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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Yet another feather in the well-adorned cap of the CM engine.
  2. I don't think they're really listening any more mate.....It happens.
  3. To avoid this: I do the same as your 'Passable Result': But I also stick a few Dirt Red tiles around the junction.....It does a fairly decent job of blending things in. FWIW
  4. There's your answer @chuckdyke.....I know from personal experience that @Combatintman wouldn't let bugged buildings slide in a test.
  5. Outstanding.....Presumably you could try to hide the angles with random spatter of some kind?
  6. I really wasn't going to.....With an issue like that the only person who can actually sort it is the designer and to do so he would need screenshots and probably also a save of the problem turn to gain a full understanding of what's going on. It would also need to warrant his expenditure of time as he'd have to recompile the campaign after making the fix (assuming a fix is actually needed or possible).
  7. You did and you were nine out.....Hence the comments!
  8. Ah, so it's just one particular building? See now finding that bugger could take a while.....Still, at least it's not Ramadi, eh:
  9. OK.....Those look to be independent buildings, which I don't use much as they are not available in CM:SF2. I'll have a look at 'em, but 'the doors don't work' is again very vague.....Which doors, approached from which direction and with how many men in one go? Not trying to be difficult, but testing and adjusting a MOUT map of any kind is not something to be undertaken on a whim.....Especially in a campaign format.
  10. He's a regular and a RPG gunner.....That's his job! These give us some idea (from a game obviously):
  11. Very, very highly recommended.....It'll be unlike almost anything you've played before (unless you bought CM:CW).
  12. He won't lose the range setting he dialled into the sight.....With each shot he should get a better indication of the distance.
  13. OK I just looked at that.....'The Buildings On The Left' is a bit vague, can you give me a clue? PS - The usual cause for issues in my experience is a slope of greater than 1 or 2 elevation levels directly down to a door, it also seems a flavour object can sometimes obstruct an entry, as can walls under certain conditions.
  14. I don't seem to have an 'Aachen Campaign'.....Where would I find it?
  15. Just in case you hadn't discovered this bit yet.....You also need to rename your .bmp file in z to 'Special Editor Overlay' (with caps, without quotes).
  16. This is correct, the RPG gunner should get the range after a shot or two and adjust his aim accordingly, especially if he remains undisturbed. That's the Monte Carlo or Gambler's Fallacy, but it doesn't apply here.
  17. That's usually largely down to the scenario designer, not the game engine. The player can contribute too, by trying to rush multi-section units through a single entrance. Split squads and teams rarely have the issue you describe on a map where the doors are placed correctly (which requires an awful lot of patience on a MOUT map).
  18. Interesting. PS - No pressing hurry on mods for 'Wai-Bong Bay'.....Each island takes a painfully long time to sculpt, every new ditchlocked tile can change things massively. I initially estimated to @MOS:96B2P that each island would take about a day to do.....Triple it, minimum!
  19. Cheers dude.....I really appreciate your help. I'll definitely be using these tiles (or something very similar to them) for 'Wai-Bong Bay'.....At present I've attached them to our [Delta] tag, but @37mm & I had already discussed creating another tag for the bay itself, as I'd like it to feature brightly painted wooden buildings that wouldn't really be suitable elsewhere. Using tags for terrain is a winner.....We have a massive variety of terrain options in 'H&E', (there's another novel example in his post above) I suspect but don't know for sure, that we have roughly half as many again as a typical CM game, @37mm has been incredibly creative.
  20. For urban combat in CM that's a pretty good description of the PPSh!
  21. Just discovered (a day or so back) that the NTC terrain set has only a couple of bush types for foliage.....Which rather scuppered my map of Dasht-e Emam (Iran).
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