smokin
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Posts posted by smokin
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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?
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I can already see what'll happen. The guy lagging behind in the group will be the one with the at....... lets hope he is a good shot!
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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.
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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.
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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.
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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.
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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.
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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
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Im sure there is, but prob require alot of work and creative thinking. But whats wrong with campers?

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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?
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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
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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
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I hardly use te camera screen for placment of AI. Instead i use the comand map. I click on View>debug>floor to see a lil better w/out all the clutter from the command map RSB. If i need to find a certain bush, then i need to zoom into the camera map.
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And if you ever come up with a question like, ... how is this done like in "this mission", best advice is to go poke around in that script to figure out how its done. Great way to learn Igor.
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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.
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Never actually tried it, but doesnt the single threat mode work well enough?
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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. -
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

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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.
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Definetly, .... Just add a block preserve response.
Group<somthing you can enable and disable>
Trigger:Time elapsed 10sec
Response:
Block preserve
effect activate A bunch of effects with different delay times on em.
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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
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NM 
Now it works, ... took the response out completely, ... put it back in and it worked, ...... change the death6 to death 5 now it works!
@#!* Igor is a fickle one! -
OYE
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
, 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
. 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.
Game Types
in GR - Mission Modding
Posted · Edited by smokin
Yup thats pretty simple,
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 
Thanks guys that clears up alot of questions I had about working with gametypes.