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smokin

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Posts posted by smokin

  1. 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?

  2. 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.

  3. 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 the unpredictable nature of a human opponent.

  4. 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 different decal.

    I got a map im almost finfished with. Problem is i got no way to really test if its works scripting a trip wire the way i did, ... With a whopping 50k actor ref to each player in the player platoon. Not to mention anoth 100ish fer the mission which results in the possibility of having too many proximity platoon triggers being active at once. I may have found a way around that, but again dont know iff it was worth it. If there is no lag and it adds to making a cool mission, Great. Now if it works, then i got the gtf to add it to whatever mission. I'll post a like to the file for people who might want to test it. I know it works well with 1 player, even 4, ... not sure about 9.

  5. 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 all members of Platoon EXTRACTION2 detectable.

    Make all members of Platoon EXTRACTION3 detectable.

    Make all members of Platoon EXTRACTION4 detectable.

    Make all members of Platoon EXTRACTION5 detectable.

    Teleport all members of Platoon EXTRACTION1 to Zone ExtractionTeam1.

    Teleport all members of Platoon EXTRACTION2 to Zone ExtractionTeam2.

    Teleport all members of Platoon EXTRACTION3 to Zone ExtractionTeam3.

    Teleport all members of Platoon EXTRACTION4 to Zone ExtractionTeam4.

    Teleport all members of Platoon EXTRACTION5 to Zone ExtractionTeam5.

    Prevent this block from being reactivated.

    Tangos are off map have a plan attached to em. Any ideas on things i should check to make it work? Did i go wrong somewhere?

  6. 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. :D But ill save it fer another day.

    Actor sees other acter:

    response, ... Boom

    one just might be able to sneak by em

    I noticed allied AI don talk much, but they also dont tend to listen to you shoot either.

  7. 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

  8. 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 :wall: . 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 points and links, but outside of noticing its exsistance I noticed nothing else. Also, any tips on this bottle neck effect? Maybe formations? movent roe?

  9. 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.

  10. 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?

  11. 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.

  12. 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 :wall: ! 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 section now. :D

    ....................O.k., I answered my own questions. I made the script work by adding Variable set PlatoonRef_Ghosts to (the player controled platoon) in startup. But I am still curiious to how a LLop works. If a loop os ready to process ActorRef_Next Actor, how does the puter know ActorRef_NextActor = Player_controlled actor?

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