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smokin

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Posts posted by smokin

  1. Is this the exact way your script is set up, because it should not even be working this way. When it says..... stop if #=1....... if the #=1, then then it will skip everything after that response. I'm not totally understanding what you are trying to do, but it seems to me the best way to do this in the script would be as follows.

    :lol: no, .... i didnt do it exactly like that, ... that was quick version of explaining what i did. I was just too lazy to type it all out. :D But the recon insertion is one insertion spot. so keep everything as is if counter = 1. Then the other 4 bases makes it 5 possible insertion areas. Counter should be a random # 1-5 though.

    Or if you want to be able to teleport the players back to the randomly chosen "insertion" point on respawn:

    Set InsertionCounter to (A Random Integer between 0 and 3)

    Teleport PlayerPlatoon to Base(the value of InsertionCounter)

    then use the same teleport function in your ReSpawn block.

    Yup thats pretty simple, :wall: wish i thought of that! As far as the tangos not shooting me, i checked and checked and nowhere am i set to invisible. I did try to add the response, showthing, (this actor) after the respawn, .. and still no good, ... its wierd, on some maps its no problem, but then on others it is. I dont see a constant to why the guys stop shooting at me, but its seems about the 3rd time I respawn in, they get stupid. I'll try to add the response invisibility off see if that works. FYI, ... they see me, but they dont shoot me, ... they run at me, duck for cover, cuse, they just dont shoot. Anyway, if all else fails i guess I'll just add a no respawn rule :devil:

    Thanks guys that clears up alot of questions I had about working with gametypes. :thumbsup:

  2. I just started fiddling aound with game types, and the more i fiddle the more questions i Find.

    I think i get the porpose of the Points, ...... locations for tangos to spawn at. Is 35 points the limit?

    Assault Platoon Zone, ... ###### is this for?

    Base, .... well i can reference it in script, that recon insertion/extraction/central area, so thats all self explanitory, ... but the tr0a, tr0b, tr0c, ect ect ect ,.... are these the random spot people respawn at in TvT games?

    I know a bunch of questions, but here is one on my gametype. Im doing a simple FF, ... only difference is I'm making random insertions and using the base ref to determine the random location..... i.e.

    Trigger:1 sec time elapsed

    Response:

    Counter set to random number between 1-4

    stop if #=1

    teleport platoon to base 1

    variable set zoneRef insertion to base 1

    stop if #=2

    teleport platoon to base 2

    variable set zoneRef insertion to base 2

    stop if #=3

    teleport platoon to base 3

    variable set zoneRef insertion to base 3

    Trigger: thisActor Respawns

    Response:

    block preserve

    teleport this actor to zoneRef insertion

    Now here is where it gets funky, .... tangos stop shooting me, its like im invisible after I teleport. Anyone ever have this problem? How do you fix it?

  3. BTW: I would call it "compiling a map-mod" rather then "making" one.

    Copying other's work and put it into a different folder can hardly be called making a mod as it only takes a few minutes of your "hard labour".

    Well I am being upfront with what i am doing, and i think it's obvious there is no real work in doing this. Its only being done for convinence to enjoy these map MORE. I am in no way considering this an expression of talent, creativity, or anything. Like you said, all im doing is a copy and paste.

  4. Im am compiling maps for a map mod, collecting my favorite maps, and favorite lil creations of some excellent modders out there. It's INHOUSE only, and only full members will be allowed to download it. I dont see any problem with doing this because im not looking to take credit for anyone's work, im am only trying to enjoy thier work on a more consistant basis. Any feedback on this, .... This is a heads up, and if modders out there are absolutly oppossed to me doing this, then i wont.

  5. Maybe assigning a modified weapon with a ROF of zero to the playerplatoon/team assisting the AI will help. In theory, a player would be able to get pretty close to the AI and fire without worry, up to about 10 meters(give or take). Dont know if frags are modable, but the same would have to apply there as well if frags were included in the kit, a ROF of zero would be needed.

  6. I'm not sure but i did at one point run a couple of experiments. I think the closest i got to a situation like what you described was by making the Team/Player Platoon invisable to that company. One thing to note, even if the AI cant see you, they do respond to hearing your gun fire and will investigate, even supress fire in that direction.

  7. Actually that block is triggered by a timer, so i guess its not so important. What i would do if only 5 % of the times they wernt going to where they were supose to, i would teleport them to an effect so they are grouped together, noone stuck behind some bush or glitch in the map, then make sure the new path i assign them is free from any kind of obsticle.

