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spalvl

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Posts posted by spalvl

  1. Yes, You can fully customize the amount of AI teamates, respawns off/on, and class/kits for every team member.

    It is just a matter of modifying the \Ghost Recon\Data\Temp\coop_avatar.toe file on the server and changing the file to read only. You just have to know how to use explorer, how to format file and use notepad.

    These 2 topics describe in greater detail,

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

    http://www.ghostrecon.net/forums/index.php?showtopic=19624

  2. So if my mod is just skins, no mission/campaign, I can't do it, right?

    You can still do it by packaging your mod with a new unlocked_heros.xml, d_unlocked_heros.xml, and c_unlocked_heros.xml. But I pesonally get annoyed when mod authors overwrite my hero files during install. Of course that is just my 2 cents.

    Another options is to package the above files in the MOD directory and specify in the README file how to replace hero files or create a batch file to automate replacement of files.

  3. Skins - Adobe Photoshop,

    DeepPaint (used with Photoshop),

    Mike Schell skinner program.

    Models (charcters, weapons, vehicles, maps, etc) - 3dstudio Max (I think... ver 3 - ver 5 ?)

    Kits game & engine stuff - Igor or notepad.

    I suggest starting with kits, missions, and game engine stuff. Low cost to start out if you are enjoying and want to take to next level then Photoshop, deeppaint, and 3dsm. They are a little pricy though unless you are a student. Even if you are not search the web on how to make yourself a backup ID (assuming you lost your student id :devil: ) and become a student for the student discount. cha, ching...

  4. Game would crash just before I got in.

    Don't think that is the .TOE file, the .TOE file isn't used until starting mission. I checked your .TOE doesn't seem to refrence any non GR, DS, or IT stuff. I would take a look at and post your Ghost Recon\IKE.LOG that should tell you what file is missing and causes the crash.

    is there a way to get the AI backup guys to be able to share the respawns

    Not that I know of.. I found only player controlled actors respawn, regarless of which actor the player is controlling at the time. But I found it fun too, if I get killed to respawn and I change avatar to an alive actor, then the AI can have the fun chore of running back to where the action is (sometimes using the worst path possible).

  5. Is there a coop MOD that will allow you to take AI into the game with you, and also let you have respawns?

    Not really a mod, but basically what you are already doing with editing the COOP_AVATAR.TOE file and marking read only when complete. You turn respawn on, edit the .TOE file with desired platoon, change .TOE file to read only and that is it. Get the best of both worlds.

    You can modify the TOE file to have just one backup AI upwards (I have tested succesful with 10*)

    It is really just a matter of copying/pasting actor sections in .TOE and renumbering correctly. The numbering is the important part, IgorIds need to be correct with Platoon, Teams, and actors. Format counts Actors 1st, Teams 2nd, Platoons 3rd, and Company 4th.

    Example Actor section:

    <Actor IgorId = "7" ScriptId = "0" Name = "_Actor" File = "mp_plt1_asl.atr" Kit = "rifleman-02.kit" Owner = "7"/>

    Example of a COOP_AVATAR.TOE file with 2 AI backup (both AI in Alpha team).

    <TOEFile>

    <VersionNumber>2.000000</VersionNumber>

    <Company IgorId = "6" ScriptId = "0" Name = "_LAN server" MultiplayerCompany = "2">

    <Platoon IgorId = "5" ScriptId = "0" Name = "_Platoon1" MultiplayerPlatoon = "1">

    <Team IgorId = "4" ScriptId = "0" Name = "_Alpha">

    <Actor IgorId = "1" ScriptId = "0" Name = "_PLAYER1" File = "mp_plt1_asl.atr" Kit = "rifleman-03.kit" Owner = "1"/>

    <Actor IgorId = "2" ScriptId = "0" Name = "_PLAYER2" File = "mp_plt1_asl.atr" Kit = "rifleman-02.kit" Owner = "2"/>

    <Actor IgorId = "3" ScriptId = "0" Name = "_PLAYER3" File = "mp_plt1_dem.atr" Kit = "demolitions-04.kit" Owner = "3"/>

    </Team>

    </Platoon>

    </Company>

    </TOEFile>

    Example of a COOP_AVATAR.TOE file with 3 AI backup (2 AI in Alpha team, 1 AI in Bravo team).

