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<Guest>
Posted
How do you access second floors to place elements using Igor? I'm sure it's simple but it is not obvious to me. Also can I place a fixed weapon on the back of a vehicle or is there already ones available in the elements. If and if there is will you be able to asign an actor to it the same way you would for a fixed weapon on the ground? I ask because will you have to make the actor enter the vehicle. Please have patience with me for I am still the noobie.




Artificial Intelligence is no match for Natural Stupidity

Another useless post from Kuebaldy
 
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<Guest>
Posted
Don't you worry..

In IGOR you go to the taskbar (up in your screen) and I think it was VIEW (could also be something else )

Anywayzz...just look in the lists for Level Up and Level Down. You'll see if you change this view, your map of the area will change as well...It will show you all rooms that are on the second level.

Some vehicles already use on-board weapons and I think there is also a way to change the vehicles - weaponwise, but how is something someone else will have to answer...dunno that one...!

I believe that the jeep is one vehicle which has a gunner in the back...Try it with the jeep and start up the game...you'll see soon enough if it has the outcome you want...

Reg,




PME a.k.a. SPIK@

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

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

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

Message Edited on 08/26/03 02:22PM by pme

Message Edited on 08/26/03 02:22PM by pme
 
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<Guest>
Posted
OK, thanks. I was trying to place an actor to man a .50 cal. on the ground in one of the IT maps but he would not man it. the (actor) was on top of it and it looked like it was stuck up his butt but still did not work. I configured the same way in the embassy map and worked perfectly. Same thing happen with paths. Sometimes work sometimes do not.




Artificial Intelligence is no match for Natural Stupidity

Another useless post from Kuebaldy
 
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<Guest>
Posted
You cannot put a fixed weapon on a moving vehicle. The only options are to put a fake weapon that does not shoot on a vehicle in 3dsmax, or make it a gun turret but then it will shoot without anybody manning it. Otherwise, you can only put a guy in holding a gun.

I believe in Igor you use the numberpad + and - to move up and down map levels.


A man only needs one rectum. - F. Salter, "Recon Scout"

 
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<Guest>
Posted
You could also try using the jeep and give the the gunner an m60? That should give the jeep some more 'punch'...

Reg,

PME a.k.a. SPIK@

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

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Thanks, I am using a tutorial I found online and it is good to get started with but it is not always clear. The parts were it has hands on I catch onto quickly but the rest is not as simple. Anyone know of more tutorials that have a lot of hands on (specific steps)? Right know I am placing actors and vehicles and assigning plans without much trouble but I want to learn more about how to set up reactions to certian stimuli.
Basicly what I have accomplish now is a firefight but I want to script a mission.




Artificial Intelligence is no match for Natural Stupidity

Another useless post from Kuebaldy

Message Edited on 08/26/03 09:54AM by kuebaldy
 
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<Guest>
Posted
The only tutorials I 've worked with (besides some tutorials from Cobaka) are the ones that are included on the, I believe, DS disc by Red Storm itself. There probably are many others, but this one has been, most of the time, sufficient enough.

Anything that is not in the tutorial(s) can be asked here. There always seems to be someone who knows it!

Check your disc(s). Perhaps they are from there.

Can anyone confirm this?

Reg,







PME a.k.a. SPIK@

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

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
Ok, thanks for the help. I'll check the CD tonite when I get home from work. I'm sure I am going to have plenty of questions so be patient with me




Artificial Intelligence is no match for Natural Stupidity

Another useless post from Kuebaldy
 
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<Guest>
Posted
Just ask away Kue!

This whole modding thing just started for me with GR. I am totally new to this too, so I'll help you wherever I can. Wherever I can't, someone else surely will...

Don't hesitate to ask...



PME a.k.a. SPIK@

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

SPIK@'s - GR Weapon Models:
http://www.villagephotos.com/pubbrowse.asp?selected=435646

Alliance:
http://www.villagephotos.com/pubgallery.asp?id_=319119
 
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<Guest>
Posted
OMG!!! Can I ask a true "Newb" question? There's a tutorial on the DS disc?? And I've spent so long learning how to do it all myself instead of just looking at that?! Okay, now I feel stupid...

Kue, if you want to control how the guys react to things, rather than just leave it to the AI, the best way is trigger plans. You create the plan in the same way as the ordinary ones for vehicles and teams, but you place it in the trigger plan section, rather than assign it to anyone. Then, in the mission scripting, you create a new block with whatever trigger you want them to respond to. In the responses, just use the "ExecutePlanTeam" or "ExecutePlanVehicle" to get the trigger plan assigned to whoever you want... Clear as mud??
 
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<Guest>
Posted
Gav80 wrote:
- OMG!!! Can I ask a true "Newb" question? There's a
- tutorial on the DS disc?? And I've spent so long
- learning how to do it all myself instead of just
- looking at that?! Okay, now I feel stupid...
-
- Kue, if you want to control how the guys react to
- things, rather than just leave it to the AI, the
- best way is trigger plans. You create the plan in
- the same way as the ordinary ones for vehicles and
- teams, but you place it in the trigger plan section,
- rather than assign it to anyone. Then, in the
- mission scripting, you create a new block with
- whatever trigger you want them to respond to. In the
- responses, just use the "ExecutePlanTeam" or
- "ExecutePlanVehicle" to get the trigger plan
- assigned to whoever you want... Clear as mud?? - src="/i/smilies/16x16_smiley-very-happy.gif"
- width=16 height=16 border=0>
-

I'm sorry I just now read this. Ok now some of what I have been reading is starting to make some sense. Still a little muddy but getting there. Thanks
-






Artificial Intelligence is no match for Natural Stupidity

Another useless post from Kuebaldy
 
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