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Tinker

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Posts posted by Tinker

  1. Looks like you downloaded the game to the desktop and installed it to the same folder.

    I assume you downloaded 1 single file from amazon to begin with? It would be so much better if we could go back to that file and remove all else and start a fresh here.

  2. Boosting an actor's strength

    This can be done in the mission file by actor stats boost. You can run this more than 1 time, each time it will boost the actor stats.

    3. Fog is set at 100, and the enemy sniper's range is 175, giving him the edge at long range.

    <_< The fog is 100M, the player can only see 100M, but the sniper can see 175M? How does he do this?

  3. Kinda thought it would be the same thing. Did look at that Sandy model, but had a mobo in mind already that is 1366. Have a better look over it tomorrow. Thnx.

    it always bugs me why Amazon can offer two almost identical things for sale But not give you the same information or discription, so you cant compare them

    That is the issue every time.

    980 rolling in @ over £400 and the 990 hitting £800. :huh:

  4. click on start, down the bottom in the search box type graw2.exe. If the game is installed it will find it for you. The folder that it is in is where brettz mod needs to be installed to. The folder on your desktop is just the installation files, put them somewhere safe for future installing, you do not need them anymore.

  5. Great game, grab it quick...

    Inspired first-person puzzle game Portal is free to download on Steam until 20th September.

    Maker Valve is running the deal to showcase how Portal and Portal 2 can and have helped kids grasp trickier aspects of science in an enjoyable way.

    Apparently Portal makes things like physics and problem solving "cool and fun". And that "gets us one step closer to our goal: engaged, thoughtful kids!"

    Portal, a short game, is a calm and bullet-free puzzle solving experience. Twists of humour and taxing, portal-based conundrums made it one of the best games of 2007.

    Steam page

  6. They work well with scripting destroy vehicle. But using grenades are hit and miss. Sometimes they will activate first hit, other times you can activate infinate ammo and it takes over 10 hits with a GL before they animate. Not sure why. <_<

    To make the threat indicator stop tracking the safe you would have to remove seeing all vehicles on the command map. As they all use the same single icon.

  7. Looks ok, did a quick try here and it works fine with this:

    Group: <Default>

    Comment:

    ---------

    Trigger Event:

    The simulation is starting.

    Responses:

    Set players to (The player-controlled platoon).

    Group: <Default>

    Comment:

    ---------

    Trigger Event:

    A member of players is within 2 meter(s) of Zone dead.

    Responses:

    Use dead to loop over all actors in players after this block.

    Group: dead

    Comment:

    ---------

    Trigger Event:

    An actor loop is ready to process next.

    Responses:

    Allow this block to be reactivated.

    Continue executing responses if (next is not equal to (The player-controlled actor)).

    Have next commit suicide.

    You can always put a load of damage effects down and make just the player actor invincible.

  8. Operation Guillotine Gameplay Teaser

    <iframe width="560" height="345" src="http://www.youtube.com/embed/3HG6iT7-lz8" frameborder="0" allowfullscreen></iframe>

    Battleblog #10: Crafting a captivating story grounded in authenticity

    Battlefield 3 goes much closer to contemporary reality and current events than previous games in the series. We’re depicting a war and everything that suggests. We have tried to get closer to the slang of the modern warrior. We are mixing tension-building passages with the chaos of suddenly erupting firefights. We’ve sought to keep the game feeling as plausible as possible, because the moment the audience stops believing it could happen, then you’re just like every other shooter.

    "We’re depicting a war and everything that suggests"

    We loved making Battlefield: Bad Company and Bad Company 2. They were great fun, they had their own theme, they were light hearted. In essence, they were adventure flicks. Indiana Jones with an assault rifle. But with Battlefield 3, we knew we had to really divorce ourselves from those characters and those themes. We had to go somewhere else and do something different and push a different set of buttons. We're telling a war story now, and that means it needs to feel credible, it needs to feel contemporary, and it needs to connect with things and emotions that we have never really tried or had the means to properly connect to before.

    The non-linear story in Battlefield 3 is told by way of a frame narrative where U.S. Marines Staff Sgt. Henry "Black" Blackburn is being interrogated about recent world-shaking events. What the player actually plays are Black's recollections of the events where a new threat known as the PLR caused him to be involved in military joint operation all across the globe.

    As the single player campaign takes players from Paris and New York to the dustbowl of the Tehran desert and beyond, they will also walk in the shoes of several different characters from different branches of the Armed Forces. Each playable character in Battlefield 3 allows the player to obtain his (or her) own perspective of the chaotic events that transpire, giving us the opportunity to explore the human psyche and what it means to be human.

    One thing about DICE games is we do care about characters. This was true for Bad Company and it's true now. We put them in challenging situations. We ask them questions. In Battlefield 3, we ask: ‘What would you really do for your country?’. U.S. Marine Blackburn's answer might be different from another character's. It might be the same. We've tried to put our people in contexts where they make emotionally valid choices. Playing all of the different characters and first-hand experiencing their situations and methods leads to a stronger, more emotional, and more immersive experience in the single player campaign.

    We're making a different game than we've ever made before. It's scary. It's bigger in scale and bigger in drama. The tone hits closer to home, is tougher and more raw than we've ever done before. But the values, I think, caring about the people next to you, the people you meet, the people you play. That's a constant for us.

    BattleBlog

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