Zeealex Posted August 26, 2014 Share Posted August 26, 2014 can you not put it on a timer condition of some sort, to wait a few seconds before it actually ends? Quote Link to comment Share on other sites More sharing options...
MrMoon Posted August 26, 2014 Share Posted August 26, 2014 Yeah use a timer to delay the mission complete message until after your music has played Quote Link to comment Share on other sites More sharing options...
wombat50 Posted August 26, 2014 Author Share Posted August 26, 2014 Thanks Alex and MrMoon. See what I can do. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted August 26, 2014 Author Share Posted August 26, 2014 (edited) I got the music working at the completion of the mission. Group: <Default> (Added this block) Comment: Victory timer Trigger Event: All actors in ENMY have fled or been killed. Responses: Set Victory to expire in 32 second(s). Play "action3.wav" at volume 1. Group: <Default> Comment: Victory Trigger Event: Victory has expired. (previously it was TimeElapsed) Responses: Allow this block to be reactivated. Continue executing responses if ((The value of Completed Objectives) is equal to 2). Display "Vacation Season Is Over!" and register mission completion. Prevent this block from being reactivated. Anything else needed to guard against CTD or other problems? Edited August 26, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted August 26, 2014 Share Posted August 26, 2014 (edited) Think that should do it m8. Hmm obviously I don't know how you have your mission and objectives set up, but with that exact set up it might be possible for the player to activate the mission complete scripts by wiping out the enemy before both objectives are complete and when it reaches the 'continue if' bit the mission could break as the timer is set to activate exactly at the time when all enemy are killed so it won't be able to activate again. Bah I suck at explaining script! Might be better to use time elapsed (say 1 or 2 secs), allow block to be reactivated, Continue executing responses if ((The value of Completed Objectives) is equal to 2) (assuming killing all enemy is an objective), then start the mission complete timer and your music. This way the game will keep checking to see if it should run the script and won't cross a point of no return that might leave you in limbo. Sorry I'm way better at setting up script then I am explaining it this probably won't apply to you anyway Edited August 26, 2014 by MrMoon Quote Link to comment Share on other sites More sharing options...
wombat50 Posted August 26, 2014 Author Share Posted August 26, 2014 I see what you mean. There could be an objective like "find the intel" that would go into limbo if all OPFOR are killed beforehand. I'm going to do this 3-4 times(add music at the end) so I still have work to do. Thanks for the headsup. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted August 27, 2014 Author Share Posted August 27, 2014 (edited) Tried this and it worked. Objectives are: 1-Pacify The Resort Grounds 2-Capture or Kill The Bosses Group: <Default> Comment: Victory timer Trigger Event: 7 second(s) elapsed. Responses: Allow this block to be reactivated. (didn't work without this) Continue executing responses if ((The value of Completed Objectives) is equal to 2). Play "action3.wav" at volume 1. Set Victory to expire in 32 second(s). Prevent this block from being reactivated. (didn't work without this) Group: <Default> Comment: Victory Trigger Event: Victory has expired. Responses: Allow this block to be reactivated. Display "Vacation Season Is Over!" and register mission completion. Prevent this block from being reactivated. Probably better but I don't know enough about scripting to ensure this has all the bases covered for objectives like "retrieve the intel" etc.. Edited August 27, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted August 27, 2014 Share Posted August 27, 2014 Yeah that should work fine mate. Should be fine for other objectives as long as you change the values etc Glad you are getting into scripting when everything works right the pay off is brilliant. If you have any probs with your scripts I'm sure me and the others can help out 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 4, 2014 Author Share Posted September 4, 2014 (edited) I got a new video card several weeks ago and was getting phenomenal frame rates, like 300-400 in GR. But recently I noticed tanks in missions would follow a path but at a snails pace, just a crawl. So I tried a test mission with the same results. Was getting perturbed. Did a search and found this thread at gr.net: http://www.ghostrecon.net/forums/index.php?showtopic=17899 This solved the problem straight away. In the thread the guy has a AMD/ATI card but it applied to my Nvidia card as well. Migryder has given me permission to include 4 of his mission packs in my mod. I have set all of them up as a campaign(30 missions) but as usual I like to make things difficult and decided to try and reskin all the specialists for the campaign. Returning to GR just to watch some tanks behave correctly. Lol Edited September 4, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted September 4, 2014 Share Posted September 4, 2014 Nice Not sure Ive played those missions, look forward to playing them for the first time with your retextured maps and effects Yeah getting all the heroes changed is quite a task Quote Link to comment Share on other sites More sharing options...
