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BrandonKappel

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Everything posted by BrandonKappel

  1. I'm trying to do it for SP. I have seen it done, atleast i'm pretty damn sure I have.
  2. So I searched the forums and found out that changing class names is tricky. But they said you can switch class names with others and u can change them as long as they have the same or less letters than before. But how do you do this? I think it has to do with 'strings.res' but what exactly do u change? I keep getting a CTD right before GR actually loads. I want to change all riflemen to snipers and everyone else to spotter (SPOT is fine, or just change sniper to rifleman)
  3. Well thank you Mr Wombat. I hope it is liked.
  4. It is basically just a modified HK416. I figured it wouldn't be in game, just a thought. I'm really interested to see how it will be employed. I highly doubt it will ever replace the SAW but integrating 2 per team with the SAW would be a great idea. Too bad the Marine Corps has declined to buy beta mags to employ with it. So its basically becomming a full auto M16 with better accuracy. But I see it being used as a DM rifle rather than a LMG. One problem with the SAW was when you moved to MOUT, room clearing is pretty sketchy with an open bolt weapon that jams as much as the SAW. So I'm interested to see how the trials go with the M27, a few dudes are taking them to Afghanistan in a short time, so I guess we'll see. What mods come with the HK416? I'm sure there's plenty.
  5. M27 Infantry Automatic Rifle... probably never made. But does anyone know if there is one. i was amazed by the weapon in RL and would LOVE one in-game.
  6. Well the forums here are pretty dead compared to 6 years ago when I used to be on everynight. But I do see alot of people still playing the game. I took a long break from GR but for some reason I keep coming back to it. So I decided to try and release a new mod. Its going to be a campaign, but perhaps have a few new skins (players will be US Marines, because obviously they kick ass...and I might re-skin some enemy from IT). This will be my first "released" mod, i lost all of my previous missions i've made. But what I'm wondering is who will be interested in a new campaign? I never play online, but I'm making all missions co-op friendly. Here's the BASIC storyline...still a work in progress. It starts out with American hostages being held in Brazil by an unknown terrorist organization. As the campaign progresses through 7 missions the enemy gets stronger, better equipped, and eventually we find out that its a major terrorist group posing a real threat to world peace. The missions will include a hostage rescue, snatch and grab, beach assault, helo assaults, recon, demolitions, and the general "kill everyone". All maps used will be from IT (Jungle Prison, Plantation, Military Camp, Swamp Airfield, Beach Resort, Hunting Lodge, and Mountain Stronghold. 7 missions shouldn't take long but then again, I'm a slow "modder" and take my time. So far I have the first 2 missions done and have barely started the 3rd. If time permits I might add a few desert missions, or maybe that will be in a second campaign. The mod will include work from: Chems Littlebirds Dekela's AK47 Phlook's Placeable Objects Blakarion's OpFor Vehicle Pack And Hammer's Vehicle Pack 01 So if anyone knows how to contact them for permission it would be appreciated. And a big thanks to Tinker for helping me out with the scripting. I'm also wondering if I could recruit 2 guys or so to help with beta-testing for both SP and Co-Op. Does this sound like something people would be interested in? And any comments and suggestions are welcomed. Any maps stock or new that people would like to see used? And any new weapons, vehicles, etc that would fit into this well. Hopefully I can find the time to release this quickly, but we'll see. Thanks for your time. [EDIT:]Here's my sorry excuse for skins: Rifleman Support Demolitions Sniper
  7. Has anyone else tried using one timer to trigger 2 separate events? I'm kinda curious now. I got it working as planned but I really don't know (or understand) why. Also one more question. The first block in the most recent script has the message box telling the player(s) to get back to the extraction point. Since its set up with a "time elapsed/contiue if" trigger the message box stays up until the player(s) get back to the extraction zone. Its not a big deal but my OCD kicks in. What would be a better way to script it so the message goes away but the mission still plays out like it does. I also noticed that the mission used to crash when I added the helo. But once I added a "cancel plan" response before assigning a new path it worked fine. Is this normal?