    <TOEFile>

    <VersionNumber>2.000000</VersionNumber>

    <Company IgorId = "8" ScriptId = "0" Name = "_LAN server" MultiplayerCompany = "2">

    <Platoon IgorId = "7" ScriptId = "0" Name = "_Platoon1" MultiplayerPlatoon = "1">

    <Team IgorId = "5" ScriptId = "0" Name = "_Alpha">

    <Actor IgorId = "1" ScriptId = "0" Name = "_PLAYER1" File = "mp_plt1_asl.atr" Kit = "rifleman-03.kit" Owner = "1"/>

    <Actor IgorId = "2" ScriptId = "0" Name = "_PLAYER2" File = "mp_plt1_asl.atr" Kit = "rifleman-02.kit" Owner = "2"/>

    <Actor IgorId = "3" ScriptId = "0" Name = "_PLAYER3" File = "mp_plt1_dem.atr" Kit = "demolitions-04.kit" Owner = "3"/>

    </Team>

    <Team IgorId = "6" ScriptId = "0" Name = "_Bravo">

    <Actor IgorId = "4" ScriptId = "0" Name = "_Actor" File = "mp_plt1_snip.atr" Kit = "sniper-04.kit" Owner = "9"/>

    </Team>

    </Platoon>

    </Company>

    </TOEFile>

    *A team can have more than 3 actors per team, but when a team has more than 3 actors GR will crash if accessing the roster screen, use quick keys to change team members or try DonMigel's suggestion in below link. Below link goes into greater detail.

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

  6. GR_Modder*AFZ*, Can you elaborate more on how the .toe files in mission directory affect platoon setup? By default there are 2 toe files

    training.toe - Which appears to be used during the training mission to fill in values in Ghost Recon\DATA\temp\avatar.toe , but not all values like my defualt values in that file are things like this...

    <Actor IgorId = "6" ScriptId = "0" Name = "_Horace Dominguez" File = "rifleman-48.atr" Kit = "c:\documents and settings\garys\desktop\ghost recon\mods\origmiss\kits\rifleman\rifleman-01.kit" Owner = "0"/>

    Garys??

    m_avatar.toe - Looks to contain auto assign platoon setup, but modifying this file doesn't seem to have any effect.

    If it could be figured out how to write data into the Ghost Recon\DATA\temp\avatar.toe files when a mission loads kinda like training mission could probably accomplish some cool stuff with GR modding.

  7. Also forgot step 5. Choose "Ok" to save changes

    You playing single player?

    If so file to be modified is Ghost Recon\data\temp\avatar.toe

    You won't actually see the team during team selection phase, you will see selected team after mission load.

    Not sure if matter but I have GR patched to 1.4, I never tried this trick on earlier versions.

    When it file is read only the Ghost Recon\IKE.log should have an error message like this,

    "

    TOEFile: Could not open d:\ghost recon\data\temp\avatar.toe for saving

    Loading map d:\ghost recon\mods\mp1\map\d08_tank\d08_tank.map

    "

    Here results of ATTRIB command on Ghost Recon\data\temp directory.

    A __ D:\Ghost Recon\Data\Temp\coop_avatar.toe

    A __ R __ D:\Ghost Recon\Data\Temp\avatar.toe

    A __ D:\Ghost Recon\Data\Temp\green_avatar.toe

    A __ D:\Ghost Recon\Data\Temp\gold_avatar.toe

    A __ D:\Ghost Recon\Data\Temp\red_avatar.toe

    A __ D:\Ghost Recon\Data\Temp\blue_avatar.toe

  8. There is a round about way of doing this.

    1. Start a mission, select the default team you want and start the mission.

    2. Either quit GR or ALT +TAB out of GR

    3. In "My Computer" or Windows Explorer find the <INSTALLED PATH>Ghost Recon\DATA\TEMP\AVATAR.TOE file.

    4. Right click the avatar.toe file and select the read only attribute.

    Next time when you start a mission the auto select team or selection you make won't matter as instead GR will use the previous team selection from step 1 which is stored in avatar.toe. The game engine cannot overwrite the file (now read only) and instead uses step 1 selections stored in avatar.toe.

    If you want to modify your team selection you can uncheck read only attribute on AVATAR.TOE and repeat steps 1-4 or you can remove read only attribute and can simply edit the AVATAR.TOE file in notepad or another text editor changing kits/classes and finally returning to read only when editing is complete and saved.

  9. will it be a lot more difficult to use the marines?

