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Sgt.Squarehead

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  1. Upvote
    Sgt.Squarehead got a reaction from IICptMillerII in Minefield Mayhem....   
    CM:SF2 'One-Minute-Test' of a Snake type demining charge:  https://www.dropbox.com/s/xaza5aww1cws6xk/[Test] Line Charge.btt?dl=0
    Select Blue and click the big red button. 
    Once you've tried it in your normal play mode, run it in scenario author mode (and/or look in the editor) to see the techniques used and monitor the effects in game (the map is mined in that area).
  2. Like
    Sgt.Squarehead got a reaction from A Canadian Cat in First try at a scenario: questions   
    Every day's a school day. 
  3. Like
    Sgt.Squarehead got a reaction from Holdit in First try at a scenario: questions   
    This has got me wondering about a couple of failed experiments.....Did I paint a setup zone, or did I already 'know far too much' to do 'silly things like that'? 
    Kudos to @Holdit for the reminder. 
  4. Like
    Sgt.Squarehead reacted to Holdit in First try at a scenario: questions   
    Well all I can say is that I set a zone for the AI to use in setup and time after time it didn't use it. As soon as I included it in the default setup zones, it used it.  When I set up a large AI setup area but only the buildings in that area were part of the default setup zone, it only placed units in the buildings.
  5. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in New Scenario: Coup D'etat   
    The forces of Muhammed Ghazi Ibn Squarehead have prepared a little present for the regime infidels:


    Boom! 
    I'm pretty pleased with that.....@MOS:96B2P will know exactly why! 
  6. Like
    Sgt.Squarehead reacted to JohnO in campaign Semper Fi - AAVs everywhere   
    If you want to read up on the USMC here is a copy of the MCRP 1-10.1 Organization of the United States Marine Corps
    MCRP 1-10.1 Organization of the United States Marine Corps.pdf
  7. Like
    Sgt.Squarehead got a reaction from The_MonkeyKing in Euroscape mod   
    There's a significant difference between an export T-90S and a Russian T-90A and the difference between a Syrian T-72M1V or T-71M1V(2001) and a T-72B1 or T-72BM/BA is even bigger.....Definitely not saying that 'Euroscaping' can't be done or that it's not a good idea, just that one must accept that it will always be something of a approximation.
  8. Like
    Sgt.Squarehead reacted to Zveroboy1 in [scenario] Afghan Roulette + Taliban mod   
    Okay strigoi, I understand what you want now. I just did a quick test : yes, it is possible actually with some creative model swapping. Just give me a day or two and I'll try to swap and rename all the required files.

  9. Like
    Sgt.Squarehead got a reaction from RockinHarry in First try at a scenario: questions   
    Ah, the 'Pixeltruppen-Zombie-March-Of-Death'.....The stuff of scenario design nightmares! 
    Bear with it, eventually you'll get the little swine to do what you want, you've already got 'em moving, so it's all just a matter of trial & error now.
    PS - Don't be afraid to tweak your map to do the AI pixeltruppen a few favours (don't do this for scenarios with a 2p HtH option) .
  10. Like
    Sgt.Squarehead reacted to MOS:96B2P in First try at a scenario: questions   
    There are so many things it could be it would almost be easier if I could look at it in the editor.  First I'm assuming you are using Terrain Objective Triggers and not Orders Triggers.  Also I'm guessing your problem is where you can't see the "wait for" and time limits.  In the below steps you can see the "wait for" and time limits can effect the trigger.   The below must be done with every AI group [A2] [A3] etc. that you want to respond to the trigger.  They can all use the same trigger, no problem.  The way you have the time, up above, they should move when the trigger is touched or 40 minutes into the scenario.  Really need more detail to give a more detailed answer, my friend.  I hope the below helps.   
    Edit to add: Just noticed something, the wait for time would be 00:40:00 to make the unit wait until 40 minutes into the scenario if not triggered earlier.    
    1) In Units assign the AI units to groups. (CTRL and F key)
    2) In Missions – Terrain Objectives: paint a terrain objective trigger.
        Select type of trigger.
        Name the terrain objective trigger.     
    3) In AI select the plan and the Group you want to be triggered.
        Paint a setup zone unless you want the unit to deploy in the exact same location every game.
        Click Add to add orders. (A unit can be triggered from its setup location however setup is not the
        trigger. In this case order #2 would be the trigger (setup is not an order but does take the place of
        order #1)).
        Click Can Trigger to the destination order (units can be triggered to move here)
        Paint the area on the map you want the unit to move to or shoot at when triggered.  
        Make selections in the four categories of orders.
        Go back to the previous order/setup and click Wait For.
        A window with a dropdown will appear. 
        Click on desired trigger and click OK.
        Check the times on the Wait For order. The exit time should be set to zero (00:00:00).
        If you only want the unit to be triggered and never use the timer set the “….and” to a time past the   
        end of the mission.
    4) Click Save.
    Example: Exit between 00:00:00 Wait For (name of assigned trigger)
                    …and            xx:xx:xx  If not triggered first this is the time the unit will move.
  11. Like
    Sgt.Squarehead reacted to 37mm in Shock Force 2 Unofficial Screenshot And Video Thread   
    Yes... plus some extra Afghan voices from HQS 3.1.
    Although it took me a while to get it right (there are still arabic voices present in the first few scenes).
  12. Like
    Sgt.Squarehead reacted to MOS:96B2P in [scenario] Afghan Roulette + Taliban mod   
    Uploading to Bashar Al Squarehead's folder now. 
  13. Like
    Sgt.Squarehead reacted to Zveroboy1 in [scenario] Afghan Roulette + Taliban mod   
    Map preview (the full map is roughly 1.6 km X 1.6 km) :