  8. Well this thread can be deleted, problem solved, works good.
  9. Finally got it to end when I wanted it to. Here's the new script. I don't really know what was causing the problem, so if anyone could explain it would be greatly appreciated.
  10. Also tried this, but still a no go. Could it be because I have "End Mission has expired" as a trigger for 2 separate blocks? How else could I set it up, my goal is to have an ending cinematic of the extract. Which has to be removed for Co-Op correct?
  11. So above is a copy of the ending part of my script (haven't cleaned it up yet so it looks terrible.) I can't get it to work. The mission plays out perfect up until this part. I thought it might have something to do with the cinematic I had at the end but deleted that and it still crashes. It crashes around the time of the part that's green, once all of the player platoon is in the extraction zone. Any ideas why its doing this?
  12. Thanks for the quick reply Tinker. Once again you saved me. Before I used plans linked directly to the teams to load the vehicle. And the unload command was in the vehicle's plan. But now I use the script to both load and unload the vehicle. The driver still goes to the prone and does nothing, but I wasn't concerned with him anyways. It works exactly how I wanted it. But one thing I noticed...before the guys would sit in the truck normally, but with the new scripting they stand on thier seats instead, not a big deal but it looks kinda wierd with the passenger standing with his head through the truck's roof. Thanks again.
  13. Really quick question, probably simple. I'm Blakarion's (sp?) Zil truck. I have 3 teams in the back. Once the truck reaches its path's end they unload and start a path towards a position. But right now once they unload they all go into the prone and crawl that path regardless of whether I lock the stance to upright or not. I have it set so that when the truck is within 1m of a zone (its end point) thier path starts. I tried adding Wait 1-10 seconds before thier path but still no go. Any suggestions?
  14. I know on my computer using vista I can't use a shortcut to open igor...I have to go directly to the GR folder and open it. Have you tried that. Restarting the computer helps with problems with GR itself so try that.
  15. Wow! You never cease to amaze me Tinker. A few minor changes and it runs perfect, almost exactly how I wanted it. Maybe some day I'll be on your level of scripting. I'm gunna add a few more things to mix it up a little, I'll let you know how it comes out. Too bad though, if I ever do release this in a campaign I can't accept credit for this...its all Tinker.
  16. Ah...my bad. Mission File Sorry I don't have a file-hosting site so I used google. Hopefully its not too much of a pain. I can email it if that's better.
  17. Well here's a copy of the entire script. As I said, its been years since I ever touched GR, let alone igor, so I apologize if this is just a huge gaggle######. This is the result I got after trying everything and after finally getting it to work consistently. Thanks for the help and input. Also, I've tried to mark the first objective (secure hostages) as complete once at least 2 hostages make it back to the insertion zone. I can do this with a "Time Elapsed" trigger, then compare integers (if Hostage Saved Counter is equal to or greater than 2), mark objective complete, and using a BlockPreserve. But with this once objective is complete it pops up every few seconds telling me so. Is there a way to mark it complete but then stop executing that block once it is? EDIT: Wow, something must've finally clicked after I typed that last question. I'm pretty sure I solved it on my own for once. After a quick test it seems I have. Here's the new part of the script:
  18. Well I was reading this topic (I missed it before) and noticed there was mention of a SMAW maybe being made. I was just thinking last night I would love to see one in-game. I have a few pictures of the SMAW that may help with the modelling, I can get more when I get back to the states if you need. Sorry, all the SMAWs we have are beat up pieces of ######, but maybe they'll help. Most of the pictures were taken when we were boresighting so ignore all the usless stuff. And I'll try to find some with a rocket loaded, I'm sure someone around here has some. Let me know if you need/want more. I hope this isn't a dead topic. SMAW Pics
  19. Once again, thanks for the help Tinker. Well after a little work and alot of testing we seem to have solved my first question. I'm posting an example of my script to see what is actually necessary and what I can cut out, and also to help others out if they decide to use this same idea. THANKS!
