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Toniezz

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Everything posted by Toniezz

  1. Interresting indeed! sniper spotter combination sounds more fun to me. I like COOP
  2. Just on a side note: If you play centcom MP or COOP on a server, you also need to activate the mod on your own machine to have best benifit of the features CENTCOM offers. For instance, if you do not have CENTCOM activated the yellow sniper lines will not dissappear when fully zoomed out. So make sure you activate centcom locally when playing MP or COOP. T.
  3. Oh absolutely Tinker, that was my most concern about it. I was just thinking outside the box. I already figured it would be troublesome. Try the zones approiach Bigcat and let us know. I still think that you keep the problem about giving your team a plan (commandmap) and your scripted formation plan cancelles or overrides it. G/l though!
  4. JUST A THOUGHT not tested: How about triggering formation plans to commandmap interactions like: UIwaypointset: trigger plan move in file formation Group: <Default> Comment: FORMATION - FILE Trigger Event: The player set a waypoint. Responses: Allow this block to be reactivated. Cancel execution of any plan assigned to PLAYER PLATOON. Assign FORMATION-FILE to PLAYER PLATOON and execute. UIROEset: trigger plan move in V formation Group: <Default> Comment: FORMATION - V Trigger Event: The player set a ROE. Responses: Allow this block to be reactivated. Cancel execution of any plan assigned to PLAYER PLATOON. Assign FORMATION-V to PLAYER PLATOON and execute. UIFirefieldset: trigger plan move in staggered formation Group: <Default> Comment: FORMATION - STAGGERED Trigger Event: The player set a field of fire. Responses: Allow this block to be reactivated. Cancel execution of any plan assigned to PLAYER PLATOON. Assign FORMATION-STAGGERED to PLAYER PLATOON and execute. Am I making any sence? Offcourse you still have some unforseen issues with you friendly AI when you trigger plans for them... Just a thought.
  5. ^^ LMAO I was thinking the same thing.... I am loosing it XBOX controllers on your pc with Vista? Thats possible these days with Microsoft ruling the bussiness? lol
  6. Also the Moving fog topic has some info on the weatherdir consolecommand. Seems that when using an intensity of 2 for rain gives you moving fog. Would have been nice to only have moving fog without the rain. Any chance someone can figure that out? Probably it's hardcoded in GR. I couldn't find any possitive results about moving fog.
  7. ^^ So thats another ConsoleCommand added to my knowledgebase. Nice! Thanx Tinker! You say the first number 1 or 0 stands for rain or snow (thats just a trial and error way to find out I guess)? What does the .5 and -2 stand for? .5 intensity? and -2 direction?
  8. Enlighten me Tinker... what does that do? Is that what you used for Booby Trap?
  9. ^^ np You can always add other parameters to the loop script or add a seperate loop script for the height of the fog for instance. I think height is particular interresting when you wan't to let fog dissapear. Just decrease the height every interval and at the end let it dissappear into the ground. Works the same as in real life. Fogg decreases towards the ground because it is blown away by the wind and the damps are evaporating from above by the sun.
  10. I once made a script that deceased (or increased) the fog every set time interval with a set distance. I learned that when you use a meter the change in fog is almost not visible/noticable to the eye in game. Just let a script loop (time expired) during the game. If you wan't the fog increase/decrease to a certain distance just add a script block 'continue if' to the end of the looping script syaing to stop/kill the script/timer if a certain distance is achieved. If you like I can post it for you.... let me look for it. [edit] The following script I made for PXS training purposes for the 2006 COOP tournament mission 3 Booby Trap (nice one 9MS ). The spotting distance starts at 90 meters and the fog on 100. Every minute the spotting distance and fog will decrease by 1 meter. Up to the point of the minimum spotting distance of 55 meters the 'looped' script stops. It worked like a charm. Feel free to use it or comment about it offcourse! Group: <Default> Comment: 00 - initialisation Trigger Event: The simulation is starting. Responses: Set TMR - Fogset to expire in 60 second(s). Group: <Default> Comment: 00 - ini counters/flags Trigger Event: The simulation is starting. Responses: Set CNT - Fog Far to 100. Set CNT - max spotting to 90. Group: <Default> Comment: 00 - fog decrease Trigger Event: TMR - Fogset has expired. Responses: Allow this block to be reactivated. Set CNT - Fog Far to (The result of (The value of CNT - Fog Far) minus 1). Set CNT - max spotting to (The result of (The value of CNT - max spotting) minus 1). Change the maximum spotting distance to (The result of (The number (The value of CNT - max spotting)) minus 1). Turn on fog with color 175,169,131 between 0 and (The result of (The number (The value of CNT - Fog Far)) minus 1) meter(s). Set TMR - Fogset to expire in 60 second(s). Continue executing responses if ((The value of CNT - max spotting) is less than or equal to 55). Cancel TMR - Fogset. [/edit]
  11. Just for reference... You mean this one?
  12. I persume you are using the ubi.core launcher for joining games? First check Ghost Recon if you are patched correctly.Startup GR after the patch and at the menu screen check you version in the right hand lower corner. If it says 1.4 close GR. Launch the ubi GS4. application (play GR online at ubi.com). Go to 'options' and then 'lobby settings'. At the tab 'Ghost Recon' detect your GHOSTRECON.EXE file. See if the ubi program is showing the right version. It should now say: Game version: 1.4.0.0 Compatibility version: 4.0 Hope this helps. edit: see here:
  13. cmon, autodownload, VIOP (other thread)? Those are minor issues for GRAW. Did GR have autodownload? VIOP? No. Was it an success? Yes! Did GR have a slow start? Yes! Did it take off? Yes! Why? Because the game had a lot of tactical shooter elements build in (ballistics, health system, tac map, etc.) at release. Did GRAW have these elements? Not by far! Does GRAW2 have these elements? Yes more than GRAW but still not by far what GR offered! GRAW2 is a nice game but just isn't a tactical shooter. You can play it as a tactical shooter, sure, if you can get over some of the flaws (ballistics, tac map commands, kit restrictions, health system) and work together as a team over TS or Ventrilo. Therefore the game can still be fun but gameplay wise it is nothing alike it's big brother GR! Toniezz.
