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Sgt.Squarehead got a reaction from ctcharger in What unit is best for spoting for arty, using Drones etc
That is correct AFAIK.
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Sgt.Squarehead got a reaction from Lethaface in Update on Engine 4 patches
Pretty sure if BfC had a PR department they'd address these issues in an instant.....But they don't, so they either work on fixing the problem, or take time out to tell you they are working on fixing the problem.
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Sgt.Squarehead reacted to mjkerner in Shock Force 2 Unofficial Screenshot And Video Thread
Yes, you are going to have to get back to mapping, Sgt, Squarehead! You were part of the inspiration for CTS mods in the first place.
I do 28mm. But I haven't done much with them since I got back into SF.
Thanks, I'm good for now on the references, but I'll let you know if I need any information.
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Sgt.Squarehead reacted to RockinHarry in New Scenario - Assault on Port Cros
No time for actual playing unfortunately though I investigated in the editor somewhat. I made some flat roof mod to the 8x8 modular building (taking roof1 from CMSF2 Demo) and adding some (concrete) textures fitting to the ones I made for a scenario of mine using modular buildings as pillbox substitute. Could possibly be of use for you. I also needed something like this for a planned Metz, or Brest fortress scenario. Another recent finding was you actually can make large gates through modular buildings by removing (CNTRL Click 3D Editor) the facades at the bottom at both sides and then putting a 16m bridge (rail or stone) on top/through it. With the bridge taking precedence you even can move tanks through it now, which the AI wouldn´t do before. More on that after the holidays. Good work on the Port Cros map btw.
8x8m Level 2 modular building with flat roof and new textures. Infantry and vehicles will use the bridge just like the building isn´t there. Yet the 2nd story above the passageway can be used normally like in any other building.
I got a bit creative on one the forts on your map to see how the mod probably works out. It replaces the Holland independant building and got some flat balcony added at level 3. This enables any attackers to hava a look and shoot to the interior of the forts.
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Sgt.Squarehead reacted to MOS:96B2P in Balconies again? Really!
Balconies have made me curse out loud while playing . In most cases I just avoid rooms that have balconies. However there was one scenario in CMSF1 (I don't remember the name. I had a US Stryker unit) where more than 50% of the buildings had balconies. As a result I developed the below reverse wall SOP which I update as I learn new things. I use it anytime I want troops to stay away from one side of a room. Especially useful for balcony avoidance and for spotters which, IMO, is about the only reason to place a team in a room with a balcony. When the below SOP is used for a spotter I put the spotter on Hide when not actively spotting/adjusting marking rounds.
1. Give team a circular Target Arc about the size of the building.
2. Slow team into the building & then to the desired floor.
3. Give desired floor waypoint a Target Arc out the reverse wall.1
4. 2nd turn give the team a permanent Pause3 order.
5. Give team a 32m, or smaller, 360oTarget Arc2 and consider Hide.
6. If/when ready to engage cancel Target Arc Pause & Hide.
Notes: 1)The team will have LOS out the forward wall of the building from the reverse wall. This will also keep the team from entering a balcony on forward wall. 2)A 360oTarget Arc is used to prevent the OpFor from approaching outside a wedge arc & does not affect observation. 3)Pause keeps team from moving to forward wall & entering balconies.
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Sgt.Squarehead reacted to MOS:96B2P in Balconies again? Really!
Hey coach, I had some old screenshots that went with my original test and notes. Looks like I did the testing in CMFI. The screenshots are included below with a re-posting of the SOP. If anything specific is tripping you up, (Example: how do I make a 360o Target Arc etc.) just ask. Somebody here will have the answer.
When the below SOP is used for a spotter I put the spotter on Hide when not actively spotting/adjusting marking rounds.
1. Give team a circular Target Arc about the size of the building.
2. Slow team into the building & then to the desired floor.
3. Give desired floor waypoint a Target Arc out the reverse wall.1
4. 2nd turn give the team a permanent Pause3 order.
5. Give team a 32m, or smaller, 360oTarget Arc2 and consider Hide.
6. If/when ready to engage cancel Target Arc Pause & Hide.
Notes: 1)The team will have LOS out the forward wall of the building from the reverse wall. This will also keep the team from entering a balcony on forward wall. 2)A 360oTarget Arc is used to prevent the OpFor from approaching outside a wedge arc & does not affect observation. 3)Pause keeps team from moving to forward wall & entering balconies.
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Sgt.Squarehead got a reaction from MOS:96B2P in Balconies again? Really!
Balconies are indeed a royal pain in the rear, but I'll ping the excellent @MOS:96B2P because he has a cure (he's had it since CM:SF1 from what I can make out).....It's a workaround and takes some careful clicking, but it does the job.
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Sgt.Squarehead reacted to Ivan Zaitzev in CM:A Flavour Objects Visual Guide
Ah, ok, no problem then, just send them my way.
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Sgt.Squarehead reacted to Ivan Zaitzev in CM:A Flavour Objects Visual Guide
But you have done all the work! If you have MS Office Word or Libre/Open Office Writer, you can drop your images there and Save/Export As PDF and you are done.
If you don-t have this software I can do it for you but again, you have already done all the work!
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Sgt.Squarehead got a reaction from ctcharger in A question about cover
Images from testing:
Setup
Button clicked causing 'The Jump' (tanks redeployed according to chosen AI Plan):
So it's still as I observed, but assuming @IanL didn't keep rolling double ones, it seems the choice of plan will always be the same, the plan is predetermined at loadup.....Will run a few multiples to confirm.
Many restarts later.....
Yup, looks like he's right.....Apologies to @ctcharger for the bum steer.
