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mr.pibb

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Posts posted by mr.pibb

  1. And what do you guys think, should I use a friendly actor which you have to protect who calls in close air support and artillery or is it nicer when a member off player platoon can do it himself?

    BTW is there an actor available which carries a radio on it's back? (only in MP1 and MP2)

    Thanks again for your help :thumbsup:

    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 part of a team rather than be operating alone assisting yer platoon.

    Of course then teams always execute plans as a team, therefore maybe having a seperate Ateam and then having another seperate Bteam with the radio guy that follows the Ateam around, then yer free to control him alone.

    Just an idea :)

    BTW- Thanks again for the help testing the MP mission with me. :thumbsup:

    Christian

  2. Nice.

    I think it looks good enough to use, I surely like detail and the super clip and m203 are neat addons :thumbsup: . 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

  3. If you do it that way the truck must be in one location.  This works better when you won't have the truck in one location.  If the truck was in one spot then that would work fine.  But I think in this case the truck will be on the move and the player must stop the truck before the info can be found.

    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.

    Neat stuff.

  4. :) Use the MapActorHide command to hide your friendly from the command map (just remember to use MapActorShow again later or he will be invisible on the command map later).

    Does the MapActorHide command also hide freindly vehicles? :sheep:

  5. 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 of the tank firing in this application so much it does seem worth all this. :wacko:

    Christian

  6. 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

  7. Wow, that seems like awfully complex scripting to achieve something that should be relatively simple  :huh: And why all the Call groups when not using BlockPreserve - just execute them in the same block unless you need to call them from more than one possible trigger.

    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 is queued it would then set the counter in that seperate group to 1, causing it never to be called. Hence the tank will target the next player platoon member that kills another Rus. Patrol Member.

    I did not know deathanyactor could be used like that, nor did I know that you could compare a single actor to a team or platoon like that too to get the team or platoon the actor is from, I have used it only for number comparisons. So I see that anyactor becomes a reference to whichever actor tripped the deathanyactor trigger, wow. Good to know.

    I haven't yet tied the new script, will soon tho.

    Thanks again Jack, you havent just helped me out with the application here but you have shown me some new stuff I may want to use later too. :thumbsup:

    Christian :)

  8. 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 removed and I can hear it after every kill of the tank followers, but for some reason the tank does not always train on the target. Hm.

    I have spent alot of time trying different stuff, with the same results.

    If some one could please help me here I would really appreciate it, I think just a bug need be addressed somewhere.

    Ok. Here is the script:

    Actors:

    Allied:

    Target Veh1

    Enemy:

    Rus. Patrol1 T80 Follow-Step Plan=Follow T80 Patrol Tank1

    T80 Patrol Tank1-Step Plan=speed1.5,paths

    Trigger Plans:

    Rus. Patrol Tank Combat Mode=Speed0

    Rus. Troop Patrol Combat Mode=Alertness-combat,Formation-scattered-

    Combat Roe=Suppress,Movement Roe=hold

    T80 Destroy Target.veh1=Destroy TargetVeh1

    Script:

    Group: Default

    Trigger:Startup

    Responses:

    Enable the Patrol Rus.1 Mem Killed Script blocks

    Group: Patrol Rus.1 Mem Killed

    Trigger: A member of Rus. Patrol1 T80 Follow has been killed

    Responses:

    Assign Rus. Troop Patrol Combat Mode to Rus. Patrol1 T80 Follow and execute

    Assign Rus. Patrol Tank Combat Mode to T80 Patrol Tank1 and execute

    Call Rus. Follow1 Mem killed after this block

    Enable the Combat Mode Rus.P.1.Killed script blocks

    Block Preserve

    Group:Combat Mode Rus.P.1.Killed

    Trigger:A member of Rus. Patrol1 T80 Follow has been killed

    Responses:

    Call Rus. Follow1 Mem Killed after this block

    Block preserve

    Group:Rus.Follow1 Mem Killed

    Trigger:This block has been called directly from the script

    Responses:

    Block Preserve

    Disable the Patrol Rus.1 Mem Killed script blocks

    If[[The inverse of [Actor 123 is active]] and [[The value of Rus.123 Dead] is equal to 0]], stop and queue a call to Rus. 123 Killed.

    If[[The inverse of [Actor 124 is active]] and [[The value of Rus.124 Dead] is equal to 0]], stop and queue a call to Rus. 124 Killed.

    If[[The inverse of [Actor 125 is active]] and [[The value of Rus.125 Dead] is equal to 0]], stop and queue a call to Rus. 125 Killed.

    If[[The inverse of [Actor 126 is active]] and [[The value of Rus.126 Dead] is

    equal to 0]], stop and queue a call to Rus. 126 Killed.

    If[[The inverse of [Actor 127 is active]] and [[The value of Rus.127 Dead] is equal to 0]], stop and queue a call to Rus. 127 Killed.

    Group:Rus. 123 Killed

    Trigger: This block has been called directly from the script

    Responses:

    Set Rus.123 Dead to 1.

    Teleport Target Veh1 to[The shooter who killed Actor 123].

