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mr.pibb

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Posts posted by mr.pibb

  1. Yea, I thought the vehicle editor would be the choice with some kinda modification like you have done with its secondary, dunno. I am thinking I may just have to script in some shots that strike walls near the players location if I cant get the tank to do it on its own, one way or the other, brickwork is gonna be flyin everywhere.

    Thanks slink :)

  2. you cant edit the heigth of a smoke effect..

    just try out every smoke effect and mix them together to get the result you want

    :)

    Thanks

    I have put together clusters of smoke effects, trouble is even one more additional smoke next to the other causes the fade out of the smoke at the top to look bad, too wide, and the smaller smoke will probably not look good to the sides of the large being they wont blend right with the fade out, so I am going to greatly reduce the smoke effects and just put a few large ones here and there, and thus also ridding the posibility of lag caused by the extra smoke. Oh well, already spent a whole day on this, its time to simplify and carry on.

    Thanks for the input Stalker. :)

  3. Hey, quick question here

    I have the list of effects, and have used the smoke effects, which only reach so high-and they only have delay and duration editing. I know there are a few smoke effects named as General_type06 and 07. Does anyone know if there are any smoke effects where you can put in a height as one of the values for the settings?

    I like the effect of the smoke in the city map I am using for areas that are burning, but unfortunately the smoke would look much better if it climbed higher before dissipating.

    Thanks. :)

  4. Sounds like another idea for testing here. The idea of a tank using its main gun for targeting people is something I want in my next mod, if I get it to work, with the right sound too I'll throw down what I got here. If not, well, the not! :thumbsup:

    The bmp autoGL gun sounds neat, but I really want the t80 to fire its main gun at people, I fear I can just see it all too clearly.

    I like the description format of your encounter with the "harmless" bmp slink. :support:

    Later guys.

  5. Instead of making heli flight paths :wall: I found it easier to place 6-8 effects all over the sky around the area to be "screenshotted", then use timers to teleport the heli from one effect to another, then back again in a loop, every 30 seconds or so. Eventually i'd get the screenie I'd want :rolleyes:

    BTW, that is Cohen :lol: The oicw has a nice zoom for framing shots.

    Definetely seems like the ideal method, certainly makes more sense than fumbling with a flight path.

    Cohen's the babe of GR :thumbsup: , I can tell her from almost any angle-although the OICW did help give her away.

    I agree with the zoom, although it seems to me the silenced m4 offers the best zoom without the sniper effect, although I may be wrong about that. :unsure:

  6. I agree with ya sleeper, I was just throwing in a little sarcasm(bout WWIII being free with the DS mod purchase). I would assume anyone who spends any time here looking for a few mods to download would see pretty quick that without all of the official addons they will be very limited to what they can select from.

    I personally am not a fan of desert or jungle style missions, but the additional weapons and vehicles made it worth it along with the ability to download mods that use these addons.

    I have enjoyed using the many vehicles avaliable in my mod, I dont know why the official GR missions dont use them more, I mean jeez the only usage for the helo is the cinematic insertions in the Island Thunder mod. Seems like a waste of a lot of work on the chopper addition, they could have just made a movie with the helo insertion before startup.

  7. I agree, looks like a good idea. The whole cam pos. thing for taking shots for a mission just gets frustrating because you have to constantly jump back and forth from the game to Igor tweaking where the camera is placed. I wonder, is it possible to do something like what worm has done and then give the player some cheap, but working control of where you go so you can take pictures without ever having to edit the fight path. :)

    Actually I have seen actors floating before during some "expereimenting" with hiding helos, I wonder if its possible to get the player to float like that, then be able to run around on the map in the air to take shots!

    Call me an idealist :D

    Looks neat Worm. :thumbsup:

  8. Jeez, gotta tell ya its nice to just jump here and chat around with you guys, I have had a whole 2 day break from the information black hole I was in while putting this mod up and its versions and I gotta tell you, the stress level is has gone wayyyy down.

    I do intend to make a patch to include fixing most bugs that come up, along with making an escape for the beginning cinematics and maybe a few more, but there have been no bugs that have come up that are in the gameplay yet, so I am taking a break for now knowing that all is well.

    The enviornment file for the city in the second chapter is done with a new skybox replicating mostly cloudy morning with the sun shining through the clouds, although I am adding some large rising smoke and fire to some parts of the city which is taking a little time for proper allocation, but its looking more and more like the city under seige that I think it should be.

    The insteresting part will be orchestrating the actions of the resistance fighters to maintian realism, with the city infested with the strong presence of the Russian army(tanks, patrols, spetz natz stalking around looking for the resistance fighters and theyre base). Ah yes, then of course there were the allied forces enroute to the city also.

    The nice thing is that I come into chapter 2 knowing all that I have learned about Igor from the first chapter, that should cut production time down considerably.

    Thanks. :)

  9. Are there any ways to edit the mod so it uses weapon packs not associated with Desert Siege? I really want to try this mod.

    I have found there are a good number of the weapons in Desert Storm that are used in the mod. And some are used for not just the additional kits for the players but also are used extensively in the missions.

    All I can say is buy Desert Storm if ya dont have it, then at least you get two mods for the price of one, Desert Storm and WWIII Fight For Freedom!

