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smokin

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Everything posted by smokin

  1. "DLL<C:\3dmax5\plugin\IkeMapExport30.dle>failed to initialize " is the error message whenever i start up 3dmax.
  2. Two Questions. I havnt really tryed to export a map from 3dmax yet, but i have noticed when starting up the program it gives me an error message saying it failed in starting up the ike plugin. Any comments on this?... The other is, how important are portals. One of the most lag free maps i see is the polling center where it seems to have dozens of rooms. Rooms = Portals? More portals = less lag?
  3. Awsome, Thanks, this is exactly what i was hoping for.
  4. OK, ... wondering where one should start if they have desire to try to make a map. Anyone got any suggestions on a nice how to around, .. like how to make the plugins work, where to find the plugins needed for 3dmax.
  5. I though AA didnt have any AI, thats why i held it for about a day.
  6. Non linar missions would be there first thing I'd like to see. Easy enough to get creative with. But imagin this. A team VS team with a huge cooperative component to it. 2 opposing companies on map with objectives for each team that conflict each other. Stealth would be needed to creep around the AI that will fend off the other teams objectives, while blowing up other AI that oppose your own objectives. This can be an elimination type tournament, ... points would be tricky to figure out but still doable. I imagine this type of game play can have all components to it, .... Stealth, Gunning, and
  7. Great site, .... wish there was a seection for sim pilots.
  8. Well I too got interested in making a tripwire. To actually see if it could be done. I founfd out it is very tricky to get it to work 100%. I tried a variable set actor response with two zones, one on one side of the trip one on the other. and setting flags. So if variable actor is one one side with flag being true that he steped on other side then boom! the flags got reset when he walked around the trip. That didnt work too well. Now whats easy is making the decal and setting up a mine to where one can only enter one direction. Those trip wires are easy. Like a room, place a mine with a diff
  9. Thx Jack. I made a stupid mistake. I didnt make them visible to the gaming world. works now.
  10. Well i at least found the problemed block but thing is i dont know where or how or why i went wrong. Comment: Tango_Rush Trigger Event: This block has been called directly from the script. Responses: Allow this block to be reactivated. Make all members of Platoon EXTRACTION1 vulnerable. Make all members of Platoon EXTRACTION2 vulnerable. Make all members of Platoon EXTRACTION3 vulnerable. Make all members of Platoon EXTRACTION4 vulnerable. Make all members of Platoon EXTRACTION5 vulnerable. Make all members of Platoon EXTRACTION1 detectable. Make a
  11. Yup, ... Darn does not work with footsteps, Although it still might be useful. I placed AI in the Emaassy walls on eith side of an entrance. I wasnt heard when runing , But definetly was heard when shooting. Still might be fun to use it that way somehow. Next i guess ill experiment with having AI with thier backs to each other and AI off. Activate when PlayerPlatoon is in range of Vibration mine. Turn em on, ... and see if they see each other through walls. But ill save it fer another day. Actor sees other acter: response, ... Boom one just might be able to sneak by em I noticed allie
  12. yeah, well my thought was to use an AI character hidden in some wall to use to activate a Motion, or vibration mine. Something like Proximity platoon to zone X: Enable group Vibration mine Trigger:timeElapse 1SEC Continueif(platoon heard by platoon response:BOOM w/no CHORT
  13. I'd love it if i could manage to get the AI to NOT say "Short!" If a guy going in stealth gets near enough. Is this possible? Maybe set the guy to recon? Diff AI?
  14. Look at maps like Final Justice where a booby traped door needs to be disarmed. Its done the same way as that.
  15. Well I got everyone to go where i wanted them to. But i still wonder what the DEBUG views are used foor. I found the Floor view to be helpful. But does anyone use pathlinks, or path points for anything?
  16. Well in trying to make a mission with alot of randomness to it, I absentmindedly place paths here and there not paying attention to where exactly i wanted guys to go. Some paths went through bushes, others try to go through rocks and even mountains . Well after fixing the obvious, i still found that in tight passageways there was a bottleneck effect. A team of about 4 members would try to go up a narrow passage and basically get stuck and stupid, .. wont move very much cept for an ocasional flintch. Qestion is, is there a way to use the debug viewss to help correct this? I noticed path poi
  17. Just look at the pinned section of the forum. There you'll be able to find a nice list of effects.
  18. I dont want to see the current vesion on the Unreal engine. I DO want to see an Igor 2.!But one thing i did like about Raven shield which used the Unreal engine, was how easy it was made foe people to make maps. That might be a nice addition. But I'd pass on maps in a heart beat if it meant having better coop games with more modding options , not if we want a to add wall here or there.
  19. Well i know about the play sound/ play sound 3d. But what i was hoping to see was attach a sound file to the effect. Give em a delay, .. and activate a row of them in one script block. Can this be done?
  20. Hmmmmm lets see. 1)Teleporting effects. 2)Copy and paste script blocks 3)Simpler preset PlayerActorRef 4)Usable chopper 4 multiplayer! 5)Shadowless hiding system 6)zones that can go diagonally 7)sound emmiters that act like effects.
  21. Well i was hoping that they would keep thier paths, just run it. Ive seen in some games where if a certain team gets killed, then either some patrol that was never near the action becomes more fiesty. Alert, and run thier routes. Or also that if a team crosses over some dead bodies, they keep thier paths but run it . Is this because some teams are in the same platoon? One Dead team in Platoon_X = Live Alert running teams in Platoon_X?
  22. Well I'm making a mission with as much randomness as possible. I'm hoping there is a way to triger these guys to run after some point wilthout canceling out thier previous plans. Is this possible if a forgo the AbortPlan team, and just executePlanTeam for these guys to just run? I dont want to use panick actor, I hope these guys can keep thier patrol routes, and just pick up thier pace.
  23. Thanks Chavez. It makes alot more sense to me now. Cant say i fully understand looping. But im not so cluless to it either.
  24. Well I tried to copy what San did to my own mission script, with no success. I'm thinking i'm missing something, ... what exactly is the problem ! I guess i have 2 questions reguarding San's last post. If a Loop is ready to process ActorRef_Next_actor, or Loop all teams in PlatoonRef_Ghosts, How does the computer or mission know that ActorRef_next_Actor, or PlatoonRef_Ghosts = Player controled platoon/actor without telling it that it is? Secondly. if someone can direct me to some of San's missions where this script has been aplied,I'd apreciate it. I'm off to go look in the download secti
  25. Was hoping i could assign an actor reference for each player in a co-op game. i.e. Actor_player_1 - Actor_player_9. Is there any sugestions on the best way to do this?
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