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Apollo

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Posts posted by Apollo

  1. Forgot to mention it in this thread, but I do have a link for any Mac users interested in the FL-AVA 1.4 mod. It's a sit file so installation should be a breeze. Put the top level folder and it's contents in your Ghost Recon\Mods directory.

    Macintosh owners click here to get it => http://www.fl-ava.net/FL-AVAMod_1_4.sit

    all u gotta go do is go buy windows xp or somethin and install it on ur mac

    Um...not exactly. You are thinking of a Windows emulator that can run on a Mac OS. They are out there, but if even if you can run a game using the emulator, you will likely get unacceptable performance and driver issues.

  2. I'll bet your translation includes a unicode character. Check into that. If you've ever noticed, when a player with a unicode character name enters a server, Ghost Recon barfs and chokes on it. Use only A-Z, a-z for letters in your translation.

    Nevermind :sheep:

  3. php is a webpage generating tool. You can't right click and save links to downloads that are posted in this way. You must left click on them and allow the site to process your request and point you to the appropriate file. Basically, this process prevents others from linking directly to a download and thus leaching the host's bandwidth, a big problem for websites that host public downloads for popular files.

  4. If I'm not mistaken, the type of kit assigned to each AI backup is determined by the soldier classes kit restriction list. Look at the first kit listed for yourself when you choose to play as a rifleman. When you start the game, check out the kits for the AI rifleman. I think they will be the same.

    So with that in mind, you'll need to adjust the .kit filenames to make the first kit selection the one you want the AI to have. Also keep in mind that AI backup also depends on the .mis file. The ratio of classes in the AI is probably influenced by the recommended team makeup in each mission file (.mis).

    Regardless, you won't be able to assign Backlup AI rifleman 1 an M-16 with nades kit and then assign AI Rifleman 2 an OICW with sensors kit. All riflemen will be assigned the same kit. The same principle holds true for the other classes as well.

  5. If you are looking for a personal tutor, you may not find any experienced modders with that much time on their hands.

    Your best bet is to start small, Grasshopper. Learn how to script a mission using Igor. This program comes standard with the game, but I don't know about the Mac version. Look for something in your Ghost Recon folder called Igor, Daniel-San.

  6. Hi! Well, you have to be sure you aren't shooting them with a pistol while standing right next to them either. Back away from them to the point where you can just barely aim the pistol well enough to hit them in the lower leg or lower arm. Try a silenced pistol if necessary. If this doesn't work, then your combat model file is not the default OR there is another mod active on the system that overrides the default.

    Let me know if you need more help. Contact me at apollo@fl-ava.net.

  7. Like San, prior to GR I wouldn't touch a first person shooter with a 40 foot pole. I liked RTS, Flight Sims, RPG, and even third person games (like Tomb Raider) but the FPS ... well I just didn't see the fun in Heretic, Quake, Doom, etc.

    Thanks for a terrific game, RSE. (But please increase your modding support for Ghost Recon 2 ... gmax , pretty PLEASE!)

  8. I bought Half-Life recently....I wish I had that $10 back (no refunds from the bargain bin) . I tried all manner of mods: Counter Strike, Day of Defeat, Natural Selection. It was all very boring. I did not feel immersed in the game at all. It wasn't the graphics that killed it...it was the gameplay.

    One more thing. The Raven Shield demo isn't looking much better than Half Life to me. Bouncy bouncy walking is foolish. Whose eyes can't compensate for walking enough to keep their field of view from going up and down, up and down?

    • Map Central Area--------------------------------> Used in Hamburger Hill, Domination as the only control location
    • Map Base 0 to 3 (SP/COOP Base)------------> Used in Domination, Siege, Defend as control and spawn locations
    • Map Base 0A to 3C (tr0a to tr3c)-------------> Used in Domination, Siege, Defend as spawn locations
    • Assault 0A to 2C (Assault Platoon 0 to 2) -> Used in Defend for something...spawns for the AI maybe?
    • Map Points 00 to 35-----------------------------> Used in Firefight (for AI), Last Man Standing, Behemoth, Mouse as spawn locations

    If I'm not too far behind the times, I believe you need those 0 through 35 points for the AI spawn locations. For Firefight, you also need a Recon Insertion Zone for player spawning.

  9. It matters because the siege.gtf files specifically requires those elements be present in the .mis file. When a .gtf is created using the Export command in Igor, you can select which features must be present in order for a .mis file to be considered a valid choice for the gametype. Try it out and you'll see what I'm talking about. It's on the same menu as the Import command you've already used.

  10. You must have 36 spawn points and 16 zones properly configured for the mission. These are basically Zones that have the appropriate checkboxes selected and drop down box options chosen. The names of the Zones don't matter, only the properties for the Zones are considered.

    When you select a zone, look in the lower right corner of Igor. You'll see the Zone Properties box. Inside the box labelled Map are the properties I'm talking about. You must have 36 different zones with the Point checkbox selected, each of these being set to a unique number from the drop down box. There must also be 16 additional zones with the Base checkbox selected and each of these zones should have one of the following exclusively selected in the drop down box: 0 to 3, tr0a to tr3d.

    Additionally, you must set the mission as being available to custom game types in the Edit->Map properties. Also, you must set the Supported Modes under the Edit->Mission properties to include at least Team Multiplayer.

  11. Most mods are the client-server variety. This means that the mod must be activated on the server and that every client (player) that connects to the server must also have the mod installed, but not necessary activated.

    The same idea holds when you are hosting a game. If you have a mod activated, then every player who wants to connect to your game must also have the mod installed.

    There are some mods of the server-side only type. These are installed on the server but clients are not required to have the mod to connect and play.

    Hope that clears things up for you. I'm glad to hear you enjoyed FL-AVA.

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