OldSchoolDanger Posted January 11, 2008 Author Share Posted January 11, 2008 Mig, as far as i remember, there were some veichle mods with some veichles that needed the driver, so if the claymore explosion can kill the driver the veichle would be tagged as destroyed If there are vehicle mods that you know of that an actor can be placed inside of, this would be ideal. Please let me know. <DamageThroughWalls>0.000000</DamageThroughWalls> This is the line to work on. I do have this line set to 2.000000. You better take cover when this ROT_Claymore explodes. The blast radius is also set to 30 Vs. 15. Instead of giving the actor a plan, why dont you set a timer every second that teleports the actor in the veh? Something like... "Time elapse: 1 second(s)" "Allow this block to be reactivated" "Teleport ACTOR to Veh1" Now this, I have to look into. Migryder also suggested the teleporting once the actor was dead so you wouldn't see the blood stain. Isn't that what you meant Migryder? Obviously, actor invisible to game, bored, maybe a kit with no ammo, etc. I didn't think he'd be able to be killed if he was invisible to game. I've actually found a bug in the original embassy map, where you can see the hidden tangos down at the bank vestibule, as well as up around the corner from the helicopter crash. What I've found is if you shoot at the tangos who are supposed to be invisible, the game crashes (multiplayer anyway). And yes, he's a hostage actor with a noweapon kit. Or best, toggle off the AI for that actor, so he shouldnt talk. I didn't know that could be done. I'll look into that. I fear that a well placed grenade launcher shot can kill him, by the way. Or a nade that explodes under the tank. Now that is an excellent point, however, there are kit restrictions on this mission that only allow a machine gun and a modified claymore. The only way a frag would kill the invisible Forrest is if a tango shot it. Every one of the 50 tangos in the mission is an 'elite_ak47' actor with an 'ak47/gl' kit. Thank you, thank you, thank you! Anymore instructions on the teleporting of the actor into the tank would be very helpful. I have tried the 'entervehicle' command and no dice. Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 11, 2008 Share Posted January 11, 2008 the "enter veichle" works only if veichle has been made to have a driver (like trucks, jeeps, HMVV). If the actor is floating, then there should be no problems with nades if tank is a "closed box" so no need of kit restriction. I meant to teleport the actor alive in the tank position all the time untill the tank is working, then simply hide it from game world when tank is destroyed. About the blast radius, i think 30 is too much. Players can use it for other purposes... 30 meters is pretty devastating... Just think at embassy, a couple of shot from the garage and people patrolling bank and streets will be on you. just hide prone without moving behind a car and then boom! ehehe Anyway, the Vehicle pack was one of Blackarion's if i remember well. There was a BTR with driver even in a Sixpence campaign (Under the blood sun in the Mosque map). Im sorry but i cant find the entry in the downloads. probably there's the mod on ghostaholic. Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 11, 2008 Author Share Posted January 11, 2008 (edited) If the actor is floating, then there should be no problems with nades if tank is a "closed box" so no need of kit restriction. No problem with the frags accidentally killing the actor, you mean? Then wouldn't there be a problem getting the claymore to kill the actor? The destoy vehicle action is dependent upon the actor getting killed. Also, the kit restriction is definitely required so someone doesn't bring an anti-tank gun. That would take away all the fun. I meant to teleport the actor alive in the tank position all the time untill the tank is working, then simply hide it from game world when tank is destroyed. Let me try to understand. The plan is to continue teleporting the actor into the tank. Why the repetitive teleporting? Wouldn't one teleporting work? The "tank is working" the entire mission. Plus, you think damage through walls set to 2.000000 will go through the tank walls and kill the teleported actor, correct? Point taken about the claymores. I'll change that. THANK YOU! Edited January 11, 2008 by OldSchoolDanger Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 11, 2008 Share Posted January 11, 2008 I though that was a moving tank. Once teleported to a location, it would stay there... And if you give the mine a 1.0000 or 2.000 etc damage through walls, its more then enough. at the same time, gren launchers and frags have parameter 0 for damage through walls, so there's no way to kill the actor with the wrong explosive eheh. PS i took a look on ghostaholic. All files deleted...Im sorry. Wonder where to get that vehicle path Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 11, 2008 Share Posted January 11, 2008 BlakOps: US Vehicle Pack Black Ops Vehicle Pack Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 11, 2008 Author Share Posted January 11, 2008 I thought that was a moving tank. Once teleported to a location, it would stay there... It is a moving tank. It follows a path in a track. Quote Link to comment Share on other sites More sharing options...
WytchDokta Posted January 11, 2008 Share Posted January 11, 2008 DONE!!!!!! Okay, the invisible character worked! Thanks Niccola! Cool, thats great. "he" is in fact a micro box ive exported as chr specifically to be used as an invisible actor. Will "he" work correctly as an invisible playable Ghost specialist? Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 11, 2008 Share Posted January 11, 2008 Sure Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 12, 2008 Share Posted January 12, 2008 (edited) ooh well done tinker! ***It is a moving tank. It follows a path in a track.*** Then If tank is in position A, and you teleport the actor to tank position, when tank goes to position B the actor will stay in position A. "Follow" team plan can work, but you cannot be sure... Teleporting should work all the time. Edited January 12, 2008 by ita_killabees Quote Link to comment Share on other sites More sharing options...
