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I wanted to setup some missions with twists and turns apart from the normal, and I created a mission with a group of snipers that are teleported to effects placed around the map. Most of these effects are on rooftops, etc., placing the sniper in places you don't ordinarily think to look.... that kinda being the point and all....

My question / observation is: Sometimes the sniper stays at altitude with the effect, and sometimes they 'fall' to the ground. I've noticed there seems to be a relationship between whether or not the effect is in bounds or out of bounds, but it's not real consistent.

Anyway, I just wondered if anyone else had done this and what experiences you might have had.

I'll say this... it's pretty creepy to be taking shots and suddenly realize you need to start looking up... :blink:

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I guess that's why many areas are tagged as Out of Bounds :thumbsup:

I know you can someimes use Out of Bounds areas but the potential is there to run into problems, as you have done.

If you desperately want to put an actor in a spot that he falls through, you can load him into a hidden helicopter that has been teleported there. Don't do this if it's for MP though.

Jack :rocky:

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It all has to do with how the map was designed. To save computing power the maps don't have textures and/or "surfaces that you can stand on" in places that the player can't see. Building roofs are a great example. When inside buildings, you look up and see the interior ceiling. But, if you could see the buildings from above, you'd discover that you can see right into a lot of them because there is no exterior roof texture or surface.

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Yeah, I notice that a lot in IGOR, and I wonder if it's how the polygon is constructed or if its a setting on the normals of the face.... either way, it makes it darn tricky placing snipers....

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In Igor goto the view menu and find the Debug Info tag, scroll down to show floors.

The floors that can be walked on/stood on are now shown in dark blue.

Try placing you effects where there is no floor polygon, that way your sniper may/or may not fall off as he has no floor to fall onto.

Another way that may work is if you create a box in 3DSM say 2m by 2m and about 20cm thick, tag it as a floor polygon.

To it apply a pure alpha channel texture so it's invislible in game.

group it with a origin helper point "O" as <n><body>platform.

Add invisible wheels,contact points, suspension points etc. as you would a truck or tank (no turret required)

(see the vehicle tagging guide on the DS,IT disk)

Raise all the objects on the Z axis the height your buildings are in the game ( you might need a few at diff heights).

Create an origin helper point "O" at 0,0,0 on the X,Y,Z plane.

Group the lot together as <n>"x" ("x" - whatever you want to call it) and export it as a .pob file into the Model Folder in your Mod folder.

In Igor goto the vehicle editor, and create a new vehicle using your exported model and save it.

Close and reopen Igor and your platform/vehicle will be in the vehicle list, but you will only be able to place this where there is a floor polygon on the map.You may need to "hide thing" from game world otherwise a vehicle will show up on the command map, this may render it unworkable, but worth a try.

I have a chopper i made that is hidden in the Igor script and my Antiaircraft guns still shoot at it, so the game still recognises it, so your platform may still work.

Try it and see, let us know if it works.

If you don't know 3DSM, let us know and i may be able to whip summit up for ya to try.

BornToKill_TAW

Edited by BornToKill_TAW
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Yeah, I notice that a lot in IGOR, and I wonder if it's how the polygon is constructed or if its a setting on the normals of the face.... either way, it makes it darn tricky placing snipers....

Its because the polygons have their normals facing the way you look at them.

If you flip the normal then you cant' see them or the texture applied to it.You can make textures 2 sided in 3dsm material editor, this way both side of a polygon become rendered.

Edited by BornToKill_TAW
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