EricJ Posted January 13, 2013 Share Posted January 13, 2013 Is there a tutorial somewhere in converting co-op missions into single-player? Quote Link to comment Share on other sites More sharing options...
mexicobob Posted January 13, 2013 Share Posted January 13, 2013 Not that I know of. Eric, I have been working on converting my Strongpoint mission for you. But, I have run into a big problem, that when loading a saved game, it crashes. That makes it un-playable. Still working on it though. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 13, 2013 Author Share Posted January 13, 2013 Maybe it's a Brettzie's thing? But I'd be happy to beta test it... Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted January 13, 2013 Share Posted January 13, 2013 Not that I know of, I learnt by unbundling SP (campaign) missions and comparing the differences. Below is an outline of what's needed (without details though): 1. The world_info.xml will need to be changed for SP play. 2. The mission script needs to be updated to remove the "SetSpawnLocation" as this is not needed, save points are used instead, you also need to update a lot of code to make it SP compatible, 3. You need to open the map in the editor to add a large location called "loc_kill" which needs to encompass the entire playable area. 4. Briefing maps will have to be made along with the strings.xml for the briefing text. 5. The amount of AI needs to be reduced, coop maps contain far to many for SP missions. There maybe more that I have missed as this is off the top of my head. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 13, 2013 Author Share Posted January 13, 2013 Okay that's a start at least... Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted January 13, 2013 Share Posted January 13, 2013 Hey Bob, if you are still having problems then send the map over and I'll take a look. Sorry for the OT Eric. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 13, 2013 Author Share Posted January 13, 2013 No worries... Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted January 13, 2013 Share Posted January 13, 2013 Converting enough missions to make a full blown campaign can take several weeks, it's worth it though as they are still quite popular. As I said the best way to learn is look at other missions, you will need to have a good grasp of making missions in the first place though. I will be making another campaign sometime in the future as I have 20 plus missions that haven't been converted. Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 13, 2013 Share Posted January 13, 2013 Playing my own abandoned missions the last week with a few others. Forget this talk, what is needed, is for someone to go in and alter all the code for the AI and the vehicles, whatever, and create a new mod. From what we have been through, we have to get in and start changing all this default stuff. This has to be done. Can be a base set up for any other mod, but only 1 mod can run at a time, so modders need to work together. I abondoned my modding work with this game because nobody wanted me to create a mod. Custom levels, all the community wanted. No other modder wanted there mods to be compiled with my work. Pretty much anything is possible in this engine if you desire, GRIN did try to give us that. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 13, 2013 Author Share Posted January 13, 2013 THat's cool, I just need to spend some time learning that's all. I played your ogr_redux campaign, and other than the Havocs, was pretty cool. Though I know how to get rid of them through coding snips for the Codename Farrallon mission. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 14, 2013 Author Share Posted January 14, 2013 Besides Tinker, what kind of mods can you create? Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 14, 2013 Author Share Posted January 14, 2013 I mean how about a find OBL style campaign? That'd be popular, with a final mission a raid on the compound.... of course if there were the appropriate type of targets, or just make it a Mex campaign and so on... I just need to develop the skillz, etc. Quote Link to comment Share on other sites More sharing options...
Blame Posted January 14, 2013 Share Posted January 14, 2013 Anything that Tinker would make work, I would try it for sure. Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 14, 2013 Share Posted January 14, 2013 I am not signing up for nothing here If any of you crazy guys start meddling with the files and working on adjusting the stats of the AI, vehicles, etc, and so in general, I will happily chip in. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 15, 2013 Author Share Posted January 15, 2013 Sod you then lol Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 15, 2013 Share Posted January 15, 2013 ######> Let us start with the tank. You can crawl up to a ledge in a bush, (that has no blocking colisions) from 100M, and bam, it spins and kills you. How do we change this. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 15, 2013 Author Share Posted January 15, 2013 From what I understood they all have aimbots (forgot where I saw that nugget of info...) Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 15, 2013 Author Share Posted January 15, 2013 And looking at the "u_mi28.xml" shows an AI "brain" that relies on scripting Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 15, 2013 Share Posted January 15, 2013 There are some basic stuff you can alter in units/vehicles, but tbh, these values are pretty much about right. If you look in lib/units/ai/vehicles, and open up the dxe files in notepad, you can see snippets of all sorts of settings, and I think unfortunately that these are the files that really need editing. As far as I know, nobody managed to decompile the dxe file too. Same seems to apply for more indepth control over the ai soldiers. However you can change the ai skill_shooting which works, but do not see this info for vehicles. tank_brain detection_point=anim_turret I cannot find these anywhere, so I guess this is also within the dxe files? Settings used within the mission file: SetGlobal: det_auto_detected, det_see_zone1,2,3,4... You can give these really high values and they do help, however they simply go straight out the window once 1 single tango sees you, or hears you, etc. Not really sure that you can get very far right now. Would love to have access to those dxe files. The easy solution on hitting the helis with RPG, seems to be having a delay of a few seconds before it moves off to the next waypoint. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 15, 2013 Author Share Posted January 15, 2013 I honestly just position my guys so they don't get shot or carry a Zeus. I think sometimes helis are just a waste of processor speed. But it's a game... Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 17, 2013 Author Share Posted January 17, 2013 I found something Tinker, check the sb_vehicle_ai_data.xml in GRAW1's quick.bundle, it may be what you're looking for. Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 17, 2013 Share Posted January 17, 2013 Stone the crows! Some interesting stuff in here, not thought to look at the graw1 setup, thnx. Have to look through the rest now. Ha, yeah, hopefully try copy and paste some of this stuff to see if it will work first. Good find, will have a play with this at weekend. Flicking through various stuff, I still think the majority relies on main source code that is still within the dxe files, but we will not know until we start creating some test actor, vehicle setups. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 17, 2013 Author Share Posted January 17, 2013 I assume you have a new vehicle to add because of all this interest? Quote Link to comment Share on other sites More sharing options...
Tinker Posted January 17, 2013 Share Posted January 17, 2013 No, not really. Wolfsong did release some new files Extra Utils for GRAW2 Just happy to keep meddling here. Maybe more people may pay an interest... Hmm, never made a mission for graw1, some differences have to fix. Quote Link to comment Share on other sites More sharing options...
EricJ Posted January 18, 2013 Author Share Posted January 18, 2013 (edited) Well if you need a beta tester.... Edited January 18, 2013 by EricJ Quote Link to comment Share on other sites More sharing options...
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