smokin
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Posts posted by smokin
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I've noticed that an editable mesh has double the polies of an editable poly, when making a mesh for a map/object, what count is accurate?
Meaning if I convert an editable mesh to an editable poly, is the poly count actuly double that of what is indicated on my poly counter as far as GR is concerned?
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Pretty cool helo if it shoots at ya, ... which one is it?
Maybe you can try in the plan for chopper,
ROE - at all cost
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Not absolutly sure, ... but I believe some idle functions dont work in multiplayer. Also, if the actor is not an allie, once he sees an enemy (player platoon) he'll go out of his idle mode.
If you NEED to have him as an enemy then I think you need to have him set to captive behavior and execute a plan with an animation with a restart response.
(plan)
Animation ...... (goodluck finding right one)
Restart
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If this is being done for a multi player game, stop and throw away the mission. Only way you can get a working helo in multiplay is to use harntrox helo/vehicle.
If its for single player then your script should work
Trigger:whatever gets the helo started
response:
Show thing : helo
teleport air vehicle to EFFECT_Start facing EFFECT_end (i put in a low speed 1-2, i dont want the helo to over shoot its starting point before its plan is initiated)
Asign plan_helo to vehicle helo
(plan_helo)
Speed, greater than 0
path point A-B (best not to add a point C, D, or so on) with altitude
Trigger: proximity vehicle (does not matter how far above the zone a helo is)
Response
Teleport vehicle to EFFECT_End
destroy vehicle helo
Hide Vehicle_helo
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Just wondering if I can still use the rsb textures with 3dmax 6 or if not with the plugins provided in the GR game, with something else someone found.
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If you saying that you took the maps from one mod and placed them into you own personal mod then there are a few thing to be aware of.
Not all the textures for a given map are located in the map folder. There are times when say a skybox, or a stationary gun texture is located in the texture folder.
Also, if you decide to use the original mission of a given mod as a template in igor, then make sure to check if there are any stationary weapons being used. If you try to play the map and GR cant find the model (thionk its a pob file) then you'll get a crash to desktop. Its just like having the wrong/non exsisting weapon for an actor cept its a stationary gun.
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seriously, ......... this topic is silly

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Physics are Physics, the havok engine alows the use of physics with geometry. How, where, when and why its used is based on how the developer decides to use it, but its not the engine's fault if the developer is not creative enough to wow you with this feature.
This brings up a question. Im curious if the falling stuff can injure you. If a building goes down does it crush anyone in its path or will this be done via effect "damage". I would love it if you could have debris injure players/soldiers.
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That would be interesting to find out. Only way i found helpful to reduce my work in igor (before my computer got formated losing everything!
) was to have premade generic GTF files already made in a seperate folder in my GR directory.Basically i called it my igor stuff where all my gtf file and notes would go but i would create scripting with whatever i like, random elements, mines, startup script block, blah blah blah. Then I would export the script as a gtf and import the right one for the next creation i had in mind.
Only thing to keep in mind if you do it this wway is to make note of any elements there are in a script(effects, platoons, teams). For example mine, .. the script referenced for a zone at effect mine 1, but since no effects exsist it wont work unless you create one and call it the same thing. For me it was easier doing it this way and alot quicker than creating each one individually, although i did named my elements in a way that i could use my copy and past feature to expidite the process.
This method also works well if you like having random elements but hate constantly creating the continue if script.
Group: random 1
Trigger: call
set counter random 1 to a randome intiget between 1-4
Stop if blah blahh blah
Stop if blah blahh blah
Stop if blah blahh blah
Stop if blah blahh blah
Group random 2
same as above
Group random 3
same as above
Then when imported into a new creation you got all that junk done, all you got to do is to fill in what goes in between those responses and when its actually called.
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Try
Startup:
Group enable phone ring
Group Phone ring
Trigger: time elapsed (random # 3-5)
Response:
Block preserve
Play sound(phone ring) @ loc (tent) for (loop only once in fact dont fill out field)
Group defualt
Trigger: player answers phone
Response
group disable phone ring
Personally i find it easier to do it this way than to mess around with the timeing of sound, .. i can never seem to get it right when i play with the looping.
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Try this, Open up the env. file, check the box jugle, prob best to save it as another env file, then open up you mission in notepad and replace the old env file for the new.
