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Hi all,

After making countless maps/missions for GR:AW2 I thought I would turn my hand to making something for GR, seems to me that GR is more active in the modding scene than GR:AW2 anyway.

I hope to make this an 8 mission campaign but for now there are two missions which you can play in quick mission.

Mission names:

01 (C-SP) TC02 Plantation

02 (C-SP) TC02 Stronghold

These are just the stock maps as I don't have access to 3ds max or the ability to use it.

I would like to say a big thank you to Tinker for his help when making the first mission, he must have got fed up with all those PM's I sent him.

Plus Tinker was kind enough to let me use the custom voices from his Rockall mod and the threat indicator, also thanks goes to Thumper for the use of his 762mm Mod v3-1 weapon mod.

If anyone wants to test these first two missions I would welcome any constructive criticism you care to offer, as these are my first ever missions for GR I expect there are quite a few problems to resolve along the way.

Please don't assume these are anything like the type of quality that Tinker and other modders produce here but I had to start somewhere.

As I make more missions I will post them here, when they are all completed I will make them into a campaign.

Thanks all,

John

Mod requires DS, and IT, if you have Rockall installed make sure it's deactivated.

==========================================================================

August 2 2011:

Download Operation Stronghold -36.7mb v1.70.

This download contains all missions including the latest release, 10 (C-SP) TC02 Iron Justice.

01 (C-SP) TC02 Plantation

02 (C-SP) TC02 Stronghold

03 (C-SP) TC02 Beach Assault

04 (C-SP) TC02 Camp Badon

05 (C-SP) TC02 Embassy Force

06 (C-SP) TC02 Eagle Strike

07 (C-SP) TC02 Osprey Down

08 (C-SP) TC02 Night Hawk

09 (C-SP) TC02 Tiger Force

10 (C-SP) TC02 Iron Justice

Tinker informed me that all the weapon sounds were to loud and could be heard all over the map, these have been fixed in this version.

Installation:

Delete any old version of Operation_Stronghold from your mods folder and replace with v1.7.

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Thanks KRP it's great to hear you liked it, I forgot I made a campaign for GR, brings back fond memories.

This is great news.

Heroes Unleashed has many good game types and some initiative ones done by Apexmods himself.

However many of the maps have no outright missions per se. Might be something to look into.

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Hi Dad, :drool:

I have played: plantation mission 1 the first one you have done on GR and I liked it, I think you have done really well seeing as it's your first one. I didn't find anything wrong and it all went brilliant So well done dad. :thumbsup:

Dad I have just finished playing: Stronghold mission 2 and well done again I really enjoyed playing it, I didn't find any problems and all went well.

I think this one is a lot better than mission 1 Dad you have put a lot more AI's in this one, another good mission Dad well done I can not wait for the next mission. :rofl:

With much love Dad

Sonia xx :P

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After making countless maps/missions for GR:AW2 I thought I would turn my hand to making something for GR

:o ... :<img src=:'> YES!!! John has finally caught the bug! Welcome to modding GR, buddy! :thumbsup:

Downloading now!

Heroes Unleashed has many good game types and some initiative ones done by Apexmods himself.

However many of the maps have no outright missions per se. Might be something to look into.

Yep, still working on gazillions of things over here, so I'd very much appreciate that! :yes:

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Have played both mission in SP and I'm impressed. Very nice balance of action and suspense, and everything worked out-of-the-box with only a few minor (largely cosmetic) things to report.

• You don't have to include all of the assets from Thumper's weapon mod (or any other mod for that matter) to have them available in your missions. Just make his mod a requirement so people activate it together with your mod - this way the download size can be much smaller. I think this is one of the differences between GR and the AWs - in GR you can activate and combine as many mods as you want.

• Those cuban rebels probably wouldn't have access to American Abrams M1 tanks, a Russian model might be more fitting.

• The demolition of the weapons cache in mission 1 had an explosion sound but no visual explosion.

• Several times I came across groups of enemies that consisted of identical actor models, so it felt like I was facing clones. :ph34r:

• The prisoner in mission 2 seems to be sitting on air.

• I actually destroyed the heli in mission 2 with an AT rocket while the objective called for placing a demo charge. To complete the objective I still had to place the demo on the burning wreckage.

Other than those few little details the missions looked perfect to me. Kudos! Great work on your first GR modding efforts! Very much looking forward to see more!

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I think this is one of the differences between GR and the AWs - in GR you can activate and combine as many mods as you want.

:thumbsup:

Right now you could have people activate Rockall and Thumpers mod, then you need only upload mission files until you are really starting to work on a proper mod. We can activate infinate mods here, keep it simple while you are throwing out a few test / few missions.

The demolition of the weapons cache in mission 1 had an explosion sound but no visual explosion.

Effects list

Feel free to splash out, have used over 20 effects activating in a single block before. Note the smoke is a real performance hitter, use in moderation.

I actually destroyed the heli in mission 2 with an AT rocket while the objective called for placing a demo charge. To complete the objective I still had to place the demo on the burning wreckage.

Yeah, will send a simple example of using flags to fix this, you can use groups ofc, but it seems you know that bit now.

