Jump to content

RockinHarry

Members
  • Posts

    3,719
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by RockinHarry

  1. Ok. Just remember I had that infinite loop thing happening with a HMG42, placed in FH beside a road (neighboring AS) and after "Face" along the road, the MG gunner could not decide what FH to take forever. I suspected the nearby shallow "road ditch" beeing the cause for eternal indecision, but who knows... I keep suspecting small ground mesh alterations conflicting with path (or cover?) finding algorithms into FHs.
  2. any craters in the AS (even smallest one, maybe invisibly below FH geometry)? or in neighboring AS? I´ve oftenly noticed conflicting craters with FHs in same AS, with soldiers mostly prefering craters then. Sometimes craters "spill over" from neighboring AS, causing same problems.
  3. Hm.., then it´s the slope/cliff that make vehicles pop out? Didn´t think of that.
  4. Yes, there´s always some random shifting of units/crew members. It´s not quite the problem with SBs (which just have 8 fixed positions an AS), it´s units that shift, no matter if there´s SBs present or not. This is these odd movevement within AS variations. A human player can fix it at scenario start by "facing" a distant map spot, til the positioning gets right, to preserve a particular "keyhole". Sometimes just few meters make the difference, if a keyhole works, or not. Quite annoying, particularly for an AIP setup. Think the best SB setup is the single arrow shape "^" with the gun pointing "I" and avoid any multiple SB constructions. That does not prevent shifting the gun/crew, but should keep it well behind the SB most of the time.
  5. Interestingly, destroyed bridges are no movement obstacle for vehicles passing under! :eek:
  6. I can not confirm yet and run into other issues the meantime, like AI units (of same group) senslessly shuffling between zones and blasting walls that have doors or without neighboring buildings, or from upper stories into emptiness.:eek: Either my map is too complicated, or I still got the zone patterns not right yet, although I made some progress...
  7. Yes for sure! But it´s about expedients, unless BFC does the right stuff for MG release (...though I won´t bet on it).
  8. I´ve not tested, but that sounds to me like it´s the diagonal orientation, where the center of AS runs through the outer walls. The game might see a conflict when placing the vehicle and since it´s half valid and half invalid, it likely pops out to valid half. Think if the center of AS is completely within a building, it should work....I think. Tried that already with a bunker (but need to mention it was a destroyed/burning one and crashes the game right after start). Think door/balcony height is around 2,50m, so it´s rather unlikely you could align it perfectly. I´ve some sunken buildings (for other reasons) on my current map as well and 1st story seems always 0,50m low or high. Beside doing some weird constructions, sinking buildings is of limited use only. But it´s fun to try.
  9. Yep, I just used the full low bocage for quick showing the idea. Off course would rather use the gaped version instead.
  10. 5m high railroad embankment with downsloping side track (25m --> 20m):
  11. Yet another interesting combo: Shallow ford and low bocage at base AS height -1 (19 in this case). It makes the ditch somewhat smaller, due to the molding of low bocage and likely offers somewhat more cover and concealment for infantry.
  12. Wouldn´t something like that be sufficient? Fences and bridge is just for size reference. IMO this gets the looks halfway right and to emphasize the marsh terrain "effect", I´d rather set the scenarios terrain condition to muddy, which also makes the paved roads more important. Haven´t tested AI handling of this yet though. Ditches use shallow fords. Canals use water, while the left one has gravel road underneath (changes cliff ground texture somewhat). Certain terrain types have different molding capabilities, that one can work with for different reasons. I.E pavements and roads do flatten, craters and bocage do some smaller hard to control mesh adjustments, while trenches and bunkers do other interesting to work with moldings. All that combined with single AS height adjustments.
  13. I´m currently experimenting with various settings for an AIP side on the attack in a scenario. I set (enemy) Unit targets to "known to player", but somehow get the impression, that this setting oftentimes overrules movements to next occupy zones, when enemy units are sighted. The AI appears to enter a "search and destroy" mode, instead of moving to designated zones. Just an observation or fact? :confused: Now I´m attempting with unit targets: "known to neither", to see, if it makes a noticable difference.
