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Everything posted by MarkAm_i
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A week before, I had a very similarly crazy mission. It was in the Swamp with the GR Specialists. I can't tell you how many times I've been there and got my ass handed to me. But, this day was a bit different. Once again, I was shooting and scooting; taking the time to perform the Recon in single file as much as possible. While setting up traps for pursuers, with my buddies watching my back. (For whenever I needed to fall back.) There was a ton of close calls; flanks that I just countered with my preparations and proper squad formations. I exercised my full tactical skill to secure the mission on this one. I've never before finished a Mission HX mission with all the Ghosts alive and Healthy. I don't expect to do it again anytime soon. hehe
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MHX Map Size: This version scales depending on the map size. Anywhere from around 37-130. Particularly good for the larger GR maps. Chopper, tent, and vehicle models were replaced with Radio antennae models. Removing obstacles of vision and increasing immersion. Uniformity in the Opfor Now you can choose the type of enemy force that goes with the map (MHX Map Size DS, MHX Map Size GR, or MHX Map Size IT). This is one large immersion enhancement. The enemy will look like a single expansion type. Looking at you Frostbite. Secure objectives now include UAV Thermal Scan Press the Map Mode key (Tab) for UAV support over the Secure Objectives, when within 100m range of the Objective. Includes a 60 second 'refueling' cool down. Also an enemy count. *This is the server Host's responsibility. Claymore disarming and Demo placement at Objectives no longer require Demo Specialists. Claymores: This is GRAW inspired. Also because the GR kit options are already limited to 2, the missions play much better. Press the Map Mode key (Tab) to disarm claymores. This is the Host's job, to give the order to disarm. Press the Tab key when another Ghost is near the clay (Player or AI). Random Clay Disarming failure included (hit the Tab key multiple times if you want to avoid this option). Demo Charge Placement: Press any of the 3 ROE keys (7, 8, or 9) several times, to prepare & set, the Demo Charge at the Objective. When the charge is armed, a warning sounding begins--an intermittent beep, for any nearby units. (a great addition for coop, single lesson learning hehe) *This is Platoon Leader dependant. ScreenShot26 -0 Not actual gameplay footage. haha POW Rescue replaced by Capture of enemy Commander. This is a challenging Objective that requires Reconnaissance. One of the best additions of this version. The Commander will carry a PKM, which can be recognized by the bi-pod position at mid-barrel and the Wood on the weapon. Kill the commander's squad and he will drop his weapon and surrender. They will be in the vicinity of the Objective marker (100m). 1.jpg 2.jpg This one took some 9mm in the belly, coming around the 'wrong' corner as I ran around a building in pursuit of an enemy.5 3.jpg When you have 2 (still alive) on the way to Extraction, it's a particularly good day. Objective types are now described by color for sake of ease. Gold = Capture Blue = Recon Red = Secure White = Demo Intel at Recon and Capture removed. For enhanced immersion. At Extraction, smoke is popped after arrival, and one Ghost is enough to initiate the 'Mission Complete'. Credits: It was Skyclad who created the improvements.
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Playing with AI Backup can be great. Especially if you activate just the right number of respawns with them. But, it can also be fun & even more intense to play SP. Doing this with the Specialists is even better. Being able to choose your loadout and have it fixed, so that you can get right into the game from the start is awesome. Also, restarting missions, or moving onto the next one and being able to skip the process of Repicking your fireteams is sweet. I've created a mod that allows for the Specialists to be selected and made some files of Platoon Loadouts that has each Specialist with their kits as in campaign. It's very cool. I have 3 loadouts for the GR, DS, and IT expansions. Playing with the characters regularly is pretty fun. Each one has been developing a bit of a personality and a history of experiences. To be honest, their's a bit of banter that's kind of hilarious. It's quite different from the GR Regulars. Only certain Specialists can be utilized per each expansion. So, when you select the maps, you have to match up your Platoon Loadout with where you're playing. Other than that, it's just so nice to not have to pick the loadouts and the Specialist skins are quite unique. I play Mission HX--random mission generator, almost exclusively. For the intensity and challenge. The freshness is so good, there is no memorization, no quicksave whoring; nothing to make the gameplay feel stale. I've also went through every map of the Gold Edition, and moved the Objectives and enemy placements, to maximize the defensive potential of each map. Ahem, I didn't stop there, I went through the enemy kit loadouts and inserted each of the Opfor weapons, so that all of them would be seen being used by the enemy, including sniper rifles. But, best of all I gave them some AT4 primaries like you might have seen in Centcom. I also tweaked some weapon zoom settings of the Gold kits to make it easier on the eyes.