  8. If you have a problem where you need guys to move from point A - B i usually add Movement - At all cost , to the plan. Another situation I've seen is if the team is too far away from the start of thier path point, they may get stuck.

    Response:

    -Allow this block to be reactivated

    -Continue if, the number of actors on helpers in helpers spawn is equal to the number of active actors in helpers spawn

    -Assign helpers plan to helpers and execute

    Dont forget to add block remove. That might help

  9. I am making a random insertion and if a player respawns i would like to teleport them to that location. I never used the Respawn response and i wonder how i can reference the player platoon to this response.

    Would it work this way?

    Trigger: This Actor has respawned into This Actor

    Response:

    Block Preserve

    Teleport This Actor to Variable Zone Insertion

    or is it better to teleport nearest actor to insertion to variable set zone insertion?

  10. Yeah a lil more info is needed but if this helps

    Group<default>

    Trigger: Preaction

    Response: Timer countdown set to whatever

    Group Disable<Zone check>

    Group<Default>

    Trigger:Whatever you want to activate the countdown

    Response:

    Group enable <Zone Check>

    Group:<Zone Check>

    Trigger: Time elapsed 1 sec

    Response:

    Block preserve

    Continue if the # of members in the player platoon is = to 0

    Whatever response you want

    Block remove

    At some point you might need to disable the zone check with the response :Group Disable

  11. If the response Objective Complete is placed after display message box all then the objective complete will be the only message displayed. If the resonse Objective complete is placed before display message box all then the text display message box all will . You cant have 2 messages appear at one time.

    What i would do is:

    Trigger: Whatever = objective complete

    Response: Display message Box All for 7 sec

    Timer set: Timer Obj Complete to go off in 7 sec

    Trigger: Timer Obj Complete expired

    Response:Obj complete

  12. Well, just try deleting your insertion zone, and replacing it. Make sure the box for insertion is checked. Save the mission under a different file name and change the mission name as well. Ive at times had trouble ,after saving the file too many damn times, distinguishing which mission was the most recently modified, and which was the old version.

  13. Now there is an interesting and valid point Rocco. I guess the only power we have and should only have against a product is to chose to buy it or not. It wont be long for there to be a similar game like the one you spoke of Rocco, but would it be worth getting all upset over somthing you cant control? Those who chose to throw a tantrum are just waisting energy in my opinion.

    <_< ....Last time won an argument by saying "crawl under a rock",..... I was in the 3rd grade.

  14. No clue to if that plan step even works. But you can try somthing like

    Group<somting you can enable and disable>

    Trigger: Time elapsed 3 secs

    Response:

    Block preserve

    Variable set ActorRef LoudMouth to the nearest actor to, uummmm player, location somthing that will keep changing up what actor is set as the loud mouth

    Playsound3d at location ActorRef Loudmouth

    Jus a thought :wacko:

  15. I did a similar thing, ... it would have been a lil oo tedious for me to do it for all instances where you found a patrol, so i basically aplied it for the "main" area of stealth. I placed 5 patrols roming around the general area of the main objective.

    Startup: Group Disable Group Team Dead A

    Group<default>

    Trigger:Death Team A

    Response:

    Variable set team A to Team Dead A

    Group enable <Group Dead team A>

    Group<Group Dead Team A>

    Trigger:Proximity Company, If Enemy Company is within 6ish meters Of TeamRef Dead Team A

    Response: Whatever

    One set of these for each patrol, ... i also found that to make it look nice you should get them to change thier stance and cover the general area for a short while due to that there were times that they got close enough to trigger the event, but run off before they actually would be able to see the bodies.

  16. In your startup block, add a response HostageActorOn and assign it to the actor you want. At that point the actor will follow you untill you tell the script for him not to.

    ie,.... Trigger: proximity actor_hostage is with 10 meter of Zone_Extraction

    Response: HostageActorOff

    mark objective save hostage complete

  17. :wall: OYE :wall: Ok after soending waaaaaaaaaaay too much time with trying to figure out why the mission kept crashing i figured out what the response, when taken out, stopped all the crashing. I was surprised to find it was the sound effects i was playing. I played load3 at startup, ... worked every other time i started GR up :angry: , every other time it crashed withing the first 5 seconds, .... in the extraction if all went bad, i played the Death6 sound, ... when that sound file completed i got a ctd :angry: . Since taking out those responses it works fine. I want them back in though, any ideas out there?

    BTW, ... i got other sound files playing in this mission that work fine, ... for some reason these 2 screwed me big time, ... one was played at startup, the other was played as a time elapsed trigger for when all members of player platoon are dead and points are being tallied. I tried start music, .. but that didnt work ,never fiddled with it after that.

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