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Everything posted by mr.pibb
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Hey El nino foxhound I would think jack probably has the answer on the command funtion tapping, I have never tried that but of course with using a freindly NPC to do the calling in then you wouldnt need the function anymore, you could just choose a screnario that executes him to radio in and hence the bombardment begins. Personally I would have to know why the lone ranger NPC was the guy doing the calling instead of yer platoon member, it might be better with a little team of a few NPC's that are like spec ops or something like that, where it seems to me that a radio guy would be more a pa
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Nice. I think it looks good enough to use, I surely like detail and the super clip and m203 are neat addons . It is a little big, not huge but a little too large. You modellers make me jelous often, wish I could create both my own missions and my own new models for em too. Christian
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That sounds neat, a proximity for the truck that checks how close the player is, then executes a new truck plan that causes the truck to stop, then by way of maybe a short timer set to like 5 sec or something (depending on how long it takes the truck to stop) have a new proximity become enabled for the players to jump in. I can only see the possibiliy of the players only being able to board from the rear in using an effect like The_Slink said or a baby zone, where the truck would have a pre-determined location where it stops and having a little zone or effect at the rear of the truck then.
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Does the MapActorHide command also hide freindly vehicles?
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Tank randomly not firing at dummy target vehicle
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Gotta say for the last post in this topic- YESSSS! The new zones covering the seperate rooms works, the tank will target every time IF the zones are properly placed over the rooms, just need to move some zones around to get them all in the right places. -
Was thinking the same thing White Knight
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Isnt that a map from Rogue Spear?(trying to remember, the huge mansion with the covered vehicle entrance and circle drive in the back)
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Tank randomly not firing at dummy target vehicle
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Ok, I may have discovered the problem The map I am using is Vilnius, and basically the whole dang map is composed of rooms. I would say there is a very good chance this is the problem, teleporting the target vehicle from room to room. I need to test the teleporting within the confines of one room to make sure it does work everytime there. I will start digging into how to avoid teleporting between rooms, probably will have to use many additional target vehicles, one for each room, that will be assigned to teleport around only within the confines of the room its in. I like the results -
Tank randomly not firing at dummy target vehicle
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Hey, The new script works, but, the random problem still exists. As before the target vehicle always gets teleported to the shooter, but the tank is not always targetting. Anyone got any ideas? Christian -
Hey, Thanks for bringing that to attention PrimusPilus, actually the link is there in the dowloads section(from the listing). The full music version is under @warplanet download at the bottom of that page, but it should be more clearly marked. I'll go ahead and PM Rocky, see if he cant throw on the name to make it more visible. Thanks Christian
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Tank randomly not firing at dummy target vehicle
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Your right, I had forgotten to add the blockpreserve to the call groups, for the entire script application is intended to be used more than once if the situation arises. The script in the call groups could not be used in one block, they had to be seperate because the responses could not be placed with continueif(stopif, etc) because of the counters being set, they would have improperly set the "dead" counters as the check continued through the block, the counters were designed to declare that the particular call group script had been used and to not use it twice. Once one of the call groups -
Tank randomly not firing at dummy target vehicle
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Thanks Don, Yeah, I was trying to figure out which one it was, sounded like the diesel truck2. I have Jacks silenced .wav file from his target vehicle modification, so that should be universal for silencing any vehicle. Thanks guys, I look forward to implementing the new script. Christian -
Tank randomly not firing at dummy target vehicle
mr.pibb replied to mr.pibb's topic in GR - Mission Modding
Thanks Jack, Will give it a go. Yea, I figured someone out there-hint-hint- might have an easier way Christian -
Hey all, I have spent the last few days putting together and testing a script for tanks targetting people with the main gun using Don Miguel's "dummytarget.veh". The script I have put together is designed only for patrolling tanks that have actors following them. Every time one of the actors following the tank is killed the target-vehicle is teleported to the shooter of that actor. Then of course the tank is supposed to target that vehicle and fire, which it does-about half the time though. The target vehicle always makes it to the shooter location, the sound of the vehicle is not yet
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I think you need to be a little more specific. Do you mean that the mission file you have has been saved(in Igor) with no enemies placed on the map and they still show? I hope its not that, because it seems impossible. Christian
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Hey Zulu9812, There are two single player fixes in the new patch, but those fixes are the same as in the old patch. The fixes are both made in the cinematics for the 1st mission: 1: Escape Function added for exiting cinematics 2: Random Glitch in cinematics addressed And of course, there is now the new MP mission added. The patch size is roughly only 125 kb. As I mentioned earlier, it dosent matter if you had installed the old patch, this one will just re-install the old patch fixes and will also install the new MP mission. Might I add that the new MP mission is only selectab
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Thanks Rocky! Christian
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Hey, Just wanted to let everyone know that the converted MP mission is ready, and it should be avaliable soon, its already been submitted to Rocky(the busiest man on earth) . The mission will be included in the new wwiii2-2-patch, along with the previous fixes also and it will replace the old patch. You can just install the new patch regardless of wether or not you already have the old patch installed, it will just quickly re-install the old fixes and will add one Multi-Player coop mission to your selection while in Multiplayer mode-The Russian Front. The mission has been altered a li
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Thanks Operator, gotta tell ya that avatar rocks! Very nice way of describing without revealing much, thanks again Christian
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Thanks again, Good to hear the enemy got taught a lesson in trail sharing.
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Thanks Bus Driver for the 5 star rating! The draw back is that the process takes like three times longer with the large volume of actors, when you get down to the nitty-gritty its really important to know what each actor is doing and why to create a realistic battle enviornment. The mission "The Russian Front" taught me alot about how to make Igor get the best out of a large sized battle, and its all being applied to the 2nd chapter , beware! Cya Christian
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Have you hit the 200KB limit yet? Some pretty weird stuff starts happening about then. First the trees disappear from the 3D view in Igor. That's a good indication that your mission is about to go tits up Best start keeping backup copies at each save because it won't be long before Igor will refuse to open the mis file. Even tiny changes like moving an Effect a few pixels will do it. The missions still work fine in GR, just that you won't be able to open them in Igor. This has happened enough times now to me to make me very wary of going over 190KB. Jack Heh! Jack, thats funny to
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Thanks Zulu9812 The idea behind it all was to include the results of the successes (and failures) of the users in a more or less concrete way rather than just in numbers and decorations. If you just busted yer butt for an hour or so on a tough mission isnt it nice to be able to kick back for a while and see yer hard work pay off in the next mission rather than just gettin thrown into another conflict that you may not have the motivation left to deal with at the time. I enjoyed making the cinematics in one particualr mission end up with the player being able to interact with the situation a
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Hey Golf01 Thanks. I am beginning work on the second chapter, although right now I am concentrating my modding time on getting one of the missions from the first chapter Multiplayer Ready. The city map is ready, and I have the plans on paper-heh-I am thinking of actualy asking for some help with the second chapter to decrease time to release, but I can say just by looking at the plans I have drawn up that the city will be a realistic and dangerous place to be. As much as I despise the Kosovo conflict that occurred, it will be much like that, with a very strong Russian presence and wi
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Hey, I was taking another look at the review and noticed that the actor count for the first mission looked way too high. I have taken a look at the actor count in Igor for the first two missions just to be sure, and the highest count is 134 actors on mission2, and 119 actors on mission 1(cinematics mission). Christian Want to add here Rocky did correct the actor count in the review; Thanks Rocky