Tinker
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Posts posted by Tinker
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Nice work John.
As you are just playing around here, make textures as small as possible until you are finished, then include high res versions.
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No need for patch 1.35
If you have all 3 discs, games, patch 1.4 is it.

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Not having the time for the late meetings here, a shame about the time zones. Do have some time off soon, will be in touch for a few hopefully.
MRC is the only kit I usually ever take. hit the guy in the head he usually drops, but body hits can take 3-4 at range.
If you are on widescreen and you change the resolution to a normal screen size the characters will look chunkier, wider, and be easier to kill, is this what you are seeing?
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Tanks would never fire while moving normally anyhow. Would be nothing more than a waste of ammo. But if you had a dummy apc, it could be sent to certain zones and fire when a real apc passes through probably.
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On a dedi server it is very random on how the hidden elements works. Some people have reported seeing the actors and the skins, others see just a black shadow, others see nothing, this is all in the same mission with a group.
Them who see a skinned, or shadow actor, if they fire at it, and the actor is not invincible, the game tries to do it`s job, and kill the thing, but cannot because it is hidden. Unsure how to solve this, it crashes instead. Making the actors/platoons/whatever, invisible also, helps a little but does not solve it.
Always try to put anything you are hiding, somewhere that the players cannot get to before these guys come to life works wonders. OItherwise, teleport thing to effect or platoon to zone works good.
Vehicles cannot be made invinsible, fire a nade or rocket at a shadow vehicle and CTD. Again, place them in the corner or area the players cannot get to, then teleport them in when needed.
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You can have as many steps as you like in a single plan, makes good instances.

Also you can add the Invisible vehicle teleport it anywhere you like, then give the plan of destroy invisible vehicle to make it fire in the direction you need.
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Not too sure about TvT scripting, but something like this should work.
Group: <Default>
Comment:
Trigger Event:
The simulation is starting.
Responses:
Set Central area to (The central area).
Enable the Central Area script blocks.
Set Comp 00 to 0.
Set Comp 01 to 0.
Set Comp 02 to 0.
Set Comp 03 to 0.
Group: Central Area
Comment:
Trigger Event:
A demo charge was placed within 10 meter(s) of Central area.
Responses:
Allow this block to be reactivated.
If ((The number of members of Company 00 within 10 meter(s) of Central area) is greater than 0), stop and queue a call to Comp 00 Increment.
If ((The number of members of Company 01 within 10 meter(s) of Central area) is greater than 0), stop and queue a call to Comp 01 Increment.
If ((The number of members of Company 02 within 10 meter(s) of Central area) is greater than 0), stop and queue a call to Comp 02 Increment.
If ((The number of members of Company 03 within 10 meter(s) of Central area) is greater than 0), stop and queue a call to Comp 03 Increment.
Group: Comp 00 Increment
Comment:
Trigger Event:
This block has been called directly from the script.
Responses:
Allow this block to be reactivated.
Set the score for Company 00 to (The result of (The score for Company 00) plus 1).
Display ("Your score =" + ((The score for Company 00) as text)) to all members of Company 00.
Group: Comp 01 Increment
Comment:
Trigger Event:
This block has been called directly from the script.
Responses:
Allow this block to be reactivated.
Set the score for Company 01 to (The result of (The score for Company 01) plus 1).
Display ("Your score =" + ((The score for Company 01) as text)) to all members of Company 01.
Group: Comp 02 Increment
Comment:
Trigger Event:
This block has been called directly from the script.
Responses:
Allow this block to be reactivated.
Set the score for Company 02 to (The result of (The score for Company 02) plus 1).
Display ("Your score =" + ((The score for Company 02) as text)) to all members of Company 02.
Group: Comp 03 Increment
Comment:
Trigger Event:
This block has been called directly from the script.
Responses:
Allow this block to be reactivated.
Set the score for Company 03 to (The result of (The score for Company 03) plus 1).
Display ("Your score =" + ((The score for Company 03) as text)) to all members of Company 03.
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Hitman: Codename
Hitman 2: Silent Assassin
Hitman: Contracts
Hitman: Blood Money
Hitman: Absolution
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Right click on ghostrecon.exe and send to desktop.
Right click on shortcut. select properties
Change target:
"Drive letter:\Program Files\Red Storm Entertainment\Ghost Recon\GhostRecon.exe"
To:
"Drive letter:\Program Files\Red Storm Entertainment\Ghost Recon\GhostRecon.exe" -autoserve
make sure a space before -autoserve
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Really interesting article and video found HERE
"We're not straying away from the formula," Patrick Bach, executive producer, told Eurogamer TV in part two of our Battlefield 3 special."It is a very different feeling we're going after. We're not straying away from our own ideas. We are looking at our own stuff, maybe a bit too much at times because sometimes you forget to look at what everyone else is doing. But of course it adds a lot of pressure when people's expectations are that maybe we should do something else, rather than doing what we're doing."
So we have COD and BF both sticking there own roots and now 2 SP games to be very excited about playing soon.

