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Everything posted by die7

  1. Yes, well it's simple matter of scripting using Igor.exe (GR editor), one of responses which can be used at end of mission is arAwardDecoration (Actor,Platoon,Team) then you chose proper medal.. yes, condition can be scripted..for example ..all objective successful, no wounded or lost soldiers > Purple Heart ...or just player survived the mission (Medal of Honor) it does not, this is matter of scriptwriter of the mission why would you?
  2. I applied patch to gr.exe now I 4GB RAM can be used instead of 2GB (this will work just for Windows 10) User's system configuration CPU: GenuineIntel 2710 MHz Recent Intel RAM: 4096 MB O/S: Microsoft Windows NT Family 6.2 build 9200 Take it from here
  3. work on mod the ghost never stops Some updates: Mission Zigic (real person sentenced to 25 years' imprisonment) got massive updates: dynamic weather (fog reduces/increases, rain & wind changing direction's, night fall) napalm run (random multiple explosions & derbies drone attack (use UI to call the drone) Mission Srebrenica (Serbian butchers killed 8.000 Bosniaks) Improved intro with fast rope, and improved airstrikes
  4. There is reverb, I can hear it 1) reverb is implemented and you hear it especially in sound zones for the ppl which are familiar with Igor editor , take look to sound part of each zone you will see presets like: GENERIC PADDEDCELL ROOM BATHROOM LIVINGROOM STONEROOM AUDITORIUM CONCERTHALL CAVE
  5. 1. Check Ike.log to confirm eax 2.0 is supported and loaded 2.did you made also registry entries? 3. To really feel 3D sound you should use headphones or 5.1 or 7.1 box system ..I prefer headphones a good stereo headphones are sufficient since all sound techniques for virtual surround (eax,atmos,sonic) are even today better on decent stereo headphones as any 7.1 money robbery phones. 4. Once it’s working you will feel diff (maybe even on laptop)
  6. no, its every card..more info you will find here and once working should sound like here
  7. yepp, can confirm ..ppl do not forget to enable eax1 = true eax2 = true in dsound.ini..it and eax in sound config of the game..it just rocks..awesome, thank you Apex
  8. well you can also try to adopt in .vcl file next values to get it better under control <Acceleration>6</Acceleration> <Deacceleration>6</Deacceleration> <TopSpeed>69</TopSpeed> <TurningSpeed>8.436332</TurningSpeed>
  9. @RussiaGhostthis is unf the fact, it takes a lot of effort to get them to do what they should, trial & error..good luck
  10. Yes, you can call for strike , currently on fixed targets, next step on any psst spoileralarm
  11. no and yes, it takes a lot of effort it is like it is true no thank you
  12. you will get this error in ike.log every-time you destroy some vehicle which has no destruction animation standard bhawk does not have any animation, once destroyed it just continues to fly, but the rotors becoming quiet. in HX4/5 there is drag_bhawk-crashed.vcl , this is indeed separated bhawk crashed model, which has animation...but there is no any black-hawk,zodiac,zebra which fly's, get destroyed and you get cinematic destruction animation. The only which it has afaik (but it very ugly as model and animation is also more as ugly is drag_apache model you can see it her
  13. Sure it can be, make enough zones, once player is in the zone a either trigger plan with path or teleport enemy to that zone or in the near
  14. @RussiaGhost I know how to set hostage behavior, this is nobrainer..the issue is following: as long on the beginning of the mission hostage has no weapon , once get secured and get the weapon he will not fire, just follow. To get hostage to follow and to fire the weapon it was needed to set HostageActorOff before he get the weapon, then to set it again to hostage behavior back, additional plan need to exist with alerts, roe (suppress)
  15. good hint, this is true in mission 4 works, need to understand why..thank you
  16. any news? How can I order DVD or usb stick with all the mods, sure is sure..
  17. Here some short Igor editor movie as last part which deals with dynamic weather. In this movie you will see : Rain change dir - rain, wind, fog, change directions every 30 sec Fog changes distance - fog will be reduced from fog far 60m till up fog far 120m - Max Spot will be increased from 80 to 140m and opposite - fog will be increased from fog far 120m till up fog far 60m - Max Spot will be reduced from 140 to 80m Night falls once the fog is on 60m and max Spot on 80, night falls part will start and it will change color of the fog (get darker
  18. ground control to Hana...if you are alive please release this
  19. the files which you have uploaded are unavailable, can you add them again or upload somewhere else
  20. today I got question in discord channel how I can incr/dcr fog and max spot distance continuously since the above lab(example) will run just once (it will move fog far the till does not reach 120m, and it will reduce it again back to 60m) after that it will stop Now to run that infinitive increasing to 120 and then lowering to 60 then increasing to 120 and so on ...you need to adopt you routine, and you need to reset the values of fog-far (in this case Lightnes and Darknes) .. basically I was even able also to reduce code...so thank you for asking this.... working solution example i
  21. Here some short Igor editor movie how to get dynamic weather conditions (rain direction change, fog reduced/increased, max spot distance inc/dcr) this should even more improve the game immersion https://drive.google.com/file/d/1tbhapnVkbFpQV8YqRsW5jFOE3yiSyd5o/view?usp=sharing dynamic_weather.txt
  22. Here some short Igor editor movie how to get Napalm attack in loop https://drive.google.com/file/d/15DASoPgURVa2eLSAXzzeHfCB5Tp191EG/view?usp=sharing improved version with debris..however I recommend to increase random int 2X more as you have effects in my case 5 effects it will be low 1 high 10 https://drive.google.com/file/d/1I-havB2j8VLL7eNy9SgFYfUmFjFXHin0/view?usp=sharing Napalm_run.txt
  23. you can count on me
  24. not sure if that is the case .glb is a 3D file format and can not be extracted by any common archive tools aka zip,rar etc. I assume this was exported by 3d max as .glb file, but I hope since .env file speaks about .map files that there must be a way to get around it..and that .glb was just a wraper Here are some interesting info's
  25. that would be great thing...we just need to understand how, and if this is possible
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