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Sgt.Squarehead reacted to mjkerner in Shock Force 2 Unofficial Screenshot And Video Thread
Just putzing, but it looks like Iraq CTS and even Opfor's may have new vehicles for the new year. Lots of work yet to dirty it up and add slogans, signage, etc., and I have uniforms to get to, but I hope to have some mods for you guys in the coming weeks.
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Sgt.Squarehead got a reaction from ctcharger in A question about cover
I save on a 5 or 10 minute basis as a rule.
FWIW
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Sgt.Squarehead got a reaction from ctcharger in A question about cover
It confused us both, from opposite directions.....As I said, I knew about the 'The Jump' from IED experiments in Mosul, what I hadn't realised was that the choice of plan was fixed prior to the 'The Jump', indeed my mistaken assumption that the AI plan was chosen when the Red Button is clicked was based on observing the 'The Jump'.
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Sgt.Squarehead reacted to MOS:96B2P in CMA Unofficial Screenshot Thread
NICE!!! Wow, the close facility looks like it is well fortified.
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Sgt.Squarehead reacted to Ivan Zaitzev in CMA Unofficial Screenshot Thread
Amazing job Sgt.Squarehead, and a big Thank you for keeping this game alive!
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Sgt.Squarehead reacted to Ivan Zaitzev in CM:A Flavour Objects Visual Guide
I can do it if you show me what the other guides look like and provide the JPEGs.
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Sgt.Squarehead reacted to sburke in Night vision goggles modelled?
yep, the inventory shows if they are capable of using, actual conditions will determine if they wear them. and so you know it makes a huge difference in play. The side playing the uncons will definitely feel what conditions were like for insurgents in Iraq. Word of warning though. You'll spot their guys first but when your guys open fire they will reveal themselves to any insurgents they haven't spotted. Fire fights can be really interesting in these conditions - you get the drop on the first guys and then you find you have multiple rpgs coming your way. 😮
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Sgt.Squarehead got a reaction from SlowMotion in Saudi Arabia & UAE Deploy Troops To Syria
If this is real, they have well & properly bitten off more than they can chew:
https://www.middleeastmonitor.com/20181122-saudi-arabia-uae-send-troops-to-support-kurds-in-syria/
I've long predicted that any Saudi offensive against Syria (or other nations who actually know how to fight) would very likely finish up in Riyadh.....They can't even beat the Houthis, with the full support of the US and most of the GCC, but now they fancy taking a shot at Turkey, the SAA, Iran & Hezbollah, all at once!
This is gonna be priceless!
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Sgt.Squarehead got a reaction from HerrTom in A question about cover
Images from testing:
Setup
Button clicked causing 'The Jump' (tanks redeployed according to chosen AI Plan):
So it's still as I observed, but assuming @IanL didn't keep rolling double ones, it seems the choice of plan will always be the same, the plan is predetermined at loadup.....Will run a few multiples to confirm.
Many restarts later.....
Yup, looks like he's right.....Apologies to @ctcharger for the bum steer.
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Sgt.Squarehead got a reaction from zaratushtra123 in CMA Unofficial Screenshot Thread
Grrrr.....Somehow I now have one like left, I can't share it between you, so it'll just have to be a Thanks to you both!
All the compounds are fortified to some extent, that one and this one, on the other side of the map, are the two biggest:
These are the homes of two rival Tribal Militias in the 2p version.....Everything has a plan & a purpose (well, almost everything).
Having spent an utterly thrilling hour taking out unwanted flavour objects earlier on tonight, I've just spent a couple more putting them back in.....This phase of the build could take me a while.
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Sgt.Squarehead got a reaction from Ivan Zaitzev in CMA Unofficial Screenshot Thread
I really want to get it finished as it's the second Master Map for 'Abdul Gul's War' (decided I can live with my modified Herat city map, I could modify it more, but it's not too bad as it stands and you don't see it all at once anyway).
Abdul Gul's country retreat (right foreground):
It's a bit of a fortress as you can see, it's also the hardest compound to get to on the map, you have to go through 'Jihad Central' down there in the valley to the left to get to it by road. It also controls access to the mines further along the ridge, so it will undoubtedly become the focus of the Communists attentions before too long.
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Sgt.Squarehead got a reaction from Ivan Zaitzev in CMA Unofficial Screenshot Thread
I'm tentatively calling the mapmaking (ie: everything done by tile placement) of 'The Valley' done.....Sorted the area around the big compound:
That's more like it!
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Sgt.Squarehead got a reaction from ctcharger in A question about cover
I've modified my post with the pictures to make it clearer.
Outta likes again, I owe you a couple, again.
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Sgt.Squarehead reacted to Combatintman in New Scenario - Assault on Port Cros
I figured it was about time I created a scenario for this title and I am now in the closing stages of finishing off a scenario titled Assault on Port Cros. The scenario, while based on historical events, is not what I would term as an accurate representation of them so this is more of an attempt to offer something new and maybe different for CMBN.
The basics:
Play Mode: Allied vs Axis AI only.
Battle Type: Allied attack.
Battle Size: Large (I know this is subjective so to qualify this it is an Allied company plus force against an approximate Axis battalion element).
Battle Length: 3hrs 30 minutes (although this may change based on final testing).
Map Size: 2368x1264m
Requirements: Market Garden and Vehicle Pack modules.
The basics of the history are that the First Special Service Force assaulted German coastal defences, including Port Cros, on a small island group covering the approaches to the Port of Toulon to set the conditions for the main Operation Dragoon landings in the south of France in August 1944.
The following image forms part of one of the briefing graphics for the scenario: