H-Hour
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Posts posted by H-Hour
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H-Hour's Coop Missions 2.0
Download
hhcm2.0.zip 282 kb
(note: required mods/maps are not included in this download, please see Requirements section)
What is it?
A package of 17 coop missions that are essentially server-sided (see "Requirements" below). These missions were designed for Coop play on the Tactical Gamer servers, which use voice comms and SOPs in their gameplay. The package includes five missions designed on the custom maps December, TG 1 - The Outpost, and The Mosque, and one on a Frostbite map.
What's New?
Seven brand new missions. In addition, two missions that were previously unplayable have been edited or remade from scratch, for a total of nine new missions.
Requirements
All missions require Ghost Recon and the two expansion packs: Desert Siege and Island Thunder. In addition, four of the missions require the following community mods/maps: Frostbite, December, TG 1 - The Outpost and The Mosque.
These missions are designed to be server-sided. If you have the map required by any individual mission, you should be able to simply drop that mission into your server's "Mission" folder and play without requiring the players to download anything on their side. The four missions that require community mods/maps, however, will require that you have these mods/maps active either as the mods they were originally packaged as or as part of your own mod.
Because so many people running a coop server run their own "package" of community mods, I've presented the following list of the missions with their corresponding requirements. This way, if you run just some mods, or a custom mod that packages certain maps, you can easily distinguish which missions are server-sided for you:
hh02_monochrome_trails GR/DS/IT hh03_angles_of_neutrality GR/DS/IT hh05_xerxes GR/DS/IT hh06_pixie_dust_like_stairway_rust GR/DS/IT hh07_nightingale GR/DS/IT hh10_asset_security GR/DS/IT hh11_you_need_your_mommy GR/DS/IT hh12_diamondback GR/DS/IT/Frostbite* hh13_hear_me_now GR/DS/IT/Frostbite*/December hh15_take_me_home GR/DS/IT/TG 1 - The Outpost hh16_to_cross_these_sands GR/DS/IT/The Mosque hh17_intelligence_wars GR/DS/IT hh18_tijuana_dream_columbia_sunrise GR/DS/IT hh19_interdiction GR/DS/IT hh20_scion_taming GR/DS/IT hh22_hellfire GR/DS/IT/TG 1 - The Outpost hh23_black_sands GR/DS/IT/The Mosque * Maps that require Frostbite will require the whole mod, not just the maps, as player skins and enemy actors from the mod are used.
Mission Style Everyone tends to play Ghost Recon in their own way, favoring certain types of missions. To help point server hosts to the missions they'll most enjoy, here is a list of the missions indicating what kind of gameplay you can expect:hh02_monochrome_trails Traditional hh03_angles_of_neutrality Traditional hh05_xerxes Special hh06_pixie_dust_like_stairway_rust Traditional hh07_nightingale Firefight hh10_asset_security Traditional hh11_you_need_your_mommy Firefight hh12_diamondback CQB/Mout hh13_hear_me_now Traditional hh15_take_me_home Traditional hh16_to_cross_these_sands Traditional hh17_intelligence_wars CQB/Mout hh18_tijuana_dream_columbia_sunrise Firefight hh19_interdiction Firefight hh20_scion_taming Traditional hh22_hellfire Traditional hh23_black_sands Special Traditional = A mix of stealth and firefight, similar to the original missions. Open to several gaming styles. Special = Special objectives or scripting in this mission may require a high level of communication or unique planning to complete. Firefight = Expect a significant amount of tough firefights. CQB/Mout = This mission is designed to emphasize building clearing.
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Herbie, I'd be happy to send you a mission I've done with random elements and point out where to look in the scripting to see how the randomness was scripted. Just send me a PM.
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Yep! That did it! Man, it's great to know that's the only problem.
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PM sent about MSN.
You are RIGHT! I think. I found mp06_grass_hirez2.rsb in two maps included with TG 3.0: "The Dam" and "maptof4". I'm going to delete these and run some tests and see if everything is ok. I really hope you're right because deleting these files is a very simple fix.
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I think you're right about that grass. I just checked and it's every single piece of grass that looks like this:

I think your best bet is just to rename the file and retexture the master model on your map. Then you won't deal with priority issues.
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Sleeper, regarding interior design help: do you sketch out your buildings first? If so, talk to me some in the conceptual stage, because that has a big effect on interior design, I think. If you did most of the grunt work, I'd be happy to take a look at your shell and see what I can add in, but also talking about ideas pre-design will help a lot.
Not sure about that texture issue. I'll try and take a screenshot with more info about where it is next time I load up.
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Maybe you guys would be willing to playtest or something too and give some feedback from there.
I'd be willing.
I found a patch of tall grass in the NW high ground (can't remember exactly where) that was impenetrable to bullets. If you can't find it, I'll do some more looking, but my guess is it's one of the models you shared with Oso, because the same impenetrable grass appeared in The Outpost map.
