Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by ita_killabees

  1. there is still someone worse than me, that's what it means, doesn't it?? eheheh
  2. hmm seems good; i was looking for a 3d model, to be put on scale... on thesse drawings i do not have dimensions, which is what i need...
  3. Hello everyone. Finally im back on Ghost Recon, in the modding community. But this time, not for virtual modding, but for a "real" one. But let me explain... It's a couple of years that i play airsoft, and some players enjoy trying to build themselves some rifles, MGs, etc that havent been made yet. In these days, a user asked for some draws of a Browning M2, so I asked myself: "what about asking some of those modders?" We would like to use a 3d model to make some measurements and, helped by other photos and so, trying to make a copy the more realistic possible. So, any of you would like to share his browning model, to allow us to make that custom airsoft machine gun? here's the thread, i'm sorry it's only in italian. http://forum.airsoftcommunity.info/viewtop...f=29&t=5427 I'm sure that anyone willing to help will feel fine on the site, some on the forum should speak english better than me And here's a pic of "those sunday soldiers" which i belong to (but don't worry, luckyly its only a game ) Link To Large Image * I am the ugly guy, the second from the left * [staff Edit: - Please keep pictures to 500 pixels wide] Done John, sorry about that...added black square on faces for privacy reasons
  4. turning AI off after he's been running may work? of course, it should be a linear path. or setting timer to keep giving him the "run" team plan, maybe. You can check civilians ROE and so in M15 in [GR] russian campaign. I would add...set stance fixed to "stand".
  5. even before, since i should be working right now
  6. my pleasure ... and im pretty happy you are putting in some old jobs! some kind of...pride ehehe!
  7. god, it's ages i do not log in this site...but it seems that the [GR] community is still rockin'! After this mod, I must re-install dear old GR. Let's hope i even find the time to play, then...eheheh!
  8. hmm even if you set "sec_actor_invisibility" on??? sounds pretty strange to me...
  9. yeah there is a way. put the claymore kit in a Group, for example "CLAY KIT GROUP". Set "Control Kit Group" to control this group of triggers, and set it to "disable". Once the player is given the kit, set "Enable Control Kit Group" and in "Control Kit Group" set "Disable CLAY KIT GROUP". Player shouldn't be given the kit anymore when he spawns. There is even a "respawn" trigger event, so you should check it too.
  10. i think mig is right, it depends on who's the enemy you're fighting. I usually set soldiers with Aks and one PKM or two RPK, then all in suppress ROE. GL, usually one even for teams or 3 or 4. RPGs rarely, only if there are friendly tanks in the map and they are scripted to attack them. The only problem with GL is that it's really too accurate. Hell they miss you with a 30 rounds mag to snipe you out with a 40 mm grenade. Editing the gun file can be a good idea ehhe. SVD is a great addition to the enemy team. They will punish you if you dare too much eheh. Sometimes i put somewhere a fixed GL or a fixed MG. But most of the times fixed MGs will miss you. Soldiers are just standing waiting for you to shot them eheh. Usually i give AN-94 to what should be elite russian soldiers and AK-74 or AKSU to regular soldiers. AK-47 to the "rebels", and i would give SMGs and AKs to druglord and so. Mercenary should have some M16a2 and so. And if you are going in south america, well, it's said there are many ww2 weapons between the various groups. Not sure though.
  11. well i have a Sapphire X1600 pro and its giving me maaany problems eheh. in embassy map, i go from 240 FPS to 16 in some parts of the map. Still dont know why ehehe. BTW, you're totally right. If you want to edit them, try to contact the creator, maybe he can gives you charachter with no headgear and separate attachments.
  12. well if you have an edited XML file and you host a game, you kinda "overwrite" other people XMLs i think. BTW, you should be right.It works only on the "chest" armor (so values for head, legs etc. won't change). the mod should work if set to highest priority. you will need only "modscont" file and the xml. you dont have to create folders, but its always good to make them.
  13. there was a MG43 in the great patriottic mod, or am i wrong?
