Jump to content
Ghost Recon.net Forums

smokin

Members
  • Content Count

    369
  • Joined

  • Last visited

Everything posted by smokin

  1. Darn, I suspect it'll crash a dedi server.
  2. Anyway I can keep the darkness. Did a lil test with this response, kill actor fade to black, initiate the game over sequence. All that ended up happening was it looked like a slow blink, faded to black then went right back to normal view. TIA
  3. The script block that has the response to check your rocket count, for example: Group: <default> Trigger:Death Platoon member Response: Block preserve continue if (rocket/demo check) declare mission failed All you have to do is change the Group from default to somthing else, and use the response group enable or disable when you want it to work or not. Example: group<default> Trigger: start up Response: Groupenable Rocket/demo check Group: Rocket/demo Check Trigger:Death Platoon member Response: Block preserve continue if (rocket/demo check) declare missio
  4. Thx guys! Worked like a charm, .... should of come here sooner
  5. Ok, anyone have this problem and maybe found a solution? I'm triggering a boobytrap to a door. Trigger: door opened: Response : Boom. Thought it was simple enough but the damn thing wont go off. I did a small experiment and decided to open the door in startup so i could make sure i got the right tag for it. Sure enough it opens, but when i try to trigger somthing off that door opening, nothing happens Any suggestions?
  6. Points and a Recon Insertion and extraction zone. You'll need quite a few point zones, this is where the enemy will spawn at.
  7. Best way to learn is to read the tutorial , and look at other completed scripts you liked.
  8. Try a decal size of (0.1)(0.1) if thats too small of a spot, then try (0.3)(0.3). Only other option you have is to give no indication that there is a mine there.
  9. Yeah you do. I'm not to familiar with game types, but i do know for a mission to be included into a game type, it needs to meet certain requierments. What these requierments are for each given game type, i dont know. Most game type require a centeral zone, base zones, recon insertion and extraction, home bases. All these zone can e created by adding a zone and checking a box in the property window for that zone.
  10. Ouch, ... sounds like you need a download program. Fresh download is a good one.
  11. The deterimining factor for who is an allie or not is if you have that lil check marked for Allie under the property box for a COMPANY. Any actor included in that company will be considered an Ally. So you can place 50 different platoons 100 different actors all in this compnay if you want them them all to be considered an allie. So if you use Proximity Company, to the effect_mine, then anyone in the company and also anyone in the player platoon will activate this trigger. Also, in the property box for an effect, make sure you replace the (uninitialized) field for the correct effect. In
  12. Are you using a mod? Wrong vehicle maybe? There is no reason to why they should not load if its a default map or default vehicle. Also check and make sure they are in the correct sherman level. IE, ... dont place vehicle on the wrong level of the map.
  13. Never mind, .... Teleporting an actor from sherman level one to two makes them disapear never to be seen again. This is sovled be placing them at the correct sherman level before teleporting. I would have tested it out before posting my question, ... but it only came to me as i wrote it.
  14. For a mine you are going to need 2 effects at least. One for damage, one for the explosion. If you want to see a spot on the ground then youll need another effect for it. Trigger: Proximity platoon is within 2 meters of Effect Mine Response: Effect activate Damage Effect activate Explosion If you want the spot to show up then you activate that effect at the statup of a game. You can find the effects list at the pinned topics of this forum , or you can copy and paste them from scripts that already have mines. Also make sure you set up the Player Platoon correctly.
  15. Darn, ... Hit a new snag. I'm making a mission with the SOAF map packs, ... and got 90% of the map finished. But when i went to teleport my hostages for some randomness, they vanish out of thin air. I see them on the comand map, but nowhere eles. I had a similar problem with a tank I teleported and was fixed with a Show Thing response. This does not work for these hostages, .. these hostages just teleport off to a new location and just disapear. Anyone have any sugestions?, ... Does it make a difference if i teleport an actor from sherman level one - two?
  16. Cant hide the actor IN bush/grass/prone next to vehicle? teleport and kill him off when the player gets close enough?
  17. Response: Display The shooter who killed (ANYACTOR) + Has just taken out +(The owner of AnyActor) As far as displaying the company that shot him...............kinda alot of work if you only want to display JUST the company that shot him and thier points. You would have to play with counters and rediredt if the counter is = or greater than, ect.... Response: Display Compnay 1 + The sum of the score for company 1 Display Compnay 2 + The sum of the score for company 2 Display Compnay 3 + The sum of the score for company 3
  18. Running around with hostages is a lil tricky. They will just eventually get stuck somewhere. Sometimes its easy to free em, and somtimes you'll spend quite a while shoving the dumb AI to point him straight. If its really a problem for your mission, you might want to try giving the hostage a plan to run to extraction or around the obstical. Trigger: Actor_Hostage get within 20 meters of Truck_where_he_gets_stuck Response: Assign Plan_get hostage to extraction.......(Plan = route point A-B) Otherwise, the player just has to deal.
  19. Thx jack, ... i had it all wrong
  20. Well I'm trying to increase the enemy's stats using the response stat boost. Wanted to make sure i was doing it right cause im still a lil shaky with the queloop response. Group: <default> Trigger Event:TimeElapsed 10sec response: Queloop all actors in Company_Enemy.....with group stat boost Trigger Event:TimeElapsed 11sec response: Queloop all actors in Company_Enemy.....with group stat boost Trigger Event:TimeElapsed 12sec response: Queloop all actors in Company_Enemy.....with group stat boost Trigger Event:TimeElapsed 13sec response: Queloop all actors in Compan
  21. Yeah, .. but only for a second or two!
  22. Download one of San's Missions. He has a Player platoon split into 3 different boats.
  23. Never mind. Found an old post of Matt were he had the same problem. It was fixed with a showthing response, .. thing being the tank of course. It is wierd cause it never was hidden. Eh works now though
  24. Strangest thing is happening. To add a lil randomness to my map all i did was a time elapsed trigger, .... continueif counter = x response: teleport tank here teleport tank there WHAT I GOT!!! Two tanks that are invisible. I see it on the commannd map i see bullets flying at me that dont do anything. I tried teleporting it to a zone then to an effect that was grounded. I tried changing the type of tank i used, and still no good. Anyone ever have this problem?? any suggestions to get my tank to spawn at different locations? B.T.W. if the tank stays at its original location it ac
  25. _Bigger maps _Stronger more interesting AI, it would be nice not to be able to expect what an AI will do. _I like what most games are doing for the sniper gun, ...(holding breath) making it harder to use that weapon. _drivable vehicles _igor with more options for moding _ability to select whatever primary and seconary you want...i.e. sniper w/ sensor, OIC w/ frags _more interesting idle features for AI, ... somthing like farcry, .. convos, info,...not just scratching butt, or streching. This would help in creating some interesting mods. _i can imagin a better sensor, ... somthing more
×
×
  • Create New...