  20. Ok, well I haven't had time to try this all out yet but after a quick look-through most of it seems pretty simple and straight forward. Thanks for the help. One question though: I took a quick look in igor, and i don't completely understand the "Redirectif" response. I see how to show..."If (the state of hostage 1 saved), stop and call a queue a call to <group>. How exactly do I use this second part. I have all the Hostage Escort and Hostage Death blocks under 1 group, where exactly would I redirect to? Could you explain what this command actually does? Once again I really appreciate the help and I apologize for my stupidity when it comes to scripting.
  21. Ok, well I just got back into the GR modding scene a little while ago after being away for 3 years or so. I wasn't the best before and I'm lagging pretty bad now. I'm creating a mission and I was wondering if anyone had any ideas for this. The mission is to rescue hostages. There's 5 of them. As long as the player rescues at least one the mission will be a success. As its set up now as soon as an enemy dies a timer starts, when that timer expires a hostage is shot. I set it up so they die in order of 1-5, but if the hostage whose turn it is to die has been rescued it skips this hostage and the next timer starts. It works good how it is now, however I would like it to be a little more realistic... 1) Say its Hostage 1's turn to die but he has been rescued. I would like it to skip him and immediately kill number 2, if he to has been rescued then kill 3, so on and so forth. Once one hostage has been rescued start the timer for another death. 2) There's 2 groups of hostages, there's one dude directly guarding each group with other's patrolling the area. Could I script it so that if this one dude is dead and the guys patrolling are not aware of his death that the hostages in this group cannot be killed? But if they do notice thier dead buddy one of them (or all if necessary) will take over as the single guard on them? Or say they are in a firefight with the player, the hostage lives? 3) I have it set up now so that as soon as one enemy dies a timer starts to start killing hostages. Realistically if the player was using silenced weapons and he killed a guy without anyone noticeing and raising the alarm no one would know he was there and would have no reason to start executing. Can I script it so that once the player is seen or heard the timer starts? I believe I may know how to do this: Set up a "time elapsed", Continue If, Platoon member heard by Company. And do the same thing with Platoon member seen by company. Is this correct? I can never get it to work correctly. Here's the part of my script as it is now:
  22. Well I finally had a little time to do some work tonight so I figured I'd post some shots...I finally got the color down pretty well...at least I'm happy with it. I noticed as I was taking these shots that there's a little problem with the IT models. There's a little black band on the bottom of thier sleeves...its an easy fix though. Here's what I got so far: Link To Picture * Link To Picture * Link To Picture * And I only had time to take one in-game shot...it shows the back veiw. Link To Picture * So what do y'all think? EDIT: And I also just noticed that the sniper needs to change his boots before going to Russia and Cuba. * [staff Edit: - Please keep pictures to around 500 pixels wide]
  23. Well I tried what Para suggested and I think I have a pretty decent color now. I'll have to post screenshots when I try it in game. I left the LBV and pouches as tri-color because I thought it would be easier and it still looks decent...besides, alot of guys are still issued the old tri-color LBVs anyways. Thanks for all the input and suggestions I appreciate everyone's help.
  24. Hmm...everything you've suggested I have done before. With color balance, hue and sat, and replace color I can never seem to just get a light tan color its always more green or red i never matches up. I also tried the new layer with opacity changes but that didn't really work either. The above picture is the closest thing I cold get using all of those. I "made" the vest by taking someone else's work, this is a personal mod by the way. They had a black vest, I took this, desatuarated it, and lightened it up much like Wildcat's and Mick Schnell's wrinkles. I then laid this over my solid color and played with opacity, couldn't get it. Then tried reversing the order of the layers, still couldn't get it. An tips or tricks out there?
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