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spalvl

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Posts posted by spalvl

  1. Don't know if copy/paste is a good idea you could get extra line returns and blank spaces.

    Easiest way to do this is

    create a MP game,

    enable AI backup.

    launch the game,

    ALT + TAB out,

    find the <game type>_avatar.toe file,

    copy <game type>_avatar.toe somewhere for editing.

    edit it little bit easy stuff such as chanigng a kit (will CTD if format of file is wrong)

    overwrite \TEMP\ <game type>_avatar.toe

    mark \TEMP\ <game type>_avatar.toe readonly.

    Here is a script I created on my dedicated server to automate this. We had multiple kit types with 4 kits randomly selected within each type.

    @ECHO Off
    
    
    REM -CHANGE DRIVE AND DIRECTORY TO PATH GR SERVER IS RUNNING FROM
    
    Z:
    
    CD \
    
    CD SERVERS\GHOST RECON\DATA\TEMP\PRECONFIG
    
    
    REM -START MARKER
    
    :START
    
    :CLS
    
    
    REM -MENU DISPLAYED TO USER
    
    REM -CHANGING ATTRIBUTES ON COOP_AVATAR.TOE
    
    REM -CLEARING NUM VARIABLE
    
    ECHO 1.  Normal
    
    ECHO 2.  Stealth
    
    ECHO 3.  AT
    
    ECHO 4.  Demo
    
    ECHO 5.  AT - Demo
    
    ECHO 6.  Exit
    
    set /p coopavtar=ENTER CHOICE (1-6):
    
    attrib -r ..\coop_avatar.toe 
    
    SET NUM=INVALID
    
    IF %coopavtar%==1 goto RAND
    
    IF %coopavtar%==2 goto RAND
    
    IF %coopavtar%==3 goto RAND
    
    IF %coopavtar%==4 goto RAND
    
    IF %coopavtar%==5 goto RAND
    
    IF %coopavtar%==6 EXIT
    
    
    REM - IF USER MADE INVALID CHOICE GO BACK TO START
    
    ECHO "INVALID CHOICE, PLEASE TRY AGAIN"
    
    pause
    
    GOTO START
    
    
    REM - GENERATES RANDOM NUMBER 1-10 (0-32k) RAW RESULTS HIGHER THAN 4001 REGENERATED
    
    
    :RAND
    
    :@ECHO ON
    
    ECHO "at random"
    
    SET RANDNUM=%RANDOM%
    
    IF /I %RANDNUM% GEQ 4001 GOTO RAND
    
    IF /I %RANDNUM% EQU 0 GOTO RAND
    
    IF /I %RANDNUM% LEQ 1000 SET NUM=1
    
    IF %NUM%==1 GOTO %coopavtar%
    
    IF /I %RANDNUM% LEQ 2000 SET NUM=2
    
    IF %NUM%==2 GOTO %coopavtar%
    
    IF /I %RANDNUM% LEQ 3000 SET NUM=3
    
    IF %NUM%==3 GOTO %coopavtar%
    
    IF /I %RANDNUM% LEQ 4000 SET NUM=4
    
    IF %NUM%==4 GOTO %coopavtar%
    
    
    
    :1
    
    copy /Y .\8man_4team_default%NUM%_coop_avatar.toe ..\coop_avatar.toe 
    
    goto end
    
    
    :2
    
    copy /Y .\8man_4team_stealth%NUM%_coop_avatar.toe ..\coop_avatar.toe 
    
    goto end
    
    
    :3
    
    copy /Y .\8man_4team_AT%NUM%_coop_avatar.toe ..\coop_avatar.toe 
    
    goto end
    
    
    :4
    
    copy /Y .\8man_4team_DEMO%NUM%_coop_avatar.toe ..\coop_avatar.toe 
    
    goto end
    
    
    :5
    
    copy /Y .\8man_4team_MIX%NUM%_coop_avatar.toe ..\coop_avatar.toe 
    
    goto end
    
    
    :end
    
    attrib +r ..\coop_avatar.toe
    
    GOTO START
    
    

  2. @GR.NET staff. I know someone else posted earlier. But a bittorrent tracker/seeding sounds like a great idea. The protocol is really fast for popular files and would cut down the the advertising annoyances most hosting sites impose. Heck could even go trackless from what I know about the new protocol. Downside is many net admins block or limit the protocol because it is misunderstood.

    I could seed some mods I have a few on my hdd anyway.

  3. that doesn't seem to work because the players entering the room have to be written into the .toe file for their teams.