    Depends on your skill in MAX, with the IT models you can work with the mesh on a vertice sub-object level and cut out the body parts you need to create a new mesh. Very often though body parts sizes won't perfectly match up so will have to do some manipulation.

    could I import gear from antother model

    If the gear is a seprate mesh mesh objects, most M. Schell models don't have the gear like this except for helmet, gloves, and boots. But if you can work in MAX at vertice sub-object you can do some interesting things. I have in the past imported attachment models (such as canteen or pouches) and then added to my character. Keep in mind that the manipulation of an object may have an effect on the skin mapping.

    import gear from antother model and either add it to the marine's body OR use the .atr editor and add the gear as an attachment

    You can do either, I prefer to work with just model in MAX as I can see what my character will look like with all gear, but attachments can easily be reused on more than 1 actor.

    what tag would I need to use to add the attachment to the upper chest., spine-low, mid-spine ect ect.

    Good guide,

    http://www.ghostrecon.net/forums/index.php?showtopic=15

  10. It depends on the model.

    Some models have the helmets, backpack, belts, etc as attachments models (DS/IT)

    Some models have head and head gear that are 2 different meshes within the character model. Often when the head and head gear are 2 different meshes the top of the head is cut off (not modeled). The original GR models are easier to work with then IT/DS model as the different body parts are different meshes.

    Often what I do is work with the original GR model and import body parts from other models. So if I wanted a helmet less specialist, I would open the specialist model I want, delete the head and head_gear meshes, and import the head mesh that best matches from another model.

    The webgear is tougher to work with but if use same procudure as above you may be able to finda a torso that is closer to your liking and with some editing get it right to your taste.

  11. You could also

    - customize the amount of players to take it below 36 or even above 36 (may crash higher than 36)

    - change the AI kit selections to any customized selection

    - add respawns with AI backup still being active

    by manually editing the <gametype_avatar.toe> file, and changing the file attributes to be read only on the server.

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

  12. But what if you wanted to do LAN by yourself, not on COOP, on another mode, and you wanted to play against a team of 'bots' but with 'bots' on your team too?

    You could come close to TDM with creating a co-op game and making type firefight or defend.

    I rember the CS bots, I used POD and strumbot for HL/DOD, POD was good.

  13. STEAM killed HL for me and my mates 3/4 of us don't play anymore after STEAM it is too much of an intrusive hassle and is used ad delivery. HL used to retail for $30 1 year ago (keep in mind 5 year old game), but I have since STEAM seen the game in the $10 game store bargin bins.

  14. Cool, Thanks DM. I tried adding more AI team members in coop game above 9 and it worked (client crashed when accessing roster screen in game, but expected).

    In theory using the same method should be able to extend how many players a coop server could have by opening up all 4 teams.

    This method could also be useful for server admins wanting to limit the classes per server, with the *_avatar.toe file being read only, players couldn't select their class/kit but instead would only have choice of using what is available on server with players flipping between AI available kits.

  15. One of the biggest annoyances for me in GR has been how the Platoon AI/gear/characters are greatly customizable in SP but in MP when you choose AI backup you get up to 8 additional platoon members that are the 1st 3 class types with the 1st kit in each class type. You can change what is being selected with the default options, but this is still very limiting in comparison to SP. We have often desired when playing 2 player coop having a little more AI backup, but without the full 9 person platoon. Below topic describes more with a semi solution.

    http://www.ghostrecon.net/forums/index.php?showtopic=17537

    In short we have found a way around this MP limitation.

    Below is what we have learned about how a MP coop server works (on the server)

    1. All players select their class, kit and select READY

    2. Server Creates a file <INSTALL PATH>\Ghost Recon\Data\Temp\COOP_AVATAR.TOE file (XML format)

    3. Game engine reads the newly created <INSTALL PATH>\Ghost Recon\Data\Temp COOP_AVATAR.TOE file

    4. Values in the COOP_AVATAR are used to assign game data to platoon, teams, and players.

    The way to add customized AI platoon memberS is to modify the <INSTALL PATH>\Ghost Recon\Data\Temp\COOP_AVATAR.TOE file with the desired platoon members/kits and change the attributes on COOP_AVATAR.TOE to be READ ONLY.

    (Many way to accomplish, from command line attrib +R <filename> or right click on coop_avatar.toe and select read only check box in explorer or My Computer.)

    When the file is read only at step 2 GR cannot overwrite the file with a new file and instead uses the existing data that has been modified in the file.

