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Everything posted by AB_Lt_Cmd_Riker

  1. Wombat: Yes, sir, it has been a long time. I took your suggestion and made all of the opposing_force.atr characters the same new "ISIS" character I created, but I am still getting a couple "default" GR characters in the firefight (AB FF185). I have attached the co-op firefight mission, and was wondering if you might take a look at it and let me know where I have messed up the scripting? (coop) ab_firefight-762.gtf
  2. Hi All: I was wondering it is possible to have just ONE character used for a firefight? Typically the firefight selects several different characters from the actor files for a firefight, but I want to have a firefight that uses just one specific actor\character. Resistance...is futile Michael Priester AB_Lt_Cmd_Riker
  3. When attempting to install Ghost recon, I receive the following error message: "The InstallShield engine (kernal.exe) could not be launched. Class not registered." Below is my system information: Windows 7 Professional SP-1 x64 Intel Core i7-3770 @3.40GHz 8GB RAM RealTek HD Audio v6.0.1.5985 AMD Radeon HD 7570 v8.922.0.0 w/32GB RAM DirectX v11 Thanks; Michael Priester AB_Lt_Cmd_Riker
  4. Apex: Makes sense...I'll give it a try. AB_Lt_Cmd_Riker
  5. Apex: How the h$ll are you? It has been WAY too long...I see what you are saying. Here is what I thought could POSSIBLY be done(?): In a mission, I simply set up a zone on the map (Ex: Zone: Respawn 01). When a member of the Player Platoon (set as an Actor Ref in the script as "Player Actor") reaches the zone it triggers a "Respawn Group": GROUP: RESPAWN Allow this block to be reactivated Continue executing responses if (Player Actor is active) Continue executing responses if (Player Actor is a valid reference) Teleport Player Actor to Zone: Respawn 01 Now, here's my thinking for a Firefight: Instead of setting up a new zone along a map, which would be pretty much impossible as every map has different settings and rooms where, as you said, the player actor could possibly be "warped" out of the action all together. Could you simply use one of the 35 "points" on a map that are setup as spawn locations for enemy AIs as the respawn location? Now granted, the big issue with this would be you possibly respawning into the middle of a large number of bad guys, but my thinking is that this would POSSIBLY be avoided, depending on the map and the TIME that the respawn actually happens (my thinking is that not all of the 35 points are used every minute of a firefight to spawn new enemy AIs). So, when a player is killed, the Group: Respawn would take place and would simply respawn the Player actor to the nearest "point" where he/she was killed...Does this sound too stupid or impractical??? AB_Lt_Cmd_Riker
  6. Hi all: Okay, here's another one for you: in a firefight, the absolute worse thing is having to run all the way back to where you were killed at. Is there a way to make the spawn sight move as the fight moves away from the original spawn zone to keep you closer to the fight? I know this is possible in missions, but how would it be handled in a firefight? Thanks; AB_Lt_Cmd_Riker
  7. Hi All: It's been quite a while since I've been here or in Ghost Recon, but decided recently to fire up GR and take the old gal for another spin. I was wondering about generating a .gtf firefight file: I have seen in the scripting where you can spawn (call) an "opposing force" with a specific number of bad guys (say, 30). Here's my question: Is it possible to call for SPECIFIC actors with specific weapon kits to fill the opposing force? AB_Lt_Cmd_Riker
  8. I was wondering: It gets really frustrating when you have to scroll one weapon at a time in any of the kit options in GR. Is there anyway of speeding this up?
  9. I was wondering why it seems whether you are in a firefight or a mission, enemy AI's tend to fire one shot at a time, even when they have fully automatic weapons like the AK-47. Is there a way to script the bad guys so they always fire in full automatic mode instead of single shot?
  10. Hi All: I was wondering if anybody has come across this problem...When joining a multiplayer game, you get some wierd sounds in Ghost Recon. In particular, when you switch weapons, I hear a man dying (death screams) instead of the normal velcro-type sound. The person hosting the game doesn't hear it, just people who have joined the game. I have deleted the sound folders for the MP1, MP2 and Origmiss add-ons and reinstalled the original sound folders from the CD, but ot no avail...
