Re: PMC Ranger Path - beta is released
Posted: 2003-09-18 03:04:04
I also had problems with the missions involving capturing the officers. I looked at the missions after "UNPBOing" them and noticed that the officers surrendering occurs only if they go into "flee" mode. The condition is "fleeing col1" for the first capture mission and "fleeing maj1" for the second. Apparently, on my computer and NetWalker's computer, these guys just do not go into "flee" mode. So I modified the triggers in these two missions thusly: In Snake_Ranager_Snatch (the mission on Everon where you capture the Colonel) I Changed the capture trigger condition to:
col1surrender or fleeing col1
then I added a default trigger to allow other factors besides just fleeing with the following in the ACTIVATION and ON ACTIVATION fields:
ACTIVATION: !alive colbuddy AND alive col1 AND leader assault1 distance col1<4>.25
ON ACTIVATION: col1surrender=true
This added trigger along with the modification to the existing trigger will cause the Colonel to surrender if he goes into "flee" mode, or if his guard is killed he is injured and you are in proximity to him and he is still alive, i.e. you or one of your team did not kill him. This mission worked fine for me after these modifications. I kill his guard, shoot him once in the leg or arm and then run up to him and he surrenders nicely.
In the mission on Nagova where you capture the Major (Snake_Ranger_Path) I made the following trigger change:
In the original capture trigger with an ACTIVATION field of: fleeing maj1, I changed this to: (damage maj1>.25 and !alive spetz1 and !alive spetz2 and alive maj1) or fleeing maj1.
I then modified the two Spetz Natz units attached to the Major by naming one of them spetz1 and the other spetz2.
So now if you kill the Spetz Natz guards and injure the Major he will drop his weapon. Then when you get close to him he joins your group (another trigger that needs no modification handles this).
I used "PBO Tool" ((c)2002 by JaZzBrE) to "UnPBO" and "rePBO" the campaigne - there is a link to download this utility on The Avon Lady's web. Make sure you have a backup of the orginal PBO, just in case you screw up the modification. Anyway, these changes helped me get through these missions without using the "endmission" cheat or just killing the Officers and accepting failure. So, if others are also having problems, maybe this midification or something similar might be put into the next revision of the campainge.
col1surrender or fleeing col1
then I added a default trigger to allow other factors besides just fleeing with the following in the ACTIVATION and ON ACTIVATION fields:
ACTIVATION: !alive colbuddy AND alive col1 AND leader assault1 distance col1<4>.25
ON ACTIVATION: col1surrender=true
This added trigger along with the modification to the existing trigger will cause the Colonel to surrender if he goes into "flee" mode, or if his guard is killed he is injured and you are in proximity to him and he is still alive, i.e. you or one of your team did not kill him. This mission worked fine for me after these modifications. I kill his guard, shoot him once in the leg or arm and then run up to him and he surrenders nicely.
In the mission on Nagova where you capture the Major (Snake_Ranger_Path) I made the following trigger change:
In the original capture trigger with an ACTIVATION field of: fleeing maj1, I changed this to: (damage maj1>.25 and !alive spetz1 and !alive spetz2 and alive maj1) or fleeing maj1.
I then modified the two Spetz Natz units attached to the Major by naming one of them spetz1 and the other spetz2.
So now if you kill the Spetz Natz guards and injure the Major he will drop his weapon. Then when you get close to him he joins your group (another trigger that needs no modification handles this).
I used "PBO Tool" ((c)2002 by JaZzBrE) to "UnPBO" and "rePBO" the campaigne - there is a link to download this utility on The Avon Lady's web. Make sure you have a backup of the orginal PBO, just in case you screw up the modification. Anyway, these changes helped me get through these missions without using the "endmission" cheat or just killing the Officers and accepting failure. So, if others are also having problems, maybe this midification or something similar might be put into the next revision of the campainge.