smokin
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Posts posted by smokin
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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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Actor_new_guy is just a name you made up right?
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
stopif Counter_Random_Counter ie qual to 2
teleport Actor_new_guy to zone 3
stopif Counter_Random_Counter ie qual to 3
teleport Actor_new_guy to zone 4
stopif Counter_Random_Counter ie qual to 4
And so on
Group: no more tangos(made active at sartup)
Trigger:Death company Enemy
Response:declare mission complete
The first map would be the biggest ###### to make, doing 30 or so stopif statements are rather tedious. After first one is done, all you have to do isi import the script into a new template and place the zones on the map WIth MATCHING NAMES. I suggest naming your zones something easy to copy and paste.ie......
zone_01........copy zone_,place new zone, rename by pasting the name and typing 01 and so forth.It would be a mistake to use exsisting zones as the names for zones dont always match.
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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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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.
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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).
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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 like in igor and see how plans are setup there for a guide.
Now if stats do play a role in how tough a tango is then you need to go into the actor editor in igor. Open up a few actors and look at thier stats. The greater the number for a given stat the better they are at it. Elite tangos of course have the best stats so you would want to pick those actors for your map VS tangos with lower stats. But the above still applies no matter what tango you pick.The most elite tango will still be Dumb if they have no plan assigned.
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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 guy1

set timer penalty check 1 to 10 sec
Group enable Spawn kill penalty 1
Group Spawn Kill penalty1
Trigger time elapsed 1 sec:
response:Block preserve
Continue if the oppisite of actor penalty check guy 1 is active
Kill Actor ( query the actor shoter who killed the respawn guy)
Trigger: timer expired:
Reponse: block preserve
EDIT:kill timer (just incase)
Group disable Spawn Kill penalty 1.
___________________________________________________________
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Please make it an original but under-used map.
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! tHOUGHT OF SOMTHING:
try setting the spotting distance 2
trigger: someone from enemy company zombie is within 2 or 3 meters of player
block preserve
variable set the actor nearest the player to zombie pouncing
teleport zombie pouncing to player
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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, he shot you, you should have been more stealthy! or you steped on a mine, you should not have been running"
Trigger: Timer for play1 is running has elapsed
set Flag player1 is running to false
This is the general idea, if you needed this for multiple areas you would need to include varable zones and call the triggers so that there are too many proximity triggers running at once. you really shouldnt have more than 9 proximity triggers running at the same time for this method to work. Actually now that I think about it a lil more, I dont see why it wouldnt work with a proximity PLATOON. oops
you would need to inclue a variable to the guy who should get killed for that though. -
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 in the player_platoon
_maybe to keep track of when someone is more vulnerable, i.e. laying demo, disarming nuke, reloading, giving medical attention, or something to that effect.
Trigger:guy is bust doing mission critical somthing or another
respawns: pour on the bad guys

_more enemy spawn points than 31 or 32, whatever it is it could stand to be trippled.

_currently, random insertions are done with teleportation, if this can be done before we are actually in the game, this would be great. Seeing yourself teleport can be distracting for some.same would apply for random respawn point, if a player can respawn at that spot and not at insertion first would be a great improvment)
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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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Also you should see a box under the vehicle properties thats says dont stop when shot at, or something like that. Check that box.
Hostages
in GR - Mission Modding
Posted
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.