-
Content Count
360 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Calendar
Everything posted by mr.pibb
-
Can Someone Plz Help Me With Script- Tanks Firing
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Yea, I had known about that before I had posted this help topic, but the zones I was using were not covering the rooms right(which I just discovered)- unfortunately I am now experiencing problems using the GetRoom command, for some reason the player has to be in prone position to be identified as being in the same room as the target vehicle, unbeleivable. I am going to try to put a hidden guy standing up next to the target, and try to reference that, but good grief I thought I had it ! Cya Christian -
Can Someone Plz Help Me With Script- Tanks Firing
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Ok, I have found some new things I am trying here that will help if not fix this problem. I just discovered GetRoom, , that little guy will knock the complexity and size of the script down by half, I am also seeing the problem may very well be that the target vehicle absolutely must be in the same room as the location its teleported to, and the tank seems to be targetting it at near 100% success rate from any other room or distance if the target is properly teleported. My zones for keeping the target in the same room were a miserable failure as I now see the rooms overlap each other, I thou -
very well put. i find it happening to myself quite often too. what shall we call it since it seems to be some kind of a syndrome. shall we call it a "chems"ical brain fart?
-
This guy is an ally right? Indeed if there are bullets flyin around I have found it can be very tough to force ai actors move. Movement Roe should be set to All Costs, but even then I see them stopping often in the midst of firing and hunkering down instead of moving. I have also found if you use path-links instead of individual paths for moving, you will find if the ai is distracted from the path-link that once it returns to its plan it will start the path all over again, which can really suck- which is why I almost always use individual paths with no links, so the ai never backtracks- that w
-
This is becoming a new habbit of mine, every time I log onto GR.net I stranglely find myself here, looking at the cool new stuff you keep coming up with for the mod(then I cant remember what I was originally gonna do ) Very nice work man ,- question- will we be able sink them? Just kidding.
-
Hey Gr_modder, I dunno if it works for tanks, but have you tried 'weapon select' in the trigger plans? You can select either primary, secondary, or none. Also another possiblity is making a new weapon file for the tank's machine gun that has no ammo(I think this might do it)-of course make sure you create a new tank of your own that uses the new custom weapon and then in the script when the tank reaches the point where it should be able to fire use 'ammo unlimited'.
-
Can Someone Plz Help Me With Script- Tanks Firing
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Thanks Wookie, Any help appreciated here. I dont want any of you guys to feel as though I am 'dumping' this problem on you, actually its me doing something I usually dont do, asking for help (just imagine- a situation were I cannot figure it out all by myself ) Even if the random issue dosent get resolved, it still will be a very nice addition to the mod- being that before this if you engaged enemies near a tank when your viewable presence was anywhere outisde of its frontal peripheral vision the tank would just sit there waiting for an AT rocket up its *#$#, now chances are the tank w -
Can Someone Plz Help Me With Script- Tanks Firing
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Thank you very much Jack for taking an interest here, I am already in your debt. Let me try to quickly describe what I have concluded through testing, Jack- I have indeed heavily tested it with every variable I could come up with, with the target vehicle and tank in seperate rooms or in same room, and with the target vehicle teleported to a new room. The random problem exists even when the tank and the target are in the same room. There has never been an instance where the tank 100% would not fire, regardless of the scenario , always randomly tho. It did seem as though the probabil -
Hey, I have gone ahead and edited this post and removed the link, primarily because I dont want to have to many folks dwnloading the mission and having the experience spoiled and also because I think there has been enough people that have tested it already by now- thanks to you guys Christian
-
Hey Damage- did you read the rules here? - No polictical discussions- I just spent a half an hour typing a response to your very RUDE response to me, and ya know what- For the sake of Rocky and all the other good people here that make this great site happen I have deleted all of it, as according to the rules of this forum. I will say I think it is not right to criticize the authenticity of one's patriotism
-
Yea dude, I agree the less scripting the better, even less is usually to much
-
I am not very Multiplayer savvy, but if the mission is intended to be single player or coop-mission ONLY- I dont believe that deleting those map points and bases in the mission can harm anything, provided they are ALL removed and the mission does not use anything other than singleplayer or coop-mission and of course it must be saved as a new mission, not replacing any orig's. Just wanted to say that because I have used in a few missions the templete's to start with so I could have the sounds from that mission, then I just completely stripped it of everything else, and saved it as my own.
