OldSchoolDanger Posted January 17, 2008 Author Share Posted January 17, 2008 ITA - Well if the player is going to be able to respawn at all, he's got to be able to use the claymore, or the mission won't be beatable. Therefore, it seems that I either need to find a way to disable respawning all together, or live with the bug and warn players, against playing with respawn on, in the briefing or in the readme. Side note - I just thought I'd mention it because it is a bug. I haven't played with respawn much because it takes the challenge away. But when I'm testing the steps of a mission, it makes it easier to check that things work without wasting time. Buehgler - No, I can respawn and go kill the invisible actor and his tank as long as I am not in close proximity to the initial claymore that has been placed. It has something to do with detonating the claymore within a certain radius of the first. So your first solution is something to the effect of: Respawn=end mission. Okay, sounds like a solution. Your second sounds too complicated for me to summarize, so I'll leave it at that. Quote Link to comment Share on other sites More sharing options...
Buehgler_AS Posted January 17, 2008 Share Posted January 17, 2008 So your first solution is something to the effect of: Respawn=end mission. Okay, sounds like a solution. Your second sounds too complicated for me to summarize, so I'll leave it at that. They both boil down to respawn => end of mission. There are just different ways to do it and some are more complex than others Just post or send a PM if you have difficulty, it's not hard to throw together a quick mockup of the script bits you will need in either case. Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 17, 2008 Share Posted January 17, 2008 (edited) Side note - I just thought I'd mention it because it is a bug. I haven't played with respawn much because it takes the challenge away. But when I'm testing the steps of a mission, it makes it easier to check that things work without wasting time. Thats not a big problem to me, since players would have the issue only if the player that has placed the claymore gets killed before detonating it, then respawns and place a new claymore in close proximity to the initial claymore ... Maybe just a note at readme file about the "bug" would be enough ... Edited January 17, 2008 by niccola Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 20, 2008 Author Share Posted January 20, 2008 Ugh. Found another bug. Pretty big one actually. When playing with "AI Backup", the backup team members don't know the invisible character is invisible. They shoot the invisible character with little to no effort. This destroys the tank. It's possible, for the character the human player chooses, to kill the invisible character, but you have to spray above the shadow and hope to hit the "box". I think the AI Backup team members have an easier time of it. Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 20, 2008 Share Posted January 20, 2008 Yeah, the invisible chr is good for coop missions, like we will have in Sniper Team - it is a perfect "trigger". But "bots" can kill him, as they dont need to "see" the box to aim at it. :0 Quote Link to comment Share on other sites More sharing options...
ita_killabees Posted January 21, 2008 Share Posted January 21, 2008 hmm even if you set "sec_actor_invisibility" on??? sounds pretty strange to me... Quote Link to comment Share on other sites More sharing options...
Buehgler_AS Posted January 21, 2008 Share Posted January 21, 2008 Ugh. Found another bug. Pretty big one actually. When playing with "AI Backup", the backup team members don't know the invisible character is invisible. They shoot the invisible character with little to no effort. This destroys the tank. If you are teleporting him to the tank regularly, you may want to try setting him to be a hostage or captive. I think on of those should get your friendlies to stop shooting at him. Also, you may want to look at the "null_actor" from HX5 and Mission HX -- I am not sure, but I do not think it has this problem. hmm even if you set "sec_actor_invisibility" on??? sounds pretty strange to me... Then the claymore will not kill him and the whole point of putting him in the mission is lost Quote Link to comment Share on other sites More sharing options...
thales100 Posted January 22, 2008 Share Posted January 22, 2008 (edited) Also, you may want to look at the "null_actor" from HX5 and Mission HX -- I am not sure, but I do not think it has this problem. Any chr will have the same behavior. Edited January 22, 2008 by niccola Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 22, 2008 Author Share Posted January 22, 2008 Invisibility doesn't get rid of the shadow. Odd. Plus I can still shoot the guy when he's scripted as invisible. But then again, I could shoot him when he was just an invisible CHR and not scripted as invisible. Great idea about giving him hostage attributes. Hope that doesn't make the tangos kill him. I moved my plans to the trigger plan branch in the IGOR tree. That worked like a charm. Kept the tangos from all bum rushing my platoon as soon as the first shot rang out. Thanks guys. Quote Link to comment Share on other sites More sharing options...
migryder Posted January 22, 2008 Share Posted January 22, 2008 if he is in hostage and things get crazy they will shoot him more than likely and since he is on the move they may also shoot, idea being a hostage stays put or else, but I think he would be fine as a captive, they won't shoot and neither will the AI...can you make him invincible and still pul off the timing for making him vunerable for tank destruction? Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 22, 2008 Author Share Posted January 22, 2008 Not if he's invincible, no. Hmmm, so make him a captive huh? I'll have to look into how to do that. I'm guessing it's a <class> designation in the actor file. I'll confirm tonight. Thanks. Quote Link to comment Share on other sites More sharing options...
Giampi Posted January 22, 2008 Share Posted January 22, 2008 (edited) No, captive is a response like hostage so: Hostage ON Hostage OFF Captive ON Captive OFF For the differences between Captive and Hostage this thread might be useful. MODERATOR: what do you think to move this thread to GR - mission modding? Done! Edited January 22, 2008 by Tinker Quote Link to comment Share on other sites More sharing options...
OldSchoolDanger Posted January 25, 2008 Author Share Posted January 25, 2008 So far, there's a problem with making the guy a captive. When you run behind the tank to place the mine, you hear, "Escorting precious cargo". I'll try hostage next. Quote Link to comment Share on other sites More sharing options...
Lightspeed Posted February 19, 2009 Share Posted February 19, 2009 did we ever get resolution on this? it duznt seem that hard really Quote Link to comment Share on other sites More sharing options...
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