    Extract from the briefing :
    In Afghanistan, in the green zone of the Helmand Province, the British forces have established a series of small outposts based on an ink-spot approach. By concentrating on just a handful of population centres that it floods with reconstruction projects before expanding outward, its goal it to draw Afghans into the coalition fold.
    Toki CheckPoint is one of these outposts. Located in the middle of a remote, insurgent-riddled area, 1 mile south of the Loy Mandeh village. It is just an old farming compound, home to Lima company 42 commando royal marines. The area is so littered with IEDs that the only way in or out is by helicopter.
    The Green Zone is an area of densely irrigated land, supporting almost 90 % of the local population. Its fertility makes Helmand Afghanistan’s largest producer of opium. A maze of interconnecting irrigation ditches, treelines and open fields, it is unbearably hot (55°C) in the summer and bone-chillingly cold (-20°C) in the winter.
    It is 7 am, late summer of 2011 during Op Herrick 14. You are tasked with conducting a foot patrol in the area. Our goal is twofold : to conduct searches in suspect compounds known to be used by the Taliban for insurgent activity or weapons caches and baiting the talibans into attacking us so they stay away from the village and the reconstruction effort there.
    Notes :
    When designing this scenario, my main goal was to try to create a mission that could be played several times, almost like a sandbox, where the player can try different tactics and approaches. There are therefore 4 AI plans each with a different set up for each enemy group. And within each set up there are several different random positions for the enemies. I hope that combined with the random objectives it gives the mission a fairly high replay value.
    Due to its randomized nature, each play through can vary greatly and produce very different results. I tried to minimize the odds of this happening, but the map is fairly large for an infantry battle and it is possible that the player might encounter very little opposition in some circumstances. You might just stumble upon an IED and have a sniper take pot shots at you. Or you could head directly into a group of Taliban combatants...or two. It is in any case a counter-insurgency mission and it can be a fairly low intensity affair. I am fully aware that this might not be everyone's cup of tea and I designed mostly this scenario for myself. Just a warning so you know what to expect.
    I recommend that you download and install the Afghanistan Mod Pack that re-textures buildings, walls and adds opium poppies as well as my Taliban mod. (see post below)
     
    Disclaimer :
    Okay this is my first published scenario, be nice kiddos. I have been working on this Afghanistan pack for almost three months now : the retexturing of buildings, the reskinning of some of the Syrian uncons into Taliban fighters and a scenario to go with it. The scenario could probably do with a bit more testing and polish but to be honest I got a bit burned out about this whole project. So rather than let it remain on my HD forever, I have decided to release it. The victory conditions and force balance in particular are probably a bit off and if you guys give me some feedback, I could perhaps tweak it a little. Also the random objective system fully described in the briefing might be explained poorly. It is actually fairly simple but it requires some dice rolling and an honour system on the player's part in order to work.