  14. We are not trying to run it in normal mode ('graw2.exe') because we know that won'twork on the server due to hardware (GFX) limitations. We are getting this crash when we run the game in dedicated mode ('graw2_dedicated.exe'). The xml is setup according to the examples posts by colin and ubi. Though, if you think we are doing something wrong, please tell me. We would really appreciate this. Cheer'zz. #1) Create a script locally in non dedicated mode with your game, then close out, edit the file to show dedicated as true and upload it to the server. Run that script to test. That will eliminate a script issues. Make sure the aegia physics is loaded to the server. It is needed. We did this by setting the parameter to true in the 'internet_server=' line (game_info tag) of the dedicated_game_info.xml. Below is an example of our xml file: <?xml version="1.0" encoding="UTF-8"?> <game_info admin_password="" password="" internet_server="true" internet_speed="3000"> <server_settings type="hh"> <match_length value="25"/> <match_points value="55"/> <max_deaths value="3"/> <max_players value="20"/> <round_length value="10"/> <spawn_time value="15"/> </server_settings> <server_settings type="rvsa"> <match_length value="25"/> <max_players value="20"/> </server_settings> <server_settings type="s"> <capture_time value="5"/> <match_length value="25"/> <max_deaths value="0"/> <max_players value="20"/> <round_length value="10"/> <spawn_time value="10"/> </server_settings> <server_settings type="tdm"> <even_round value="false"/> <match_length value="20"/> <max_deaths value"1"/> <max_players value="26"/> <round_length value="10"/> <spawn_time value="15"/> </server_settings> <gametype_settings> <auto_balance value="true"/> <auto_balance_limit value="2"/> <immortality_duration value="10"/> <message_of_the_day value="Welcome to www.phoenixsoldier.com"/> <name value="Phoenix Soldiers COOP"/> <start_condition value="3"/> <teamkill_kick_limit value="2"/> <vote_kick_starters value="2"/> <vote_map_starters value="2"/> <vote_ratio value="50"/> <vote_time value="20"/> </gametype_settings> <match_info level="tdm_timber_rk" order="1"> </match_info> <match_info level="tdm_lagoon_rk" order="2"> </match_info> <match_info level="tdm_fort_rk" order="3"> </match_info> <match_info level="tdm_nowhere_rk" order="4"> </match_info> <match_info level="tdm_the_cut_rk" order="5"> </match_info> <match_info level="tdm_calavera_rk" order="6"> </match_info> <match_info level="tdm_crashsite_rk" order="7"> </match_info> <match_info level="tdm_arroyo_rk" order="8"> </match_info> </game_info> Again thanx for the replies! Toni.
  15. We are not trying to run it in normal mode ('graw2.exe') because we know that won'twork on the server due to hardware (GFX) limitations. We are getting this crash when we run the game in dedicated mode ('graw2_dedicated.exe'). The xml is setup according to the examples posts by colin and ubi. Though, if you think we are doing something wrong, please tell me. We would really appreciate this. Cheer'zz.
  16. Indeed. We are looking into zipping and uploading the content of the DVD and then install locally. Thanx for the reply. Well for a dedicated server it shouldn't matter, I believe. GRAW1 has run (and is still capable to run) on the same box. I also think something when't wrong with zipping the GRAW2 folder on the local machine and then uploading it via FTP to the server box. Still any other suggestions are more than welcome. Maybe from GRIN? Cheer'zz.
  17. Hi all, Phoenix Soldiers is trying to get a dedicated server of GRAW2 online. We are having difficulties to get it to work. System details: 4U server box AMD Athlon 64X2 Dual Core Processor 3800+ 2.01 GHz, 1.93 GB of RAM Microsoft Windows XP (5.2 build 3790) Professional x64 Edition Version 203 Service Pack 2 Standard VGA Adapter v5.2.3790.1830 (25/03/2005) Microsoft UAA Funtion Driver For High Definition Adio - Adi 1986 v5.10.0001.5012 (24/03/2005) DirectX9.0c v4.09.0000.0904 (Dxdiag --> no errors)Game details: Version 1.04 Retail version DVD, local machine installed directory FTP uploaded crashlog.txt: Crash details: 'Dedicated server' installed according to walkthrough (option 1) found at GRNET (Server Operators subforum). dedicated_game_info.xml modified and placed in (C:\GRAW2\Ghost Recon Advanced Warfighter2) \settings folder. When launching the graw2_dedicated.exe file it loads halfway and then crash report occurs. It never has run before, though GRAW1 has run smoothly and with no problems for months (GRAW still installed on the server) Thanx in advance!
  18. Hmmm, any word on PUNISHER? Would be nice if he could tweak it to near perfection... Nice work anyhow PUNISHER!
  19. Nice work Hammer! Tha Bomb!
  20. Jeez... Super awwsome! Good work Hammer!
  21. Very OT but seen these? http://www.youtube.com/watch?v=zS3TzA1O52Q...ted&search= LOL
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