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~ Edit~ misread
Either you got the effects initialized incoreectly, player platoon not set up correctly, or its possible the zone is on the wrong sherman level. There are several maps with 2 levels and if you place a zone on level 1, but the only walkable floor is on level 2, then it wont work.
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Load up the Vilinus map, or battle field map, make a note of what sky they used and then adjust the sky for your mission.
Not sure, ... but i'm thinking you need to start the mission over again. I dont think you can just exchange env. files within a mission. You have to first creat the env. file then make the mission on top of that.
Maybe you can try editing the mission file from notepad, place the correct env file???
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Hmmmm, there is prob an easier way and not sure if itll work. but
Trigger: Respawned
Response:
Block preserve
assign no weapons kit to this actor
increment counter 3 of respawns
Redirect if counter # of respwned = 1 to group actor needs pistol1
Redirect if counter # of respwned = 2 to group actor needs pistol2
Redirect if counter # of respwned = 3 to group actor needs pistol3
Redirect if counter # of respwned = 4 to group actor needs pistol4
Group Actor needs pistol 1
Respawns
block preserve
Variable set this actor to ActorRef need pistol 1
Do this 4 times but with different actor REF & groups
Group Default
Trigger: Proximity actorREF need pistol 1
block preserve
Weapon assign pistol.kit
counter set # of respawned 0
Do this 4 times but for different actors
I figure no more than 4 at a time will die. But im guessin there is prob an easier wayor you can set up 9 actor ref with 9 proximity triggers for each one.
OR..... you could go very simple and make the zone to get the weapon very small. Small enough for players to be able to avoid it.
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Never did learn about flags, ... always used counters. ... thx

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Dont know if this will halp anyone, but on a new map, on a few occasions, when i teleported from one room to another, the actor/enemy, would disapear/go invissible. wierd bug where they could see through walls shoot through them, and wernt visible at all. Same thing happened with a few vehicles too. The solution was the response Show Thing after the teleport response. The "thing" to show is of course what you teleported.
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group: <default>
Trigger:Startup
group enable wasting_time
Group:wasting time
trigger:proximity platoon to farm
response: Display message all that they are wasting time
Group<defualt>
Trigger: proximity platoon to OBJ 1
response:
OBJ complete
group disable wating_time
Obj added
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There was no indication that this game was gonna be how it was described by Zero Alpha. Infact it was quite the opposite. So there was good reason to be worried. I did some bitching and moaning myself but that was for more info. Now that we are finally getting some news that this game might be what we were hoping for, .. I AM HAPPY!
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Can you comment on the ingame cinematics? Not much mention has been made of this, but i noticed in the trailer there was an ingame cinematic where the camera panned around and moved,, and seemlessly went straight into a cutscene.
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If you havnt tried out these missions before, you should. There is an FNG mission pack where cinimatics were usued quite often. Granted it would crash a dedi server, but if you host it would be no prob. IMO, those missions used cinimatics really well and added to the enjoyment. Granted, it would be nice to be able to turn it off considering the missions were difficult enough that seeing the cinimatic over and over again got a lil annoying.
Personally, i enjoy them, single play or multi player.
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FYI, .... 5 meters depending on how you drew your zone, seems kinda small. I'd put at least 20 meters to extraction. Its just so frustrating getting a group of people to look for that small extraction zone!
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Thx! Works like a charm.
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I dont think distance matters, my only last guess is where the sound file is located on the mod folder. Good thing you got Jack's way to solve the problem. Dealing with files bites.
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Not completly sure about what you are trying to do, but if you want 2 objectives, the first to say "get your orders here" then enter that as an objective and check the box that says initially added. For the second one, you'll enter whatever that new objective is , but uncheck the box that says initially added.
So If the first obective is to go here or meet someone then trigger it this way:
Group:default
Trigger: proximity platoon to intel/agent/whatever
Response:
Either:
Mark objective_go_here complete
Objective added_the second objective
OR
Objective Removed: go here
Objective added
If you want the entire team to be present to obtain the intel just add a continue if in the same way you would for an extraction.Dont think you need counters and all that jazz you got there.
Poly Count
in GR - Map Modding
Posted
Thx guys, glad I asked. Seems now I have a bunch of assets with double the polies I had expected on.