  14. in single player, you do not need to place all desert and jungle LOD, game will automatically load them it named right (with _desert and _cuba in the end) while for multiplayer, you need to put those jungle and desert LODs that can have a totally different name the ones from the others. If you give different names in single player it will not work EXAMPLE <ModelName>xxx.chr</ModelName> <LOD2>xxx_a.chr</LOD2> <LOD3>xxx_b.chr</LOD3> <DesertLOD1>xxx_desert.chr</DesertLOD1> <DesertLOD2>xxx_a_desert.chr</DesertLOD2> <DesertLOD3>xxx_b_desert.chr</DesertLOD3> This will work EXAMPLE 2 <ModelName>xxx.chr</ModelName> <LOD2>xxx_a.chr</LOD2> <LOD3>xxx_b.chr</LOD3> <DesertLOD1>yyy.chr</DesertLOD1> <DesertLOD2>yyy_a.chr</DesertLOD2> <DesertLOD3>yyy_b.chr</DesertLOD3> This will work in multiplayer and will not work in single player.
  15. original maps have many glitch, but most of times you will not fall in them. in embassy, if you stay prone in the garage ramp looking on the big street, people from street can't hit you (how many kick&ban in multi for this eheh...). Many glitch can be found if you are using for any reason the teleport commands and so.
  16. hmmm try this open gr, open your command console, write "help". there is a command that shows you all the animation (it must be showanimation but im not sure) set AI off (write toggleai once) and put two soldiers one in front of the other. Select binos with one, check if you can read the animation. If you cant, end mission and save replay, then try to slow it down. Not sure if animation will work, but, why not?
  17. well actor files to be edited are in the MP folder. im not sure but it can be that those files are needed only by the one that is hosting the game, give it a try with your friends! Now these are the things to do: (NEEDED NOTEPAD ) 1) OPEN "rifleman-01.atr" in the Actor\Rifleman folder of SOF 2) COPY the MP Folder from MP2\Actor folder to SOF\Actor\ Folder 3) OPEN "mp_plt1_asl.atr" in the MP\Platoon1\ folder Multiplayer actor file will look like this <ActorFile> <VersionNumber>1.00</VersionNumber> <ArmorLevel>2</ArmorLevel> <ActorName>@MP_atr_rif</ActorName> <ClassName>rifleman</ClassName> <ModelFace>icg_wht_cmo_02.rsb</ModelFace> <BlinkFaceName>icg_wht_cmo_02_blink.rsb</BlinkFaceName> <DesertModelFace>icg_wht_cmo_02_desert.rsb</DesertModelFace> <DesertBlinkFace>icg_wht_cmo_02_blink_desert.rsb</DesertBlinkFace> <JungleModelFace>icg_wht_cmo_02_cuba.rsb</JungleModelFace> <JungleBlinkFace>icg_wht_cmo_02_blink_cuba.rsb</JungleBlinkFace> <KitPath>rifleman</KitPath> <ModelName>ica_us_rifleman.chr</ModelName> <LOD2>ica_us_rifleman_a.chr</LOD2> <LOD3>ica_us_rifleman_b.chr</LOD3> <DesertLOD1>ica_us_rifleman_desert.chr</DesertLOD1> <DesertLOD2>ica_us_rifleman_a_desert.chr</DesertLOD2> <DesertLOD3>ica_us_rifleman_b_desert.chr</DesertLOD3> <JungleLOD1>ica_us_rifleman_cuba.chr</JungleLOD1> <JungleLOD2>ica_us_rifleman_a_cuba.chr</JungleLOD2> <JungleLOD3>ica_us_rifleman_b_cuba.chr</JungleLOD3> <Weapon>3</Weapon> <Stamina>3</Stamina> <Stealth>3</Stealth> <Leadership>5</Leadership> <ScaleX>1.000000</ScaleX> <ScaleY>1.000000</ScaleY> <ScaleZ>1.000000</ScaleZ> </ActorFile> Now, where there is <BlinkFaceName>icg_wht_cmo_02_blink.rsb</BlinkFaceName> <DesertModelFace>icg_wht_cmo_02_desert.rsb</DesertModelFace> <DesertBlinkFace>icg_wht_cmo_02_blink_desert.rsb</DesertBlinkFace> <JungleModelFace>icg_wht_cmo_02_cuba.rsb</JungleModelFace> <JungleBlinkFace>icg_wht_cmo_02_blink_cuba.rsb</JungleBlinkFace> Replace