  11. Hi all: Can anybody tell me why every time I try to open an .rsb file with the PhotoShop Plugin (RSB.8bi) I get the following error message: "Plugin can't read the requested format." I doesn't matter which .rsb file I try to open, I get the same message EVERY time...Any ideas on how to work around this and actually be able to open the .rsb file? Thanks; Michael
  12. Tinker: I did that...as I said, however, I think I may have some items not correct in the .ctf file. It only requires a Recon Insertion Point, and does not require any bases be present. Is there any way that I can send you the file and have you look over it and let me know if I have any scripting error in it? I want to try and make it as multi-player as possible, so any advice on my scripting (or lack thereof) would be greatly appreciated... Thanks; Michael
  13. rileyfletcher_01: Thanks...Like I said, it's been a while since I've tried to do any of this. Tinker: No joy...I edited the .gtf file using the blocks you showed me, but it didn't work. I think I have something wrong in some portion of the scripting within the .gtf file that is "offsetting" the changes you offered. Thanks; Michael
  14. Tinker: Thanks for the response (as always!)....It's been a while since I've done any kind of editing in GR...I can't for the life of me remember what program I used to edit the ".gtf" file in GR??? Thanks; Michael
  15. Hi all: One of the biggest complaints I hear from players in GR is when an enemy AI has been killed, you can still see blood splatters even after the body disappears. The AI dies, and another one (or three) move up to take his place. You shoot at the others, but you can't kill them because of the intiial enemy AI's "body" seems to still be there - the other enemy AI's can kill you through it, but you can't kill them. Has there been any progress on this, or is it just wishful thinking on my part? I know a lot of people complain that they lose way too many lives in a game (mission or co-op) because of this... Thanks; Michael Priester AB_Lt_Cmd_Riker
  16. Hi all: I was wondering if there is a way to "move" the spawn location for players in a FireFight as they move across a map, similar to what is done in a mission when a player (or players) move past a specific location on the map. it gets kind of bothersome to have to run all the way back from an initial spawn zone as the fight moves further out away from it. Thanks; Michael Priester AB_Lt_Cmd_Riker
  17. ApexMods: You were right...the mask_sr.rsb and the mask_sr-v.rsb files were missing. Apparently, all seven files also had to be installed in the "Origmis" texture folder as well as my mod's texture folder in order for it to work correctly. Once I installed them, the night vision worked perfectly for the sniper weapons as well. Thanks for your insight!
  18. ApexMods: Thanks for the quick reply...I'll take a look and see about the mask_sr.rsb and mask_sr-v.rsb files. Any suggestions on where I might get a new set of the .rsb files that will take care of all of it for me at one time? Maybe a specific mod or download?
  19. Hi All! I recently added new mask_binoc.rsb, mask_nv.rsb, mask_sr.rsb, mask_sr-nv.rsb, nvmask.rsb, nvmaskalpha.rsb and nvnoise.rsb files to expand viewability during night operations when using night vision. I noticed, however, that there was no effect on any of the sniper weapons? Other weapons - pistols, shotguns, machine gunes, etc., now have the expanded viewability - but not the sniper weapons. What I am doing wrong or what is missing?
  20. Hi All: After posting a request for a possible add-on that included a Saiga 12gauge shotgun, I decided to create one myself. The problem that I am having is with the sound file for the weapon. I found a nice video of a Saiga 12gauge onYou Tube, but I am having problems getting IGOR to recognize the file - when I choose the sound folder where the sound file is located, IGOR "freezes". If I remove the sound file, IGOR starts normally. I have saved the file as a standard Windows PCM wave (.wav) file, mono, 8-bit and 22050kHz, but to no avail. I tried other settings with the same result: IGOR freezes when I point it to the sound folder if the file is there. If I remove the file, IGOR starts up normally. I am thinking at this point that it might be the software that I am using to first extract the sound file from the video and the software I am using it to convert the sound file to .wav format. Anybody have any suggestions on the software I should use to accomplish both of these tasks? I need software that can extract audio from a video and save it to the correct .wav format for GR, or possibly a second software program to "convert" the audio that is extracted from the video file to the proper audio format.
  21. ApexMods: Thanks so much! I'll try one of them out. Any recommendation as to which mod has the best version of the Saiga?
  22. Hi All: I was wondering if anybody has modeled a Russian Saiga 12-gauge Shotgun for the [Ghost Recon] (v1.4), and if so, where can I get it? I had a friend of mine show me Battlefield 1942 with a Desert Combat mod add-on, and it had the gun...Man that thing is awesome! Thanks in advance...
  23. Hi All! I was wondering if there was a way to make certain armored vehicles like tanks, for example, have to be hit more than once before they are destroyed? The famous German Tiger, for example, was almost inpenetrable in the front, so I wanted to make it have to take two or three hits before it is destroyed. As it is set up now, it only takes one hit to destroy any armored vehicle, and that just seems a bit weak considering how tough the Tiger and the Abrams M1A1/2 tank are...
  24. Hi All: I was wondering if there are any new tutorials on creating kit icons for GR? The ones available don't go into enough detail as to completing the process step-by-step. The one for use with Paint Shop Pro or PhotoShop, for example, doesn't give you any "what if" scenarios - I followed the example given, but when I attempt to paste the weapon into the kit, Paint Shop Pro and PhotoShop doesn't allow me to move the pasted weapon image to the proper position in the kit. It simply pastes it right on top of the weapon currently situated as the primary weapon at the top. Also, with the newer programs available (PhotoShop CS4, etc.) is there a newer plug-in that will work a little better? A lot of times when I try to open a .rsb file in Paint Shop Pro with the current plug-in (which is old from what I can tell) I get an message from Paint Shop Pro that there was an error with the plug-in...
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