H-Hour
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Posts posted by H-Hour
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Frij, I'm not sure if this will have anything to do with your problem, but I was running into something where I would have guys run a plan and then go hostage, but if I switched them to hostage while they were still going through their plan they wouldn't go hostage. I found that if you use the AbortPlan trigger before assigning hostage behavior it will clear up any gray areas for the AI.
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If you're looking for maps with no buildings, you might look into Apostle's map pack thingy. It's got a lot of 400x400 patches with hills and stuff. So you would just need to create trees and foliage and scatter them about. Sounds like you already know how to get the texturing done.
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D'oh! Sorry Jex. I thought you were asking something else earlier. I could have answered this then. Turning day maps into night maps is tough because the textures usually end up too bright. One way to get around this is to turn your fog to black and then put a negative near range value. When I did this with the Plantation map I had near range set to -150 and far range set to 100. This way the fog had more then half darkened the textures at my feet. It can make things a bit fuzzy, but when I did this it worked out well enough for me. One thing to keep in mind is that if the fog is faded out over such a long distance, there will be a greater area between what the player can see and where the fog is fully faded out, so experiment with your max view distance to make sure the enemy can't see past fog. That's my recommendation. Some of the other guys here will likely have some good ideas for you.
ps - Any more immediate questions, I hopped on TS. I'll be up a bit longer.
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As far as I know it would be illegal for you to distribute any material from the RSE expansion packs. If you use material from MP1 or MP2, the end user will have to have those mods installed and activated. Most people do.
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I still don't understand how you can call someone racist for being scared while they were a POW. Really, has anyone tried to explain the logic behind that? It would be the same if the enemy was any ethnicity.
If a bunch of white guys drove up in a van, pointed guns at my head and kidnapped me, I would be scared. Not because they're white, but because they have guns. Pointed at my head. And they just kidnapped me.
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You're gonna want to use the CounterSet action to set things to a random number and then set up a script to do different things depending on the value of the counter. Here's a transcript of where I used this method to place a POW in any one of eight locations:
Group: <Default> Comment: Startup Trigger Event: The simulation is starting. Responses: Set Counter - POW to (A random integer between 1 and 8). Group: <Default> Comment: POW Location Trigger Event: 1 second(s) elapsed. Responses: Continue executing responses if ((The value of Counter - POW) is greater than or equal to 2). Teleport all members of POW Platoon to Hostage Location 1. Continue executing responses if ((The value of Counter - POW) is greater than or equal to 3). Teleport all members of POW Platoon to Hostage Location 2. Continue executing responses if ((The value of Counter - POW) is greater than or equal to 4). Teleport all members of POW Platoon to Hostage Location 3. Continue executing responses if ((The value of Counter - POW) is greater than or equal to 5). Teleport all members of POW Platoon to Hostage Location 4. Continue executing responses if ((The value of Counter - POW) is greater than or equal to 6). Teleport all members of POW Platoon to Hostage Location 5. Continue executing responses if ((The value of Counter - POW) is greater than or equal to 7). Teleport all members of POW Platoon to Hostage Location 6. Continue executing responses if ((The value of Counter - POW) is greater than or equal to 8). Teleport all members of POW Platoon to Hostage Location 7.
You can use this method to set different enemy squad plans, start locations, objective locations, even what objectives you have to do. Pretty much anything you can think of can be randomized. It just takes a little scripting work.
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Thank you very much H-Hour! It's people like you that makes the GR community to what it is today!
No, no. It's El_Oso. He's the one that got me set up with that and much more. I am simply passing on the help.

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I was having the same problems and it was because I had the wrong exporter. Apparently the one that ships with the DS cd doesn't export the composite textures correctly. If you think this is the problem let me know and I'll send you the correct file.
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So exactly what happens when you use Show Zone, Zone Color? I'm guessing you get an area on the command map that is a certain color. Is that right?
Yep. Just like your insertion or extraction markers, or the ones you see in Domination.
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all members of the members
???

If I'm correct in assuming what you're asking, you can set up a trigger that will go when no members of the Player's Platoon are in a certain zone. So,
ContinueIf
Compare Integers
The Number of Platoon Members at Location = 0
Then you would hide the enemies with the "Hide Thing" command. It might be wise to turn PlatoonAI off, too, when you hide them.
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I'm not coming from military experience on this, but I would assume a few things:
1) War = scared for your life
2) Losing your squad and being taken captive = scared for your life
3) Telling the friendly Iraqi's from the hostile Iraqi's is not so easy. We WERE still in a war with Iraq at the time.
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I think the reason GR has been so successful is because of the modding capabilities of the game and the great online community. Without these the game wouldn't be the big success...