    Basically you need to roll two dice to determine the two objectives assigned to you for this mission. And it is designed in a way so that the two objectives are -fairly- close- and not on two opposite sides of the map. There is probably a more elegant way to do this, but this is what I came up with. And don't worry, you won't need some sort of nerd meister twenty sided dice to do this, just a regular 6 sided die is required.
    Oh yeah, obviously you need the British module for this.
    https://www.dropbox.com/s/nblpi035puwdhvu/AFG - Afghan Roulette.rar?dl=0
    I am probably forgetting something here and added a bunch of last minute changes that haven't been fully tested, so please let me know if there is anything wrong. Thanks.
  14. Like
    Sgt.Squarehead reacted to LongLeftFlank in Mosul (Iraq) The small red-headed child of an epic MOUT map!   
    `Good-morning; good-morning!' the General said 
    When we met him last week on our way to the line. 
    Now the soldiers he smiled at are most of 'em dead, 
    And we're cursing his staff for incompetent swine. 
    `He's a cheery old card,' grunted Harry to Jack
    As they slogged up to Arras with rifle and pack.
    . . . . 
    But he did for them both by his plan of attack.
  15. Like
    Sgt.Squarehead reacted to Macisle in Kharkov Map Sneak Peak   
    I just found some screenies I forgot I took. I may as well post them, as they show some cool close quarters fighting and don't give away any secrets. Here they are:
     
    A scout team discovers a full squad of Germans and is taken out. Several teams are then sent in to attack from different sides.

     
    Bodies start dropping and some Germans begin moving outside. The schreck man makes a run for it.

     
    He doesn't make it.

     
    More men drop as the Germans continue to filter outside. One German surrenders. However, a winner is unclear and both sides are sweating the encounter. Until...

     
    My final team in lets go with its last jet of fuel.

     
    That does it for the Germans and the few remaining men start to bug out across the street. But...only to discover that the Soviets now have it well covered.

  16. Like
    Sgt.Squarehead reacted to Macisle in Kharkov Map Sneak Peak   
    Okay, last picture post before I go into my cave for a few months. I've made some good progress over the last few weeks and just finished kicking the tires on a fresh-out-of-the-oven block section near the NE bridge. Screenies:
    Soviet MG team moving forward (the wall on the right has no windows in real life either).

     
    German defenders engaging while they still have fire parity. They lose it once the MG team gets into place.

     
    Aftermath on the south side of large factory overlooking the NE bridge. This building will be the scene of epic contests and/or frequent flattening, as it provides superb overwatch of the NE bridge for infantry. Not much will get across as long as the defender has at least one form of MG and a panzerschreck in there.

     
    The factory in real life from the north side facing south. The on map building has the same view of the bridge. You can also just make out the apartment building at the far right. That will need to be neutralized for safe bridge crossings, too. Of course, the attacker will have to think about what he wants to keep for his own future overwatch positions as well. Spend the resources to take, or flatten?

