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<Guest>
Posted
Gav (or other)

I've gone and made a proximity trigger. I want to have a message displayed when the player's platoon is in the proximity of a zone.

How do you correctly set up the player's platoon? I've made a PlatoonRef and called that player's platoon, but I think that is not correct, as the message is not triggered and displayed...



PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

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<Guest>
Posted
New tag: PlatoonRef->Ghosts(or whatever)

block: startup

trigger: VariableSetPlatoon->Ghosts->edit->GetPlayersPlatoon

looks like: Set Ghosts to the (player-controlled) platoon.

make sure it's like that and not Set player-controlled platoon to Ghosts (other way around).


Then new block: proximity platoon->1 meter->Ghosts

triggerBig GrinisplayMessageAll->message

with 1 meter you can accidently pass the zone without triggering while running, if so make it larger.




San's Place l SANSITE
 
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<Guest>
Posted
Thx!

I had it the other way around..."Set Player Controlled Platoon" to "Player Platoon"

It almost works now.

PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s:
http://www.villagephotos.com/pubbrowse.asp?selected=384029

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119

Message Edited on 08/21/03 05:12PM by pme
 
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<Guest>
Posted
Paul, you're a fool! Entertaining though...

I can't believe you asked that, when you have a masterpiece of scripting to use as an example (that's my mission, by the way, in case you were wondering!). Including setting a platoon ref to the player platoon! Ah well, I guess I have to remember that you're new at scripting... Everyone does silly things when thye don't know any better!

If it's still not working, and you have the platoon ref in the mission startup script the right way round (lol), make sure your proximity triggered block is right. But the most likely cause is that you're not hitting the zone. For a zone, you have to be inside the zone for the trigger to fire - not within a certain range. The range is for if you're using a location, not a zone. So make sure the zone is big enough for you to be sure you've hit it, like San said.
 
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<Guest>
Posted
Aaaah Gav, but you know it takes one to know one!

Figured it out and doing very well, I might add!

It has not crashed since I started on a complete new one. Some things take some figuring out, as for example the order of commands (as in some work only if in front of the other and not behind)

So far, so good. I've written down some stuff that I want to have in the specific 'scene' I am in now. Going to work on some effects and scripting it into what's going on 'in the field'.




PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s:
http://www.villagephotos.com/pubbrowse.asp?selected=384029

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Are you trying to say something nasty about me, Paul?? Oh, how hurtful!!

Glad you've got it sorted out now. For the commands (I assume you mean in a plan?), remember that the actions are executed in order. So think about the order you want the team to perform the actions, and then put them in that order in a plan. Remember that if you use an infinite duration command in a plan (eg, cover - without setting a duration, or a path with either "loop" or "track" enabled), any commands after it will never be executed...

Have you played my mission much? What do you think of it?
 
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<Guest>
Posted
It's pretty tough...also because of the map itself - darkish...!

Did not get far though...actually I haven't played it since I started on my own. A lot of time goes into it... (but seeing something work is worth the trouble)



PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s:
http://www.villagephotos.com/pubbrowse.asp?selected=384029

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
A lot of time goes into writting your own you mean? Yeah, that's the problem with them. They take ages. And the more you try to do, the more fancy it gets, the longer it takes... And the more glitches you have to iron out!!

I deliberately made the mission tough - I didn't want things to be too easy. The difficulty does vary quite a bit on the different skill settings though, so if you find elite too hard, try veteran...
 
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<Guest>
Posted
Yes. Scripting the maps take up so much time...luckily it has not crashed (yet)!

Or from Vet too .....lol

PME a.k.a. SPIK@

"Are you feeling lucky today,..punk?!"

SPIK@'s:
http://www.villagephotos.com/pubbrowse.asp?selected=384029

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Is it vet you tried it on? Recruit is easier than vet, so drop the difficulty if you need to. When I sent it to my brother, he insisted on playing it on elite, and wouldn't drop the difficulty. He tried for a few weeks before he could even survive the mission!! Now he can play it on elite and not lose anybody most times though.

Vet and elite have a cool battle in them that I left out of recruit though, coz I thought it was too hard for that! Lol.

It's difficult to know how hard to make a mission, coz you don't know how good the people playing it are going to be. Unless you make it just for yourself... I normally try to write it so that I can do the mission on elite, but I find it hard, and maybe lose one or two soldiers at the first few attempts. The reasoning I use for this is that I should find it easier than most, coz I wrote it and I know where everyone is. So if I really struggle, then it's probably too hard. I do allow it so that someone better than me can play it though, because I know I'm not the greatest ever Ghost, although I like to think of myself as... competent. So, I set it so that I find elite hard, but that I can do it losing maybe one or two soldiers. Then I stagger everything backwards to make vet easier, and then recruit easier still.

I want you to play so you can tell me what you think! I want thoughts & comments... To make my future missions even better!
 
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<Guest>
Posted
@Gav80:

question for you: you told about end of plans with cover (infinite) and path-loops. Now does that include MROE on hold ?

I want an actor on hold and cover (so he looks around), but after MROE hold, he doesnt do the cover-step. And if cover comes first, he doesnt do the MROE.

Got an idea ?



San's Place l SANSITE
 
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<Guest>
Posted
San,

Sorry for the delay - I've been away for a week! The Hold MROE is not an infinite step. The actor/team's ROE are set, and then remain the same until either the plan has another MROE step, or the AI takes over (eg, if you set the team to At All Costs, and they started getting shot at, the AI may over-ride things and set them to Hold). Once the MROE is set, the team/actor moves on to the next step. The above is also true for the combat ROEs.

So setting MROE to Hold, and then having Cover should work without any problems.
 
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<Guest>
Posted
If you have MROE on all costs, and they get shot at, they will stop for a sec, but eventually continue their way (all costs).

So MROE won't change, only if you have recon/advance.

Some for hold, they will never start moving even if shot at, only go hide when fragged.

I will test this some more to get the right result.



San's Place l SANSITE

Message Edited on 08/30/03 10:37AM by San__
 
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