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mxmstr

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  1. Yeah I havenât touched this stuff in a long while and I donât plan to. Iâve never gotten any story characters to successfully spawn, the game is just stubborn like that. There might not even be any buddy combat AI implemented for the DD soldiers. I heard somewhere that the engine is simply incapable of dealing with large character counts, hence why itâs so restrictive. Which is unfortunate, because I was looking forward to spawning an army of quiets.
  2. The link to my Africa free roam changes are in the first post of this thread https://forums.nexusmods.com/index.php?/topic/3843865-increased-soldier-population-wip-mod/ Here is the link to townnet's Mission 13 changes: https://www.dropbox.com/s/gr46xfs7w97naun/s10080_mod.zip?dl=0 Mission 13 is the first Africa mission where you blow up the oil tank. You need to drag 00.dat to GZtool, then place the .fpkd file into master\0\00_dat\Assets\tpp\pack\mission2\story\s10080 The open the 00_dat.xml file and add this line to the list: <Entry FilePath="/Assets/tpp/pack/mission2/story/s10080/s10080_area01.fpkd" Compressed="true" /> then drag the 00_dat.xml to GZtool to repack. I recommend you read the rest of the thread so that you understand how to edit everything.
  3. Sorry for the late response. I think if you want to spread the soldiers further apart you'll need to change their default positions in the fox2 file. By default all the soldiers in a CP will have the same start position, and so they will stay close together when they go to their route. So just change each of their starting positions randomly and they should spread out.
  4. Well done with the changes, it feels a bit more like an actual warzone now, especially with the underutilized jungle area. With regards to that last post, what happens if you kill all of them at once? I think back when I was first creating the mod, I recall the game crashing after I had killed a lot of soldiers.
  5. What is the .fpkd you originally found these files in? For some reason there are three different fpkd's for the same mission: s10080_area01.fpkd, s10080_area02.fpkd, e0e08b0c44b8.fpkd all in chunk4.
  6. Go into your dropbox folder and right click on the file and select "Copy Dropbox Link." That should give you a link to the file that I can access. With regards to the camera location, you would have to find where the camera animation curves for that cutscene is stored. I don't think any of the modding tool creators have been able to find and decrypt animation data though. I think for now you will have to just skip the cutscene altogether.
  7. Here's what I did: sequences.Seq_Demo_RescueMiller = { OnEnter = function() local func = function() this.FuncBuddyDogWarp() TppScriptBlock.LoadDemoBlock("Demo_ParasiteAppearance") TppSequence.SetNextSequence("Seq_Game_Escape") end func() --s10020_demo.RescueMiller(func) end, OnLeave = function() TppMission.UpdateCheckPoint{ checkPoint = "CHK_PickedUp_miller", ignoreAlert = true, } end, }
  8. I changed kaz's position and I can pick him up just fine. What position did you move him to? Maybe the game screws up when he's too far away from the CP he's assigned to.
  9. I can't access your dropbox link, it just takes me to the home page. Maybe the link is wrong?
  10. Strange, I was able to pick him up when I tested it. I hadn't changed his position though. I'll take a look.
  11. Just tested it out myself, in order to progress to the escape sequence you need to execute the "local func" function above. So just replace "--s10020_demo.RescueMiller(func)" with "func()" below.
  12. I think that happens because there's some ingrained code which, when the cutscene finishes, teleports the player-controlled Snake to wherever the cutscene snake is so that the game seamlessly transitions back to gameplay. I'm not sure if its possible to change the actual cutscene animations, so another thing you can do is force the cutscene to skip. In the _sequence.lua file at line 3247 we have the function that (I think) triggers the rescue cutscene: sequences.Seq_Demo_RescueMiller = { OnEnter = function() local func = function() this.FuncBuddyDogWarp() TppScriptBlock.LoadDemoBlock("Demo_ParasiteAppearance") TppSequence.SetNextSequence("Seq_Game_Escape") end s10020_demo.RescueMiller(func) end, OnLeave = function() TppMission.UpdateCheckPoint{ checkPoint = "CHK_PickedUp_miller", ignoreAlert = true, } end, } Put a "--" to the left of the command "s10020_demo.RescueMiller(func)" to disable it and see if that stops the cutscene from playing. It might not transition to the escape sequence though.
  13. That's pretty cool that you were able to do that. I think there's a file called "demo" in the same location that has the cutscene settings.
  14. Not sure, it seems like rts_ is used for vehicles and helicopters.
  15. The green text is code I used for testing (you can use the -- to disable lines of code). All the this.setRoute_ commands were added in by me in order to manually set the routes. Those commands are defined further up the file in the form of "this.setRoute_CPName = function()" with the SetSneakRoute commands below each one. So in the story mission file you need to make sure that whatever function() blocks you paste in are executed in this.SetUpEnemy (I'm assuming that the story mission file has this.SetUpEnemy).
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