
Place the camera at Camera A, facing Camera target A.
Group: <Default>
Comment:
03: movie ends show everything
Trigger Event:
10 second(s) elapsed.
Responses:
End Cinematic Mode.
Make all members of ghost detectable.
Turn on platoon AI for ghost.
Make Bad guys visible to the game world.
Make Friendly visible to the game world.
Hide Insert people from the game world.
Return the camera to the default viewpoint.
Begin recording replay now.
Group: <Default>
Comment:
objective 4 complete
Trigger Event:
A member of Team A is within 0 meter(s) of HQ zone.
Responses:
Mark Objective 4 complete in the objective list.
Increment objectives counter.
Prevent this block from being reactivated.
Group: <Default>
Comment:
un peace keeper dies
Trigger Event:
A member of Team A has been killed.
Responses:
Display "A Un peace keeper has died" and register mission failure.
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:
All rebels have been killed
Trigger Event:
All actors in Bad guys have been killed.
Responses:
Display "No more rebel forces" and register mission completion.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Train Station 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 Train Tracks have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 complete
Trigger Event:
All members of HQ have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
All objectives ment
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 4).
Set objectives counter to 4.
Display "All objectives have been met" and register mission completion.
Prevent this block from being reactivated.
Group: <Default>
Comment:
02:skip cinema
Trigger Event:
The player has requested to skip the current cinematic.
Responses:
Set cinema skip to (The state of cinema skip).
Set skip cinema flag to true.
Fade to black.
Return the camera to the default viewpoint.
Enable the skip cinema group script blocks.
End Cinematic Mode.
Begin recording replay now.
Group: <Default>
Comment:
01: movie starts hide everything
Trigger Event:
The simulation is starting.
Responses:
Override default replay recording start.
Continue executing responses if (The game mode is Single Player).
Make all members of ghost undetectable.
Begin Cinematic Mode.
Make UN visible to the game world.
Play "breath_run_m " at volume 1.
Enable the A book script blocks.
Turn off platoon AI for ghost.
Hide Bad guys from the game world.
Hide Friendly from the game world.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set ghost to (The player-controlled platoon).
Group: <Default>
Comment:
00: start movie
Trigger Event:
The simulation is starting.
Responses:
Begin Cinematic Mode.
Place the camera at Camera A, facing Camera target A.
Group: <Default>
Comment:
03: movie ends show everything
Trigger Event:
10 second(s) elapsed.
Responses:
End Cinematic Mode.
Make all members of ghost detectable.
Turn on platoon AI for ghost.
Make Bad guys visible to the game world.
Make Friendly visible to the game world.
Hide Insert people from the game world.
Return the camera to the default viewpoint.
Begin recording replay now.
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1. did u check the pinned effectsd list for all the explsions? that could help and do trial and error like i do alot.
2. i dont know.
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im still working on it.
Im debateing weather to have it Sp or Sp and MP co-op
this is my first one so im going to start small. my 4th map i hope to have a lot bigger one. It is red square so i want like all the bad guys martching in. i plan to finsih that one in under 5 years lol.
about the counter thing i didnt no that all i no is the mission works fine and the cinema is coming along not as planed. Thought i would be farther. o well.

thanks for the tips ill work on it now.
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cool but that means i have to aim.
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i edit some like you said and switch the names to make it easier. if you can help more but the commecnt down so i no what part to look at to fix it. Thank you come again
Group: <Default>
Comment:
objective 4 complete
Trigger Event:
A member of Team A is within 0 meter(s) of HQ zone.
Responses:
Mark Objective 4 complete in the objective list.
Increment objectives counter.
Prevent this block from being reactivated.
Group: <Default>
Comment:
un peace keeper dies
Trigger Event:
A member of Team A has been killed.
Responses:
Display "A Un peace keeper has died" and register mission failure.
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:
All rebels have been killed
Trigger Event:
All actors in Bad guys have been killed.
Responses:
Display "No more rebel forces" and register mission completion.
Group: <Default>
Comment:
objective 1 complete
Trigger Event:
All members of Train Station 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 Train Tracks have been killed.
Responses:
Mark Objective 2 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
objective 3 complete
Trigger Event:
All members of HQ have been killed.
Responses:
Mark Objective 3 complete in the objective list.
Increment objectives counter.
Group: <Default>
Comment:
All objectives ment
Trigger Event:
1 second(s) elapsed.
Responses:
Allow this block to be reactivated.
Continue executing responses if ((The value of objectives counter) is equal to 4).
Set objectives counter to 4.
Display "All objectives have been met" and register mission completion.
Prevent this block from being reactivated.
Group: <Default>
Comment:
02:skip cinema
Trigger Event:
The player has requested to skip the current cinematic.
Responses:
Set cinema skip to (The state of cinema skip).
Set skip cinema flag to true.
Fade to black.
Return the camera to the default viewpoint.
Enable the skip cinema group script blocks.
End Cinematic Mode.
Begin recording replay now.
Group: <Default>
Comment:
01: movie starts hide everything
Trigger Event:
The simulation is starting.
Responses:
Override default replay recording start.
Continue executing responses if (The game mode is Single Player).
Make all members of ghost undetectable.
Begin Cinematic Mode.
Make UN visible to the game world.
Play "breath_run_m " at volume 1.
Enable the A book script blocks.
Turn off platoon AI for ghost.
Hide Bad guys from the game world.
Hide Friendly from the game world.
Group: <Default>
Comment:
ghost platoon
Trigger Event:
The simulation is starting.
Responses:
Set ghost to (The player-controlled platoon).
Group: <Default>
Comment:
00: start movie
Trigger Event:
The simulation is starting.
Responses:
Begin Cinematic Mode.
Place the camera at Camera A, facing Camera target A.
Group: <Default>
Comment:
03: movie ends show everything
Trigger Event:
10 second(s) elapsed.
Responses:
End Cinematic Mode.
Make all members of ghost detectable.
Turn on platoon AI for ghost.
Make Bad guys visible to the game world.
Make Friendly visible to the game world.
Hide Insert people from the game world.
Return the camera to the default viewpoint.
Begin recording replay now.
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nice screen

before i play it do u have captives that cant die or if u kill u lose mission or they respawn
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im not done with it yet i still have alot of notes form u guys to go through and right directions to
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I have talked with Pyro_Monty. He high up on the importance list with the site.

i was wondering if it is ok for me to use the info you gave me from the site to make a nice layed out tutorail. So to have like a faq page for new modders like me so we dont get alot of questions like i did.
I was wondering if i could, should and if u want a specail thanks part
this is what i have done so far and it is for me only now.
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.
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
Extraction smoke
1. MapZoneShow
2. Highlight=True.
If you want it colored, MapZoneColor.
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thanks i got it to work

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My question is.
For my cinema to skip it by pressing space bar or enter do i use a flag or a groub enable. The first mission on IT has two tags a flag and a group enable both named skip cinema. or something like that. Just wondering what one to use.
Topics of the day for me.
1. Cinema
2. (if i get to it and doesnt work i look it up on the boards and do figure it out extractions)
3. If there is anythign wrong with the script (if it doesn't work)
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how do i script if i hit space or enter durning the movie it ill start the game and skip the rest of the movie
new tatic
in GR - Mission Modding
Posted
snet it to chucky hope he got it