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Unlikely to ever be achieved again, by any human being, including myself. At Insertion, 114 enemies with 41 enemy fireteams. I never thought I would make it further than even a quarter of the map. Over half of the enemy forces equipped with AT4 primaries. I expected Doom, and rightfully so. It was well that I had my IT Specialist squad, well equipped. Still, I thought I was dead meat. Anyway, a ton shooting & scooting. Full use of the MM1, OICW, and the Sensors. Unfortunately Jack Stone took a rocket to the forehead before firing a shot. So, all the time, I was ready and not ready to die....Mostly wanting to get as many of them, and as far as I could. You don't know how many times I've been spawning in and getting ed up, right off the bat. Going into the Jaguar Maze, I wasn't expecting much different. You know when you have an active waypoint, and your squad member following gets stuck on a corner? (only happens with a pair, not 3) Well, it turns out that you can actively use this "bug", to split your squads. I've been using it for the past few years. I lost the 2 on Charlie near the beginning. Then went through the Maze for the rest of the map with my squads split. Finishing this map with 6 Ghosts on SP (without respawns), would have been impossible otherwise. Here's how it works. You stop at a corner and go Advance at all Costs, then put a waypoint somewhere, you run around the corner or boulder until the guy behind gets stuck. But, most often, you switch to the guy and run him backwards (because they are generally decent about avoiding getting stuck when they're close to you). You can watch the map while you're running to see when/if the other team member stops. (I moved Page up/down to Y & U keys, to be able to switch with ease.) The key is, when you want to switch from that squad, you have to put them on Hold, so they don't go for the waypoint. When you switch back to them from another squad, you have to put them on Advance at all Costs again, because the waypoint order will be removed if you advance while you're still on Hold. Squad splitting is such a game changer, it's hard to describe. To be able to have one Ghost on point, you can count on more stealth, and take more risks when it comes to Reconnaissance. Dying in single file is far superior to doing it in pairs! haha
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Hello, I made some kit files. Combining pairs of weapons and secondaries. When I play with them, the stat card icons show blank. Is there a way that I can fix this?
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I would definitely be up for some Mission HX. PM me.
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Hello, I am playing a gametype that has a bug I need help with. The objective is in Mission HX, after I complete or fail the objective, the Ghosts who had seen it will suppress the OBJ from across the map, even if there's a rock 10 feet away that they're hitting. It's weird. I'm guessing that the problem lies with the 'Actor' that allows for the random placement of the Objective, that it is not being hidden. I think this may be only on failures, but it's unplayable as is, so I'm not positive. Now, there are a couple of other factors with the Objective type and what's called a Secondary Command Interface that the modder used to create something called Extreme Recon. The way it works is that you double tap the Map Mode key twice quickly and you can activate a Secondary Command Interface. In it, when you create a firing arc on the map you can activate the switch on and off, for Extreme Recon mode. This basically makes it so all enemies are invisible to your AI. It helps so you can confirm that the red dot on the Map is the Air Strike target. (An upgrade of the Recon from the original MHX.) I don't think the Air Strike Objective is the problem, except for maybe not having the actor hidden upon Objective's end. However, the Extreme Recon that hides enemies on the map and the Secondary Command Interface may be another matter. I was hoping to find a modder who might recognize the bug and point me in the right direction. Once I get this fixed, I will be sending Rocky 3 upgraded versions of Mission HX. A Map Size one for increased OpFor, A Random Patrol one, and the Laser Designated Air Strikes with the upgraded Recon Objectives. Thanks for any help, I can't wait to fix it so I can continue testing this.