    Call T80 P.Tank1 Destroy Target after this block

    Call Rus. Follow1 Mem Killed after this block.

    Group:Rus. 124 Killed

    Trigger: This block has been called directly from the script

    Repsonses:

    Set Rus.124 Dead to 1.

    Teleport Target Veh1 to[The shooter who killed Actor 124].

    Call T80 P.Tank1 Destroy Target after this block

    Call Rus. Follow1 Mem Killed after this block.

    Group:Rus. 125 killed

    Trigger: This block has been called directly from the script

    Responses:

    Set Rus.125 Dead to 1.

    Teleport Target Veh1 to[The shooter who killed Actor 125].

    Call T80 P.Tank1 Destroy Target after this block.

    Call Rus. Follow1 Mem Killed after this block.

    Group:Rus. 126 Killed

    Trigger: This block has been called directly from the script

    Responses:

    Set Rus.126 Dead to 1.

    Teleport Target Veh1 to[The shooter who killed Actor 126].

    Call T80 P.Tank1 Destroy Target after this block.

    Call Rus. Follow1 Mem Killed after this block.

    Group:Rus. 127 Killed

    Trigger: This block has been called directly from the script

    Responses:

    Set Rus.127 Dead to 1.

    Teleport Target Veh1 to[The shooter who killed Actor 127].

    Call T80 P.Tank1 Destroy Target after this block.

    Call Rus. Follow1 Mem Killed after this block.

    Group:T80 P.Tank1 Destroy Target

    Trigger:This block has been called directly from the script

    Responses:

    Cancel execution of any plan assigned to T80 Patrol Tank1.

    Assign T80 Destroy Target.veh1 to T80 Patrol Tank1 and execute

    Thats it :wacko: as if it aint enough eh. I would be happy to email the mission if someone wants to try it to see whats up, when it does work(50% of the time) its neat, the tank will target your last postion that you killed from, it will need some more tweaking and a proximity for the T80's distance from the Target Vehicle to reduce the chance of the T80 killing its own troops from close blasts, which happens alot right now.

    I will spend more time trying to resolve the issue myself, hopefully someone might see the problem here.

    Sincerely,

    Christian :)

  9. Are there any SP fixes in the new patch?

    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 selectable in Multiplayer, coop-mission.

    Christian :)

  10. 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) :thumbsup: .

    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 little to make it sea-worthy for the MP use, which is why it is a seperate MP only misssion.

    Changes are:

    No intro music

    No outro music or cinematics

    Player Platoon does not crouch at startup

    There were a few other internal changes that had to be made as well, but they are un-noticable.

    Lastly this is the biggest mission in the mod, so I highly recommend that the connections are good for Multi-Player use.

    Thanks to El_nino_Foxhound for running the mission through the mill with me online. It was funny, out in the feild I see him standing there while we were messaging each other then all of the sudden an artillery shell lands right on him :o !

    For the most realistic results IF you use the respawn option I recommend to set it to only one or two respawns if any at all, the mission was designed to be tough, to bring out the best in the player to succeed, we set the respawns to infinite just for testing and blasted through the mission in like 15 min or so(after dying like ten times).

    Thanks

    Christian :)

  11. The thing i love about this mod, is that it involves large scale battles. Not many games out there these days deal with large scale units. Especially GR revolving around a 6 man squad. I loved it, i give it 2 thumbs up, 5 out of 5 stars!

    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 :rambo: , beware! :o

    Cya

    Christian

  12. a 178Kb mis file

    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 :wacko: 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 :rocky:

    Heh! :lol:

    Jack, thats funny to see that I am not the only one that has had to experience this scenario. I played hell trying to salvage a mission that was about 3/4 of the way finished when crash! :o

    Then spent many days reworking, saving to backups, crashing the originals and going back to the backups, :wacko: , yep, saw the trees dissapear quite a few times!

    Great advise, highly recomend Jacks suggestion of using backups.

    I actually found I could not seem to be able to pass 185 k without the problems occurring.

  13. It's great to actually feel part of something larger than just your team. That sense of scale is something that's always been missing from most mods, and GR itself to some extent. So well done on filling that niche in the market :)

    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 as the allied forces continue their advance, and yes, I too have shot a number of allies(especially during the chopper ride) so dont feel too bad if you did too. :o=

    I think alot of missions, especailly the hard ones should have more of a payoff than just the completion factor. OFP was definetely an excellent reference for such rewarding, where after a major battle you find yerself hanging out at base camp with yer fellow soldiers, seeing trucks and jeeps rollin in and out, it made the whole experience feel very alive.

    Thanks again

    Christian :yes:

  14. 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. :o

    As much as I despise the Kosovo conflict that occurred, it will be much like that, with a very strong Russian presence and with resistance fighters trying to make the lives of the invading Russian a little harder.

    You wont be walking carlessly down to many streets, and tanks may be doing more than just spitting bullets at you too.

    Christian :)

  15. The first mission that includes well over 200 hundred enemies, 75+ allies, enemy artillery, friendly tanks heavy machine gun emplacements and even helicopters, this may remind you of Operation Flashpoint.

    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 :)

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