    That's it for now. Over-n'out!
  17. Like
    Sgt.Squarehead got a reaction from Holdit in Tall hedge for CMRT   
    You can never have too many terrain types! 
  18. Like
    Sgt.Squarehead got a reaction from RockinHarry in How to use Mod Tags   
    Hoping you might compile that one day and release it as a .pdf.....It would be invaluable IMHO. 
  19. Like
    Sgt.Squarehead got a reaction from benpark in How to use Mod Tags   
    Hoping you might compile that one day and release it as a .pdf.....It would be invaluable IMHO. 
  20. Upvote
    Sgt.Squarehead got a reaction from George MC in REAL WORLD TACTICS THAT WORK IN CM   
    Ice climbing, eh?  Fair play, that's some hard-core terrain. 
    Far too bloody cold for my liking and that's a fact! 
  21. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in How to use Mod Tags   
    Hoping you might compile that one day and release it as a .pdf.....It would be invaluable IMHO. 
  22. Like
    Sgt.Squarehead reacted to benpark in How to use Mod Tags   
    It's an easy fix, for once! Here's what you need-
    - Remove the mod tags from EVERYTHING after the stock textures (building "8"). That means, 9, 10 have no [ramadi]. They are named exactly as is, but delete the Mod Tag, as these are outside the scope of the standard stock set. Mod Tags are for swapping in something that already exists. For all else, just add the numbers, and keep going.
    -Add windows with the "u" suffix (copy "window 8u", rename as 9, 10)- they are missing. These are in the stock graphics, so you need them.
    You now will see the 9,10 buildings in the stock game if they aren't already set by the map-maker. If that bugs you, copy over two of your full favorite stock modular texture sets. Then add the [ramadi] mod tag to your buildings 9, 10. That way these only show for this scenario.
    Did that work?
  23. Like
    Sgt.Squarehead reacted to George MC in REAL WORLD TACTICS THAT WORK IN CM   
    TBH bit cold usually for flowers!
  24. Upvote
    Sgt.Squarehead got a reaction from LongLeftFlank in Mosul (Iraq) The small red-headed child of an epic MOUT map!   
    @JohnO Is having a look at a minimally updated version I believe.....Basically just a few tweaks to account for minor engine differences.
    That's a decent summary. 
  25. Like
    Sgt.Squarehead reacted to LongLeftFlank in Mosul (Iraq) The small red-headed child of an epic MOUT map!   
    Curious how your bloodbath looks and plays out with the new engine. Anybody do any vids yet?
    Relevant to my Normandy thread, as you know better than anyone here (except @Combatintman), the RL fight to clear Al Karama alone took freekin weeks: 
    http://www.daeshdaily.com/2016/11/page/2/
    8 Nov. Apaches to hunt VBIEDs, a sign they're hurting 9 Nov. CTS troops surrounded Al-Karama, Malayin 3, Shuquq Al-Khadra, Al-Zahra, Karkukli, Aden, and Al-Dhahabi on Wednesday, the Mosul operation commander announced. Later the Al-Zahra, Malayin 3, and Al-Samah neighborhoods of east Mosul were announced to have been cleared of Daesh militants, according to the IWMC. 10 Nov.  The Counter Terrorism Service commander says there is a delay in the Mosul liberation because of the huge numbers of civilians trapped by Daesh. He says Iraqi forces will use new military tactics. He also says Daesh has used 150 vehicle bombs in east Mosul so far.  CTS troops destroyed three vehicle bombs and two motorcycle bombs that were targeting Iraqi troops in the Al-Karama neighborhood.  23 Nov. CTS says it liberated 80 residential buildings in the Al-Karama complex So the harrowing end-to-end sweep of the Hornets Nest map chronicled so well by our beloved General Ripper must be understood to represent the collective action of at least 7-10 days of block clearing heavy combat, plus mop ups in the shattered ruins.
    For what horrors went on in the interim I'll paraphrase a bit from our offline discussion thread of last year:
    H-day. Having sealed off al Karama, relatively unbombarded, you set ambitious phase lines and move in, with leg infantry clustered around their humvee-mounted base of fire. Local residents welcome you at first, assure you that there are only a few Daesh holed up. Where? Smiles fade, vague hand wave into the silent interior. After the first dozen RPG, IED and VBIED hits, reality sets in together with the noonday heat. A general halt is called for a rethink. This is far worse than Ramadi. Several subunit COs have visible head trauma from huge near miss explosions. Water is short already. Snipers are everywhere, they are extremely hard to spot and eliminate. Smaller block clearing combat groups are formed, built around vehicle weapons, with other units detailed to shield the flanks from the terrifying armoured VBIEDs. There are no Daesh infantry  counterattacks as such, but constant 360 security is required as groups of 2-3 fighters keep popping up in spots previously thought cleared. The mine clearing groups must constantly beware of mortars and RPG potshots. By 4pm the exhausted, dehydrated attackers need to start thinking about resupply and securing defensible positions for the night, or else giving up their 'gains' and doing it all again tomorrow. Night brings no relief; NV equipped scout snipers report Daesh is moving, probably minelaying. The darkness is periodically rent by huge explosions as building facades are collapsed into many streets to block them. Other streets are, ominously, left open.... (I hope this is interesting to the commentariat, and not hijacking your OT)
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