Zeealex Posted September 4, 2014 Share Posted September 4, 2014 (edited) I see a diaz!!! XD i need to release that as a mod resource actually retextures look awesome though, maybe slightly darker would do it some good? Edited September 4, 2014 by Zeealex Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 4, 2014 Author Share Posted September 4, 2014 (edited) Alex, I am not surprised you noticed Diaz as I purposely cropped part of her out to see if anyone would still notice. You sent me the files awhile back. Thanks again. I'll work on Astra's texture a bit more and try it a tad darker. Thanks MrMoon. Edited September 4, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
Zeealex Posted September 4, 2014 Share Posted September 4, 2014 (edited) XD first thing i noticed was the vast difference in the boot models, then looked up and saw it was that model. i probably wouldn't have noticed otherwise, I probably would've thought it was your masterwork retexturing making the model look so good Edited September 4, 2014 by Zeealex Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 5, 2014 Author Share Posted September 5, 2014 It's a great model and well textured. It renders with some facets for me but I can live with that. Maybe the GR engine lacks something for GR2 models. Have you had that faceted appearance as well? I was messing around(do allot of that) texturing some different bogie wheels for the BMP. May do the same with bogie wheels on the T72 and T80 tanks. Lightened the treads, wheels and body. I hope not too much. I was poking around in the MP2 model folder and came across v_bmp.pob. mmm... an Island Thunder BMP? Never saw that in the vehicle list in Igor. Has a texture in the MP2 texture folder, v_bmp.rsb. But no .vcl file in the actor folder so I made one. It appeared in the vehicle list in Igor and looks like this: A jacked up version of the regular BMP with some faults. The turret isn't tall enough and the gun barrel pokes through the body when it traverses. Never could get it to take the texture made for it with Mike Schell's skinner. Was excited for a bit but it's not usable. Much like the T-62 tank: Anyone else see this? Nigel Tunney desert specialist: Quote Link to comment Share on other sites More sharing options...
Zeealex Posted September 5, 2014 Share Posted September 5, 2014 Yeah, the faceting is normal I think it was exported with a smoothing group, ghost recon doesnt take well to smoothing iirc.never seen those before, I will investigate further, I know ghost recon has an RAH-66 texture but no vehicle file. Redundant files, redundant files everywhere!! You made tunney USMC? Quote Link to comment Share on other sites More sharing options...
MrMoon Posted September 5, 2014 Share Posted September 5, 2014 Hmm that is odd with the tanks Tunney looks great though m8 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 6, 2014 Author Share Posted September 6, 2014 Off on another tangent. Briefing.wavs for Migryder's 30 missions. Example: https://www.mediafire.com/?zr6t4o5ubz6q051 I tried uploading as a .wav but it didn't play correctly with MediaFire's listen button. So packaged it up as an .rar file. About 2.5 MB's and plays about a minute. Most of them I'm doing verbatim from the mission file but added a little extra to this example. Was going to redo the bogie wheels on T72 and T80 tanks but realize they are modeled way too small. Disappointed with that so may deep six retexturing them. Looking for some good pics of T72 bogie wheels I ran across a site that sells T72's for about 40,000 euros. lol Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 7, 2014 Author Share Posted September 7, 2014 Ran into a problem that drove me nuts on a testing mission on a desert map. Had a woodland SA13, desert SA13, woodland BMP and desert BMP placed on the map. They were all showed woodland skins. Thought my install was bad, the textures were not correctly assigned. Messed with it for more than an hour. Finally just deleted the woodland SA13 and BMP and then the desert BMP and SA13 showed the correct skins. I have messed up my install a little bit by overwriting the original files for: iv_howitzer.rsb iv_howitzer_01.rsb iv_howitzer_02.rsb iv_howitzer_03.rsb It would be so nice if someone would package those four textures up from the Origmiss/ texture folder and upload them for me. 1 Quote Link to comment Share on other sites More sharing options...
