Obmanta Posted May 28, 2006 Share Posted May 28, 2006 Hi all: I have found out how to start mission 2 without the narcom briefings and how to spped up the chopper. Looking for the following code in the data/levels/mission2/mission2.xml file <event name="start_game"> <element type="DebugString" msg="Begin Game" start_time="0.5"/> <element type="TriggerEvent" event="heli_ride" start_time="0.1"/> <element type="ShowInventory" tutorial="true" disable_weapon="predator" start_time="3.0"/> <!-- <element type="Actor" actor="m02_briefing" start_time="5.0"/> --> </event> <event name="heli_ride"> <element type="DebugString" msg="heli_ride" start_time="0.5"/> <element type="UnitInArea" area="heli_insert" state="activate" start_time="0.0"/> <element type="SetTransportType" vehicle_id="bud_start" transport_type="insertion" start_time="1.0"/> <element type="OrderHeli" vehicle_id="bud_start" order="move" position="6265 3789 25054" speed="2.8" target="true" start_time="0"/> <element type="OrderHeli" vehicle_id="bud_start" order="move" position="23319 -13996 2217" speed="2.6" target="true" start_time="60"/> <element type="OrderHeli" vehicle_id="bud_start" order="target" position="23520 -13655 2217" start_time="66"/> </event> <event name="heli_insert"> <element type="UnitInArea" area="heli_insert" state="deactivate" start_time="0.0"/> <!-- <element type="Actor" actor="m02_bud_briefing" start_time="3.0"/> --> <element type="DebugString" msg="heli_insert" start_time="0.0"/> <element type="ActivateGroup" group_id="guards01" start_time="0.0"/> <element type="UnitInArea" area="activate_guards01" state="activate" start_time="7.0"/> <element type="SetHeliStand" vehicle_id="bud_start" start_time="0.0"/> <element type="SetHeliDropRope" vehicle_id="bud_start" start_time="3.0"/> <element type="SetHeliDrop" vehicle_id="bud_start" start_time="5.0"/> <element type="Composition" id="gogogo_01" start_time="6.0"/> </event> This is about the 1/4 down from the top. Comment out the references to the bud_briefings. I have also changed the heli ride speed to around 2.8, 2.6. It's a little jerky but wow it makes the insert faster. Try it out. I believe that this could be done for all of the missions but I haven't attempted this as of yet. Have fun Obmanta Quote Link to comment Share on other sites More sharing options...
vene Posted May 28, 2006 Share Posted May 28, 2006 Thanks for the tip Obmanta, I did some more resersh on the subjetct and managed to remove the first briefing movie and the transportation to the insertarea, i removed all waypointsorder exept the last one before intersition and then i edited the world.xml in missionxx/xml, in world.xml you have to find the id of the intersitionblackhawk and change its startpos to the last waypoint pos, if you do that you will beginthe mission with reppeling down to the ground The green digits in the missionXX.xml sould match the green digits in the world.xml //LINEs In the missionXX.xml ------------------------------------------------------------------------------------------------ <event name="heli_ride"> <element type="DebugString" msg="heli_ride" start_time="0.5"/> <element type="UnitInArea" area="heli_insert" state="activate" start_time="0.0"/> <element type="SetTransportType" vehicle_id="bud_start" transport_type="insertion" start_time="1.0"/> <element type="OrderHeli" vehicle_id="bud_start" order="target" position="23520 -13655 2217" start_time="0"/> </event> ------------------------------------------------------------------------------------------------ In the world.xml ------------------------------------------------------------------------------------------------ <unit name="group_unit" group="blackhawk_crew" group_id="bud_start" vehicle_id="bud_start" crew="true"> <order order="Guard" source_pos="-8537.0898 -4164.8223 0" order_pos="-8537.0898 -3664.8223 2675" patrol_type="moveguard_recon"> </order> <position pos_x="-8537.0898" pos_y=-4164.8223" pos_z=2875"/> <rotation yaw="0" pitch="0" roll="0"/> </unit> ----------------------------------------------------------------------------------------------- Quote Link to comment Share on other sites More sharing options...
Obmanta Posted May 28, 2006 Author Share Posted May 28, 2006 Nice Job Veneratio!!! We are having fun. Does any one want to know how to change the Reticule colorss? Rocky thanks for letting me make the news. That was cool. Obmanta Quote Link to comment Share on other sites More sharing options...
Papa6 Posted May 28, 2006 Share Posted May 28, 2006 Good job guys. When Rocky does something like this, no thanks are necessary. Rocky enjoys spreading the love around.. Quote Link to comment Share on other sites More sharing options...
Colin Posted May 28, 2006 Share Posted May 28, 2006 Good job guys. When Rocky does something like this, no thanks are necessary. Rocky enjoys spreading the love around.. I must have missed that one Good job guys. Quote Link to comment Share on other sites More sharing options...
vene Posted May 28, 2006 Share Posted May 28, 2006 change the Reticule colors, easy as eat pancakes, just find the crosshair_combatsight.xml in the GUI folder and take a look i it, i think you will figure out kinda fast where the reticule color is set. Quote Link to comment Share on other sites More sharing options...
VeLocityChaos Posted May 28, 2006 Share Posted May 28, 2006 Id like to figure out how to make all of these modifications to where they show up in the ingame browser as an adjustable setting. Quote Link to comment Share on other sites More sharing options...
davros Posted May 30, 2006 Share Posted May 30, 2006 Hi ya....thatmks for the great work on this...it's one of my biggest anoyances...you should at least be able to escape out of the mission brief intro as you can with the start of the game movies. Unfortunately I can not get this mod to work with co-op. (btw. mission02 is the first of the co-op missions coupe-de-ta or whatever it's called). I changed mission02 as per your info. which all looks good, but for some reason it crashes with the following log... "C:\source\engine\dieselx\source\utility\Archive.cpp(1673)Cannot open e:\graw for mod testing\data\levels\mission02\xml\mission02_collision.xml.bin SCRIPT STACK data\levels\mission02\mission02.dsf(0)" Which is odd, as all I did was copy over the \levels\mission02\mission02.xml and \levels\mission02\xml\world.xml files into the \local\english directory and change them there. I have not changed (or copied over) the collision.xml.bin and it should just get it from the bundle shouldn't it?...it also does not seem to be creating a .bin in the local\english... directory for the changed xml...even tough I have set the context.xml to compile xml and it does work fine for other xml changes (ie. weapons and blood mod)...but that's likely because it errors... If I remove the local\english\levels\mission02\ directory it all works fine again. Odd... Perhaps this is something particular to the co-op missions (which is all I play)...or alternatively an issue with using local for this mod as opposed to the full unbundled set ....Have you guys tried this mod with co-op? Any help appreciated. Quote Link to comment Share on other sites More sharing options...
kuobalt Posted May 31, 2006 Share Posted May 31, 2006 I am also trying to get this to work in COOP. Without save points during the mission, i'm watching these briefings quite a bit with my buddies. Any progress on this? Thanks! Quote Link to comment Share on other sites More sharing options...
something Posted June 18, 2006 Share Posted June 18, 2006 C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data Only folders I see are Movies, Settings, Sound and Textures. I even did a search on hard drive for XML and Levels but find nothing related to GRAW. Where could the levels be? the game is playing ok. Cheers Quote Link to comment Share on other sites More sharing options...
something Posted June 18, 2006 Share Posted June 18, 2006 Ok I get it, I have to do a thousand things first to see it. Quote Link to comment Share on other sites More sharing options...
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