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<Guest>
Posted
Gents,
As a modder in the novice/intermediate stage I've run into a problem-question that I need an experts help with. And Thanks in advance, you guys are what makes this game constantly new.
Here's the problem...I've created four minefields with a total of 16 scripted mines (4 each field) I have each field in its own group and enable the group with a prox trig and activate the mine with another prox trig. Those work just fine. But my X objective is to retrieve the Map of the minefields and I would like them to show on the command map when this is accomplished (preferably a yellow or green diamond for each mine.) I've tried Show Thing and Show MapObject with no success (incorrectly scripted?)
Can I do this and if so would one of you be so kind as to enlighten me?
The overall mission plan calls for a stealth insert and napalm airstrike on a troop training/staging area but I'd really like to have that X-Obj work. I could always script them to disable when the map is retrieved but that wouldnt bring the same...er.. charge..as skeedaddling to Evac and looking at the minefield and having to go around it.
Again thanks for any and all assists on this.
 
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<Guest>
Posted
Maybe you can put tangos on the proxy-mines and hide them from gameworld and command-map and when minefield-map is found show them on command-map (red dots like for enemies). I've seen a mission with something like that.

I know Alpha Squad missions use black spots on the ground for the proxy-mines.



San's Place l SANSITE

Mods:
San's Missions, San's Gametypes
San's Face Viewer, San's Vehicle Viewer
 
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<Guest>
Posted
Thanks San,
I tried several combinations of tango proxies to no avail.
I made em invisible and invincible, hid em -showed em...they seem to show up drawn even when brought in invisible.
i saw/played that same mission you mentioned but cant remember if it was a server side or total modded event.I solved the temporary problem with a group disable which is probably better anyway. Thanks for your help. If you do find that mission before me would you let me know in here?
Thanks again, keep up the good work.
knife
 
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<Guest>
Posted
knife_cqb wrote:
"If you do find that mission
- before me would you let me know in here?"

If you are looking for Alpha Squad missions with mines look here: http://www.alphasquad.net/

(click on:"Download section ready "
(In the download section look for:"Stealth Score Leaderboard 2003 coop tournament missionpack"
(d/l by clicking on :"this link to Alpha Squad's FTP server "

farm : has mines; 57kb
invisible touch: has mines 83 kb
mis 3: on the Docks map; 94kb( no mines if I remember correctly)
SSL4.exe: has mines; includes d/l'ing Osseation Woodlands map 6.86 mb

All mines appear as a darkened spot on the ground.

Good luck
 
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<Guest>
Posted
Thanks Wombat,
I can get em to show on the ground but was looking for a way to get em to light on the map after the intel is retrieved...no matter any more. I set up a "futuristic" scenario where they are enabled/disabled with a radio freq.

Thanks for the info though, I've heard good things about Alpha Squad missions.
 
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<Guest>
Posted
Try using the MapZoneColor command. It can highlight a zone on the map as a red, green, blue, yellow/gold or white 'check mark'. The insert/extract zones use the red/green, so you can use the other three colors as needed.

Note that the icon stays the same size and is centered on the zone you name. Ergo, you may need more than one icon per minefield or need to move the zone around a bit to get the mark placed 'over' the mines.
 
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<Guest>
Posted
why cant you just script it like this

make a "zone" name it mine field
if the "playeractor" walks into that "zone" he dies
proximity actor 1 meter would do it

there u go, u have a mine field
 
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