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[P2: "A Cold Day in Hell" v1.00 - public release]
MarkAm_i replied to migryder's topic in GR - General Mod Topics
Hey, I see Mig seems 'AFGR', but I have small problem maybe someone can help me with. It's on the Black Wolf map, when I walk through water I hear gun fire in place of the 'footstep splash'. I tried increasing the P2 priority above Frostbite. That helped, only because now it's a less annoying gunfire sound, an SD one instead of an M16. I was hoping to fix it myself, but I couldn't locate the sound file that's the culprit. I can't see the conflict, I have GRPA and AS 2.6/etc. active alongside p2 and frostbite. If the sound didn't cause a reflexive "Oh ######, I'm being shot at from close, and I'm about to die..." I wouldn't bother trying. It's such a cool map, it sure would be nice to be able to fix it. -
Did anyone figure out how to disable death text messages?
MarkAm_i replied to metavoid's topic in GR - General Mod Topics
Thanks for your help Wombat. I thought maybe someone else had seen this problem and I might find a shortcut to resolving it. I'll report back if I figure out why I made GR so angry. About Blood Oil, the folder structure seems a bit odd. Mission HX utilizes the Opposing Force 0-9 or however many. In most mods, those files are in the Actor folder loose. in Blood Oil, they are in a folder "Opposing Force". How do you think I should get it working with Doc's NAG mod? It was either fiddling with the confused attempts to get Blood Oil working, or when I tried using Rockall with just the Opposing Force files in the NAG Actor folder. One of the 2 went so wrong that GR went cross-eyed and refused to forgive me, no matter what reverting I attempted. Have you seen GR break so that a reinstall seemed to be the only remedy? It's something to do with the Mission HX, the no death messages mods, and getting those Actor folders mixed up. She gets furious and there seems to be no way to appease her. A reinstall is my only remedy. Really not a big deal, it turns out. (After I figured out to backup Options.xml) -
Did anyone figure out how to disable death text messages?
MarkAm_i replied to metavoid's topic in GR - General Mod Topics
Has anybody else faced crashing issues? My Ike.log says: RSFILEDATA: FindFile could not find file opposing_force_33.atr RSFILEDATA: FindFile could not find file opposing_force_5.kit RSFILEDATA: FindFile could not find file rk_plt_06.chr HumanMotion: Could not load character: rk_plt_06.chr RSFILEDATA: FindFile could not find file rk_plt_06_a.chr HumanMotion: Could not load character: rk_plt_06_a.chr RSFILEDATA: FindFile could not find file rk_plt_06_b.chr HumanMotion: Could not load character: rk_plt_06_b.chr RSFILEDATA: FindFile could not find file basichelmet_06.qob RSQOBLoader::Load: Could not find file basichelmet_06.qob RSNode: Could not load model basichelmet_06.qob I don't have Rockall active, but those are characters from it's mod. I am playing with Mission HX, so it may be complicating things too. What happens is that if I do anything wrong with the Actor files, the game crashes at start up. So I try and fix it, but even after going to the basic Gold Edition, trying to launch with only Mission HX, the game still crashes at launch. Sometimes it seeks Blood Oil (which isn't active) and sometimes it's Rockall. I mean I did a fresh install of MHX, went and launched with basic mods (no Rockall folder in Mods) and the game is somehow seeking Rockall files still? I can't get Mission HX to launch at all, though the game will launch for regular Missions. I took the mod out of the mods folder and it still seeks it. It's like the String.res modding breaks something if you don't have the proper Actor files, if I make any mistake the game will no longer launch. Since I pretty much only play Mission HX, in the past I've been forced to reinstall GR, a fresh MHX, and a new No Death Messages mod and it will work, but I can't figure out how to avoid this. Can anybody make sense of why Mission HX would be crashing for not having a mod's Characters, when I'm not playing that mod? Or whatever happens when the Actor files are improperly placed? Removing Doc's mod for the testing, trying to get MHX to work doesn't help. -
Did anyone figure out how to disable death text messages?
MarkAm_i replied to metavoid's topic in GR - General Mod Topics
Thanks Wombat! Can't wait to try it out in Coop. -
Did anyone figure out how to disable death text messages?