    This would be procedure for a MP coop server,

    1. Server Admin modifies <INSTALL PATH>\Ghost Recon\Data\Temp\COOP_AVATAR.TOE file to have values of desired platoon.

    2. Server Admin changes COOP_AVATAR.TOE to read only (see above many ways to accomplish…)

    3. All players select their class and kit and select READY (doesn’t matter what anyone selects as server won’t be able to create data file, selections must be made by server admin in .TOE file)

    4. Server attempts to create file <INSTALL PATH>\Ghost Recon\Data\Temp\COOP_AVATAR.TOE and fails (no error messages given, but is logged in IKE.LOG)

    5. Game engine reads <INSTALL PATH>\Ghost Recon\Data\Temp COOP_AVATAR.TOE file

    6. Values in the COOP_AVATAR are used to assign game data to platoon, teams, and players.

    This is an example of a modified COOP_AVATAR.TOE

    <TOEFile>

    <VersionNumber>2.000000</VersionNumber>

    <Company IgorId = "14" ScriptId = "0" Name = "_LAN server" MultiplayerCompany = "2">

    <Platoon IgorId = "13" ScriptId = "0" Name = "_Platoon1" MultiplayerPlatoon = "1">

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

    <Actor IgorId = "1" ScriptId = "0" Name = "_PLAYER1" File = "mp_plt1_asl.atr" Kit = "rifleman-03.kit" Owner = "1"/>

    <Actor IgorId = "2" ScriptId = "0" Name = "_PLAYER2" File = "mp_plt1_asl.atr" Kit = "rifleman-02.kit" Owner = "2"/>

    <Actor IgorId = "3" ScriptId = "0" Name = "_PLAYER3" File = "mp_plt1_dem.atr" Kit = "demolitions-04.kit" Owner = "3"/>

    </Team>

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

    <Actor IgorId = "4" ScriptId = "0" Name = "_Actor" File = "mp_plt1_asl.atr" Kit = "rifleman-01.kit" Owner = "4"/>

    <Actor IgorId = "5" ScriptId = "0" Name = "_Actor" File = "mp_plt1_dem.atr" Kit = "demolitions-02" Owner = "5"/>

    <Actor IgorId = "6" ScriptId = "0" Name = "_Actor" File = "mp_plt1_dem.atr" Kit = "demolitions-01" Owner = "6"/>

    </Team>

    <Team IgorId = "12" ScriptId = "0" Name = "_Charlie">

    <Actor IgorId = "7" ScriptId = "0" Name = "_Actor" File = "mp_plt1_asl.atr" Kit = "rifleman-02.kit" Owner = "7"/>

    <Actor IgorId = "8" ScriptId = "0" Name = "_Actor" File = "mp_plt1_hvywep.atr" Kit = "heavy-weapons-04.kit" Owner = "8"/>

    <Actor IgorId = "9" ScriptId = "0" Name = "_Actor" File = "mp_plt1_snip.atr" Kit = "sniper-04.kit" Owner = "9"/>

    </Team>

    </Platoon>

    </Company>

    </TOEFile>

    Thanks to Del for his help in figuring this out,

    • Like 1
  16. Thanks guys, I have also scoured the JO community and the net for this info with no luck so far.

    /d - Read resources form directory instead of pff. --

    /r - Record demo (single player only) --

    /p filename - Playback demo. --

    /l - Turn on error log. --

    /s - Turn on save scores mode. --

    /vt - record tgas of playback. --

    /sys - Get system information. --

    /? - Show this list. --

    /VIDTEST = test the videocard settings

    /DUMP

    /TD

    /AA

    /STARTUPURL /STARTUPHTM /STARTUP /URL /LOADBAR

    /NOSTACKTRACE

    /STACKTRACE

    /NOSYSDUMP

    /SYSDUMP

    /NETLOG

    /NOHUD

    /NOSMOKE

    /NOCASINGS

    /NOBLOOD

    /NOPARTICLES

    /2

    /NOSTAT

    /sys

    /shadowmap START _PUNT.TXT

    /PUNT.TXT

    /NWDUMP

    /sstga

    /PROFILE

    /HOST

    /w

    /noreload

    /FRISK

    /COMDUMP

    /NETFLOW2

    /NETFLOW

  17. Anyone know how to run a demo dedicated server on a server with a non-DX9 compliant video card. I found there are a number of additional switches for use with JODEMO.EXE (/? to see some).

    But couldn't figure out the right combo.

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