Modding communities have always overrated their importance. Far fewer people play or care about the mods of a game then people think. A large majority of the people who buy will never even play any user-made content.
Still, this sucks if it's true. In every way possible.
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Zone color show will not emit color. You have to set a smoke for that, I believe.
As for the actor solution, if you made him an enemy and put him on captive mode, he'd probably even show up yellow like a waypoint. Oh, but then he might not get the text on him. Gah, I don't know.
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Here's how I'd do it. For the "Objective" waypoints that will show up in briefing, just place all four on top of the only known one, or, if no objectives are to be known you can try to place it on insertion/extraction. Another possibility that I haven't tried is to place it so far off the map that it won't even appear on screen.
As for showing map labels in-game, I believe you can't hide them. I would recommend that you use a zone and then do Show Zone, Zone Color. It's not as good as the labels, since there's no text, but I've found it easy enough to understand in missions that use that.
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I'm not sure about what it registers in the scripting, but I know you can be hit by pistols and not have any wounded effects. No red spots on your body and your name will still appear green if you bring up the leaderboard.
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Yep. Any Multiplayer game is like that with the helicopters. Although, HX's new mod has working Heli's in MP.
Don't know about your other question. I've never tried to query the state of a door.
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First off, thanks for the wealth of information guys. Very helpful. It was mentioned earlier that there is a lot of bad information floating around, so I wanted to get clarification on some stuff as well as answers to a few other questions I had. Any information is good, but just so you know my thoughts are geared more towards Army than anything else. Also, I never really grew up knowing anyone in the military, nor are any of my friends even remotely interested, so I really don't understand some basic stuff about how the military is set up (though after this thread I think I understand what an MOS is
).1) I have heard that when you sign up you can sign up specifically for Special Forces. How exactly does that work? I assume you will still have to pass certain tests. What specific special forces can you sign up for, or is it a general designation that allows you to pick later (or maybe it's picked for you)?
I have heard that you need to score well on tests when you sign up to qualify for this designation and that intelligence is important. What exactly are these tests and what other attributes are important for the Special Forces designation?
Assuming that you can sign up for Special Forces, what exactly will that mean? I assume I'd go to boot camp, but what comes next? Is it just one training/qualification then on to the next? How does it work? Like I said, I really don't know much about the setup of the miliary.
2) I've never fired a rifle in my life. Do you only get a designated amount of time on the range, or will it be possible for me - once I'm in training or whatever - to get extra time to practice and improve my marksmanship?
3) PT is obviously designed to bring recruits up to par. Before I'd join I'd definitely work myself up to be prepared, but I'm wondering about going above and beyond for Special Forces. Is it more of a mental thing? Is it strength or endurance? Or is that all subjective and it's just the guy that doesn't fall over first?
Again, thanks to everyone for this great thread. Lots of information.
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I agree. Sniper's should have to calculate windage and distance for really accurate shots. I assume GR 2 will be expanding on the average viewing range, so that would help balance things out for the closer-in specialists. I think sniper's should be made so that their use requires a lot more patience and so that their effect is much less pick-'em-off-from-a-distance" and more "get-the-important-shots".
Also, I hope to see better control of your weapon's position, including independent head-swivel on the neck. When you're finding cover behind a bush it sucks to have to stick your gun barrel way out just to peak through or left and right.
The tough part, of course, is to expand the depth of movement and fire possibilities while still making it easy enough to get the basics done.
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Awesome deleyt! I am a big fan of foliage and cover, so the more you can put in while retaining good framerates the better (for me, that is). Great, freeeaking work so far. Those screenies look gorgeous.
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VERY NICE! Particularly that bridge. Excellent work there.
Question: Are you planning to have any lower foliage for ground cover?
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I am using 4.2. I will look at it if you send it to me. I am just learning to, but if I notice anything wrong I'll let you know. PM me for my email address. I don't like to put it up on public sites.
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Make sure you are checking the box for All Lights when you save! That one had me going for a couple days.
If that doesn't work, I'd be happy to take a look at it. I was having the same problem and just got it worked out today (thanks to el_oso).
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The flashlight only specifies direction of the light values, as El_oso said, not the point from which the light originates. So it doesn't matter where the flashlight is placed. It only matters what direction the flashlight is pointing.
(I should put an, "I think because that's what I figured out after being confused for a bit." disclaimer, though)
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That's exactly what I was looking for! Thanks Jeckyl!
SunMaps(Final)
in GR - Map Modding
Posted
I've only had a chance to check out 5 or 6, but looking good! I'm glad you posted that screenshot. I thought it was just modified ENV's when I read the first post, but these are some dramatic changes! Nice work.