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So I got the flashlight working....but


Mig1

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Here's the problem. The flashlight is part of the g36_flashlight model. One might say, "ok, fine. I'll use the G36K."

Problem with that is that the G36 models (I tried both) don't have real sights. If you bring up the dual optic, you can't see it because it is a solid block, not a tube that you can see through. Also, you cannot remove the sight rail becuase it is all part of that model.

So, bottom line: Flash light is very cool. But the included G36 models not acceptable for 1st person gaming use.

g36k_utl.jpg

EDIT1: If you are wondering how I did it, and why you see the M8 GUI object in the bottom right, it's becuase I replaced the M8 model in the u_m8.xml file with the G36 model.

I also removed all the mods from the manager file.

EDIT2: If you are wondering how I killed those guys with no sights, I used the non reticuled point sight dealy thing from the cross com HUD

Edited by Mig1
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Hi all,

Just my thoughts and findings on the subject ..

I have tried the opposite approach, that is to add the flashlight to an existing weapon.

I know that the flashlight is not a separate "mod" that can be added to individual weapons but an integral part of the g36flashlight 3d model.

However in the g36flashlight xml the flashlight is a grouping that references the light effect and the graphics image files for the flashlight itself. In otherwords the flashlight effect is linked to a point on the 3d model.

I took this grouping and added it to the M8 common xml and the game does load and get to the inventory loadout screen. However as soon as you try to view the M8 the game crashes to desktop. Maybe as DonMiquel says the flashlight needs an actual hardpoint on the 3d weapon model, a grenade launcher etc, before it will work.

On the other hand if the flashlight mounting point on the g36flashlight model is linked to a point on the 3d model it will need to be linked or associated to the grenade launcher 3d model as well. Which of course means editing the 3d model diesel files for the grenade launcher.

Hopefully modding support for 3d objects will be released in the June patch, if not then we are going to have a very steep learning curve indeed.

Regards ....

Edited by paulkel
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What map is that on? If only there was an MP mode that had a map like that with flashlight and stuff.

Actually ....

If the flashlight was made to work ... what about this MP game type

. night time map, of course

. flashlight on/off linked to weapon zoom

. all players using the same weapon

. limited ammunition

. no night vision

. no grenades / GLs

. no tactical map

. no tags

Flashlight linked to weapon zoom would have two purposes:

Firstly if used it would be easier to see but give away your position and secondly it would encourage up close and personal combat as the only way to aim without giving away your position would be using the hud reticle.

Limited ammo would reduce spray'n'pray tactics.

Last man standing wins.

TedSmith has released a team deathmatch mod, DiGiTALY -TC- has how to guide to running mods without overwriting original files, etc. ...

Just thinking way ahead on this one, but it would be a blast ...

Regards ..

Edited by paulkel
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@Mig1

Do you think, it's possible to make the light of the SCAR's flashlight actually blind people (like a flashbang) once you aim the flashlight at them? I mean, there is a "limited" blind effect already inside the game which works with HDR, so I don't think it shouldn't be that hard to accomplish something like that! :) (BTW: Please check your PM's!)

That would be nice. Imagine the gameplay on a custom made night mission map! :grin1:

For example:

One team has to protect an object or a location and needs to patrol the area while the other team has the objective to take it. Both of them are equipped with SCAR-F's (F = flashlights) or maybe the defender team is equipped with G36's + flashlights etc.! The attacker team sneaks up on the defender team, suddenly pops up out of nowhere, blinds them and shoots! Now that would definitely add some realistic, tactical & stealth layer to the gameplay of the multiplayer, don't you think? ;)

Let's say with a possible expansion pack, you'll be able to even add not only day time light settings (sunset, sunrise, night, bright sunlight, dimished sunlight etc.) but also weather conditions to a map (from sandstorms to rain and from a heavy storm to snow etc.). What a "nice" atmosphere that would be! Especially if they add flashbangs & optional natural view restrictions (dense fog) to the game.

A nice cloak-and-dagger situation, if you ask me. Maybe that could even be an additional game mode (let's call it "cloak-and-dagger" and yeah, I know it's a very "original" name :D) in which you only have access to weapons suitable for such a situation as well as the drone (but this time with night vision or thermal vision and totally manually controlable in terms of camera zoom, camera angle, height, etc.)! :)

Edited by Vth_F_Smith
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I don't know if the AI would react right to it. But I'll check into it.

PS: I got your message. I'll work on it, but don't have a timeline to give you.

Honestly I was just too lazy to remove it from my tree.

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I don't know if the AI would react right to it. But I'll check into it.

PS: I got your message. I'll work on it, but don't have a timeline to give you.

Honestly I was just too lazy to remove it from my tree.

Actually the flashlight idea was intented to be part of the multiplayer mode (Player vs. Player for example TDM, DM, CTF, HH etc.) - this way we don't have to mess around with the AI.

And about the timeline - there's plenty of time so don't worry! ;)

BTW: I love your mods & ideas! Keep up the good work! :grin1:

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I don't know if the AI would react right to it. But I'll check into it.

PS: I got your message. I'll work on it, but don't have a timeline to give you.

Honestly I was just too lazy to remove it from my tree.

Actually the flashlight idea was intented to be part of the multiplayer mode (Player vs. Player for example TDM, DM, CTF, HH etc.) - this way we don't have to mess around with the AI.

And about the timeline - there's plenty of time so don't worry! ;)

BTW: I love your mods & ideas! Keep up the good work! :grin1:

All these MP Ideas are incredible. Once the mod stuff comes out we can start on making a full fledge night mod. With custom maps and flashlights,dark camo, limited ammo ect.

Edited by =TOL=Wardog1368
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Hi all,

I've been doing a bit of digging on this one and come up with the following

.. from the g36flashlight.xml

full path:

C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\objects\weapons\g36

<object name="billboard_group:headlight_left"/>

.. from the armoured car panhard.xml

full path:

C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\objects\vehicles\panhard

<object name="billboard_group:headlight_left" />

i.e. .... the flashlight effect is also the left headlight on the panhard !

Which means, I think, that another effect could be substituted on the g36flashlight.

The g36 3d model obviously has a "mounting point" for the flashlight, if the flashlight is just an effect does this mean that any effect could be used instead ?

Also I would guess that the effect itself could be edited, the intensity of the light could be reduced, increased or removed completely.

We could then have "blacked out" armoured cars on the night time missions ... or tangos with no flashlights on their g36's etc.

-------------------------------------------------------------

Also

.. from the scar_light xml

full path:

C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\objects\weapons\scar_light

<light name="flashlight_spot" type="spot|specular"/>

<light name="flashlight_omni" type="omni|specular"/>

.. a reference to a flashlight ?

Maybe this was not implemented in the released version of GRAW, possibly it could be made to work by GRIN in a patch or by ourselves.

Every time I dig in to these XML files something interesting pops up .....

Regards ..

paulkel

Edited by paulkel
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anyone have ideas on how to use the exported dsc scene geometry ?

i downloaded that DieselEngineSDK Demo , but it appears as though it will not work . though we dont have the map editor in full yet , it would seem , at least for now , that the dsc exporters are fairly useless .

Edited by Dimz_RR
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anyone have ideas on how to use the exported dsc scene geometry ?

i downloaded that DieselEngineSDK Demo , but it appears as though it will not work . though we dont have the map editor in full yet , it would seem , at least for now , that the dsc exporters are fairly useless .

Seems as if this Diesel engine is not the same one that GRIN use in the game

http://www.ghostrecon.net/forums/index.php?showtopic=35764

sorry about the confusion

paulkel

edit: I have removed the link from the earlier posting

Edited by paulkel
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