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H-Hour

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Everything posted by H-Hour

  1. Yeah, I opened them all up in Igor to have a look and was pleasantly surprised. They looked like they'd be a blast for TvT or Firefights. Wish those had been around back in the day when I had a place (and time) to play.
  2. What game modes will be played? I'm on the eastern side of the pond so would be interested in doing it earlier as well if people are around. I assume it is open to all since it's posted in this forum...
  3. Specialists seem to be unlocked every second mission. Not sure if there are any special conditions, though, like completing the optional objectives.
  4. Just an idea, but why don't you take the whole /Centcom Mod/ folder and move it to a temporary folder outside the /Ghost Recon/ directory. Then create a new /Centcom Mod/ folder under the /Mods/ directory. Then, in the /Centcom Mod/ folder, just create a text file called modscont.txt, with the following: // Mods Contents NAME "Centcom Mod v 1.0" AUTHOR "Centcom Mod Team" SUPPORT "http://www.ghostrecon.net/forums/" VERSION "1.00" Then load up the game and see if you can activate the mod (obviously, it won't change anything, but just see if you can get the mod to
  5. Not true. You can place as many levels as you want, and Igor can recognize all levels, and you can place zones and enemies on all levels. The ONLY limitation is that the command map in-game can only recognize two levels.
  6. This is probably because you are playing it as a Gametype - like Firefight, Recon or Defend - instead of playing it as a mission. When you are selecting your map in multiplayer, make sure the server is set to "Mission". This, of course, will only work after you do as Migryder explained above.
  7. Unfortunately, code tweaking is pretty much out, which is why a lot of us were fairly confused about how this might be used. We have no way of modifying or effecting the AI, except by the few commands already built into Igor and the in-game ROE/Movement options. As Sleeper explained, the delay you experience is not something planned in the game, but simply the result of the time it takes for the AI to find a path through all the obstructions. The only way to increase the amount of time it takes A2 to figure out A1 is gone would be to build a map with terribly complicated pathing and, given
  8. Make it work to do what, exactly? As you have pointed out, it's possible to manipulate the AI in this way. So, how exactly do you propose to "mod" this or "use" this? I have never heard of it, so it's a nice thing to share for others to use. But I'm not exactly sure what you expect modders to do with this.
  9. That sniper test was quite difficult on a server! Trying to lead just enough to compensate for enemy speed, distance, and server latency. The pistol one was great fun. Snap shots, emptying a clip in the brief second the enemy appears.
  10. Punisher, I can guess at several possible causes of your problem, but it's really no help because I don't see specifically where your polys are. I don't mean to be a jerk, but you should really try and do this in a stripped-down environment with the fewest possible complicating factors. You can create two sherman levels for a map with just two floor polygons, so it won't take long to build a test map. Once you do so, open the level builder PDF and run a search in the document for "shermanlevel". Read everything that mentions shermanlevels and try to recreate what they show you. Also, one
  11. You need to have a shermanlevelheight for every level in your map. You only need one for each level. Every single floor polygon in your map, no matter what level or room, must be completely contained within a shermanlevel box (this is different than the shermanlevelheight). No single floor polygon should be completely contained within shermanlevel boxes for two separate levels. Here's an example of a bridge in which I want the player to be able to walk on top and underneath: Here is a shot with all of my shermanlevel1_1.0 boxes. As you can see, there is a gap where the second lev
  12. I couldn't find the Mike Schell tutorial anywhere, so I just uploaded it. Download this file and check out page 3 of his tutorial, where he goes over the creation of a door.
  13. Oso has worked his magic and helped me fix all the sherman level problems I was having here! And he made sherman levels easier to do, too!
  14. Excellent Oso! Did you ever release a fixed version of the FB Keep map? Remember how the northern border didn't match the floor and you could walk into the mountain?
  15. I think it's great to see some tutorials on construction methods, but I want to point out a couple of problems with your example regarding poly conservation. I frequently use a sort of modular style, copying and pasting things, but in your example you've created quite a few unnecessary polys. By angling the corners around the door like you have in your example (see #4 in Sup's images), you force extra polys when extending the wall. If you want the wall to extend beyond the width of the poly above the door, you will have to create new polys. The example above (see #1 in my image), howeve
  16. Thanks Sleeper, but I've already fixed the different levels. I'll send you a link to get the newer files if you're willing to take a look. It's very different.
  17. Do I need to place a path waypoint (in Igor) inside the shermantransition? My transitions are not very large (two steps - or two meters in the case of a bridge). Another wierd thing I noticed is that often if I have a 3-man Alpha squad, the guy following closest will go up a set of stairs, but the next guy won't. When I go back down the stairs, and the "roles" reversed with a new guy in second, the new second guy went up the stairs fine. Is it possible that the internal pathing AI for my friendlies is missing the transition?
  18. I've got my sherman levels working fine. I can script an enemy on any sherman level and he'll execute a path plan up or down the sherman levels no problem. But I've noticed some oddities with my teammates following me. Sometimes they'll just stop on the stairs. I can go bump them and then they come alive and follow me. Anyone know what the problem is with this? I'm using shermantransitions 1.25 and 1.75 as well as a shermanlevel 1.5. Also, I know the command map only supports two sherman levels, but I'm using four. Would the friendly AI be having problems with the third and fourth levels (a
  19. I've noticed the same thing when playing on your server. Where I usually play we have no tangos on map and we're often playing with a 4-6 man squad. So that's what I tend to script towards. Most of the missions will probably be a walk in the park for a full Alpha server. If I get the time, I'll look into updating some of the missions with more tangos for Alpha's server.
  20. I understand the sentiment sleeper. I actually worked on what I had shown you for a bit, but ultimately lost interest. Don't forget what I've got if you ever get the motivation back up. I got the rest of the exterior done. It just needs some texture work, trees and rocks, a couple buildings need to be object-ized, and lighting. It's funny how so much can be done and still there is so much to do.
  21. Has anyone had an opportunity to try these missions and, if so, has anyone had any problems? I'd like to get any problems resolved in the next week or so if possible.
  22. Hmm... I don't know about running around without a map. It seems like it would cause a lot of unnecessary frustration. I had never noticed the scale option in Igor. Too bad about the movement or camera position, though. Thanks for the info.
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