Chudy Picio Posted September 7, 2014 Share Posted September 7, 2014 Here you go. http://www.speedyshare.com/Jpz7S/Textures.7z Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 7, 2014 Author Share Posted September 7, 2014 Thank you Peter! 1 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 9, 2014 Author Share Posted September 9, 2014 (edited) I have one of the missions that likes to crash during MP, Tommygoff from the Guatemala: Ides of March mission pack. It has allot of units that are initially hidden. I'm thinking maybe they should be made invincible when hidden and then when they are made to show, turn invincibility off. Does this make sense? I can't think of another reason why it would crash in MP. So far there are no problems with SP. Edited September 9, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted September 9, 2014 Share Posted September 9, 2014 Hmm are the units hidden off map? Like outside of the playable area? Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 9, 2014 Author Share Posted September 9, 2014 (edited) It is the Tommygoff mission from migryder's Guatemala: Ides of March mission pack. I think it is Enemy I platoon as in item that are the trouble at least that is my theory. They are placed on the playable map and initially hidden in the NE corner. There is only a small sliver they could be placed on off the map which is CP01 Hunting Lodge. It is in the NE corner but really small. I'll have to test more but they may be getting killed before being shown just from stray rifle fire. Maybe one getting killed in that platoon is all it takes. Trigger Event to make them show: The escort of Ta_1 has begun. (A prisoner) Responses: Set Ta to true. Make Jeep2 visible to the game world. (I platoon enters this vehicle) Make M35b visible to the game world. (I platoon enters this vehicle) Make I visible to the game world. This is where it crashes in MP, always. I don't see any teleport references in the mission summary. Like I said not any trouble in SP so far but I'll do more testing in SP. Edited September 9, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted September 10, 2014 Share Posted September 10, 2014 I'm not sure but I think explosions tend to kill hidden actors as opposed to bullet projectiles I could be wrong on that but yeah I always make hidden actors invincible till they are shown. I will try at some point soon to have a look at the mission if you are still having probs with it, and see if I can replicate the problem and help you fix it. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 10, 2014 Author Share Posted September 10, 2014 (edited) Edit: I have two accounts on my Win 7 install. Started a dedi sever on one account and joined it on the other. Playing Tommygoff mission. Enabled teamsuperman and teamshadow in the .mis file. Results of 2 ike.logs: <<<<<<<<<<First go around joining dedi server >>>>>>> Loading map c:\program files (x86)\red storm entertainment\ghost recon\mods\mp2\map\cp01_hunting_lodge\cp01_hunting_lodge.map Lighthouse: UDP bind() error 10048 binding to UDP address of 192.168.1.103 Port 2347(Has something to do with me having a dedi and joining it on same computer?) RSWaveFile: Unable to parse header c:\program files (Timer Sound playing on restart Timer Sound playing on restart(line repeated 20 or so times) Went to Item platoon's location before they were triggered to show. They were quite visible and were not shadows. I shot them with a rifle with no effect so I thought they were invincible. This ended in CTD when I fired rockets into Item platoon before they were triggered to show and commence a trigger plan. <<<<<<<<<<<<<<Second go around joining dedi server >>>>>>>>>>>>>> Loading map c:\program files (x86)\red storm entertainment\ghost recon\mods\mp2\map\cp01_hunting_lodge\cp01_hunting_lodge.map Failed to Reset Device Failed to Reset Device Again Lighthouse: UDP bind() error 10048 binding to UDP address of 192.168.1.103 Port 2347(Has something to do with me having a dedi and joining it on same computer?) Timer Sound playing on restart(line repeated 20 or so times) I didn't fire into Item platoon with rockets or gl's at any time. Did not crash to desktop. A real can of worms for me. So much going on in the NE corner of the map. Several Vehicles and actors are hidden then triggered to show. Seems OK in SP but I may make a note in the mission briefing that it will probably CTD in MP. Shame as it is an awesome mission. Edited September 10, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
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