smokin
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Everything posted by smokin
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I forget what works, but, either set an allied actor to hostage or captive and assign him a no weapons kit. After the escort is initiated assign whatever weapon to hostage, or captive(one of those guys will shoot back).When they get close to the zone you want them to cover(prox trgger), canel out thier hostage/captive behavior and assign them a new plan to cover the area. Working with hostages/captives is kinda tricky, sometimes they get shot by thier captives sometimes they dont, you might need to improvise depending on what igor deals you.
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If you want someone to teleport after respawning as to not have to do a marathon to get to the battle , then what you do is set a zone around the combat area(zone_combatArea01), and another around the vehicle(zone_teleport). Trigger:A member of playerPlatoon is within 7 meters of teleport vehicle Response: Block preserve Continue if # of enemy within zone_combatArea01 is equal to 0 variable set Refctor_teleport to the actor nearest vehicle_teleport teleport RefActor_teleport to wherever.
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1)response:Map Actor Show (Ive had problems with this response before.) 2) Yes it is. If you open an ATR file in igor(tools, actor editor), you will see the information on that character, class, stats, the texture files ect. Under name change it to whatever you want and that is what will be displayed ingame.Keep in mind, once you modify an ATR file anyone who plays that mission needs that ATR file otherwise the game will crash.
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Yeah, I should have prob said RefActor_New_Guy.
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Setup a bunch of actors on an area off map and place a zone,"zone_enemy_pile",in the center of em.(size does not matter) Group<default> Trigger:Death enemy company member Response:Block preserve Call group Place_new_actor Group:Place_new_actor Trigger:this block has been called Response:Block preserve set Counter_Random_Counter to a number between 1-the number of zones you want actors to teleport to. Variable set (the actor nearest zone_enemy_pile) to Actor_new_guy teleport Actor_new_guy to zone 1 stopif Counter_Random_Counter ie qual to 1 teleport Actor_new_guy to zone 2
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yeah you can. I know that much but I dont know exactly how to go about it. I know you can do it in a much simpler way looping teams giving them a team variable and teleporting them to wherever.VS the way I assigned a variable for teams. I'll do a lil seaarch for ya, brb. EDIT: OK, Here it is.
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Or you could always fake the tank fire with effects and sound files for specific targets. Continueif Tank is still valid Boom Im surprised they run out of shells.If it takes Half an hour to unload all the shells then I'd prob teleport new tank to old and hide old tank off map after 30 mins and/or a proximity trigger.
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No, not with labels. You can however dispalay zones and assign diiferent colors for em.Maybe one zone colored gold that leads you from objective to objective? Group:defualt Trigger:Startup Show zone objective one zone one color = gold Group:defualt Trigger:OBJ 1 complete Hide zone objective one Show zone objective two zone two color = gold and so on....
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Timer Expired on top of Timer Expired?
smokin replied to PrimusPilus's topic in GR - Mission Modding
Try testing it with a full squad. It(playsound based on team composition) works kinda funky or not at all if you test it with one player in game. -
Timer Expired on top of Timer Expired?
smokin replied to PrimusPilus's topic in GR - Mission Modding
Set up a displaymessageboxall player "trigger 3 is going off." If you see the message in game then you know the sound wont play because its a bad sound file (check spelling) or its set to go off before the previous sound file has a chance to finish(add more time to timmer). -
Yeah, I assume that the stats work, .... but hey I have to admit that im not sure. Not sure why someone would say it does not play a part in AI performance. If someone knows, plz share.
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Someone once said that the enemy AI stats dont play a part in thier performance. If this is true the only real factors that determines if an enmey is tough or not is the plan you give them , the spotting distance on a given map, and the weapon they have. If you set a tango with no plan whatsoever ,they are DUMB! they will just stand around daydreaming until you jerk them into active mode by shotting or getting too close. Different plans of course will determin how active a tango is, and that takes practice on figuring out what combo of plans does what you want. You can open up missions you
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NO, ... only option it to teleport a new hostage to the old hotage loacation. There is half a second where the guy kinda disapears and reapears while the teleporting is happening, but its not that noticable. Tigger: proximity platoon, player platoon is near panic actor1 Teleport new hostage(not paniced) to panic actor 1 teleport panic actor 1 off map and set to invincible and hide
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Never tried anything like that but I would start ff with: Trigger: Respawn, This actor has responed response: Block Preserve redirect if this actor is in respawn zone 1 to penalty check 1 redirect if this actor is in respawn zone 2 to penalty check 2 redirect if this actor is in respawn zone 3 to penalty check 3 redirect if this actor is in respawn zone 4 to penalty check 4 and so on depending on how many respawn zones are there for a given game type Group_Penalty check 1 Trigger_called response_block preserve varible set actor (nearest respawn zone 1) to actor penalty check guy
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Isnt that an oxymoron?
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I dont think there is a way to slow down your team with scripting an insentive to do so or placing obsticles.
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Not without a mod with a vehicle or object that looks like a door. Jack 57 in his mod "Postcards from Peru" used a vehicle to block the door, You then needed demo to gain access. Havnt tried this, but maybe an actor, allied maybe, set to prone or invincible without a weapon, can sit infront of the door so it cant be opened. Might be worth a try.
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AI team Mates? cause if its for MP, you can script it so the red dot showson the map.
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I can only think it would work if they could run through choke points. Startup: set player platoon to invisible Plan: roe at all cost pace = run path right through the choke point. Trigger: actor zombie is within 3ish meters of playerplatoon actor Teleport zombie to player exectute different plan for zombie to use weapon and stop running for team zombie. Timer teleport again set to 3 sec make player visible Trigger: timer teleport again expired Block preserve teleport zombie to player set timer to 0 So in other words its not doable, too choppy and wierd. OH! tHO
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You can scipt some kind of obsticle, Like a mine field ,or a super sniper.. You would need to reference each player in the player platoon then: Trigger:Player1 is withing 0 meters of minefield or sniper kill area Timer for player 1 is set for 5ish secs Sec Set flag Player 1 is running to true. group activate player 1 check Group <player 1 check> Trigger:Player1 is within 0 meter of an area impossible to get to without running Continue if flag for player 1 is running is = true Kill player 1 1(maybe activate a sound effect) display message all "You where seen by the sniper,
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True, But I find the chances of getting it are very good, otherwise the information on how easy it is to say get AI to mount weapons, or hunting helos via scripting would never have come about. It would be reasonable to have a delay in getting the program, but not so reasonable to not get it at all.
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Bump! Its been confirmed, we get Igor2, or StoneED. Looks like Red Storm has already been improving how user friendly this program will be in comparison to Igor. I really hope we will have the ability to copy and paste script blocks, or maybe even merge script (not replace) from other files. Things I would like to see for StoneED: _To be able to wound AI in startup, i.e. hostages _working cinematics for MP _would love to see gametypes be able to import plans, vehicles, and other objects, or at least include em. _Easier way to set up a variable for each player, or team
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How's that for helpful Red Storm documentation!!
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I believe just adding the ROE: to AT ALL COST should do the trick, they should only shoot back if they are really in danger.
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why do my drivers get out of their trucks???
smokin replied to Reiver's topic in GR - Mission Modding
Also you should see a box under the vehicle properties thats says dont stop when shot at, or something like that. Check that box.