    :)

  10. Are there any ways to edit the mod so it uses weapon packs not associated with Desert Siege? I really want to try this mod.

    I think that there are a few weapons that are used many times in the mod that are from Desert Storm. I will check to be sure and put a reply in here. :)

  11. The first mission is one entire cinematic indeed, and it is the story that leads you to the starting point on the second mission. It is roughly 8 min. long, the other cinematics for some mission startups are roughly half that.

    Considering that playing the missions can last from half an hour and up I didnt think the cinematics were too long. I am very pleased with the way the cinematics turned out, the music often is subtly in sync with the events, my opinion of the cinematics can be backed by the fact they took about 2 months to complete and the positive responses overall regarding them. :yes::yes::yes:

  12. I think there is a limit to basically everything, I know cause at a certain point on a mission anything I added, script, actor, vehicle caused an error, as soon as I removed a few scripts or actors, I had that much leeway back again.(those were some bad days) It did seem to coincide muchly with the file size, if I exceeded a certain size it seemed to crash always too.(cant remember the size amount) The script is huge on that mission, so it certainly seemed to have some sort of limitation.

  13. At some point in the future I will come out with a patch, which will be of small size and will both remove and add some stuff. I probably will add a function for escaping the cinematics if desired, the only drawback is that some of the cinematics are designed to carry you to the starting point of the mission, instead of just getting dumped at a spot at startup.

    The one mission that does involve sweeping the area of hostiles does in the breifing suggest the use of the threat indicator(actually I called it Heartbeat sensors, just cause I thought it sounded more realistic). In that particular mission the enemies seek you to a degree, but it is a large map so I decided to suggest the threat indicators, but in all truth the scenario is real. That was my concern, realism. The enemy has very coordinated plans that involve using the terrain for cover while advancing to try to find you.

    So yes, its a big map, but its a pretty intense experience when instead of finding the enemy, the enemy finds you and the open wilderness area seemed a welcome break from the intense battlefield that you had come from. I would love to say more about it, but then I would be explaining a little to much I think.

  14. Do I have to have Desert Siege to play this mod? I've only got Ghost Recon and Island Thunder. Moreover, my system req fits the mod reqs.

    There are a number of weapons primarily that are used from Desert Storm, so chances are good if you dont have DS it will crash when those weapons are brought to bear in the mod.

    Sorry bout that.

  15. I agree with the removal of the OICW for use. They made it way too powerfull, I mean even if it is usable during the time the missions take place it sure aint what I saw on TLC about it. The grenade launcher is not really a grenade launcher, but oversized expoding rounds. In GR they seem to have the same killing power as the gigantic Grenade rounds of the M16 and such, with the ability to rack off an entire clip of like(cant remember how many)6 or something as fast as you can pull the trigger. It ends up making it pretty easy to take out an entire platoon of enemies that may be close together with just one man from a fairly long distance.

  16. If your that good of a script writer you can create better missions with less tangos. :yes: Some of the worse missions I've played had 100+ tangos who were pretty much useless. They would either charge you and wipe you out or they were just standing around on the map waiting for you to come and kill them. :o= The best missions are where the enemy react to what the ghosts are doing. Don't you think it's a lot more fun when you kill a couple of tangos you have to start sweating wondering if there might be other tangos in the area that heard the shots and might be coming to kill you. I DO ! :support:

    Ahh, but combine both the compexity of events occuring such as you stated(like reinforcents running up on you, or just a number of free willed enemies that will seek you from an unviewable distance if they hear you) and a large number of allied and enemy actors that are involved in these scenarios, and walla! You find a major battle commencing with as much complexity as you want to add, like a few or more objectives, flanking, reincforcements, enemies fleeing, and the list goes on.

    Basically you can put down a major battle on paper, build the enemy defenses, build the allied positions for the offensive, keep it real, then start panning the battle, who will attack when, what may trigger reinforcements to move in or enemies to flee, then throw the player platoon right there with the first assault-adding some "special" objectives that will make a substantial difference in the outcome of the battle.

    On gaurd!

    :)

    Christian

  17. Looks good!

    I have to ask if the idea behind the faces was to replicate the look of the japaneze style cartoon characters(yall know what I mean, with the radical super hero looks), I like that, in fact I would be interested to see what you can do with one of the, uh, females in the GR teamember selection(preferably cohen, she's a beaut). I always loved the way the japaneze style cartoons made many of the woman characters to look absolutely bad to the bone, often as the hero of the movie with an attitude to boot!

    Later :)

  18. awsome mod :D  great music too..but the game shuts itself off after the huge cinematic movie (the one you watch before you play the first mission

    I do want to state that the requirements for WWIII are a good bit steeper than what the [Ghost Recon] game required because of some of the very big missions.

    The requirements are stated in the readme with the mod and are also at the beginning of this topic, and they are:

    Pentium III, 1000 MHZ cpu speed or better

    64 MB graphics card or better recomended

    Island Thunder and Desert Siege Installed and Active

    Ghost Recon version 1.4

    As stated earlier all the mod versions have been re-tested once put online to ensure 100% quality and they all ran perfect.

    If the game crashes then it most likely is your operating system, some missions are smaller and can be accessed if you know a bit about Igor.

    Sincerely,

    Christian.

    m2a2andhelo.gif

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