    I have not messed around extensively with the .toe files in team games. But same game mechanics should hold true. From what I understand in MP Team the toe files used are team colors active in the team game. Example: Team game with red and blue. Using blue_avatar.toe and red_avatar.toe . From coop_avatar.toe there are some fields linking player to actor. They are

    Name = "_Actor"

    and

    Owner = "1"

    My theory is Name field assigns player name and Owner field assigns what player number initially controls actor. I have found that using Name = "_Actor" and Owner = "sequential number" works best. I have not tested in Team game but believe using Name = "_Actor" for all actors and numbering Owner = "even numbers" for Blue and Owner = "odd numbers" for Red should give you even teams. However I don't see any players as being able to pick their teams, I theorize that your player # is in reference to the Owner field which is determined when joining server.

    Also, having 2 teams cooperating in coop would be awesome, is that even possible?

    I have been attempting but to no avail. My friend though did manage to open up the Delta Team in coop. 2 drawbacks to delta team is 1. Cannot be ordered or follow other delta team members. 2. Display as small green dots on command maps. However games does NOT crash when accessing in game roster. Below is example of coop_avatar.toe we have been using.

    <TOEFile>

    <VersionNumber>2.000000</VersionNumber>

    <Company IgorId = "13" ScriptId = "0" Name = "_LAN server" MultiplayerCompany = "2">

    <Platoon IgorId = "12" ScriptId = "0" Name = "_Platoon1" MultiplayerPlatoon = "1">

    <Team IgorId = "9" ScriptId = "0" Name = "_Alpha">

    <Actor IgorId = "1" ScriptId = "0" Name = "_Actor" File = "mp_plt1_tun.atr" Kit = "tmp-frag.kit"/>

    <Actor IgorId = "2" ScriptId = "0" Name = "_Actor" File = "mp_plt1_alp.atr" Kit = "m16203-m203.kit"/>

    <Actor IgorId = "3" ScriptId = "0" Name = "_Actor" File = "mp_plt1_bea.atr" Kit = "tmpsd-claymore.kit"/>

    </Team>

    <Team IgorId = "10" ScriptId = "0" Name = "_Bravo">

    <Actor IgorId = "4" ScriptId = "0" Name = "_Actor" File = "mp_plt1_sta.atr" Kit = "m4sd-frag.kit" Owner = "1"/>

    <Actor IgorId = "5" ScriptId = "0" Name = "_Actor" File = "mp_plt1_sna.atr" Kit = "uzisd-sensor.kit" Owner = "2"/>

    </Team>

    <Team IgorId = "15" ScriptId = "0" Name = "_Charlie">

    <Actor IgorId = "6" ScriptId = "0" Name = "_Actor" File = "mp_plt1_fli.atr" Kit = "sr25-mk23sd.kit" Owner = "3"/>

    </Team>

    <Team IgorId = "11" ScriptId = "0" Name = "_Delta">

    <Actor IgorId = "7" ScriptId = "0" Name = "_Actor" File = "mp_plt1_sca.atr" Kit =

    "oicwgl-oicwgl.kit"/>

    <Actor IgorId = "8" ScriptId = "0" Name = "_Actor" File = "mp_plt1_bea.atr" Kit =

    "m3t-m136.kit"/>

    </Team>

    </Platoon>

    </Company>

    </TOEFile>

    My next project is creating a batch file to copy a one of a few pre-configured coop_avatar.toe files to gr\data\temp, marking the file read-only . So will have a coop_avatar.toe for stealth missions, AT missions, demo mission, etc...

  4. ok, that's how you make the coop read only..but what if you want to have all the teams use the weapons chosen by the kit restr. file, how would you go about doing that?

    Just populate the .toe file with actor and kit values from your favorite weapon restriction.kil file. So populate coop_avatar.toe with kits listed in primaries_only.toe or whatever. When you make the .toe file read only it will not have any info populated in it b/c server cannot write to .toe file.

  5. In multiplayer co-op when the server admin chooses AI backup the game engine poplulates the coop_avatar.toe file with and starts game when everyone is ready.

    Coop_avatar.toe is popluated with

    1. The choices that the players have selected in game setup

    2. Fills in empty slots using Rifleman Kit 1, (1each team), Demo Kit 1, (1each team), and Support Kit 1 (1each team).

    3. While game server loads it reads the coop_avatar.toe file, to assign player an AI kits.

    So if alpha team has a player in 1st slot, and bravo team has player in slot 1,

    Team A= Player 1 chosen actor kit, Demo Kit 1, Support Kit 1

    Team B=Player 2 chosen actor kit, Demo Kit 1, Support Kit 1

    Team C=Rifleman Kit 1, Demo Kit 1, Support Kit 1

    The below link is about changing the default kits/actors chosen. It is still limiting AI backup to choices of 3 actor/kit combnations. If you were to change Demos to use MP5, all Demos AI backup would use same MP5 kit.

    one said to make it read-only. That's the trick, right? for it to be server only it has to be read only...the only drawback being that players will have no personal choice for kits.