Several times I came across groups of enemies that consisted of identical actor models, so it felt like I was facing clones

Use that actor at the top of the list, place him all over. Leave it at default kit. When mission ready, open mission file in notepad, much easier to copy paste in all the actors and weapons last. Tiz fun in Igor, but not that fun. Anything that helps speeds things up is good.

There are so many actors to use in the deafault folders, it is hard to have clones in missions. In Rockall, I took 1 single charcter model, and produced 160 unique actors, within various platoons. Combine that with the amount of characters there are, staggering what you could come up with.

Also very looking forward to the next installments.

:)

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Thanks for all the feedback so far, much appreciated.

Those cuban rebels probably wouldn't have access to American Abrams M1 tanks, a Russian model might be more fitting.

Hmm, I'm showing my lack of knowledge here, I'm not a military type of person but looking at the mission again it's pretty obvious that tank is a US model.

I used the tank_m1.vcl, these names don't mean a lot to me at the moment as I'm still learning Igor, can you tell me which one is the Russian one.

The demolition of the weapons cache in mission 1 had an explosion sound but no visual explosion.

I did play around with the effects but couldn't find a good explosion to use here so I just used the sound effect along with a fire, I need to look at these effects again.

The prisoner in mission 2 seems to be sitting on air.

I noticed that as well, again the list of actors in Igor is a bit confusing, I don't know which ones to use as there are so many what I wanted was one that had "hostage" as the label when you pointed your gun at him, the one I used just had "civilian".

I actually destroyed the heli in mission 2 with an AT rocket while the objective called for placing a demo charge. To complete the objective I still had to place the demo on the burning wreckage.

I'm pleased you mentioned this, the heli is a dynamic object so I tried to use the Map Object Destroyed trigger but I couldn't get it to work, I used the show Map Labels from the view menu but couldn't make out what the heli was called, not even sure if this is the way to go here so any help would be great.

I'm finding this quite a steep learning curve, after scripting with xml I find the scripting in Igor a bit confusing.

Tinker, thanks for the reply, I did look at the effects list but couldn't find a good explosion to use for the weapons cache, any help here would be good along with the heli problem on the second mission.

Cheers,

John

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Origmiss, MP1 and MP2 vehicles

Eastern bloc

apc_bmp.vcl, Armored personnel carrier

d_apc_bmp.vcl, Desert version

t62.vcl, Tank

t72.vcl, Tank

d_t72.vcl, Desert version

t80.vcl, Tank

Allied

humvee.vcl, Utility vehicle/scout car

m2brad.vcl, Armored fightinng vehicle

tank_m1.vcl, Tank, US design

BlackHawk.vcl, helicopter

Use as necessary

mobile_howitzer.vcl, Armored artillery piece, Easter bloc design

sa-13.vcl, Armored anti-aircraft, Easter bloc design

desert_sa13.vcl, Desert version

truck_m35.vcl, 3 axle military truck, US design

d_truck_m35.vcl, Desert version

jeep.vcl, Utility vehicle/scout car, US design

jeep_lights.vcl, Utility vehicle/scout car

jungle_jeep.vcl, Utility vehicle/scout car

pickup.vcl

pickup_lights.vcl

crrc.vcl, small rubber boat

I don't recall exactly but teleporting vehicles with lights is a CTD?

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Sent small example file to check for demo or rocket at the heli.

May want to reword the objective to destoy? Add in brief it can be a demo or a rocket. Or you want to destory the map object in the start up so it is burning when you get there and a demo is to ensure all parts are destroyed.

:thumbsup:

a good explosion to use for the weapons cache

General_Type14(0)(14)

However:

the heli is a dynamic object so I tried to use the Map Object Destroyed trigger but I couldn't get it to work, I used the show Map Labels from the view menu but couldn't make out what the heli was called, not even sure if this is the way to go here so any help would be great.

The label is obscure, what you do here is set a simple plan and add destroy target, you can scroll through a list of map objects then and it will be clear which 1 you need to reference. 1_<n><dyn><hip> You will see this in the example file.

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Got your PM, Thanks for that Tinker the script you included works fine, easy once you know how. :whistle:

As suggested I made a simple plan then added destroy target, all the map objects were there in the list and I found the one you used.

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Hopefully all the issues mentioned here have now been fixed.

The tanks have been changed to a Russian model (both missions).

All actors have been changed so there shouldn't be any clones (both missions).

Added an explosion effect to the weapons cache (Plantation mission).

The prisoner should now be standing ok (Stronghold mission).

The Heli script has been updated so you can now destroy it with demo charges or AT rockets, even a grenade will do the job (Stronghold mission).

I find the abbreviations for the actors in Igor a bit confusing not knowing what each one means or what kit/uniform they use, even though there are no clones some of the actors in each group now have different uniforms, I hope this won't be a problem.

If anyone wants to re-test I have uploaded just the mission files, decompress the file in the Operation_stronghold folder and overwrite all files.

I don't know if it's common/good practice to change the modscont file with a different version but for now it remains the same.

Thanks again to Tinker for his help with updating the script.

Links in first post.

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Had a play through and did not find a fault. :thumbsup:

Briefings are not too long and get the job done with enough background to make the mission plausible.