all the faces file with the ones of SOF, and in the part <ModelName>ica_us_rifleman.chr</ModelName> <LOD2>ica_us_rifleman_a.chr</LOD2> <LOD3>ica_us_rifleman_b.chr</LOD3> <DesertLOD1>ica_us_rifleman_desert.chr</DesertLOD1> <DesertLOD2>ica_us_rifleman_a_desert.chr</DesertLOD2> <DesertLOD3>ica_us_rifleman_b_desert.chr</DesertLOD3> <JungleLOD1>ica_us_rifleman_cuba.chr</JungleLOD1> <JungleLOD2>ica_us_rifleman_a_cuba.chr</JungleLOD2> <JungleLOD3>ica_us_rifleman_b_cuba.chr</JungleLOD3> replace the .chr files with the one from SOF (you will find these in the character folder). If you will open GR now, you will see that multiplayer rifleman soldier in platoon 1 will look like your so loved skins eheh. NOTE @MP_atr_rif This is how multiplayer actors are named. The name you read in the multiplayer depends from the Strings (its a .txt). That was made to translate the soldier name in all languages without creating conflicts and so. String file changes if you have installed the german version, or the italian, of the english, etc. if you need anything else, tell me.
  18. a good part of Ghost Recon characters are made with parts of ghost recon characters so poly count is almost the same. skins in centcom are much better that anyone before, models very detailed and very well made. there could a limit but i dont know if on the total polys in the map or what. btw even using weapons from varius mods (that replace all the originals, even the enemies one) with many guys in a map will hit hard your FPS. Maybe there's no limit, but effects are visible.
  19. it has been talked a lot about what stats can do, and "search" key helps. By the way, no stat affects the speed of the guys, you you want to increase that you have to increase the scale in the actor file (.atr). And for the texture files etc, it would have been better to open a new topic. by the way, there is a trasparency control, through channel alpha. Short and sweet, alpha channel are a section of your RSB texture file (that you can make in photoshop and save as "Alpha 1") Anythink that is selected will be visible in game, other things won't be visible It does not work perfectly on some QOBs and CHRs (since these were not intended to be invisible eehhehh) so you will still see the "siluette" of the 3d model. Often, this effect is more visible with night vision google.
  20. bigcat, if you change the character name, you do NOT change the texture source. its not enough to change the character name, you need to create a new one that will take the texture from a different texture file. characther files (.chr) are the ones that determines the 3d model you see in the game, texture files (.rsb, red storm bitmap) are the ones that determines the colour applied on the 3d model. how it works? the 3d model is divided in "parts" that takes the colour from different files, for example the head has one file and the body another. if you use Miche Schells skinner, when u you open a .qob, .pob or .chr (as you may want!) you will see that there are many different parts. In MP2 files these parts are BODY and HEAD. leave HEAD as it is, dont touch it (it is set with head.rsb so it will take any .rsb you set in the actor file) while in the BODY part set the .rsb you want. For example my_riflmenan_desert.rsb for a desert character and so on. NOTE RSB FILE NAME CAN BE TOTALLY RANDOM. you can give a texture a random name like jkdfjhkjah.rsb and, if you open an original .chr, select body, select the source .rsb like "jkdfjhkjah.rsb" it will work. actor generator is great, but DO NOT CREATE ATTACHMENT JUNGLE AND DESET LODs, keep this in mind
