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Zveroboy1

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About Zveroboy1

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  1. Nice, I'll use the marsh mod. Erwin, what is it you are afraid might not work?
  2. Zveroboy1

    Afghanistan Mod Pack

    I have looked at hundreds of pics of taliban fighters, it is rare to see a single one without any sort of headgear. Traditional Afghan fashion : But it is not unheard of to have talibs cover their faces even though this is perhaps mostly when being filmed by journalists to be fair. Some of these on the last row above might be ISIL in Afghanistan or foreign fighters and not regular Taliban, not 100% sure. But even though Afghanistan is a pretty conservative society, they don't all look like 80's mujahideens.
  3. I have been playing several of the user-made SF1 scenarios. They play just fine. The main thing you notice is how designers used marsh instead of water tiles that didn't exist back then for rivers and canals. But that's mostly a visual issue.
  4. Zveroboy1

    Afghanistan Mod Pack

    Yes combatants. I have stopped working on them to focus on the scenario and will try to release both together. At first I used the fighters as a base but then I switched to combatants instead, mostly for visual reasons. I liked having ammo pouches on the fighters but wasn't too fond of the balaclava. I think keffiyehs work slightly better.
  5. Zveroboy1

    Random mines placement?

    Yes that's exactly what is going on. I am pretty sure there is some code at work in the engine that assigns a priority to each square. For infantry it is annoying if you are trying to randomize the setup but at least it semi makes sense, better cover or concealment. For mines though... What you describes is the way it works in most cases but not for mines and streams for some reason. Assuming all the painted squares are streams : - If you deploy the mines in painted streams squares, they get stuck there and don't move to another set of stream squares when you switch to a different AI plan. - And if you deploy them outside of any painted squares, same result, they just remain there and refuse to deploy in a yellow stream square. I tested this yesterday, to be honest just thinking about it makes my head spin a little.
  6. Zveroboy1

    Random mines placement?

    Update : unfortunately even with this method, they refuse to get positioned in tiles with a stream. They now go in mud and even marsh action squares but not streams. So there must be something in the code that prevents it.
  7. Zveroboy1

    Random mines placement?

    Okay thanks. I like your idea of using a mix of infantry and AT mines. This is a good idea. Even though the scenario I am working on is infantry only, this will add some more randomness to it.
  8. Zveroboy1

    Random mines placement?

    Yes you're right it can be done. But only with an equal number of mines and AI set up zones. Try to add say 20 yellow AI setup squares and see how a high proportion of them get clustered toward the centre of the map. And it is quirky the way it then refuses to set up in some terrain tiles. But this is a good workaround your method. Did you paint a map coloured setup zone though? blue/dark blue/teal And where did you deploy the mines in the editor?
  9. Zveroboy1

    Random mines placement?

    Last batch of tests for the day. The method above achieves a good spread but this only works when there are as many painted action spots as there are mines. If you paint more action squares on the map in the AI plan set up screen than there are mines, we're back to square one. Out of 16 mines, I have never seen more than a couple outside of the central square in a dozen tests. And that's another thing : I thought they favoured certain types of terrain over another (well they do because they still refuse to set up in marshes, mud and streams) but I swapped the grass tile in the central square with light forest and 80% of them still deploy in the central area. So they just like being in the centre of the map I suppose. I hesitate to call this a bug, but it is a very strange behaviour.
  10. Zveroboy1

    Random mines placement?

    Okay after more testing, I think you need to have a coloured painted map area otherwise it won't work. The whole map is painted with one set up colour. The mines are deployed in the editor inside the reeds square at the bottom right. plan 1 plan 2 From left to right : Top half : marsh - mud - streams Lower half : dirt - grass - light forest - reeds It can work this way, they alternatively deploy according to plan 1 or plant 2 but only in the lower half of the map. They absolutely refuse to deploy in : marsh, mud and streams. And the remaining mines, (there aren't enough action spots for all the mines in the bottom half) just stay in the reeds. I wonder if this is intentional. I mean yeah okay I am not even sure you can set up mines in mud or marshes in real life. Definitely not IEDs because they use electronic components, that's why they wrap them up in plastic bags. Mines I don't know. Streams though that's more debatable because it is an 8 X 8 m square and the stream doesn't occupy all of it obviously. But really, you can set up mines manually in these types of terrain if you want, so it is a bit weird how the game code refuses to set up mines there. I wanted to simulate some vietnam style booby traps with a grenade and a wire set up across a stream for instance, but it doesn't appear to be possible.
  11. Zveroboy1

    Random mines placement?

    Okay I just ran a series of quick tests and I can't get it to work the way you guys describe. I tried deleting the whole coloured set up zone in the map mode of the editor that covered all the possible minefield action spots : 1/ When I deploy the mines in the editor in painted yellow AI plan action spots, they just stay in the exact spot where I put them. 2/ When I deploy them in a corner outside of any painted yellow AI plan action spot, they stay in that corner. I have four AI plans. But what I did was first do the sprinkling for the mines then copy the plan several times. And this is not a saved game I am using. I re-launch the battle each time.
  12. Zveroboy1

    Random mines placement?

    Thanks for the suggestions. In the actual scenario mines have their own set up colour not shared by anyone else though and the painted areas are not in one big block like in the test map. They are sprinkled all over the map. but in the example below 90% of them would get on the road.
  13. I am trying to create a scenario for SF2 where anti personal mines are placed randomly on the map each time you play. But I am having an issue where they seem to all get clustered in a strange way and don't seem to take into account the areas I have painted on the map. I assign them to an AI group (not group 1), make sure they are inside a valid set up zone in the editor and deployed in an area I have painted on the map. In order to test this further, I created a map divided into squares each with a different terrain type. I play the battle, wait a turn or two then hit cease fire and examine the map. They refuse to go in marsh, mud, light forest. Marsh and mud I can maybe understand but light forest? When I do this, they all migrate to the dirt square at the bottom left. But what's even stranger is when I add a green grass square in the centre of the map. They all stop being placed on the dirt square entirely and all go in the grass square instead. 🤬 AI plan : set up in the editor : the result after I cease fire : Okay there is one in light forest.... but I ran this test half a dozen times and it doesn't really get much different than this. So is there something I am doing wrong here? And is there a way to trick the game into having a more random placement? I wish the game would simply count the number of painted squares, assign a number to each one of them and use rng to deploy the mines in each action square it rolls. I am probably wrong but it feels like there is some sort of code at work designed for infantry and that prioritizes the most favourable cover and a tight grouping. But that theory doesn't really work regarding light forest tiles. aaa minetest.btt
  14. Zveroboy1

    Afghanistan Mod Pack

    Just a scenario. A campaign might be a tad too ambitious perhaps for a first try.
  15. What do you mean by inadequate resolution? Too pixelated? If you are using photoshop, just load the image, then copy and paste it on your document. Then resize it with control T. If you hold down the shift key while resizing it, it will keep the same proportions or you can click on the dialogue box at the top of the screen and enter a value there. The only way you can mess up is if you shrink it then enlarge it several times, you will lose details unless you turn it into a smart object first.
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