MarkAm_i replied to metavoid's topic in GR - General Mod Topics
After a 4 year period with little GR, I'm back into the game and was trying to figure out why my buddy and I couldn't get the MP working. I'm glad I came across this topic by accident. The blank spaces for the MP name explains the crash upon the kill. Thanks Doc, are you still playing sometimes? I can't find the no death messages file in the downloads, Can you upload it again if you still have it Doc? -
How come you have a community reputation of 32 and mine is only 1? How you stat pad like that?
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Been years, xfire died, Multiplayer?
MarkAm_i replied to MarkAm_i's topic in GR (PC) - General Discussion
Thanks, but DA49 has been a plague since it's ill-gotten creation. A foul infestation of a mod, a blight on GR multiplayer. I don't enjoy it, it goes in the wrong direction. If you had said CENTCOM, I would have been extremely pleased. But this news saddens me, that that griefer-thief Dark Angel taints GR multiplayer even to this day. -
Hi, I'm wondering what options are left for GR players to get together. I've not used Gameranger, because I had xfire. Is it an option these days and if so, is it the main option? I just got the game again and am looking forward to getting back into it. Are there any mods (that you would recommend), that have come out in the last few years? Thanks. PS Am I the only one who randomly remembers the Russian humming sometimes? Years since playing, and sometimes it just comes out and I hum that 3 second tune.
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Mod suggestions? SP gameplay and OGR Coop?
MarkAm_i replied to MarkAm_i's topic in GR:AW 2 (PC) - General Discussion
I am replying in the GR.net messenger pagey. -
Mod suggestions? SP gameplay and OGR Coop?
MarkAm_i replied to MarkAm_i's topic in GR:AW 2 (PC) - General Discussion
Hey, thanks pagey, good to see you around. Aren't there certain mission mods that move the spawn area up as you proceed to clear the map? Those might be okay in SP without AI. Any idea which those might be? -
Hello, a year or two ago I was in a discussion with Apexmods and some other forum members about playing GR without the text notifications. Apex said that he planned to go through his mod to convert it so that you could play without any kill text. I can't find this post. Does anyone know of any mods that have a patch, mini-mod, or are converted for this?
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Hello, I reinstalled GRAW 2 again for the first time in many years. Back when I played it, I only ever got through the 4th mission. What mods would you suggest for SP? I just want to get the best experience and try and see the campaign through, then see if there's any modded campaigns that work well in SP. I've read a lot of negative comments about the patch 1.00 to 1.05, any advice on whether and which patch to use? I don't dig those briefings, the quality of production is above cartoon, but below CGI movies. Trying to read my objectives and they won't sthu. Is there a way to play with the team outside of the campaign? I thought that you could play a mode where if you die, you play as another soldier on your team until you complete or are wiped. OGR Coop, was that only for GRAW 1? I am stuck on mission 2, it's not completing, maybe I hit Play Mission instead of Continue. I read that is a problem today, I'll have to try the Continue again. I'd really like to be able to play all of the missions in OGR coop, where I can soldier switch if I get killed and attempt to complete the campaign this way. Thanks for any suggestions, this game looks like a really cool GR mod.
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Hey wombat, the clays are visible most of the time. If I can get this mod working without clays I will come back and share it. I gotta create a readme because there are a lot of updates, but it's what I find funnest for GR. I don't play much without Mission HX because of how the randomness replaces 'script traps' very well. Thanks for taking the time to test it and for the instructions. Hopefully within the next week or two I will be back online to share it, I'll try and make an effort. I haven't played GR in over a year and if this works, I can see myself getting back into some missions more regularly. I really appreciate the speedy response too, I am only online every 1-2 weeks so this is great.
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So, I assume that I can find the Constants once I do this? I thought it might be menus and submenus to locate it. What you're describing sounds more like an ini? I should have clarified that I know nothing about modding.
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Hello, I have been hoping to figure out how to disable the claymores in the Mission HX mod for a long while now. I contacted harntrox and was pleasantly surprised to get a response from him. I need help deciphering his advice though. He said: "Claymores are stripped out by making the exclusion radius larger than the game level (change from 50 to 500 i think in the Constants)" I don't know anything about scripts or modding, but I think that it might just be a matter of getting pointed in the right direction by someone who does. Can someone tell me where I can locate them? Thanks.
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