Gnasher
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Posts posted by Gnasher
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Good for you Jim, well done!
If you need any more help, just ask matey, if I can I'm more than happy to help!
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Aha there's the issue!
You need to take command of the PIAT squads that are sitting up near the church. Move your staff squad up to them & take command. Then you'll find you have plent of AT troopers.
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There are 2 sections of Pathers from the Wien Division, one attacks the AI Shermans whilst the other goes directly for your Btn HQ. Its the 6 tanks attacking the HQ you need to kill to win the mission.
Regarding the PIATs there are troopers carrying extra ammo, you need to give this to the PIAT gunners.
HTH
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Concentrate on taking out the Panthers with the PIAT teams from close range, ensure that each PIAT is resupplied with ammo, they need it!
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Yes it is because of MP mission!
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Hmmm, that could be a problem although that mission is probably the worst. TOW is a CPU hungry program & I tuned the campaign to what works & is playable on my aging but high end rig (2x3.5MHz dual core Xeons 4GB RAM).
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Which mission? A single mission or all of them?
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Jim
You need to add ammo as a backpack, some units have multiple options some just a single option. For tanks once you've added the backpack you can adjust the ammo loadout if you so desire.
HTH
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You will also need to enable the chosen support within a trigger e.g. Add to player Arty Mortars & Jabos:-
AviaSupportChangeState ( 1 , BATTLEPLANE , ENABLE )
MortarSupportChangeState ( 1 , ENABLE )
ArtillerySupportChangeState ( 1 , ENABLE )
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Hi Nikki,
Please could you upload this to cmmods Badongo doesn't like my ISP & won't allow the dl!
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what it gives you an error opening a tga file or the maintex aint there because it's in the SFS archives?
I have Photshop & PSP, although I prefer PSP because I know how to use it better to get the result I want.
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So the code I imagine would read something like this:-
SetWorkArmy ( Army , 2 )
SET @flag = UnitsIsVisible ( ARMY , 1 , GROUP , “Group” , ALL )
if ( @flag = "TRUE" ) then
do_something_because_they_can_see_you
endif
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You need to setworkarmy first, then it's for whichever army you set. I your example it looks as though that is for the opposing force spying on you.
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Do you have Gimp, Photoshop, or Paintshop Pro?
Any of these can be used to play with the maintex.tga to get it how you want it. The key word there was play BTW!
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I'd suggest adding a few more trees & putting some grey rocky ground around the snowcaps, AFAIK you don't often see fields transitioning directly to snow on mountains.
Put some bushes around the bases of the trees & varythe sizes for a more natural look
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Looking good
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My mission will be that you've missed the LZ & need to regroup, what Tartari will do with the 82nd, he will say..............
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I'm working on an accurate (ish) St Mere Eglise, I'll post some WIP shots soon...
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Thats great if you want to make waterworld. But there's no way you can make the whole map a foot above water on a plain, then depress very very small elevations for ditches and streams.
Anyways jim had a good question about the roads, that I have trouble with too.
Nikki,
You missunderestimate me! I should have said set the terrain plane to about 1-2m above the water table & level the map. Then you can cut your ditches & streams with the terrain brush tool. As you can see here (the water is about 1m deep here):-
Regarding roads, add the waypoints with CTRL <left click> not ALT. You need to set up all the stuff in advanced & often need to widen the road to 5~10m & set the number of layers to 4 to get a result. Also reducing the opacity of the road ends so they fade out looks much better.
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Yeah you know that one!
Small Problem with JSH 1.3.2
in Theatre of War Modding Forum
Posted
I think your issue is that IIRC 1.3.2 is a minor patch, i.e. you need to install this over 1.3.1 to get it fully functional.