    Modifying the .kit file and .toe file are 2 diffrent methods. The .kit file changes defaults on AI backup, the AI backup is limited to 3 diffrent default choices but none the less still limited.

    The .toe method is preventing the server from generating a new .toe file, so can be greatly customized.

    Yes Read Only on server. That is a drawback is players cannot select kits. When my friend and I play we talk over TeamSpeak and he tells me what kit he wants. I change .toe file to reflect on the server. But that would be time consuming with more than a few players and typos in .toe file can cause server to crash.

    If anyone knows XML, shouldn't be too hard to create a program that modifies toe files using drop downs. I believe this is how the platoon extender addon works.

    I read that the server can change the kit restriction file while the game's still running and when the game loads the map and kits you'll see your change.

    Not sure. I looked around to assign actors to the player platoon in igor, but to no avail. I seen scripts in igor able to change kits assinged to players.

  6. When editing the .Toe file..is there no way to do it so it's server-sided?  I was reading the instructions on the first link and it said the players need the .Toe file that's been changed.  Will the game crash if everyone involved doesn't have a copy or will the person with the modified copy get a change for his own team while the other player's platoons are set from their own unchanged .toe file?

    Thanks

    The .toe modification has to only be done on the server. The clients don't need to do anything.

  7. Take a look at your server's \Ghost Recon\IKE.log file after a crash. Post here if need be that typically gives clue as to crash reason.

    Another major bug is starting with GR version 1.3 RSE introduced a bug in coop multiplayer where enemies hidden in the game can on occasion show as black lifeless shadows. If the client shoots these shadows it will crash the server. There are ways to overcome the shadow bug, but most entail changing the mission scripting to avoid the crash.

  8. are you doing this after starting a map with AI, alt-tabbing out and then getting back in?

    It is done on the multiplayer server (wherter be a listen server or dedicated) before all connected player hit "ready" and map loads. You could create/mark read only before the game even loads if you want. The AI backup setting really isn't used if toe file is read only. GR can't populate toe file b/c it is read only. It isn't just limted to coop either there are a bunch of toe files in GR\data\temp, each for own game type. Play around a bit is kinda fun.

    One day I would like to try learn XML a little better and build a front end program that choose kits from available selections, populates toe file, and marks read only. :wall: At my pace I should have that XML program ready by the time GR 3 comes out for Xbox2.

    Another post detailing...

    http://www.ghostrecon.net/forums/index.php?showtopic=18306

  9. Is there a mod that can change the weapons for AI backup in multiplayer?

    Kinda 2 ways to do it, none a mod perse.

    1. like WP33 said... This tutorial details same method

    http://www3.telus.net/miklogik/ghostrecon/tutorial.htm

    2. Fill desired values in coop_avatar.toe and make read only this allows more customization rather than 3 kits, but is tougher to do. Link details more

    http://www.ghostrecon.net/forums/index.php...topic=19624&hl=

  10. Myself and a friend had been modding Cobra Attacks (given blessing by Bookshopslave and Crazychappel) with plans of future release, but just never got at point of release

    We have some added content. Would this be something that maybe some of you guys would like to see released as is (unfinished)?

    Added content

    -Playable charcter Flint

    -Playable charcter Snake Eyes

    -Playable charcter Alpine

    -Playable charcter Recondo

    Actor Heavy Metal

    Actor Cobra Stinger Driver

    -Vehicle Mauler

    -Vehicle Stinger (bajabravo's)

    -2 New Missions

    -Fixed all shadow bug introduced by 1.3/1.4 patch

    -Various custom weapons

    -Kit balance and streamlining

    -Linked missions into a campaign

  11. Do you, by any chance, know how to do the same thing to

    Bloodline has eliminated spalvl?

    Well looks like the "has eliminated" part can be removed using strings.res, but the player names I cannot figure out. They are probably variables defined somewhere in engine. Sorry...

    This is section of strings.res to edit if you wan to remove "has eliminated"

    server setting does not allow observers. has eliminated Platoon Leader:

  12. is there a link where you can learn some hex editing in the net??

    1st Backup your strings.res before editing. This file is touchy and if modified wrong will crash GR. I suggest NOT working with \Ghost Recon\DATA\SHELL\STRINGS.RES . Instead search GR.net on how to create a mod folder then work with Ghost Recon\Mods\My Mod\DATA\SHELL\STRINGS.RES

    This way if you mess up the file can delete the moddified STRINGS.RES file without messing up GR.

    2nd Remove read only attribute from copied strings.res

    3rd Download and install HEX editor from below link. I have used other HEX editors and notepad but the data must not have been written correctly and caused GR to crash after editing.

    http://www.hhdsoftware.com/hexeditor.html

    4th Launch the HEX Editor program and open strings.res

    5th Edit>Find the text your wish to replace in ASCII

    6th Overwrite or change the text you want modified, in the right pane. Note if the text = 12345 replace with 5 spaces or same amount of charcters such as ABCDE . I found that adding charcters to strings.res will cause GR to crash.

