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The character animations in the Combat Mission series haven't changed since CMx2 was first introduced in 2007. If you had to choose one additional character animation, what would it be? My choice = characters on fire, included those hapless pixeltruppen unlucky enough to have been "affected" by a flamethrower, and those vehicle crewmen spilling out of a flaming tank, IFV, etc. In addition to having characters on fire, the animation would include the requisite stop-drop-and-rolling and jerky arm movements.
I have had this idea for a VERY long time now and decided to go ahead and post and see where it leads. With the addition of hit decals to CM, BFC upped the cool/immersion factor by a mile. The holes and ricochets on tanks and vehicles really adds to the experience. But the one problem I find we have is that vehicles just still look too pristine, even after they have burned for ten turns or suffered a catastrophic brew up. Yeah, we have ragged holes but nothing else to tell the tale. That's where the After Action Series of mods step in. Having seen the pioneering work that Blimey, Umlaut, and Kieme have done playing with vehicle flavor objects and the manipulation of alpha channels and such, I thought it would be cool to try and start a series of mods that can be used to show more extensive damage to vehicles in game. They would look great in AARs or just plain old screen shots. Or if you only had one type of the particular destroyed vehicle you could load the mod and leave it for the duration of your game. Here's a before and after example of what I am talking about. These were done very quick and dirty just to illustrate and emphasize the cool factor. Imagine what they could be with some thought and effort. Yeah, the shiny decals would need to be addressed. The project is open to everyone. There's no rush, it's something that can be done over time, here and there. We have a lot of talented guys that haven't flexed their modding muscles in a while...MJ, DC, ahem. All I would ask of anyone is that you follow a few very simple rules to keep the project coherent. 1. When filling out the name in the File Title bar on the upload info form start it with AAS, so when it is uploaded to the Repos they will all be in order and people can find them together as a whole. Example: "AAS Destroyed Greyhound". A lot of us usually put our name first but in this case it would be best to have it further down the title or just put it on the promo screen shot. 2. Put "After Action Series" in your promo shot (that'll help identify them at Gaj's) and people will start to recognize it's a collection. 3. Announce your mod in this thread and we can keep an updated list of what's been made as we go. Though, It won't matter if guys end up doing some of the same vehicles and what not, you can't have enough carnage! I am gonna start a thread in each mod forum to cater to each flavor of CM. I hope you guys like the idea and will join in. Mord.
I was wondering where BF stood with regard to fire. I find it coming up in accounts of the Eastern Front. I know it was included in CMx1, I know this might be beating a dead horse... But again, I think fire should be improved within the game. I say improved, as I have seen it within a battle myself. I will include a screen shot to show you what I mean.... An Ot-34 hit a house full of Germans with about 3 long flame bursts. I'd imagine the house would become destroyed. (destroyed= un- occupy-able) You can even see the smoke coming off the fire, we're almost there!! And incase anyone doubts the veracity of my previous statements, here's a picture of the in game attack that set the house on fire (it was actually 4 long bursts)... And finally, here's what the house actually looks like, from the opponent's point of view (this was after our ceasefire) : ----------------- *** My only other question/comment is... can we fix the trees within the game? I understand they are abstracted, sometimes I find myself walking or driving trying to figure out LOS into the woods near me... its hard to see. But I, and I will cite sources if anyone's interested, keep coming across mention of entire forests being destroyed by Soviet and German firepower. I was reading specifically about Operation Bagration, and apparently in the fighting over Tower and Grenadier Hill during the Battle of Narva (at the Tannenberg Line specifically) : "The morning of 29 July began with the preparatory artillery fire of 25,000 shells fired by the Soviets. The bombardment covered the Tannenberg Line in a dust cloud. The forest on the Sinimäed Hills was entirely destroyed, with the trees cut down to a height of two–three metres. " (Sinimäed 1944: Battles of World War II in Northeast Estonia). EDIT: PS... we already have the 2-3 metre trees in the game (under doodads, or whatever its called.) We're half way there on that as well. Again, I know its abstracted, but maybe we could get a destroyed forest tile as a compromise.