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wwoody23

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  1. Hi Fox, thats right on about the invincibilty thing, guess that's better after you secure the hostages or with SAR missions Can the player see a hostage that's set on invisibility? (Haven't used it much) Wwoody
  2. I know what you mean adamoneil, if your enemies are guarding the hostages and they are fired upon, they will shoot the hostages. I only had success with 3 approaches: 1) Realize this is probable very realistic behavior on the part of the enemy AI and incorporate it into the mission. 2) Face the enemy guards away from your hostages, thus allowing the Ghosts more time to eliminate the guards 3)Seperate the guards an the hostages by a room, wall, big rock, tree ect. 4 (Oops 1 more ) Make the hostages invincible, There is probable a way to play with the AI of the guards thru scripting but, I am not familiar with it. I do know that normaly Enemy AI will shoot hostages when a threat is detected. Wwoody
  3. Thanks for the replies all. It must be just the nature of the beast..........Oh well, had to ask or it would have drove me nuts. I least I know I'm not the only one who's had the frustration of seeing the infamous "all your team has died" signal. Maybe just too much scripting for the game engine to handle a "reload" in the midst of a complicated mission? Makes sense, Wwoody
  4. I have downloaded many fine mods on the net, but every once in a while I'm playing one(SP mode) and things are goin' along fine. I get into a hairy spot in the mission so's I do a quick save and yep! Sure enough, my favorite player gets killed so I quick load and........ CTD !? I read somewhere that some modders set-up there missions that way to make them more difficult. Well it definitely works! Question 1) Has anyone else out there expierienced this phenomena? Question 2) What really does cause the CTD in these missions? Question 3) Can it be "changed" in IGOR so's not to do that? (Please do not take offense if you make missions this way, it's just that I may NEVER complete any of these missions and be forced to move with a "autowin" God forbid!) I suspect this may be a trade secret that can't be traded, but if it can, PLease HELP!! Wwoody
  5. Not sure where you are teleporting FROM. (what zone) But things look pretty good But try perhaps a different trigger like: 1)time elapsed (set at 2 or 3 seconds) 2) or set up a timer and have it expire at 2 or 3 seconds. Play with the time a little and see what happens. Also you can try changing the order of your responses and see if that helps. I am finding that IGOR can be very fussy at times so you kind of need to experiment a little until you get the desired effect. I find that adding a little "space" with timers sometimes helps the responses work a little better. Good luck, Wwoody
  6. It's hard to say without seeing the script summary what's wrong, but: 1) make sure the zones you are transporting actors from and to are completely different zones. Due to the "random" scripting it's possible your "transport to zone"and "transport from zone" can occasionally be the same zones!? (Thus causing the effect you refer to.) Post your script if you get a chance . Wwoody
  7. Here's something that worked for me in a recent mission I started: 1)Decide which "actors" you want to use for your allies. 2)Set up an actor file in the mod you are creating. 3)Activate your mod 4)Now open Igor, but with NO mission file loaded. 5)Open up the "actor editor" and load one of the actors you decided on in step 1 6) Adjust the "stats" and save under a different name in the "actor file" of your mod. (step 2) do this for each allie you want to use. 7) place "your" new actors in the mission ( they should behave much "smarter" now when encountering enemy forces) Wwoody
  8. Check out my post on Ghostaholics: http://www.ghostaholic.com/forums.php?m=po...8d460227#bottom Wwoody
  9. Have you tried uninstalling GR.. then defrag... then reinstalling? This has helped me in the past. (Not with Igor , but other apps.) Wwoody
  10. Nice tough mission, keep up the good work wwoody
  11. I'm thinking that you need to set up a 2 zones somewhere near the Enemy team. The first zone would act as a "trigger zone" As the enemy team enters the zone via a "path" plan this would initiate a "trigger" using "proximity plattoon" , with the platoon being your enemy team. The second zone would be the "telaport zone" As the enemy enters the "trigger zone" the following responses would occur: Telaport plattoon (being PlayerPlatoon or the "Ghosts") to telaport zone. (Make sure the zones aren't too close or facing each other or it will be like spawn killing) Another possible "trigger" could be "actor fired" and choosing an actor from the enemy team, for the "actor fired" Although the enemy actor would have to be scripted to fire through a probable a timer trigger due to the fact that there would be no threat until the Ghosts arrive. (Meaning more scripting) The two zone approach would be the simplest and better way. Hope this gives you some ideas as to how to start. This only one way of probable many to achieve the desired goal. Experiment until you like what you get Wwoody
  12. Now have the trial Photoshop and my Briefing maps are awesome (if I say so myself.) Made 5 of em' in about 5 minutes and they work, imagine that!? Anyone need a map? PM me !! (but only for the next 30 days har, har) Thanks all! wwoody
  13. Too cool!! I'll get right on it! Thanks, deleyt! Wwoody
  14. I am working on a Mod that includes mission in Post WW III midwestern U.S. Would anyone be able make-up a briefing map of the American Midwest? I know I could just leave that screen blank, but I like the authentic "feel" of the briefing map. (Don't have, nor can afford Photoshop at this time) Thanks Wwoody
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