smokin 0 Posted January 27, 2004 Share Posted January 27, 2004 (edited) Well of coure thinking this would be simple to do ginxed me. But I tried quite a few ways to rearm the player platoon. Took a look at hx mod coopied what he did, and even tried a couple of other ways to try to rearm the players. The two main ways I tried are Block: Proximity platoon, member of player platoon within zone_X Block_preserve Assign Kit_Y(to the nearest actor of zone_X) Kit_Y Block: Time elapse Block_preserve Continueif (# of members of player_platoon within zone_X is greater than or = to 1) Set actor_X to the actor nearest to zone_X assign Kit_Y to the actor_X Tried assigning kit after kit but all that happens is an old fashion crash. Ideal would be to assign frags only, but I'll settle for a kit with frags in em.Also tried lableing the kits with and without the".kit" at the end. Edited January 27, 2004 by smokin+SD Quote Link to post Share on other sites
Jack57 0 Posted January 27, 2004 Share Posted January 27, 2004 Best way to do it is to queueloop the player platoon. Like this: Group: <Default> Comment: Trigger Event: <Whatever trigger you like here> Responses: Use ReArm to loop over all actors in PlayerPlatoon after this block. Group: ReArm Comment: Trigger Event: An actor loop is ready to process ThisActor. Responses: Allow this block to be reactivated. Assign "whatever.kit" to ThisActor. Just create an ActorRef tag as a 'handle' for the loop process. It can be anything you like - I have used ThisActor. Make sure you type the kit name exactly or it will crash GR - best to copy-paste the filename to avoid errors. If you get a ctd check the Ike.log to see if it is not finding the kit you specified. If you want frags only use the restrictions-04.kit from the Origmiss\Kits\multiplayer\ directory. Cheers, Jack Quote Link to post Share on other sites
smokin 0 Posted January 27, 2004 Author Share Posted January 27, 2004 That worked Jack. THX! Quote Link to post Share on other sites
Militiaman 0 Posted January 30, 2004 Share Posted January 30, 2004 Jack57 did that in his Saving Pilot Ryan modification. That mission is always fun to play. Breaking out of the prison and escaping is hard but fun. Quote Link to post Share on other sites
mr.pibb 0 Posted January 30, 2004 Share Posted January 30, 2004 ALthough I havent played the mission with the picking up weapons option, I always wondered why?why? Why didnt the creators of GR make that option avaliable in the game. It is used in Operation flashpoint, and its just cool to be in a firefight, run out of ammo, glance over to your left and see a dead soldier and start planning a way to dash over to him and get his weapon without gettin killed.(which it seems more often than not I do get killed, but its still cool!) I have printed this topic for the info to possibly implement it in my upcoming mod, but it will always be Jacks doing that made it possible. I think that RSE and UBI soft needs to start looking more closely at this site and some of the mods that are created, they could end up ruling the gaming world if they would just get to hiring some people! Later. Quote Link to post Share on other sites
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