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Looking at the map now and thinking about your ideas. Personally, I really like the jungle theme and, in general, I prefer that to the winter theme. The cluttered-ness really adds to the ambience of this map. Just my preference.
I like your idea to rework the NE corner into more of a base. If you go with winter, then I think walls/towers/etc. is very good, but if you decide to stick with jungle, I think you should keep the structures low-level, more like a guerilla force trying to keep a low profile.
The only problem with putting it into the corner is that there will be only one or two narrow approaches to the base. No back entrance or anything. One suggestion for that is to have the base take up the SW quadrant of the NE part of the map, and have a cave complex that runs up NE of it, so the player can come in from behind.

As for the SAM sites, I could go either way. Guard towers are allright, but I like the fact that the SAM sites are an actual weapon. Sometimes objectives can be a little too generic with just guard towers. Putting some sort of Anti-Aircraft gun, stocks of weapons, or other things that can provide specific objectives is preferable over just a guard tower.
I agree about the bridge. It will make a nice set piece, but it's not necessary.
If you dropped the bridge, one idea would be to drop the raised ground on the NE. Place your base low, so that the NW high ground was a good overwatch position. This would also expand the approach to the base, so that the player wasn't channeled across the bridge. They could approach all along the SW.
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Just looked at the Thanh Lo map again. I like that one too.
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Just looking through the maps, I had set aside bg_bridgemap.mis and bg_tong_tri.mis to look at later for scripting possibilities. The others seemed either too small or too linear for my own preference.
Xom Dong, for instance, would be great if you opened up the bottom-right portion of the map. Thanh Bay also would be great if the west side was opened up so there were multiple routes.
Just my opinion.
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To actually give you some opinions:
I only play GR in Coop mode these days, primarily on the Tactical Gamer and Alpha Squad servers. Whatever you make, I hope it's easy to include into the mods these servers run.
I was very impressed with YOTM, but I don't enjoy SP and the decision (totally understandable) was made to keep YOTM a single entity (ie - no pulling maps and missions out for addition in other mods) so I never really got to play it much.
December was great because I was able to script a mission on it and add it to a little coop map/mission pack that Tactical Gamer hosts on their server. It wasn't too heavy a download to add and it was a nice little addition. Frostbite / TG 3.0 were already set up to handle a winter map, with proper vehicles and actors. Whatever you make, I hope it can easily fit into the themes already present (ie - forest / desert / jungle / winter) so that including it in other mods used where I play coop is easy.
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I've got some MAX stuff I'd be happy to share with you Sleeper, though I'm not sure what and how this stuff would fit in with any Jungle map. I'll send you some details in PM.
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Thanks for the help guys, but I was able to get a hold of a copy.
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Hey Steve, can you send me the IkeCrash logs when you crash on HH02/HH03? Every time you crash, GR outputs a crash log to an IkeCrash.txt file located in your Ghost Recon folder. If you can send that to me, or have whoever crashes send that to me, in a PM here that would help me locate what is causing your crash.
HH05 has been pulled for now.
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Hehe, well I will be doing a final fix for HH05 - Xerxes at some point. Sorry for all the hassle.
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Ok, here's is a new ZIP file with an updated mission file for Nightingale. I also went ahead and inserted into each mission with only the proper mods activated to make sure there were no more problems.
HH05 - Xerxes has been pulled from this pack, but expect a corrected version soon. There is some bug I've never run into before, where if you kill the guy on the .50 cal right after you teleport, the game crashes. I get the following error message:
SimGun: Gun node W Entrance MG has no camera offset helper point. SimGun: Gun node Plane MG has no camera offset helper point. SimGun: Gun node Exterior House Machine Gun has no camera offset helper point. SimGun: Gun node Barn MG has no camera offset helper point.
Does anyone know what is causing this? Each of those errors is connected to a .50 cal gun placed on the mission. If I can't figure it out, I'll just delete the guns from the mission.
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I'm sorry. I will try to get fixes up tonight, as I leave for a trip tommorrow morning. This was poor oversight on my part. I thought I had removed all TG 3.0-related requirements.
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The ZIP at my link in the first post has also been updated. I apologize for any inconvenience.
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I agree. Nice work on this map!
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I had a problem with the mod. I had to rename the Mission folder from Missions to Mission in order for the missin to show up in game. I would imagine that others had this problem.
Ack! What an oversight! I'll update the ZIP file, though I imagine most everyone who will download the pack will already have downloaded it.
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Great, uploaded all except those requiring Frostbite on our public dedicated server.
Great, thanks!
HH05 - Xerxes is not. In the beginning, one player in the platoon is transported as an undercover agent. In SP, an AI character is usually transported and he immediately opens up on the enemy, setting in motion a chain of events that end quickly in mission failure.
