Jump to content

Artofwar

Members
  • Posts

    287
  • Joined

  • Last visited

Everything posted by Artofwar

  1. I'm running version 2.0 CMBN the Campain files are in *.cam .... so there is no way to edit them using the editor ??? The Scenarios in .btt format I think one can edit them ...how do we edit the campains ??? and then what if we download scenarios and or campains form the Repository can we edit those ??????????????????????????????????????? Thanks
  2. Maybe we could delete this entire thread I posted a fix did not want to post it in here as the subject matter of this thread does not necessarily let one know there is a fix for the wind.
  3. You have to edit or “fix” the files in the Normandy v100A.brz file This .brz file has among other things in it two files named background fog.wav and as background wind.wav that make all these sounds which I find quite annoying the lound wind sound blowing wind even when you make a scenario and choose NO WIND :mad: Anyway copy these files to your z folder (background fog.wav and background wind.wav) then using sound recorder put silence or whatever you want in them. In order to figure out how to get to these files in your Normandy v100A.brz file read below: The Normandy v100A.brz file is in the DATA folder ..... EXPLODE this file using Rezexplode in the Mod Tools folder how to use rezexplode is explained in the mod tools folder. Once opened all you need to do now is to find the files named: background fog.wav and background wind.wav Copy these two files to your Z folder ok now put the sound in these files that you want to hear because these files are in your z folder you will hear them and not the loud wind if you do nothing to these files you will hear the loud wind cause these files are giving you this sound. So put sound into these files. :cool: In order to change the properties of your windows Sound Recorder so that it saves files in .wav format read below: Ok so get to your sound recorder by going to START Accessories then RIGHT MOUSE CLICK on Sound Recorder. Now click on PROPERTIES make sure the SHORTCUT tab is clicked on up top Now then look for the word TARGET you are going to type something into this space to the right of the word TARGET. Type the following: soundrecorder /file outputfile.wav Click APPLY and windows will put some fancy smancy stuff in there and then click on ok. Once you have sound recorder set up to save a file in .wav format then: double click sound recorder icon to run or start sound recorder. Click start recording for oh about 5 seconds then stop recording. It saves this silent file as a .wav file. Make sure you save it to the exact name and location of the file you have in your z folder that you want to silence like oh I don’t know BACKGROUND WIND.WAV !!!! just click on this file one time that you should already have placed in your z folder and it puts the name of this file in the save window and save the file OVERWRITE IT. I mean I guess I am weird but these wind sounds almost ruined it for me. Do this same thing for the other windy file sound NOTE: might as well at this time go into the mod tools folder and delete the folder that rezexplode made and delete the .brz file you exploded. the one you copied to the input folder. Go to this link here on youtube to see how to exactly edit your sound recorder so that it saves files in .wav format. https://www.youtube.com/watch?v=mSE8sJA8UtE
  4. Hey Mord ... I am blind I just now read it I went to youtube to see a video on how to change the properties of my Sound Recorder in Windows 7. I right clicked on Sounded recorder and edited the "TARGET" area so it enables me to save files as .wav files then I recorded NOTHING and saved this quiet sound of NOTHING to the same file names as background fog.wav and as background wind.wav and made sure these .wav file names with NOTHING in them are in my Z folder. I think it fixed it it is QUIET I only hear my background day combat. wav noise now until a flame thrower guy lights the woods around me on fire.
  5. :cool:Click on TARGET ARC then when TARGET ARC is highlighted hold down the SHIFT key this puts a highlighted circle around the unit (your scouts) you gave the Target Arc order too. Now move your mouse near your unit and watch as the highlited area gets smaller and bigger then left click your mouse and the arc is set at the size you want. Your scouts will only fire at stuff at this range. A dangerous but effective way to enable your scouts to spot and not fire at stuff hopefully they will not be seen. Crawl up to the hedge row to optimize not being seen. In summary: Click on TARGET ARC when it's highlighted Hold Down SHIFT key Left mouse click.
  6. :mad:Ok I could not find anything in the Normandy v200.brz file but thats because I guess because files not in the Normandy v200.brz file but in other brz files like in the Normandy V100A.brz file there is a file named background day combat so when I put a file named background day combat in my Z folder having the background day combat sound OTHER THAN the one in the Normandy v100A.brz file but having the sound I want it plays this new background day combat file in my z folder ... ok so in the Background folder under sound in the v100a.brz file there are two files background Fog.wav and background wind.wav these two files ALMOST ruin the game for me TOTALLY:mad: Ok so I am going to edit them i was going to delete them oh that won't work I guess I have to have two files in my z folder named with these exact names or something ok thanks
  7. pltaskess I tend to agree with you but then I enjoy micromanaging and want my cake and eat it too. :eek: sometimes I want to just check something out and I usually have it set to tiny battle so then just to check something out I have to delete and delete and delete just to get to the setup phase. but I realized one can just pick FORWARD OBSERVER SECTION - and then attach individual special teams and vehicles to this section lol. This is possib le if you like choose battle size tiny, combat force mix, unit purchase human for both sides then when you get to the screen to choose units choose "Forward Observer Secton" and attach individual sections and vehicles to this so it will work for example some Recon dudes, a bar, a mortar, a bazooka, a tank or jeep :cool: I get in the mood for this sometimes. Screw realism Screw OOB sometimes ALL I want is easy playability.
  8. Mentioning info from Version 2.0 CBNM yes it is impossible to remount anti tank crews once they have bailed out. This is on page 52 of the manual under "Bail Out" - (Bail Out Available for vehicle and antitank crews only, this command instructs the crew to leave immediately and seek cover nearby. Vehicle crews may re-mount their vehicle again during the same battle, but for anti-tank crews abandoning the gun is permanent, and therefore Bail Out should only be used in emergencies where staying with the gun would mean certain death. Restrictions - AT Gun teams may not remount abandoned guns.) There is a note about anti tank guns you may like it is written in script on page 51 and reads: [Note: anti-tank guns that are deployed in the Setup Phase and do not move or rotate are harder for the enemy to spot!] Cheers.