Had some good strong firefights, especially mission 2. Had a scare with a few of the actor placements too. :lol:

The way the actors are named in Igor, it is a good deal of work to know what they look like as far as uniforms.

Wolfsong has a model and attachment viewer in the d/l section.

http://www.ghostrecon.net/files2/index.php?act=view&id=311

It is still a matter of looking through the .atr files to see what <ModelName> they are using.

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abbreviations for the actors in Igor

c01_ would mean an actor from mission C01 Plantation.

c02_ c02_military_camp

m10_ m10_ruined_city

Try to use all the actors available in the same area.

01_plantation_tc02

This mission should use all the actors available with c01_ starting. There apears to be 48 unique actors there just for this 1 map type. :)

kits are all set to default, this you have to put in yourself. Or else they all run with a basic AK/Frags. You can hit the kit button in Igor and navigate to the kits/equip folder to give your selection, or open the mission file in notepad, and copy in all the kit names.

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NOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooo...........................!!!!!!!!!!!!!!

John, come back to GRAW2!!!

Just kidding. Hope you are having a good time with GR .......... a game I DON"T HAVE!?!?!?!?! (LOL)

Cheers,

Rahn

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Thanks for testing wombat pleased you liked the missions.

Tinker, your post is a great help I will bear that in mind for my next mission, I didn't realise I was using the default kits for all my actors so it looks like they all have AK/Frags.

If I was to use an actor from say Mp1 would it be ok if I used kits from Mp2 or the Origmiss folder or can this cause problems. :unsure:

Again the abbreviations don't mean a lot with the kits, for example the rp46_only kit does this mean using this kit the actor won't have any frags but just the rp46 machine gun.

Apologies for all the dumb questions. :dunce:

John, come back to GRAW2!!!

Just kidding. Hope you are having a good time with GR .......... a game I DON"T HAVE!?!?!?!?! (LOL)

While I enjoyed making missions for GR:AW2 I found my enthusiasm for making missions dropping off with each beta I released due to the dwindling feedback, when making co-op/campaign missions feedback is very important to ensure these mission are as bug free as we can get them especially considering GR:AW2 has many bugs we need to work around in the first place something I find is less of a problem with GR.

I will get my latest campaign mission finished sometime in the future, I just need to find the motivation to do so.

Hey Rahn, why don't you give GR a try, I'm a total convert as the game play is so much better than GR:AW2 plus the AI isn't so dumb, if you can get past the inferior graphics (which I have) then it's much more immersive.

Anyway, all this is a bit OT so lets get back to GR. :P

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If I was to use an actor from say Mp1 would it be ok if I used kits from Mp2 or the Origmiss folder or can this cause problems.

You can mix and match actors and kits across expansions (and mods) in any way you see fit without issues.

Again the abbreviations don't mean a lot with the kits, for example the rp46_only kit does this mean using this kit the actor won't have any frags but just the rp46 machine gun.

Open the equipment kit files (.kit) with a text editor (here's a good free one) to see/edit their contents. The same goes for guns (.gun), projectiles (.prj), handheld items (.itm), actors (.atr), vehicles (.vcl), MP kit limitations (.kil), map environments (.env), and missions (.mis).

Other targets for text editing are cmbtmodl.xml (combat/damage model), campaign.xml (campaign missions and settings), music.xml/effects.xml/briefings.xml (audio settings), and of course strings.txt (text string definitions).

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Hey, good to see you're working with org GR! If these are anything like your GRAW2 stuff they must be top shelf action...will dl now. Looks like you've got some real nice support from guys like Tinker and wombat...I'll send KRP56 a PM so he can dl them and give you an opinion...he tested about 50 missions for me over the years...

migph34r.gif

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Mission 03, Beach Assault is now ready.

This map contains the laptop from Phook's placeable objects mod so thank goes to him for it's use. :thumbsup:

Due to the addition of the laptop there are extra files that need to be added to the main mod, place the zip file in the Operation_Stronghold folder and decompress from there, allow all files/folders to overwrite the originals.

With this mission I have given all actors various kits, while it looks ok to me I would welcome any comments on the weapons I have used.

You will insert via the blackhawk, this seems to be ok but I'm not sure if the scripting is the best it could be, for coop you will insert as normal as the blackhawk doesn't work when playing coop.

This is the most complex mission so far so I hope it all works as it should so please post any comments you have be it good or bad.

Map name:

03 (C-SP) TC02 Beach Assault

Links in first post.

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Hi Dad, :drool:

I have just played: Beach Assault and in the briefing there is a word missing ! [ we think the rebels will use this __ bring in ] were I have left the gap put in the word to. Also you have made a spelling mistake ! [ Before it's to late and the south cost is overrun ] it is meant to be spelt like this coast apart from them the briefing is OK.

Out of the 88 AI's I got 84 AI's that's not to bad is it Dad well I don't think so, as for the mission it went really well no problems at all.

I really enjoyed Beach Assault Dad there is a lot more AI's in this one which I like, :yes: and yes I did die quite a lot and don't you dare take the ###### Dad :nono:

I think you have done a good job Dad love you lots

Sonia xx

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