I believe all the rest are playable in SP. They were, however, designed for Coop, so there are no cinematics, no music, and in general less emphasis on story. They may also be nearly impossible in SP mode, but then I was never very good at SP so maybe you can handle them.
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Thanks Sunraa
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Thanks Rocky!
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H-Hour's Coop Missions
Download
hhcm1.0.zip 170 kb
(note: required mods/maps are not included in this download, please see Requirements section)
What is it?
A package of 10 coop missions that are essentially server-sided (see "Requirements" below). These missions were designed for Coop play on the Tactical Gamer servers, which use voice comms and SOPs in their gameplay. The package includes three missions designed on the custom maps December, TG 1 - The Outpost, and The Mosque, and one on a Frostbite map.
What's New?
Five of these missions have been released before, but I don't think they were played outside of the Tactical Gamer community. The other five missions have never been seen before.
Of the five that have been released before, four of these missions were packaged as part of the TG 3.0 mod and one of the missions was released as part of the Tactical Gamer Mission Scripting Contest. All missions have, however, been re-tooled so that they are essentially server-sided.
Random Elements
All missions were designed with random elements to facilitate repeat plays. As someone accustomed to playing the same missions over and over again, I take randomness as a central element in my mission creation. These missions have different levels of randomness, but in general the later the mission number the more randomness.
Some missions were designed with random objectives or random placement of the objectives, but all of them have extensive randomness built into the placement and responses of the enemy soldiers. This will, hopefully, provide new experiences on repeat plays and prevent mission memorization.
Requirements
All missions require Ghost Recon and the two expansion packs: Desert Siege and Island Thunder. In addition, four of the missions require the following community mods/maps: Frostbite, December, TG 1 - The Outpost and The Mosque.
These missions are designed to be server-sided. This means that, if you have the appropriate requirements, you should be able to simply drop them into your server's Missions folder and play without requiring the players to download anything on their side. The four missions that require community mods/maps, however, will require that you have these mods/maps active either as the mods they were originally packaged as or as part of your own mod.
Because so many people running a Coop server run their own "package" of community mods, I've presented the following list of the missions with their corresponding requirements. This way, if you run just some mods, or a custom mod that packages certain maps, you can easily distinguish which missions are server-sided for you:
hh02_monochrome_trails GR/DS/IT hh03_angles_of_neutrality GR/DS/IT hh05_xerxes GR/DS/IT hh06_pixie_dust_like_stairway_rust GR/DS/IT hh07_nightingale GR/DS/IT hh11_you_need_your_mommy GR/DS/IT hh12_diamondback GR/DS/IT/Frostbite* hh13_hear_me_now GR/DS/IT/Frostbite*/December hh15_take_me_home GR/DS/IT/TG 1 - The Outpost hh16_to_cross_these_sands GR/DS/IT/The Mosque * Maps that require Frostbite will require the whole mod, not just the maps, as player skins and enemy actors from the mod are used.
As an example, the Alpha Squad mod includes the maps TG 1 - The Outpost and The Mosque. If you were running a server with the AS mod activated, you could simply drop "hh15_take_me_home" and "hh16_to_cross_these_sands" into the AS Missions folder and individual players would be able to play this mission without downloading anything more than the Alpha Squad mod. Mission Style Everyone tends to play Ghost Recon in their own way, favoring certain types of missions. This is especially true, I think, for the Coop community, where some people prefer stealth, some prefer big firefights and some prefer a mix somewhere in-between. To help point server hosts to the missions they'll most enjoy, here is a list of the missions indicating what kind of gameplay you can expect:hh02_monochrome_trails Traditional hh03_angles_of_neutrality Traditional hh05_xerxes Special hh06_pixie_dust_like_stairway_rust Traditional hh07_nightingale Firefight hh11_you_need_your_mommy Firefight hh12_diamondback CQB/Mout hh13_hear_me_now Traditional hh15_take_me_home Traditional hh16_to_cross_these_sands Traditional Traditional = A mix of stealth and firefight, similar to the original missions. Open to several gaming styles. Special = Special objectives or scripting in this mission may require a high level of communication or unique planning to complete. Firefight = Expect a significant amount of tough firefights. CQB/Mout = This mission is designed to emphasize building clearing.

An idea for larger maps...
in GR - Map Modding
Posted
Someone has probably already thought of this and figured out why it won't work, but I thought I'd throw it out there to find out.
Everyone knows that GR can handle maps larger than 400x400, but the Command Maps will only show 400x400, making it very hard to find your way around a map. Has anyone tried building a map modeled at half size, then remodelling the player and enemy models to half size, so that from the player's perspective the map appeared to be twice as large?
I don't know if certain things like the player's/enemy's movement speed or the position of the player's camera can be modded. Maybe these are the elements that have prevented this in the past.
Anyone tried this before?