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Nikki Mond

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Everything posted by Nikki Mond

  1. hi guys, Just curious, this glider is a unit and not a map object I assume. Therefore can it be scripted to move (drag) along the ground and destruct. Or is it just eye candy.
  2. I'm thinkin this may not be compatible with the new monster mod pack. I am away from my PC for a month. (sort of displaced right now). So I pulled this mod from the repo rather than let someone find out the hard way their units list doesn't match up. I'll submit an updated version once I'm settled. Maybe work on an installer for it.
  3. COH is like a modded version of War Hammer. They took the warhammer engine, remoddled the orks and space marines to Germans and Tanks, but the engine itself was not changed at all. Therefore very very abstract. I enjoyed warhammer because it followed the rules of the game I expected. but COH is just weird because the WW2 skins and maps seem so out of place.
  4. Ah, could be 2 things. If you used the "extract files" option in winrar instead of "extract here" the folder is wrongly imbedded inside another folder of the same name. ...And second, you know its a map to make your own battles on in the generator, does not contain a scenario.
  5. Did you make a battle in the TOW battle generator? Sorry you didn't mention if you saw the map in the generator.
  6. I should also mention if you are not comfortable with the mission editor there are a couple pre-cooked squads that use the sniper SS skin in the TOW battle generator. The SS Spahtrupp '44 and the SS Aufklarer '44. You definitely must have both the JSH mod and Special Task Squad mod for that tho.
  7. If you want to make a unit element have the same uniform as the SS sniper, that can be done with the mission editor and provided you have the special tasks squad mod. The mod unlocks normal infantry weapons for the soldiers. Without the mod your squad would all have scoped kar 98's and be all snipers Select a german group detachment in the editor. Change unit to SS sniper. This gives the camo skin. Change Job to infantry, or commander. Open the backpack and choose a weapon. You can do the same using the Heer sniper unit. This will give your soldiers the Tan and Water camo pattern. I also added an element called infantry_SS_mountain if you want the pea capped guys to have a camo smock. If you don't have the JSH mod I highly recommend that as well. Just install it before the Special squads mod.
  8. discussion of clearing minefields on the tow2 forum. (I don't have tow2 yet). This could be done at the scenario level in the mission editor in Tow1. Most modders know this but it would be of little value to game play. Typically have a mine field rect created using a trigger as per normal. And when a certain unit such as a special task squad of sappers, or create designated pioneer squad, enters this same rect start a countdown clock, for I dunno 5 minutes? Then use the destroy trigger script for the minefield. Minefield cleared. You could set up long skinny minefield rects so it would appear a narrow strip is cleared.
  9. Are there physical mines in this game? In tow one the minefields were based on an area and percentage to hit, but not an actual mine.
  10. OK fixed, just recopied the map folder and renamed it.
  11. Hmmm, minimap not there just the place holder. I DO have the minimap.tga and minimap.mat file in the folder. The mat file seems OK I opened it up. Could it be the load ini? I researched some old threads. @Gnasher, you had a similar problem wayy back, how did you resolve it.
  12. whats the max number of objects allowed on a max? Does this include trees or is there a max number for that too.
  13. The whole point of this deluge of pictures (if they load) is to prove its possible to have a seamless water horizon for beach scenarios.
  14. Imagine if Omar Bradley had this feature. he'd be like what the heck is goin on in the Hurtgeon Forest
  15. Good to hear the special squads can be used with the extractor. Manual extracting can be a bit of a pain. I was wondering if anybody had success with that. Thanks for the feedback.
  16. I'm made the original Desna map, the stock map does not crash. Works fine. BUT I too created a modification to Desna where I dropped in a row of trenches and some obstacles. This crashes, about 10 seconds into the game. If I have time I'm going to remove each obstacle one by one and see which object is the culprit. These crashes are related to an object violation.
  17. Yeah I did an RTFM too on both manuals didn't see anything. Arzok, you could set a timer or have the normal trigger stuff kick in but if it can't be scripted then moot point.
  18. Just wondering if weather can be soft scripted in the mission editor as a trigger. Or is the properties menu the only way to set the weather. Where I am going with this is having fog roll in during battle, or rain stopping, it can get anoying after a while.
  19. Ah I see, I was not completely destroying them that was the problem. Thanks!
  20. Is there any way in the mission editor to switch off the marker icons for one of the armies. I'm using Army 3 as neutral eye candy, a bunch of tanks that are flamed up on fire but the markers ruin the ambiance.
  21. We were all there guy. (listen to me I'm mister one map wonder:D) Its just a few tools are required because the data is hidden. Im glad somebody else mentioned dead or exfoliated trees. Maybe a modeler will put aside his next AFV project;) and create a couple burnt, or dead tree objects. Much needed for maps IMO.
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