-
That is a very touching, it reminds me of how "human" our soldiers are, unlike the enemy we face so often that is seemingly full of hatred and disconcern for others, our good men and women of this country work together on distant shores to bring peace to troubled places, and some never come home.
-
Efficient testing
-
Thanks Jack- I appreciate that, you got both questions in one shot! (or script ). Wew! Its a good thing that it works, or else the mission would probably be in the recycle bin about now! Is this what happens to us mission modders- just when you think you've learned enough to get a nice big script down you find yourself pushing the limits again with more stuff you never even knew existed Then I find myself having to trouble shoot for hours because of the vast amount of checks and double checks to get the mission as close to what I,m picturing as possible.........scary it becomes
-
Hey Lexsis, I was only refferring to the location, and the time of year is just outside of winter- the other missions in the previous part1 are all without snow except for one, which is wet snowing(map has no snow). The neat thing is that the Dam's intended world location is right next to where I am staging most of the missions in the mod at.
-
Thanks ARDelta, I am troubleshooting the script right now, so far I have found other mistakes in the script that seem to be causing the problems right now. Can I ask you, do you know also if more than block in seperate enabled groups with DeathActor or Death-anything will execute both blocks if that actor has been killed, or only the first one triggered? yea - I was wondering why I havent had a reply, guess this must be something rare- I try not to ask too often but in some cases where there is a complex script involved it is better to ask first, better to know if its the problem before
-
Hey guys, Kind of a real important question I got here, I am using a script with a number of vehicles and actors that are at times being referenced to by two Variables at the same. My question is can the actors (vehicles too) hold more than one variable to themselves at once, where those variables if called on, individually will both point that actor(or vehicle)? I am having problems with the script working right and I think this is the problem, but I'm not sure. Christian
-
Thanks Fn New Guy, Cant really see using the ossetain Woodlands unfortunately, cause the enviornment is a little to southern for the mod, but.... The dam looks interesting. I would need to get permission, and I would have to darken the fog color to rid the white colored trees in the background and maybe change some settings as well to increase viewing distance . Alot of work was put into those two maps, that I can see. Beautiful maps they both are. The valley in the dam map brings back some old dreams of such an enviornment used for a very unique battle situation- hmm. Thanks every
-
You are a good man Dannik, thanks for the time and effort. Its all good. I got cable so it shouldnt take long to download. Cya.
-
Thanks Dannik , Can you tell me where I can find the Ossetian Woodlands map from? I am very unfamiliar with where stuff is on this site aside from what I have needed to know for mission modding- Thanks
-
Thanks guys, Wow The selection is growing, I need more coffee . Let me ask, what of these maps would you say are of the best quality? (trying to narrow this down abit)
-
Thanks Sleeper, Its kindof a toughy, I was hoping to find a northern style map with plenty of vegetation that wasnt appearing to be in the absolute dead of winter, cause the rest of the maps in the mod are not in such an extreme winter state, nor is the story- so even the frostbite maps may not go well if they are too dead of winterish. I am just starting to run a little low on my favorite GR maps that are good for the mod, but it should work out about perfect either way. Cya Christian
-
Have no idea what you mean by asking what FRICK is. Never seen nothin like that. I can tell you how to setup a simple extraction that should work for you tho- Ok. Its a little more complicated than just the proximity check, its not too bad tho- You will need to set a platoon Reference to the player platoon. While in Igor open yer script(edit), and select the button Tags. You want to create a tag, select create, then select the type as platoon ref. Then type any name for it(playerplatoonref) or whatever. Then select add. Close the Tags menu. Make a script block as Default g
-
Thanks en4rcment, put perfectly clear. That little parenthesis with the key to press saved us all another question by me -thank god eh Nice function.