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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. I was thinking mostly about AI controlled units in the single player game.....If you think it's difficult getting a convoy across the map when you are controlling them directly, imagine trying to do it via AI scripting. The results can be hilarious.
  2. Great work as always fella. I think it's fair to say that people are looking at CM modding in a whole new way since you joined the crew.....My hat's off to you sir.
  3. I have done something like this with CM:SF2.....I have an unmodified install and another insatll with a full & permanent 'Heaven & Earth' modification, done from the 'z folder' at the game's install location (as opposed to from User Data/Mods, which would be shared by both). When I start either game, I see the same campaigns, scenarios and QB maps, so all the 'Heaven & Earth' stuff is clearly labelled as such.
  4. I dread to think what the AI routing might do with them.
  5. Me too mate.....I'm really struggling to do anything with CM:A at the moment (which is where I've invested most of my time in terms of scenario/campaign writing). The more modern titles seem to work OK, so I'm still getting stuff done for 'Heaven & Earth', mostly maps, but also a three part mini-campaign and a couple of scenarios.....The maps are quite a project, I'm currently converting @LongLeftFlank's Ramadi, into the capital of 'Bong-Hai'. Where Ramadi has major roads this map, 'Ikke-Phtang', has canals (whether I can make the map 'riverine capable'** remains to be seen, to do that is actually quite difficult, I know because I'm also building a big map based on Halong Bay, just for that purpose). ** Usable with Heaven & Earth's various boats.....To make full use of these it must not be possible for the player (or AI) to drive them up to the top of hills etc. (keep in mind they are ALL actually amphibious vehicles), tailoring a map to prevent this, while keeping it a playable and reasonable looking map, is harder than it sounds and, as always, very, very time consuming. Apologies to @theforger for going wildly off topic.
  6. Yeah, that gets a +1 from me.....Please pass it on to the USAF at your convenience, JK.
  7. A bit variable of late TBH.....I'm mostly testing other people's stuff and sulking about 'Out Of Memory Errors' at the moment.
  8. In CM:BN you need to navigate to [Your Game Install Location]/Data and if you don't have one already, create a folder named 'z' (no quotes).....Put your mods in there and you are away. Things become a little bit more complex as you start adding more sub-folders within 'z', so I'll leave it to those with more experience to expand from here. PS - This procedure is optional for all the other games IIRC, those have a 'Mods' folder located in Documents/Battlefront/[Game Name]/User Data.....You can drop your mods in there if you prefer. The 'z folder method' does have some advantages, such as enabling fully modded variants of a game to be installed alongside the standard version, but cross those bridges when & if you encounter them.
  9. You will learn more about these games through the editor than from reading any number of threads.....Certainly don't be afraid of it, there's literally nothing you can break so long as you remember to rename anything you save (and even if you do overwrite something, someone here will have a copy of the file you messed up, so you already have 'Cloud Support').
  10. That's doable enough, I've used similar tricks in various scenarios (usually with spies in the modern titles). @MOS:96B2P used a brutal variant thereof in 'Coup' for CM:SF2, where the player has to take indirect action to stop a series of executions. These are structured much as you envisage, but the enemy units are linked to a trigger that will make them leave if the player's units can succeed in activating it, thus ending the executions. With a bit of mucking about and some lateral thinking, CM can be persuaded to do some dramatically different stuff.
  11. Why not give it a go yourself.....Loads of people hereabouts would be happy to help out, of that I'm 100% sure.
  12. Which is, TBH, bloody ridiculous. Nobody's asking for infantry to rush into the assault against every tank they spot, just that they should use the weapons they have to defend themselves, particularly when positioned in such an advantageous fashion.
  13. That looks very cool.....Possibly better than it does in CM:A.
  14. Just the three! I'm constantly mucking around with dozens of things (& finishing very few).....One of the joys of these games IMHO, with a bit of imagination there are just so many things you can try out and in my experience, you will keep discovering new things if you do so. PS - I vote for the middle one first.....But I supect you knew that already (I genuinely almost fell out of my chair laughing at some of the craziness in testing, by far the most fun I've ever had playing a CM game).
  15. You will.....There's just so much stuff in it that the WWII games can't do and believe me, I'm not talking about helicopters & missiles there.
  16. These just jumped right up to the top of my 'wants list' along with @Macisle's CM:RT city map & @MikeyD's CM:SF2 Turks.
  17. Better quality AFV kits have multiple view camo diagrams as a rule these days and they are usually very well referenced (although their interpretations may not always be 100%).
  18. That, I suspect, we are stuck with as one of the limitations of the game, some things just can't be made to go away other than visually (the lads did try, believe me).....But how much would the player actually notice this? PS - This is why I added the comment about the 40mm GL in the German unit, I doubt that could be persuaded to go away, but one of the Mod Wizards might be able to make it into something else (an M79 Blooper in H&E for instance).
  19. Where the hell are we going to get an Eland-90? Making one out of a Stryker MGS might just about be possible to one of the Mod Wizards.....But they might need bribing in some fashion.
  20. One easy way is a Canadian Platoon HQ & LMG Team.....That gives you a very flexible little four man unit and the right LMG too (more or less), you just need to replace the uniforms, rifles, voices/sound files & TBH pretty much everything else. Alternatively there's the German 4man LMG team.....At the end of the day you will still have to mod most of the same things, but it's the right size OOTB (one disadvantage may be that there's a 40mm GL in the unit too).
  21. I'd be up for making some generic maps/core unit experiments if you fancy exploring the concept a bit..... @MOS:96B2P was experimenting with what might be considered an early iteration of a very similar concept using CM:FI, which triggered my own 'Banana Republic' ideas (& desire for troops speaking Spanish/Portugese).
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