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mr.pibb

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Posts posted by mr.pibb

  1. 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 :wall: !

    Cya

    Christian

  2. Ok, I have found some new things I am trying here that will help if not fix this problem. I just discovered GetRoom, :whistle: , 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 thought the rooms boundries were the transitions zones shown in debug info, wrong :wall: !

    Now I can perfectly query which room an actor or vehicle is within, without any prox zones by using GetRoom. :)

    Thanks again for the help guys,

    Christian

  3. 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 way it will always just start towards its previous path point again after being distracted.

    Just some thoughts shared, maybe some of this helped :)

  4. 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 :P )

    Very nice work man :thumbsup: ,- question- will we be able sink them? :rofl: Just kidding.

  5. 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'.

    :)

  6. 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 :whistle: (just imagine- a situation were I cannot figure it out all by myself :P )

    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 will respond to the threat in a realistic manner.

    The darn rooms in this mission have certainly made the scripting extremely difficult for the tanks firing main guns at people, the goofy thing is that I just cant 100% say that the rooms are the cause of the problem because it occurs in all possible scenarios.

    Its time to semper fi and carry on for this modder. If one of you guys stumbles across the cause of the issue then I will certainly go all out and get it resolved :thumbsup: , if not- it will be as it is. :)

    Good luck with that Wookie and thanks again.

    Christian

  7. Hiya mr.pibb,

    Didn't this come up once before - if the target is in a different room from the tank it won't fire? That map has some 38 Map Rooms :o Can you check that please as it will take me quite some time to look through your script and it may save me a lot of time.

    One thing I noticed straight off is that you have used GroupEnable for Groups containing blocks which only have Call triggers :huh: The Call trigger is used with QueCall and RedirectIf - it is not necessary to use GroupEnable for blocks using these triggers but they do need to be in a custom group :yes:

    Cheers, Jack :)

    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. :wall:

    There has never been an instance where the tank 100% would not fire, regardless of the scenario :blink: , always randomly tho.

    It did seem as though the probability of the tank firing increased when the tank and target were in same room tho.

    Also you will notice that I split up the teleporting and the targetting plans to two seperate blocks with a 2 sec timer, it seemed to improve the firing probability there too maybe because it wasnt always registering the newly teleported vehicle when the targetting was right behind it :blink:

    You will see if you test it just a few times, with everything in the same room-sooner or later even then the tank just sits there.

    Yea, it had been a while since I had scripted a mission when I started on the new mod and I had forgotten that you dont have to enable a call group- just remebered that bout a week ago, thx :thumbsup:

    You may already see why I have given up, I just simply have exausted all that I could think of :(

    I'll be sticking close to the GR.net so anything you ask I will try to respond to quickly ,

    Thanks Jack

    Christian

  8. So you think only American soldiers mourn their dead?!

    You've never been in combat right?

    You've grown on Rambo movies, you've got higher on the preaching of your president... Just stop and think, what you're shown is nothing, your government would never show you that the enemy is human aswell, they don't want their soldiers or their people to ever think of anybody else as a human fighting for his interests and beliefs, but they need the "Perfect Enemy", demonizing the enemy, just like every other government, just like mine does, but I've seen both sides here.

    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 :angry:

  9. 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.

    :rolleyes:

    Christian

  10. 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.

  11. Thanks Jack-

    I appreciate that, you got both questions in one shot! :thumbsup: (or script :P ).

    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 :rofl: 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 :wacko:

    Thanks guys, very helpfull

    Christian

  12. 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.

  13. 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 re-examining the whole thing.

    Cya Later

    Christian

  14. 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 :)

  15. 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 :whistle: . 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 everyone here for bringing these maps to light for me :thumbsup: , I just made a quick mission for both with nothing but an insertion zone and took some very- VERY enjoyable walks- all of the sudden its 2:00 a.m. :o !

    Cya

    Christian

  16. 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 :o that are good for the mod, but it should work out about perfect either way.

    Cya

    Christian

  17. 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 group, trigger event=startup.

    Responses= Select from responses Variable set Platoon, select your new platoon ref name for the variable and for the platoon name select the second 'Edit' bar down on the right, then select from the drop down menu at the top select GetPlayerPlatoon. Then just click ok until its all confirmed.

    That was the hard part.

    Now, make another block as Default.

    Trigger Event=Proximity Platoon, select yer new variable as the platoon, location-select yer zone you want for extraction, range select a range from the zone- 5 meters is my norm.

    Responses=

    Block Preserve

    ContinueIF=select compareIntegers,select for value1 GetCurrentPlatoonSize-select yer new variable,select for value2 PlatoonMemebersAtLocation-Select yer new variable for platoon, select yer zone for location, select a range, I usually select the same range as I used for the proximity check. Then before you close the response, make sure the comparison is selected as -equal to-.

    Two more simple responses to add=

    BlockRemove

    DeclareMissionComplete-select any text you want to show just before mission ends.

    Done.

    GL

    Christian

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