migryder Posted January 12, 2008 Share Posted January 12, 2008 thanks for that clarification nic, so he is truly micro....nice. mig Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 12, 2008 Author Share Posted January 12, 2008 (edited) Thanks again for the assistance everyone. Truly an example of excellent forum involvement and a great effort from fellow players to help one another. Great ideas, suggestions, ans support. If tank is in position A, and you teleport the actor to tank position, when tank goes to position B, the actor will stay in position A. "Follow" team plan can work, but you cannot be sure... Teleporting should work all the time. Ahh, I see. Thank you for the clarification. Now on to what was said about manipulating the actor's AI to keep him from talking. Is that something I should be able to do in IGOR? Edited January 12, 2008 by OldSchoolDanger Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 12, 2008 Share Posted January 12, 2008 TeamAIOff or PlatoonAIOff are mission scripting responses. My experience is that NPCs will not follow any plans, talk or respond to seeing the player platoon. They more or less stand like statues. This would definitely throw a wrench in the works if you gave Forrest a plan to follow the tank. Using Teleporting could still work with TeamAIOff? So far, a very ingenious way to use claymores against tanks. I'm thinking, if Forrest were to talk he probably couldn't be heard over the tank and if he were heard, it is a minor issue. Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 12, 2008 Share Posted January 12, 2008 ***Using Teleporting could still work with TeamAIOff? You can teleport anything anywere, i think... And, Danger, you're more than welcome. This is why this forum exist, and why this game is still active ehehe! Loooong live to GR.net ahah ;p Quote Link to comment Share on other sites More sharing options...
Buehgler_AS Posted January 12, 2008 Share Posted January 12, 2008 In fact, it is good practice to ensure that an actors AI is off before you teleport them. "Bad Things" can happen if you teleport an actor while the AI is trying to do something Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 12, 2008 Share Posted January 12, 2008 If this works, it will add a lot to ghost recon. Oldschool let us know! Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 13, 2008 Author Share Posted January 13, 2008 If this works, it will add a lot to ghost recon. Oldschool let us know! IT WORKS! "Teleporting" and "TeamAI off at startup" works, to keep Forrest from being where you can bump into him, as well as to keep him from talking. I removed the "Follow" plan BTW. Thanks for the great suggestions! If you watch behind the tank closely, you can see the character's shadow hop out of the tank and then disappear again. Looks like a tar spot appearing for just a second. Well, off to work more on this thing. You can expect me back soon to ask for more help. THANKS AGAIN! D Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 13, 2008 Share Posted January 13, 2008 thanks for that clarification nic, so he is truly micro....nice. mig Thx, here it is, ive made it to be used as a trigger in ST mod. Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 13, 2008 Share Posted January 13, 2008 heheh thanks to you! this is a great contribute to everyone believe me! well done people! Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 13, 2008 Share Posted January 13, 2008 you havent seen me sniping in action... What about including 50 "the box" chrs in your new arena ? I would give you a pinpoint accuracy MSG90 plus a 80x zoom and a kit with 600 magazines to give you a chance of killing just one of them. Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 13, 2008 Share Posted January 13, 2008 hmmm have you ever heard about snipers calling air strikes? ehhe Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 13, 2008 Share Posted January 13, 2008 hmmm have you ever heard about snipers calling air strikes? ehhe Hmmm , you loser ! Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 14, 2008 Share Posted January 14, 2008 (edited) hmm...me scripter Edited January 14, 2008 by ita_killabees Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 15, 2008 Author Share Posted January 15, 2008 Found a bug in this plan. Player places the claymore, then gets killed before detonating it. Player respawns, places a second claymore near the first, then detonates the second. Result - Game crashes. EDIT: 1. Is there a way to eliminate the ability of player respawn, in the kit restriction file? I'm not at home so I can't check. 2. Is there a way to make the claymore disappear, or teleport off map, if it's been placed and not detonated, for say 60 seconds? That could add to the humor (or frustration, depending on your point of view) of trying to get the claymore placed and detonated in a short period of time. Thanks, D Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 16, 2008 Share Posted January 16, 2008 yeah there is a way. put the claymore kit in a Group, for example "CLAY KIT GROUP". Set "Control Kit Group" to control this group of triggers, and set it to "disable". Once the player is given the kit, set "Enable Control Kit Group" and in "Control Kit Group" set "Disable CLAY KIT GROUP". Player shouldn't be given the kit anymore when he spawns. There is even a "respawn" trigger event, so you should check it too. Quote Link to comment Share on other sites More sharing options...
Buehgler_AS Posted January 16, 2008 Share Posted January 16, 2008 Hmmm, since I do not play with (or in general worry about) respawns I'm not quite an expert on this... Anyway, are you saying that the act of destroying the first claymore (that was not detonated) is causing the CTD? I did not think that was a problem... Are you sure you are not (somehow) hiding the invisible character as a result of some trigger the respawned player is tripping? If that were the case, detonating the claymore would still kill him and "we all know" killing a hidden character in MP is instant CTD. As for preventing respawns, there are two strategies that I know of. The "simple strategy" is to count the players just after insert. Then count how many die, and finally do a periodic check of the number of players alive... If the active players > (initial players - deaths) then somone respawned and you can end the mission. The "more complex" strategy is to get references to all the players (requires some "magic" looping) and to activate "respwn" triggers for all the players in game. If they respawn, you can do what you please (end the mission, kill them, teleport them away, etc.). As for your question about removing or doing anything to the claymore, I am afraid your are out of luck on that one. There is not even a way to know that a claymore has been placed, much less "manipulate" it after it has been (a real missing feature in Igor, IMO). Quote Link to comment Share on other sites More sharing options...
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