  14. I´m currently experimenting with giving an attacking AI split infantry groups right from the start, so it won´t do "assault split" infantry where it really hurts (very short range, closed terrain). Think as some designers proofed, it´s also important to make the occupy zones for movement, appropiately sized to the groups # of units. ..and Yes, we need sort of triggers.
  15. Hey Dennis! Yes..bet on it, when it comes to urban carnage! The only problems I have to deal with right now, is the very different quality house textures and one can´t mix and match as one likes. Also had to mod a handful of ground textures (easy to do) to get overall looks right. Oh well... Here´s a bit of more or less subtle differences: Now that I see it, I think I´ll change back to original gravel texture, which seems to fit better. Rocky Red 2 is now modded rubble and hard ground is one of Aris/Fuser. Also added a bit of dirt to original pavement 2 and highway.
  16. Working on a rather small (500x300m) urban scenario, that evolved from some experiments. Expect many piles of rubble, city blocks, a factory area, working railroad underpass and lots of "mouse holing". It´s about 2 US Infantry Coys, plus bits of armor support vs. FOW germans. Map is about 70% finished and it possibly takes me yet 1-2 weeks of work, before test release. Here´s some screenies from another thread: http://www.battlefront.com/community/showpost.php?p=1363223&postcount=2
  17. First attempt making a short video. Explains usage of the various key combos to make independent balcony and facade layout on modular building: http://youtu.be/y6nn4t2Mmmc CTRL + SHIFT + Click = Balconies CTRL + ALT + Click = Changing whole facade CTRL + Click = Changing Door & Window layout of a single story/basement
  18. Very nice, patboy! Looking forward to your textures pack, when it´s ready. :cool: Here´s yet a minor RW station, an unedited independent house and few doodads: ]
  19. I like this one in particular! None of the stock buildings have the roof wall section looking right.
  20. And with bits of creativity, one can also build factory like areas: ] view in map editor: ]
  21. But you can also take advantage from AS height differences directly under or beside buildings, when creating devastated urban areas. The resulting sharp spots make for nice piles of rubbles in conjunction with appropiate ground textures. For these I used "hard" and "rocky red 2", both modded (1 = Aris, 2 = own creation): http://img809.imageshack.us/img809/3598/cmnormandyrubble3.jpg' alt='cmnormandyrubble3.jpg'>
  22. Sniper teams: Not a playing tip for given forces, but scenario makers can make single man "teams" by setting headcount to 50%. This usually removes the SMG gunner.
  23. I´m currently working on a scenario and had single tanks subordinated to an Inf Plt, which are all in the same AI group and it appears the crews generally adapt to the infantry behavior (plan), when not fleeing/broken. Now I´m using seperate AI groups, but yet have to make some more tests, to see if tank crews behave differently once bailed. Unfortunately one can´t subordinate Inf. formations (specialist teams excl.) to tank HQs, to see if it makes any difference.
  24. Yet some nice quota from the US Company Officers Handbook on German Forces from 1943: a. Infantry Howitzers The German 75-mm and 150-mm infantry howitzers are regi- mental weapons, and their function is to accompany the infantry and fire on those targets which are too close to German troops to be engaged by field artillery. They also fire on targets of oppor- tunity. In the attack, they are placed at the disposal of the assault battalion commander, and move with his battalion. They engage personnel, emplacements, and, using hollow-charge projectiles, ar- mored vehicles. Both light and heavy infantry howitzers normally deliver indirect fire from covered positions, but in Tunisia they usually were used for direct fire, and their positions were changed frequently. In the hilly terrain of Tunisia, Sicily, and Italy, however, the Germans preferred the mortar as an accompanying weapon for infantry. In defense, infantry howitzers are also allocated to front-line battalions. Usually they are placed back of the main line of re- sistance. Their high-trajectory fire is utilized to deny likely covered approaches to the German main position. The 75,-mm howitzer can easily be manhandled by an individual soldier over fairly level ground. It has a very low silhouette. The 150-mm howitzer is much larger and heavier, and is intended primarily to engage strong centers of resistance. Because a small supply of ammunition is allowed for offensive purposes, it usually reserves its fire until moments of maximum effort. Infantry how- itzers (especially the 75-mm) are well-adapted for inclusion in rear guards or advanced guards for the destruction of road blocks and the dispersal of covering forces and unarmored or light ar- mored vehicles.
×
×
  • Create New...