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Knew very little about Hitman until I picked up the collection last year. Absolutely loved it.
According to lead producer Hakan Abrak, there's more to Absolution than meets the eye. Hardcore fans can, if they wish, play the game the way they're used to (and it's been set up to offer them something special). What's different this time, he tells us at the Eurogamer Expo 2011, is everything's just that little bit clearer.Hitman: Absolution Returns - Interview
<iframe width="560" height="315" src="http://www.youtube.com/embed/D3NgZytDyRg" frameborder="0" allowfullscreen></iframe>
:thumbsup: -
Anything over 3M should kill you, injury from falls is a little more random. There is at least a 2M+ wall on the gas plant map in blood oil you can jump off and never recieve injury.
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The engine does not know how to give orders using the command map due to the way the map has been built. Yes the AI seem to work fine in game, however there are a lot of issues with it.
Small example. Take the original swamp prison map. This was also built for TvT only. Now we all scripted missions on it and they seem ok. Around the central building is a raised walkway that you can walk on or under. If you escort a captive or hostage and go under that area they will just stop and not function. You have to push them out and away from the above floor before they will function again. The AI see 2 floors and do not know which 1 they are supposed to be on.
There are a lot of strict rules in this game when building maps to ensure the players / AI / command map, can function correct.
The GPRA maps are good maps, but as said they are TvT maps, with this you can skip a lot of the rules when building the map.
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what happens if you hide the actors and you look at the in-game Soldier Stat thing? Will they show in there or not?
They will still show they are there, soon as you select 1 you will CTD. Again you cannot ask the engine to do something with a hidden asset.
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You can step up onto a maximum height of 0.6M in the game, nothing more.
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Continue executing responses if (Next Player is not equal to (The player-controlled actor)).
Teleport Next Player to zone graveyard
Have Next Player commit suicide
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This mod is a great mod for playing TvT, but as mentioned, this is not properly built for AI to function on. This is the issue.
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Portal 2 has officially sold more copies on the PC than any other platform.
Build a good game, and it will sell.

And it is a great game, builds upon the previous, which is just how it should be!
Portal 2 was more successful on the PC than it was on PlayStation 3 and Xbox 360, Valve boss Gabe Newell has revealed.Speaking in an interview with Gamasutra, he explained that the studio never sets out to make games to specifically appeal to PC or console gamers and is often surprised to see which version fares better.
"We can never predict; I mean we just try to build good games and then we tend to be surprised," he said. "Portal 2 did better on the PC than it did on the consoles; Left 4 Dead did better on the consoles than it did on the PC."
Newell didn't clarify whether he was referring to units sold or total revenue earned.
"So you know we don't try to guess, because we're not sure what value there is to guessing," he continued.
"We've never had a situation where we said, 'We really, really want to build something that is more popular for the console guys.' Because usually we have a bunch of other higher priority problems we want to solve. So we're glad that people want to play our games wherever they want to play."
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Excellent, hope to install graw1 shortly, will have a look at this for sure.
note to weapon modders:I found a way to use attachment ids larger than 31. look at the network.xml inside the local/settings folder. its set to 40 in the moment, its tested and stable.
This could be good news!

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Continue executing responses if (Next Player is not equal to (The player-controlled actor)).
Hide Next Player from the game world.
Have Next Player commit suicide.
This may crash your game. You are trying to kill actors that have been hidden, not good. Never hide and then give a script command to them, always command first, then hide last. Obviously no need to hide dead actors though.
This works fine:
Continue executing responses if (Next Player is not equal to (The player-controlled actor)).
Have Next Player commit suicide.

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How come only Americans get keys?
Probably stress testing servers in a limited area. Sure this will hit other areas soon.

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Yet another UBI stuff you PC gamer I guess?

Alive is now a downloadable PlayStation Network and Xbox Live Arcade game due out this winter. It was originally intended as a full, PC, PS3 and Xbox 360 retail release.
Today, in its re-announcement press release, Ubisoft made no mention of a PC version.
I must add, tend to read a lot of the major gaming news or gamers sites. TBH, most seem to be simply not buying PC games from UBI anymore. Is it the DRM, or is it the quality of the games? Something must be amist.

COD is booming because it is simply COD. I really wish other games would realize that they are supposed to be an improvement on the last installment. Not some cheap tacky copycat of something else.
Do I even need to add what has been done to COJ?

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Ghost Recon (RELEASE) version = 1.3.5.0(0)
That should read:
Ghost Recon (RELEASE) version = 1.4.0.0(0)
You should follow the full uninstall instructions here:
To make a new install:
1: Install ghost recon
2: Install desert siege
3: Install island thunder
4: Install patch 1.4
No other patches are needed.
As already mentioned, save your mod folder first, although if you have been editing files without the full 1.4 patch, I would delete them and start again.
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COD is COD, love it, look forward to the SP party

Happy Birthday
in "Off Topic" Posts
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Happy B-Day, hope a good day was received.