    6th Save your file

  13. Do you, by any chance, know how to do the same thing to

    Bloodline has eliminated spalvl?

    Maybe, From what I understand the player names are set on the server, under Ghost Recon\data\temp\<gametype>_avatar.toe file. You could probably do what you are asking by editing Name field, but you would have the change the .toe file to read only otherwise will names will change back to selected by clients.

    The read only attibute would cause some drawbacks, such as no one could select kits/class and no one would have a player name displayed anywhere.

    I will research more when I get home, it is possible strings.res contains a variable for player_name?

    Sample of player from <gametype>_avatar.toe

    <Team IgorId = "10" ScriptId = "0" Name = "_Alpha">

    <Actor IgorId = "1" ScriptId = "0" Name = "_spalVl" File = "mp_plt4_asl.atr" Kit = "rifleman-10.kit" Owner = "0"/>

  14. v2, I made 2 small mods out of the "enemy text" request. If you want to include in realism mod PM me your email and I can email the files to you. They are very small files.

    The 2 flavors are

    NO TEXT.zip - "No Ingame Text Messages" This mod eiminates the following in-game messages

    Enemies Nearby Enemies Spotted Enemy Armor Spotted Enemy Soldier Down Enemy Armor Eliminated Alpha: Bravo: Charlie:

    NO TEXT LITE.ZIP - "No Ingame Text Messages LE" This mod eliminates the following in-game messages

    Enemy Soldier Down Alpha: Bravo: Charlie:

  15. Ok, This can be done, but there are drawbacks.

    What happens when a friendly eliminates an enemy what is displayed on the screen is 2 things. 1st the Team that eliminated the enemy (Alpha, Bravo, or Charlie) then text "Enemy Soldier Down" This will display something like below.

    Alpha: Enemy Soldier Down

    The DATA\Shell\Strings.RES has to be edited with a HEX editor and the "Enemy Soldier Down" text replaced with spaces. Doing this will cause the team to still be displayed but the "Enemy Soldier Down" won't be displayed. Like below

    Alpha:

    Furhter the Alpha, Bravo, and Charlie text can be replaed with spaces as well but this eliminates the source team from other team messages. So text like "Enemy Armor Spotted" won't display team that spotted if team names are replaced with spaces.

    These are the strings that are relevant in the strings.res

    Enemies Nearby Enemies Spotted Enemy Armor Spotted Non-combatants Spotted Friendlies in Sight Taking Fire Pinned Down Team Member Wounded Team Member Out of Action Taking Friendly Fire Enemy Soldier Down Enemy Armor Eliminated Prisoner Secured Hostage Secured Demo Charge Set At Destination Alpha: Bravo: Charlie:

    Here is a link to download a HEX editor, HEX editor

    Also the strings.res is read only, this MUST be removed before the file can be edited. The strings.res file can be placed in a MOD directory so the GHOST RECON\DATA\SHELL\Strings.res doesn't have to be overwritten.

  16. workaround is to make the hidden actors invincible. The players may see the hidden actors, but if shot it won't crash the server. Obviously when you unhide want to turn off invincibility or your enemies will kick some serious a55.

  17. If you want here is a little batch file that can be placed in your MOD directory and used to quickly load hero file. Use with caution I haven't fully tested.

    Place 3 hero files in your MOD directory and run.

    -----------

    CHOICE /C:MO MyMod hero file, Original GR hero file

    IF ERRORLEVEL 2 Goto Orig

    IF ERRORLEVEL 1 Goto MyMod

    :MYMOD

    :BACKS up the Original hero files in MOD directory

    copy /Y "..\..\unlocked_heroes.xml" ".\unlocked_heroes.bak"

    copy /Y "..\..\d_unlocked_heroes.xml" ".\d_unlocked_heroes.bak"

    copy /Y "..\..\c_unlocked_heroes.xml" ".\c_unlocked_heroes.bak"

    :COPIES the Mod hero files to GR

    copy /Y ".\unlocked_heroes.xml" "..\..\unlocked_heroes.xml"

    copy /Y ".\d_unlocked_heroes.xml" "..\..\d_unlocked_heroes.xml"

    copy /Y ".\c_unlocked_heroes.xml" "..\..\c_unlocked_heroes.xml"

    goto end

    :ORIG

    :COPIES the Original Backup hero files to GR

    copy /Y ".\unlocked_heroes.bak" "..\..\unlocked_heroes.xml"

    copy /Y ".\d_unlocked_heroes.bak" "..\..\d_unlocked_heroes.xml"

    copy /Y ".\c_unlocked_heroes.bak" "..\..\c_unlocked_heroes.xml"

    goto end

    :END

    -----------

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