rawhrd2kill Posted November 25, 2005 Share Posted November 25, 2005 How to i get my mod playable in a multiplayer game. my maps or weapons will not appear when i create a multiplayer game. but when i play a quick mission i am able to use em. what do i need to do to fix this? Quote Link to comment Share on other sites More sharing options...
lexsis Posted November 27, 2005 Share Posted November 27, 2005 check the boxes in mission properties. also you must set up the multiplayer bases and spawn zones. Quote Link to comment Share on other sites More sharing options...
Tinker Posted November 27, 2005 Share Posted November 27, 2005 If your not sure how to insert all the zones, just go [file / new] and use a stock one for a template. At least then you can see all the zones that are required. Base 0 1 2 3 spawning points for all 4 player teams available. tr0a - tr3c 12 team respawn points. 3 for each team. AP0A-APC3 9 diffrent spawn points for enemy in defend or firefight or however you want to use them. Insertion check box for mission insertion Extraction check box for mission extraction or leave it and show extraction later in game with scripting. Points 00 - 35 I am not sure about, hope someone can answer that. Quote Link to comment Share on other sites More sharing options...
sleeper Posted November 27, 2005 Share Posted November 27, 2005 The information is located, in it's entirety, on the DS and/or IT cds in the form of files named Basic_Igor_Guide.pdf and Advanced_Igor_Guide(part2).pdf. If you have not purchased the game cds please do so. For those who cannot read the .pdf files for some reason, El Oso long ago created an IGOR for DUMMIES tutorial that contains the same information. I'm positive that with the handy SEARCH function here you will be able to find a link to it. For those wishing to retype all of this information for people who already have it, I would suggest you to just copy and paste from the .pdfs, it will save us all some time and eliminate the guesswork and misconceptions. Quote Link to comment Share on other sites More sharing options...
sleeper Posted November 27, 2005 Share Posted November 27, 2005 (edited) 5: Basic Multiplayer Scripting Every single player mission made for Ghost Recon and both expansion packs is playable in single player and in multiplayer. In multiplayer and in Quick Mission, there are a number of different game modes which can be played on each map. These game modes are created through Igor’s Scripting Language and each mission has a number of Elements that determine if and how these game modes can be played. This section will cover what Elements a mission, regardless of if it is singleplayer or multiplayer, needs to be used for different game types. Game Mode Zone Requirements Each Ghost Recon mission can be played under a number of different game modes. Each game mode uses a set of Zones in each Mission File created specifically for these game types. Some game types reuse Zones used in other game types in a different ways. Looking at the Zone Properties (in the Element Properties window when a Zone is selected), the user can see a number of different parameters for every placed Zone. The parameters that affect multiplayer are located under the section labeled “Mapâ€. Point - These Zones, labeled from 0 to 35, define the 36 areas where a player might start from in adversarial games. They are also used as random path points by Actors during Recon and Firefight. They should be placed near cover, and should not be able to see any other Points within 360 degrees. Note that it’s not always possible to place all of them in that way in all maps, but it’s not technically required. Base - These Zones, labeled from 0-3 and then from tr0a to tr3c, are the Team Bases where teams spawn in teambased game modes when labeled 0-3. They should be in the four corners of the map, and equidistant from the map center, if possible. When they are marked as tr0a to tr3c in the Zone Properties window, they are Team Respawn Zones, and determine where players will respawn in team game types. Team Respawn Zones should go behind Team Bases and near cover; that is, they should be further from the map center. There need to be 4 Team Bases and 3 Team Respawn Zones per Team Base, and Base 0 should be diagonally opposite Base 1, and Base 2 should be diagonally opposite Base 3. SP/Coop Base - Only 1 Team Base should have this checked. It will make that Team Base the Defend Base in the Defend game type. Central Area - The Central Area should be located near the center of the map. None if its corners can intersect geometry, since the hostages in the Search and Rescue game type appear at the corners. There can only be 1 Central Area. Basic Igor Guide V1.0 43 Recon Insertion - This Zone determines the Insertion Zone for the Recon game type. It does not need to be the same zone as the Insertion Zone for the Mission game type. There can only be 1 Recon Insertion. Recon Extraction - This Zone determines the Extraction Zone for the Recon game type. Like Recon Insertion, it does not need to be the Extraction Zone for the Mission game type. There can only be 1 Recon Extraction. Assault Platoon - These Zones define the areas where the enemies will start in the Defend game type. The numbers underneath it indicate what Platoon those enemies will be on so they can benefit from the Platoon-level AI. There should be 12 Zones, and it doesn’t matter how many Platoons are selected. In Ghost Recon, all Mission Files that supported this game type used 4 Zones for Platoons 0, 1, and 2, and didn’t use Platoon 3. See how easy that is. Weapons questions should be asked in the appropriate forum area. Topic should now be locked. Go buy the game. Edited November 27, 2005 by sleeper Quote Link to comment Share on other sites More sharing options...
