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Posts posted by mr.pibb
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Put your actor into the idle behaviour that you want to emulate, then go into the mission and type names at the console, followed by showmotions. This will display the animations he is doing as filenames. Kudos to EL_OSO for that tip

Sorry Jack, but could you be a little more specific as to the method here, I myself am a little confused at what yer sayin to do

Christian

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Hey,
I think I may understand you-
I think, what you mean to say is that you have created a mission, and you wanna now play it, but yer using the export mission tab within Igor to try to get it up on the game. Am I right? 
If thats the problem, what you need to do with yer mission is create a new mod folder to put it in. All you need do is make a new folder with yer mod name on it, then put in that folder two essentials-a mods content text file and another folder named Mission where you can put yer missions in.
The easiest way to put in a new mods content text file is to just copy one from any of the mods folders in GR, they are in Ghost Recon/Mods, and paste it in yer mod folder, then you must open it-notepad works fine to open it for me- and you must change the title of the mod to your mod name, and save it. Then just save yer mission to the Mission folder in your new mod folder.
Lastly you must copy your new mod folder, and paste it in the mods folder in GR- Ghost Recon/Mods.
Run the game and under mods in the options menu select yer mod and activate it. That should do you.
Of course there is ALOT more to all this when you start getting into custom actors, vehicles, etc etc- but as long as your mission just uses stuff from what is already on your Ghost Recon program, its all you should need.
Good Luck
Christian
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Hey,
I'm not asking for a map to be built or anything, just wondered if you guys know of any high quality custom maps that are REALLY big, and it being of a "northern" enviornment style map.
Christian

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Turn of the AI

Damn yer good

Thanks Jack

Christian
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Hey,
Got a pretty strait forward question here, I am having trouble with some trucks packed with enemies that are automatically unloading the occupants(including driver) when they are shot- the vehicles are not moving yet, but they will be and so I wonder if this will happen when they are moving out too. The 'Do Not Stop When Shot' boxes are all checked on those vehicles, is it just default to unload any actors if their vehicle is shot? I was thinking maybe I need to have 'All Costs' for the vehicles and occupants movement ROE, but somehow I think that is irrelevant.
Christian

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Doh!
Thanks Jack. I usually play Co-op mode with a friend on a LAN and had assumed that it could be played that way. Is single player campaign the only way to play WWIII?
Cheers
Mike
Hey MikeCaine,
If you downloaded and installed the new patch 2.2 for WWIII there is one mission that is converted to Multiplayer-coop-mission- its called The Russian Front. Aside from that the rest of the campaign missions are only single player.
Christian

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I think this mod may have just made my list, its nice to see another seldom found northern style mod come out that has this much to it, I am a northern man by nature and the new map of the fort made me a little jealous
- if a mod does that to me it usually means I gonna dowload it! 
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Hey,
Took a look into this, I see of course inconveniently there is no actor seen by platoon or team. I noticed that with actor seen by company you can select the playercompany, it indicates it then as the player-freindly company tho, so I dont know if it only means the allied company, or both player and allied company(which would prolly be ok) or if it references just the playercompany.
Aside from that all I can think of right now is using the actor you want for the check to be in a seperate platoon- of course then you end up with a lone ranger that wont react half the time to his other company buddies being shot at nearby him.
Christian
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Hey blakarion,
Lemme say that I found myself in the same sorta situation your in when I released my mod, I discovered that until the review comes out advertising the mod is essential if you seek to see it get known quickly.
Heres what I did, generally, put up the story, revealed some good features in the mod that werent going to spoil it by showing ahead of time.
Finally pictures, good angles and such- I sorted through lots of screenies to put up nice but not too revealing shots of the missions.
I think this should help you alot, consider the overwelming amount of mods here to choose from, alot of people want a good idea of whats there before dowloading it.
GL

Christian
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Thanks Suicide Comm, I dont use this emoticon very often-

Christian
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Thanks San, it does really help to hear some positive feedback during the creation
-gives me a little something back after spending x amount of hours working on the missions.As I said earlier, I could only afford a few shots of stuff that wont spoil the mission, I will give a little more info to try to give a more broad perspective of what this mission and the mod will offer:
Montignac City:
The entire city scenario will be very much alive with activity from both the Russians and Resistance fighters. The city is indeed held by the Russians, so their presence will be very strong but the scene is seemingly unstable with the resistance fighters causing mayhem often.
Multiple armored and infantry patrols moving in and out of the map area
Spetz Natz stalking around the city, through allys and buildings seeking the resistance fighters.
Resistance fighters will be there too, scattered about-some causing minor hit and run attacks on Russian patrols others are in unified groups of teams executing major assualts.
The scenario goes (in case you havent played through part1) that Montignac is a city held by the Russians and it is heavily defended by them as well. Your team has been given orders to go into the city and seek out the resistance fighters. Once you have found them to, by any means avaliable, help them in disrupting the Russian forces.
Allied troops and armor are enroute to Montignac, estimated to arrive within 3-4 hours, hence then the attack will begin. Therefore the damage your teams cause from inside the city may cause the Russians to turn their attention towards you distracting them some, besides the possiblity of finding and disabling command posts possibly imbeded in the city as well, causing confusion in their ranks. Yea, basically yer the bait in a mission that would normally be given to a bunch of private nobody's that the Army could afford to lose, but this is War, not just an isolated conflict.
Well, as usual I have said wwaaaaayyy too much, so I will be silent now and go back to working on the mod.
Thanks for taking a look guys