  9. Wow, maybe now people won't be concerned so much about easy tank spotting infantry maybe weather does matter I know size does thats why I'm alone on Friday nights playing this awesome game.
  10. I mean when I explain all of this in the description its not like anyone is going to play it anyway .... lol
  11. Made a scenario using a stock Quick Battle map - used the maps AI also - just changed a few map buildings some hedges ect. Then added in a Company of units for each side. so is this a violation if I post this Scenario. Is my license gonna get fried. Is the government going to make me register my computer and get rid of my massive harddrives. thanks - Seriously though is this allowed to do when making and posting a scenario >?????????????????????????????????????? :confused:
  12. Steppenwulf and Umlaut thanks for the info I have never exploded the stock files so will try that and I do a lot of alt tabbing which I will refrain from thanks...
  13. I am playing cmbn again - it's been almost 10 months even got the 2.0 upgrade. I noticed the LOUD WIND sound is still present like one is on top of a cliff or maybe its just cause I keep my camera to high but anyway is there a mod that turns off the wind sounds. Thanks.
  14. Scouts may need some extra hardware though http://www.battlefront.com/community/showpost.php?p=1375057&postcount=17
  15. Maybe next time have then bring one of these cause they have ammo with them - I mean yours has ammo too but this ammo is easier to not misplace
  16. I posted at the repos that more translucent is needed but then having played more maps it seems fine now perhaps the trees used in the maps I am playing now are different ... I can see my units a lot better when I first tried it out it was not good as it is now... maybe it was the angle of the dangle. Once I had a guy surrender inside a building and the building did not go transparent. I kept trying to find him and kill him but then finally paid attention to the voice overs of him surrendering. All I could see was the icon in the middle of the building above the roof never saw a surrender flag.
  17. Have you checked into fraps http://www.fraps.com/ you may have to spend some money though the free version you get like 30 SECONDS :eek: Whatever the armchair uses, but he may be doing turn based, seems to be great you could ask him - here is an example :cool:
  18. Check these out may help with the buildings :cool: Control key and Left click on roof
  19. The point is we need a Bazooka Charlie unit modeled in the game period.
  20. so my Bazooka guy nails a vehilce at 257 meters ... is that normal ?? And the meter thing changed cause it was moving backward lmao 257 meters = 843.175853 feet --- 300 feet in a football field the length :eek: I was yelling at the screen stop wasting your bazooka ammo noob ...
  21. I'm not sure what you are addressing whether the stated effective range of 550 meters of the m16 is bogus and or whether it is difficult to suppress or even affect someone at 550 meters. Actually according to my source the statement that the effective range of the m16 being 550 meters is bogus - I googled m16 wiki and came up with the wiki on the m16 I looked to the right column to get some stats - (I used to have to memorize the effective range but I didn't want to rely on my memory so I googled) but now having rechecked those stats they are for the M16A2 - They had M16A2 stats to the right of the title M16 I didn't pay attention.:eek: As we know the M16A2 is a longer range weapon than the 1st issue M16, just google M16A2 wiki for more info. Wiki is not the best source for all this stuff but I wanted something quick without having to dig. The main reason I even mentioned the M16 was I was trying to point out that perhaps the M40 in the game is not modelled that well because it can suppress enemy and take them out at its effective range - it seems their is no loss of lethality or suppression no matter the range and so I figured it I talked about shooting the m16 at 550 meters this would help someone understand that. :confused: But anyway the M16A2 was made to be more longer range having better rifling and this and that. Here is the area I looked at I didn't pay attention to the top of the area that read M16A2 so what's point target anyway - A person's butler is pointing at the target ??? Regarding the 5.56 x 45 - what the Aug Steyer shoots there are so many variations of weapons that shoot this round that this round cannot be given a basic effective range rather the gun and the round must. I like the 5.56 x 45 round that was shot in the weapon Marcus used in Operation Redwing as mentioned in his book "Lone Survivor" he used a model 12 I had no idea what that was but looked it up on the internet it was just another gun that shoots the 5.56 x 45 made primarily for the special ops guys Marcus is a SEAL check out these stats for the Model 12 The Navy had this gun done up this way. Then here is the Aug Steyer same round but significantly different stats but it has it purpose
  22. yeah like the effective range of an m16 is 550 meters but that does not mean you can readily hit everything at that range or even suppress it. It means in my opinion that if you hit something at that range supposedly it will still affect them. Perhaps some modifier needs to be added wherein the further away the lower probability of suppression and chance of a hit are modeled into it .... maybe it already is and needs to be tweaked some it seems if they have an mp 40 its like they have an M60 machine gun.... Regarding effectiveness of any weapon if one goes to a shooting range with an original m16 and attempts to hit something at 550 yards good luck because 1st of all it will be hard to even see it especially if there is any concealment at all the front sight will cover up a lot of re estate and then when firing even one round you get off target AND then wind affects especially that type of bullet including an mp 40 bullet actually most any bullet the winds has serious affects at 550 yards so an mp 40 should not be able to take out or suppress a whole squad but only at close range .. closer than what it is now
  23. yeah they launch the rifle grenades like 400 meters and its always a miss.. lol
  24. Didn't the original CMBO Overlord have more hefty para units ??? To bad we can't ask Winters he is no longer down here with us but at least they made a memorial statue to him I heard he only ok'ed it if it was dedicated to the memory of all junior U.S. military officers who served that day. Here is article my dad sent me:
×
×
  • Create New...