rawhrd2kill Posted November 28, 2005 Author Share Posted November 28, 2005 See how easy that is. Weapons questions should be asked in the appropriate forum area. Topic should now be locked. Go buy the game. ← hey man i have the game. and i didn't know there was a weapons modding part on this forums. by the way sleeper what is up with u. y u always dissin ppl. in almost every post u have posted u r dissin ppl what up with that? Quote Link to comment Share on other sites More sharing options...
sleeper Posted November 28, 2005 Share Posted November 28, 2005 (edited) hey man i have the game. and i didn't know there was a weapons modding part on this forums. by the way sleeper what is up with u. y u always dissin ppl. in almost every post u have posted u r dissin ppl what up with that? This is no place to get personal with other forum members. Your question has been answered in full. If you have another question, I'd be glad to point you to the correct documentation. Edited November 28, 2005 by sleeper Quote Link to comment Share on other sites More sharing options...
rawhrd2kill Posted December 7, 2005 Author Share Posted December 7, 2005 ok sleeper soory bout that. well would u mind helping me? i would like to make some steps and a few other things but have no clue how. but lets start with stairs Quote Link to comment Share on other sites More sharing options...
element11 Posted December 8, 2005 Share Posted December 8, 2005 hey man i have the game. and i didn't know there was a weapons modding part on this forums. by the way sleeper what is up with u. y u always dissin ppl. in almost every post u have posted u r dissin ppl what up with that? This is no place to get personal with other forum members. Your question has been answered in full. If you have another question, I'd be glad to point you to the correct documentation. ← Come on sleeper, he asked a simple question, and just because you know the answer does not mean you should be sarcastic and answer in a way in which you put him down. You are just more experienced. We all asked questions with easy answers when we started out with modding. When we start with anything we all need help. Or maybe your just super modder and dont need help. @ Rawhrd2kill With regards to stairs, they are very easy, but you just have to understand how shermanlevels work. I have found a good tutorial, that can be applied to many different types of stairs, and you can also download finished max files as an example of proper stairs. Go to {a malware infested website}. Also what isnt in that tute, is the method of actually making the stairs. I find it very easy to start with a rectangle shape. Draw a rectangle 30longx20high cm, and extrude it. Now clone and align on the xy axis (if your in the front or right or left viewports depending on what way your steps are facing.), and align so the steps are attatched on the corners. Then repeat, and when you have enough stairs, attatch them all, and delete the polys you dont need. If you need to, create a poly for the side. Only thing is, is you must get the shermanlevelheights correct. Sometimes you wont need them though, like if you making just a stair or two to go into a house or something similar. Follow the links on that page, and you will Quote Link to comment Share on other sites More sharing options...
rawhrd2kill Posted December 31, 2005 Author Share Posted December 31, 2005 thanks element. maybe i can finish my map. working on just one simple map for now. nothing real detailed for now till i learn more. Quote Link to comment Share on other sites More sharing options...
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