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mr.pibb

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Everything posted by mr.pibb

  1. It seems though that those problems are in relation to multiplayer only, I got a few missions where especially in the cinematics there is all kinds of hiding and showing going on, never once seen a shadow from it. The shadow that was being produced by the "target" vehicle that Jack had altered is from the model actually still being there during the game, even though it is "transparent" with the new skins. I havent yet tried the skin file he put out for the invisible shadow, but that may fix that issue and he did also include in the "test mission" a silent .wav sound for the vehicle too.
  2. Nope. Once you hide a vehicle, San, it cannot be targetted because although it exists in the mission it does not exist in the current gameplay status as a usable vehicle until it is shown. Thats the difference, the "transparant" vehicle WILL do everything that the hidden scripted vehicle will do, not be there, In Addition it will be able to be targetted, while the hidden vehicle would not have. Take a look at the topic in mission mods- Tanks Firing Main Guns- you'll see a number of well known scripters discussing this exact issue. Jack has already got a vehicle re-skinned with transparen
  3. Dude! Major League looking forward to grabbing it and testing, sounds like a winner(maybe now I can stop begging in the Vehicle Mods for one!) There oughta be some kinda reference to these few "alterations" for tanks firing main guns so that modders can just grab it, seems worth alot. Thanks guys, I keep trying to think-what can I do in return- Christian
  4. I agree, I asked if someone may be interested in making one in the Vehicle Mods. Who knows!
  5. Exactly, and then you'll need 'my' 11 second TimerElapsed block, cause they fire after 10 seconds. Put it on 10 seconds or 12 and it won't work ! Hey San, You oughta try jacks quick test mission here with the tank, it works a beaut and the script is small for it(Of course it can be initiated by a proximity or actor seen or something so the tank in an actual mission is firing only when the desired target is in "range".) Are you talking about cancelling the firing? If so we crossed information paths, but thats good to know, because in hiding the target it may cause the tank to stay
  6. Just got it, thank you Jack. Will give it a go. I guess a few people already know what to expect from a few tanks in my next mod! (its ok, they will probably be firing the MG's too, oops ) Christian
  7. Thanks El_oso Unfortunately I do not even know what a "hex" editor is, nor do I have a bunch of money to spend on a new program right now, so it appears as though the scripted way is gonna be it for now, it still looks dam right with the turret following you around, I just need to rid the shadows and test it a bit more and should be good. Good stuff to know, all of this topic is printed and filed(classified) Thanks
  8. Couldnt resist, at 12:00 A.m. I went ahead and played the mission, neat! Looking down the dock lane I see, a t72 staring back at me , ca-blam! Then I'm dead. That turret follows you everywhere waiting for the next shell to load! The only drawback is the shadow of the jeep that remains, of course if it were a night mission it would mean nothing. I wonder if there is a way to rid the shadow from the implementation. Thanks for the example jack.
  9. Neato! Thanks Jack. I didnt realize you even put in the new skin files! Will try tommorow. I owe you one, thanks.
  10. Thanks, yea I'm a little hard headed sometimes, going to download now, will give it a go tommorow(11:00 p.m. right now). I have removed the MG from the tanks before, but hey, if both weapons work together that will be probably as right as it gets, although I have been thinking about changing the MG itself to something with some more "clatter" to it and less rate of fire. Sounds to me alot like a laser gun or somethin rather than a 50 cal. Christian
  11. I hear ya dude , but what I seek is to be able to target the players position, not just a few spots here and there. One way to do this is to teleport a transparant vehicle right to the players location, therefore giving the enemy tank a target right on the players position. Then not having barriers or collision will remove the possibility of the player running into the transparant vehicle and the vehicle getting destroyed by the enemy tank firing. Thanks. Christian
  12. K, sounds like some more testing coming tommorow, but I have a question, yes, alas, another question If indeed the textures on the vehicle are transparant, dosent the vehicle still have barriers? Wont you end up running into the thing sooner or later as it is teleported to your location for the targetting? Although I am not sure, I think the problem may remain with the actual "tanks" because they, unlike the howitzers and bmp's have a secondary that is already setup to target players, although I will certainly give the editing the pob file for the tank a try-who knows, maybe then the
  13. Yea, I tried that, and about 5 variations of that too. It works fine if you have a pre-determined place to fire at(like the effect location you described), but because only actors and vehicles can be teleported, the only place is smack dab right on top the player(s), there is no way to move the vehicle below and hide it because you cant teleport the effect-which would have been 5-10 meters below their location. I dont know if the "transparant" vehicle I am seeking is a simple thing to do or not, so I am just asking, if it dosent happen thats cool, had to try.
