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peterm1

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  1. OK thanks for the quick response. I should have added - a very nice mod to a very nice mod!
  2. There is a minor glitch with this. When chosing normal (non optical) sights the rounds hit several feet above where they should. (At least using silencer which I was when I noticed this error. I cannot recall if that can make a difference.) I think I can remember how to correct this in the XML, its been months since I played with it, but it would require a lot of trial and error. Could you have a look at your code please to see if there are any obvious errors. many thanx
  3. Brettzies thanks for your response. I dont believe I have noticed my grenade key not working before - only with this mod. I have however noticed a similar issue with the key thats used to bring a certain weapon (I think its the MC whatever) up to line of site. This is with another mod not yours. So maybe there is something in the coding of GRAW that is very sensitive to how mods are implemented. In general though I do not have problems of this sort with my other mods. (Pretty well all of which are run from a separate folder using the mod installer rather than being hand coded into the English folder.)
  4. This is nice mod but exhibits a problem on my system. I have it installed as a separate mod which I can activate selectively using the freeware mod activator. But when I do the use grenade key no longer works. I tried resetting the key selections in the options screen but still it does not work after doing this. This problem occurs not only with the M4 but with any other weapon selected. Would you be able to check you code please?
  5. I just installed it and played part of the quarterback mission. Heaps of fun thank you. I think I will be using your AK for a while now. Its accurate and sounds great too.
  6. OK thank you very much. Just downloading now That worked much better thank you - I have downloaded and unzipped it. Maybe the 7z file had a corruption
  7. [q Yes I am using 7-zip (I even downloaded and upgraded to version 4.44 as version 4.42. did not work with the file but it still tells me the file is not a suported file type
  8. a77.org/sap/ak74/english.7z The above "link" not functioning as a link ..........(I am using IE now too.) I did eventually get the file at the other link downloaded but it will not extract using the 7z utility even though its labeled as a 7z file
  9. I tried clicking the follwoing link: Here is mod M4(SnowFella) with integrated in it AK74 (my)
  10. Yes this can be a tough mission. I replayed it recently and found it much easier second time around. I also got killed a lot (or my men did at certain points) but I have noticed in this game that it seems to be fairly random, rather than totally scripted. I think small changes in you route, approach to key pinch points etc can sometimes make a difference. I am not sure how this works but by restarting a mission and playing thru it again it sometimes seems that small differences accumulate and what was dreadfully hard last time becomes a lot easier this time, perhaps because the way triggers are set thee enemy spawns differently or perhaps becasue they are programmed to look for enemy approaching in one direction more than another just as you cna tell your AI where to cover. Ifyou are in a game and after getting killed just go back to the last save point and then repeat the same steps exactly this does not seem to work out so well. So it is definitely worth exploiting this feature by trying differnt tactics and approaches. Oh a couple of small tricks I learned second time around. As you approach these scramblers they, well. scramble your HUD display and also stop being marked on the tactical map. Before this happens go into the map and click on waypoint. Put a waypoint directly over the location of the scrambler. The waypoint continues to display in game and on the map even when the scrambler is working so you can work out how close to them (and to danger) you are at any moment. This helps a lot. When the scrambler is located just sneak up, take out the few enemy who directly engage you then if you can see the scrambler unit - a big rectangular box that looks like a washing machine with a aerial on top, shoot it or grenade it. Then when it's dead, and the objective has been confirmed back away from the location as if you approach and there are any enemy alive - which there often are - you have to risk getting killed for no good reason. There is also at least one such location where an overhead sniper sits immediately nearby in full view of the scrambler with an RPG and you will get killed a lot till you work out how to locate and take him out. (There is also a panhard and mchine gunner covering the area.) Best bet is to avoid both of these as you can approach this point from another direction, (thru one of those funny little arcade "tunnels" ) knock out the scrambler then back away unharmed to go on to the next objective if you avoid the proximity these does not bother you after this.
