Jump to content

birdstrike

Members
  • Posts

    1,100
  • Joined

  • Last visited

Everything posted by birdstrike

  1. you divide your schedule in 60 second intervalls, but switch to realtime when watching TV.
  2. Not that I'm aware of - unless someone corrects me. Would be a nice improvement for any future version, though.
  3. Thanks, I was about to ask whether these are the same as on CMMods. Love those explosion and muzzle effects.
  4. To sum up, we need a simple "move" AI command. BF, plz fix or sumfink.
  5. AFAIK arriving reinforcements generally take the next AI order in the list after the one currently implemented by the units currently on the map. However, it is possible to use the same AI group for units on map and arriving reinforcements - I do this quite frequently to save AI groups. Usually, when I have one unit on the map already moving (for example advance at 0.00 mins), and another one arrives at 5 mins, I put in another advance with the same target location at 5.30 or so (since the units usually arrive some seconds later). This order is then carried out by all units (on map and those which just arrived), and their movements are coordinated again for any following orders. So if you double any order, you only need to double it once (for each new reinforcement).
  6. Since I'm a little short on game-time at the moment, I'm actually quite happy with the delay. Would be worse if it were released and I would have to force myself not to play it.
  7. I guess it can be useful to advance on MG nests or protect against sniper fire (as long as you know from where the shots are coming). Though, in CMSF I mainly use tanks as cover for the wounded while giving buddy aid.
  8. Yes, Mord is right, this is most likely a conflict with another mod. Mods are loaded alphabetically, and if a single texture is affected by several mods, only the last one loaded is being used by the game. Try renaming the .brz file of the no-cage mod by adding a "z" at the beginning of the filename (to make the game load it last) and check if the mod works correctly. Hope that helps.
  9. Sorry for chiming in late, nevertheless Welcome Home, Mord! Glad you made it back in one piece. Now take your time to recover and get well, soon.
  10. If you're still looking for someone, I'll take a look at it. Using 1.1 at the moment.
  11. Or perhaps we would need an option for a squad to put them back into the BMP.
  12. Just a thought, but if there were a distinction between area firing at a "?" or a known enemy unit and recon by fire, would it be useful to restrict the duration of recon by fire? - so the squad ordered to fire at a spot where no "?" or known enemy is in the vicinity, fires a couple of rounds, then the fire order is canceled automatically. The fire should be long enough to "lure" the enemy out of hiding, but not continously like "normal" area fire - so there wouldn't be asuppression effect or significant casualties.
  13. Cool, thanks. Yes, blue is likely to suffer heavy casualties, this is in part intended, but I'm aware that this is also made somewhat worse by the current time limit. An increase of about 10-15 minutes would be perfect, I think. But before I make any fundamental changes to the map, I want to wait if we get the possibiltiy to have reinforcements arrive later, in the near future.
  14. I shy away from using Baked orders for the very reasons you mentioned. They do offer huge flexibiltiy, but all planned orders are lost, if anything happens. And, of course, you are limited to a single "plan". I have had much better results using AI plans, and found them more suitable in almost all instances. What I would love to see is more flexibility with AI plans, rather than improved baked orders. Like more AI groups, or movement options (I'm missing something like an "advance slowly" for vehicles, or "walk at normal speed" for infantry).
  15. Aye, second that. Keep it up, man!
  16. I agree, a RPG launcher in BMPs would be very useful. Don't know if there's enough space in the BMPs, but I hope we will get at least a single launcher with some of them sometime. As for the specialized BMPs, I can only guess, but it may be the case that they are either not used by Syria, or their special abilities are not modeled in the game (like NBC and MEDEVAC capabilties). Though I must admit, I would love to see the odd ambulance vehicle now and then, also for blue, like a Humvee or Stryker MEV, just for the flavor - even if their capabilties are not simulated.
  17. I had a pickup with a DShK firing at the back of a Bradley for some 2 minutes at point blank range. The gun didn't seem to cause any damage and the Bradley didn't seem to care it's being shot at. It just sat there looking down a street. Eventually the pickup ran out of ammo and the Bradley moved on as if nothing happened.
  18. There's no way to give blue weapons to red soldiers, I'm afraid. Equipment is hardcoded. But you could try to mod the US soldiers to look like Lebanese soldiers.
  19. Thanks, nikita. Seabee, I only want to keep it challenging for you guys Some time ago, I started working on some changes to the original scenario, but the new version got buried under some other things- I do plan to finish that version eventually, but I don't know whether it will replace the current one, or if I release it as an alternative version. I will see how it turns out and give players the chance to test it before doing anything.
  20. No RL experience here, but in the game I'd say it pretty much performs as you'd expect it. I haven't noticed a difference between area fire and point fire, though I can't remember taking out T90s. The only difference I noticed with area fire is that the flyboys love to engage abandoned civilian vehicles instead of tanks (the GAU being as effective in these cases, by the way )
  21. That would be odd, indeed. I think I need to keep a closer eye on the damage inflicted on the vehicle when the crew abandons it.
  22. Nice ones, guys. Thanks abdecken, I know your pain, man. I've had my share of friendly fire in that battle. Seabee, Sounds too easy. Now I need to make it harder, dammit.
  23. Is there different types of 'abandoned'?, cause I'm sure I had bailed out crews reenter their vehicle.
×
×
  • Create New...