  14. Does this function for regular tanks also Jack?
  15. Nah, Just refering to the image of the vehicle during gameplay, like what you did painting the alpha channels black, although I only have PSP7, so the whole deal will have to be done by a vehicle modder, hopefully its no biggie and someone will be willing to do it. I tried a few things to get a "hidden target" to the immediate area of the player without success(probably why it hasnt been done). The concept of teleporting an object such as a sandbag model as a new vehicle dosent work cause it must be destroyed at startup or GR crashes, I forgot bout that. I thought maybe I could just te
  16. Hey, I am working on my next mod and I am looking for someone who might be willing to build an invisible,no collision,no barriers vehicle. I will certainly give credit to the creator in the mod itself and in the mod topic(s) here for not only building the vehicle but for making it possible to have tanks in the mod target player and people with their main cannon. The vehicle need'nt be anything special, just needs to be a vehicle that can be used in Igor as a target and its detectability during game play is non-existant except for on command map. It dosent matter if the vehicle is an exis
  17. I kinda forgot there is a Vehicle Mods section, think I will post there also, probably where I shoulda started!
  18. Well, after spending a few hours testing I have come to the conclusion that without a vehicle that has no collision, barriers and is invisible as a target for a tank, I cannot find a way to effectively get the tanks to fire main guns anywhere nears players. I posted a new topic in Mission Mods in hopes maybe someone can pull of the vehicle needed here, I pretty sure that I would not be the only one that would benefit from such a creation. Will hope for the best and carry on.
  19. Hey, I'm beginning work on my next mod and I am asking if someone can make a vehicle that is invisible,with no collision or barriers and no sound. I would absolutely give credit to the creator in the mod itself and on mod reviews too for not only making the vehicle but also credit for making it possible to have tanks fire their main guns at people, which should be a very big plus to the mod. The vehicle neednt be anything special at all, basically it would serve as an invisible target for tanks, the goal is merely to edit or create a vehicle usable in Igor that can be targeted where its
  20. Looks really good. I dont see the slight differences in the C130 being of any consequence, it looks like the real thing, what I think counts. K, now I gotta ask. What if you kept the cam at the player, no actual cinematics, so maybe you start like in the plane, along with yer buddies and actually get to initiate the jump after the door opens, and then be lookin all around at the scenery and your teammembers skydiving with you. Of course I understand that may require the chutes being opened, and the landing, which would be a lot more work on top of what you got, but its just a thought. Th
  21. Thanks Er, um, you have been overly generous Christian
  22. Thanks Jack for the info, yea the only way really would be no barriers for this application, so I will just have to see what comes up, although the interesting thing is that some models of houses I have used for vehicles before just for testing, and there are some names of other models that are very small objects, I may be able to just use a small object and place it a few meters below ground level when teleported to hide it, hm.
  23. Just to be honest, yea, they do fire continuously on their own as long as the target is not destroyed or hidden, or of course if the tank is given new plans. Hey!! Got an idea for the main gun firing at actors. The target is the real problem here right, not the gun. So why not just have a completely invisible and untouchable vehicle model that is used as a target. I think this can work. Then all you have to do is just teleport it to any location(like player-controled-actor or another teamember, or whatever) and make to tank target it. All I need now is a vehicle model that is invisible a
  24. Thank you Portuguese Yeah, I know but its a lot more enjoyable this round having learned much about Igor and a lot of other stuff too. Gettin on with the city scripting now, the enviornment is done, and the plot is finished for the mission too, its lookin nice. I hate not being able to talk about the missions while I make em! See ya!
  25. Hey, Question is same as topic titile, does anyone know of any destroyed or damaged Russian tank models in Ghost Recon(origmiss,mp1,mp2)? I have seen the original models for the usable vehicles. I know that one can merely destroy a tank in game but, the destroyed vehicles seem to only differentiate themselves by the flames crawling up the sides, with no alteration to the model itself. I dont know what all the file names in the models folders represent, like particle effects(figured that must be explosions or similar) and there are ALOT of model files, so, fellas , I could use a
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