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Posts
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Posts posted by rocketman
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Will the demo contain any mission(s) not included in the game - like "Monster Mash" for CMRT?
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Too bad, doesn't seem to work to "paint" the bunker with an AI-plan step and the "dismount". It is as if once a unit is put in a bunker it becomes "one" with it. The icon disappears and they remain there for the duration of the battle, unless killed och panicked in which case they "dismount" in panic and not according to an AI-plan.
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Does anyone know if there will be a stream today? No message on the channel.
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One of the best parts of when a new game is released is the flood of great mods - it's like X-mas every day!
Thanks for spoiling the rest of us.
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A fine mod - thanks for sharing
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Great idea - I'm all for it.
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I can really encourage doing something in the editor - a ton of fun. Check out "Proambulator" on Youtube, great video tutorials.
How about a fictional encounter on D-Day morning, with all the scattered paratroopers making up small groups that ran into German positions. Can be small but interesting and not entirely implausible.
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Thanks
But I couldn't find the tracer mod in the CMBS mod forum. Could you give me a link? Thanks
Here you go: http://community.battlefront.com/topic/117756-veins-cmbs-effects/
However, you need to drop Vein a PM to get a link to the download.
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So close 125mm shell just between sensors and detectors.
That Ukraine tank commander should listen Daft Punk's 'get lucky'
BTW, are there any mods for shells / gun-launching atgm model? To me, they look like Apollo's lightning arrow or something Greek god magics.
Looks like like Pac-Man on speed. Speeeeeeeeed
Check the mods forum for alternative tracers (Vin).
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I've had a few 2-3 man teams with light AT weapons like M136s or RPG-26s fire their weapon, and it isn't removed from their inventory. Maybe these guys know about that.
I've seen that too. Usually they are gone at the start of the next turn.
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This happened twice in the same scenario. A three man team had two M136AT4 launchers and spotted an APC. The two pixeltruppen carrying them fired exactly at the same time. I can understand the reason for wanting to take out a target, but it would also make sense for one of them to hold their shot for just a few seconds to see if the first one hits/misses or takes out the target. To preserve a precious asset. Once it happened from far range, when they were not under an immediate threat. The second time (after a dangerous resupply, the APC was closer, but hadn't spotted them. See screenshots below:
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Awesome stuff - adds even more immersion to the game. And that is always a good thing. Thanks man
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Not much bocage to hide behind in this one. The battery is in wide open terrain.
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Reiter, what sound mod is that?
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Will there be different categories, like "Best scenario", "Most life-like map", "Best use of triggers" and so on?
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Oh, damn Twitch didn't send me an e-mail about the stream starting, apparently.
Good thing it's on Youtube too.
That has happened to me two weeks straight with Twitch, even though I checked the alert setting. Something is messed up.
Good thing I have an alarm on my smart phone every week. Don't want to miss Chris (did that rhyme?).
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Have you tried giving them a 'passengers dismount' command? You have to select it when you paint your orders. If you wanted them to sit for a while and then dismount you would paint Order 1 on top of the bunker and then select 'passenger dismount' and put the exit between time to the order so they dismount at that time. Assuming the passenger dismount AI command works with a bunker of course. I'm thinking that it might though because Kubelwagen drivers dismount with that command, although vehicles with dedicated drivers do not dismount the drivers.
Tried the dismount command, but didn't paint the bunker with the order. Will try that. Thanks!
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Thanks for the input Ian.
Regarding squads in bunkers/shelters I tried giving them an AI-plan/move in a test but nothing so far. Thing is, when you put them in there, their icon disappear, so maybe they are now treated like an integral part of a bunker which, of course, can't move.
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I have a few questions that maybe some veteran can answer, stuff I tried but not succeeded with:
- If you have a squad inside a bunker/shelter at the start of a scenario, is it possible to have them exit as part of an AI-plan?
- If you reduce headcount, is there any way of knowing what pixeltruppen that will be removed or is it random?
- Is there any way of having some pixeltruppen injured (yellow base) at the start of a scenario?
Thanks!
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Just a side note, being french I suggest to name the mission "Merveilles à Merville". We never use "la merveille" to describe those kinds of events but "merveilles" (plural).
But it's just a suggestion ^^
Can't argue with a native speaker can I? Will change it. Glad you find it interesting. It is on temporary hold - I need to get the initial rush of CMBS out of my system first
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That's the one - with some installs (I haven't figured out why) there is a folder created called "Mods" in the "User Data" folder. But a created "Z" should do the job as well.
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The man in is a modding machine
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Also, it needs to be in your mod folder.
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Sounds interesting. Will it be for all games or just CMFI, or seperate prizes for each game?
Kieme's modding corner
in CM Black Sea Maps and Mods
Posted
Kieme, seems like you have some work cut out for you to last a while. That is, a few days, considering the tempo of your "factory"![;)](//content.invisioncic.com/r254563/emoticons/default_wink.png)
Keep up the good work.