  11. In reply. I have modded weapons so more have access to scopes. In particular the little M8 compact in second position now has a scope and I always choose it (with scope) over a pistol as a backup. Sometimes I add a silencer too it if I think that stealth will be useful from time to time, especially where the main weapon does not have a silencer. The M8 sight also gives plenty of ability to keep an eye on whats happening nearby as it does not dominate the field of view. Its quite useful to use this is close range fire fights. (How often when using the SCAR have I been sighting down on a tango only get picked off by one of his buddies because I cannot see what is going on around me. Too dman often) As a primary I prefer the SCAR H but often do not choose it as there is no way of picking up ammo on the way and in heavy firefights and long missions its just too easy to run out even when being careful to fire short bursts. Usually I use the M4 SopMod addon. This is a nice weapon; accurate and fires standard cartridges that allow me to pick up extra ammo on the way. Usually I have a grenade launcher attached simply because I almost always find one or two spots in a mission when there is a need to blow something or someone. There will often be a tango around the corner that you just cannot get any other way without exposing yourself to fire. Besides, when a panhard goes up it goes up bigtime and looks purty. As extras in my backpack I almost always equip extra grenades for the launcher if I have selected this for the main weapon. I can always pick up extra cartridges but without choosing additonal grenades you only get about 3 and usually that is just too few to do the job well. The extras you carry in the backpack leave plenty for most missions including a few to chuck around just for the hell of it. There is a posting in the wepons mod section which tells you how to add a sniper scope to a standard weapon and how to boost the magnification on the aimpoint. Thats useful too from time to time but truth is I find that while the SCAR H and a sniper scope is effective for long range sniping its pretty useless for a hot and heavy fire fight as your vision is just too restricted for my liking.
  12. Confirmed - you can definitely avoid both tanks. It just involves moving around the perimeter a lot. After the tower goes down there are a couple of nearby tangoes who I take out then continue in a clockwise direction having approached the tower in a big loop. That is - away from the train station and away from the shortest route to the helo. Continue in this mode spotting the occasaional tango with the drone and killing them until eventually you are at the pick up point. If you have done your job right in your original approach and taken out the tangoes, the biggest problems occur nearer to the helo when there are a whole bunch of tangoes first in some workshops and then in a destroyed building which occur after passing under the elevated freeway once more. (Its a kind of long building and looking down on it from the drone the roof looks damaged - other than that its hard to say since I did not get closer) You need to pass thru or close to the workshop but can avoid getting too close to the destroyed building - which is just as well as thats where the last tank is situated. Just as you approach the helos location take care there is one last tango on a nearby rooftop just waiting to take you out and send you back to the last save point. cheers
  13. I just checked my files. It's not on my end nor are the wrong files posted. Just simply DELETE those extra .XMLs you were talking about. ONLY the e_bullet_hits_high.xml affects the Blood. OK I think I finally got it working. But I also had to delete texture files. Seriously the files posted seemed to be much more than just the blood mod files. Not sure how or why. Thanks for the mod and your help
  14. Agent Smith wrote: "Are you POSITIVE that there is no OTHER .xml in the Local -> English -> Effects folder?" Look I checked you download file again and there are a whole bunch of xml files in the effects folder - like e_ambience.xml, e_explosions xml, probably well over a dozen or so, plus many other files that do not appear to be blood mod only related. This is from your download link above which purports to be the blood only mod. (You provided three alternate D/L sites in a post above. Have you posted the wrong files?
  15. Indeed. The latest Blood only version (This one: http://www.ghostrecon.net/forums/index.php...d=444126&#) has the slo-mo problem removed. Hi the above links back to this thread so I presume you are referring to the file download link you provided a few posts back in this thread. I have downloaded this and installed it - I still get the slo mo. No idea whats going on. As I said I have this mod and the M4 Sop mod installed in the English folder - all other mods are in their own folder and activated separately so perhaps I should do that with your mod?????
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