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does this mod sound good


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i call it Camouflage. The object of the game is to go from the insertion zone to the extraction zone. (recon) the only thing is if you are seen you lose. You may shot the enemy they may shot at you if they here you but if u are seen u lose

it is single player u should have 1 person and you go across the map. hiding

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It sounds fine. I'm not a big stealth fan myself (although tend to play missions in as stealthy a way as possible) - but there seems to be no good reason to make a mod just for yourself, when there is a forum full of people hoping to try out new things - so i say go for it.

I don't understand the bit you say about exchanging fire with the enemy though - surely if they shoot at you then they have by definition seen you (or do they shoot blind?)

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Great idea, and you can make a gtf file for it, so it works on every map, instead of all the mis files.

You could use this:

- continue if platoon ghosts is seen by platoon enemy or platoon ghosts is heard by platoon enemy

- declare mission failed

Love stealth, but like to shoot too, hehe.

It's still possible to shoot (with SD weapons), if they don't stand too close to each other to see someone die.

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umm

1st ego if u make enough sound or if u fire a gun that isnt silence u tend to do distract attention. so they will fire even if they dont see u if that happens.

Mc :huh::blink:

san i dont no how to make that kind of file with it if u tell me i could sure try.

you need blockpreserve i got that part scripted :)

i do have them spred out some may see them die but they are far away. i tested it even no i wasnt done to make sure i skriped right the first guy i say i shot in the back of the head close rangle with silent pistol

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It's still possible to shoot (with SD weapons), if they don't stand too close to each other to see someone die.

Yeah, but you still have to be careful. If you miss you still can get that problem. One mission that's part of my campaign I've been slowly working on I've encountered that much to my chagrin. Also CME4WHOIAM you may want to make the Stealth somewheres 6+ just to be on the safe side, and recommend the person controlling that particular actor. Or else you have an AI guy moving in, with like a Stealth of 1, and well, Mission Failed!

And in the similar instance, as San mentioned, firing a non silenced/suppressed weapon will automatically fail the mission (least in my case, the AI "knows" it's you, go figure). The thing is, the Effects.xml has a column called "Rolloff" which means that's when the sound pretty much ends. By default, most sounds are 2000, which means meters, or two kilometers. Pretty far, and may be somewhat unrealistic, but then again who knows? But the SD weapons normally have a Rolloff of 10, I've adjusted mine to 5, but still if you miss misson fails. It's just something to mention in notes in the briefing, and gives players a challenge.

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i think some thing got missed understood. you can be heard not seen. i have it platoon heard by company u can use a fully auto m4 as long as you arent seen.

i have people walking to making loop paths.

also i did have a guy walk right towards me and get close i thought he say me than i shot him in the head with my sniper rifle.

i dont no how to mod guns and actors i want to learn i read a tutorail on actors but still dont get how to do it.

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trigger:

timerelapsed (0sec)

responses:

blockpreserve

cont. if -edit- compareintegers - edit - platoonheardbyplatoon

blockremove

display message 'You've been heard' and register mission failed

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I love basic stealth missions, but what you have described will probably end up as one the most 'forgettable' missions ever made. ;)

...... This you wrote:

but if u are seen u lose
. :sheep:

Always put some reality around ALL mission ideas. ie.... If all teamplayers die, only then does 'everyone' lose. They might get no mission objectives completed, but ALWAYS require all surviving players to get to extraction.

Edited by BaMBaM
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