Christian
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Ok Mcnamee, you asked for suggestions
, well, I have been crying to myself for the longest time that I cant get a winter camo on the ghosts that is similar to the Russian Masked Winter guys only without the masks-with the white/grey/green suits- take a look at my avatar- same camo. I think those are the coolest winter camo's I have ever seen on a game, I think it would look nice on the ghosts too.Christian

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Very kind of you to put all of that into perspective Jack.
That timeout for the being seen by is very innovative.
Christian
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Hey,
The continueif response check should be heard OR seen, if you have heard AND seen then both criteria must be met to alert the enemy.
I like this already, I will probably use this in the mission I am working on where I was merely using enemy platoon member killed, this will add a touch more realism.
Cya.
Christian

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Alpenflage-What kind of camo is that Mcnamee?
Alpen-reminding me of alpine? A northern winter style camo?
Christian
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Thank you very much Portuguese
Putting in the new sky was actually easy, it was the fog setting's and color that became a real challenge to blend it all correctly and have the sky carry out as far as possible before the fog took over.
BTW- we have nine cats- Sheeba was wondering where you picked up the size-for cats sniper rifle? She gets picked on sometimes, I think it might be the edge she needs.

Cya
Christian

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Sorry about the initial screw up, I accidentally put a space in the names of the picture files, then had to run errands first before I could fix it.
Hope you guys like em.
Christian

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Been working on part2 of WWIII FFF, felt the need to show a little of the first mission I am working on, Montignac City. The pictures are large because they are more-less panoramic. I can only show a little so I dont spoil it, here are a few pics:

Mechanized street patrol w/ troops


Spetz Natz working as a team stalking the city

Christian
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Claymore is a qob-file. Maybe you can put it in a vcl-file, so it thinks it's a vehicle and then you can place it on the map ?
I have done this before too. You absolutely have to destroy the vehicle at startup-or it may have been destroy during initialize, pretty sure its startup- or the mission will crash. Drawback is the destroyed vehicle shows on the command map. I have only tested it, never made a mission with it so I dont know if there may be more implications in gameplay tho.

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Yer not alone
, Jack is the ultimate corrector. 
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If you use paths will a single point for each path, then it wouldn't matter when the new plan will be given, but those paths will not avoid collision, so I think it's not possible.
There's a 'don't stop if shot' checkbox for vehicles.
Thanks San,
I figured it cant be done, I mean there is only execute plan team and vehicle, which to my knowledge has no way of referencing a point to begin within the new plan. I just thought maayybe
someone out there figured something out to work around the default capabilities here(making ghost recon do what it wasnt intended to do, hm, that never happens here
)I knew about the check box for vehicles getting shot, I just wondered if they ever carry on again after being shot, as long as I can execute them a new plan after being shot tho- it should be fine.
Christian
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I have a helo that teleports to "out of bounds" area in the river map as well, and flew the helo over almost the entire stretch of river which is all out of bounds. Although I could not alter the speed or height of the helo during the time in out of bounds, it did work everytime with no crashes.
Christian

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Hey,
I dont think this can be done, but thought I'd ask before assuming.
If I have a tank moving along and a troop team following it, then they go into a new trigger plan, after certain criteria is met I would like to have them continue on towards the path where they left off in their previous plan
. I am not using paths with links, just individual paths- I spose there is no way to reference one of those paths.The routes for the "patrol" plans are llooonnnggg, so I can only see making a new dang trigger plan for each seperate path to be re-aquired, which would be alot of trigger plans and script too.
Lastly, do tanks continue again on a path if they stop when shot after a certain time, I have never seen them move again-so I suspect not eh

Christian

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Seems like some of the best ideas you come up with while making a mission take a lot of time and thought, and often due to neccessary changes because of limitaions the results dont always end up the way you originally planned. I'm right there too, spent like 3 whole days on getting tanks to fire cannons at actors, after a particular problem I cannot get rid of I had to scrap the whole dang thing, after that I said to #$*) with modding and finally here I am working on the mission again after 3 days of not.
Now its all just funny



Cya
Christian
Anyone know of any extremely big maps
in GR - Map Modding
Posted
Thanks guys, will do
. I have little time between work and modding so beleive it or not I dont download mods hardly ever, so you just sorta 'nudged' me the rest of the way to downloading frostbite- which is good and bad, good maps maybe, bad because I'll have to spend the next week trying to win the mod! 
Cya!
Christian