  21. hmmm have you ever heard about snipers calling air strikes? ehhe
  22. "there is no moon" is a scripted sound eheh. and a small part of the soldier voices aren't used at all the tag of <desert> map and <jungle> map affect only two things: 1) The character it will use: it will auto_select all characters with_cuba or _desert at the end of their names but CAUTION: normal .chr ---> ica_us_sniper_a.chr desert .chr ---> ica_us_sniper_a_desert.chr AND NOT ica_us_sniper_desert_a.chr THIS ONE WILL NOT WORK You DO NOT NEED to put into the Actor file all the characters tags <ModelName>ita_rif_02_sp.chr</ModelName> <LOD2>ita_rif_02_sp.chr</LOD2> <LOD3>ita_rif_02_sp.chr</LOD3> Same for faces texture files (.RSB) remember to put _cuba and _desert AFTER the _blink part sniper_face.rsb ---> sniper_face_desert.rsb sniper_face_blink.rsb ---> sniper_face_blink_desert.rsb NOT sniper_face_desert_blink.rsb for example will autoselect the _desert and _cuba characters. But this DOES NOT AFFECT ATTACHMENTS You need to put yourself all the different attachments <MidSpineAttachmentNormalLOD>backpack.qob</MidSpineAttachmentNormalLOD> <SpineMidAttachment>abackpack_desert.qob</SpineMidAttachment> <MidSpineAttachmentJungleLOD>backpack_cuba.qob</MidSpineAttachmentJungleLOD> Obviously, since you put yourself the attachment, they do NOT need to be named with _desert and _cuba, their name can be totally different. For example using a "patrolcap.qob" for normal environment and a "boonie.qob" for the jungle environment. 2) Tags will operate on opposing force voices. Normal will have enemies speaking russian, Desert speaking Eritrean, Jungle speaking spanish. NOTE FOR CHARACTERS the desert and cuba tag will only work on PLAYER CONTROLLED ACTORS, and NOT with AI Actors. If you are making Multiplayer characters, YOU NEED TO PUT ALL LODs Like in default MP2 Actor Files: <ActorFile> <VersionNumber>1.00</VersionNumber> <ArmorLevel>2</ArmorLevel> <ActorName>@MP_atr_rif</ActorName> <ClassName>rifleman</ClassName> <ModelFace>icg_wht_cmo_02.rsb</ModelFace> <BlinkFaceName>icg_wht_cmo_02_blink.rsb</BlinkFaceName> <DesertModelFace>icg_wht_cmo_02_desert.rsb</DesertModelFace> <DesertBlinkFace>icg_wht_cmo_02_blink_desert.rsb</DesertBlinkFace> <JungleModelFace>icg_wht_cmo_02_cuba.rsb</JungleModelFace> <JungleBlinkFace>icg_wht_cmo_02_blink_cuba.rsb</JungleBlinkFace> <KitPath>rifleman</KitPath> <ModelName>ica_us_rifleman.chr</ModelName> <LOD2>ica_us_rifleman_a.chr</LOD2> <LOD3>ica_us_rifleman_b.chr</LOD3> <DesertLOD1>ica_us_rifleman_desert.chr</DesertLOD1> <DesertLOD2>ica_us_rifleman_a_desert.chr</DesertLOD2> <DesertLOD3>ica_us_rifleman_b_desert.chr</DesertLOD3> <JungleLOD1>ica_us_rifleman_cuba.chr</JungleLOD1> <JungleLOD2>ica_us_rifleman_a_cuba.chr</JungleLOD2> <JungleLOD3>ica_us_rifleman_b_cuba.chr</JungleLOD3> <Weapon>3</Weapon> <Stamina>3</Stamina> <Stealth>3</Stealth> <Leadership>5</Leadership> <ScaleX>1.000000</ScaleX> <ScaleY>1.000000</ScaleY> <ScaleZ>1.000000</ScaleZ> </ActorFile> EDIT There's a 3rd thing that the tags operates on. That's the opposing force for the quick games like firefight, recon, and any custom player made quick mission script. opposing_force_0.atr opposing_force_0_desert.atr opposing_force_0_jungle.atr kits are always the same.
  • Create New...