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Posts
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Everything posted by TheDudeAbides421
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How do I access this mode
TheDudeAbides421 replied to TheDudeAbides421's topic in Combat Mission - General Discussion
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I bought the original Shock Force many years ago and was looking through the manual and saw there was a coop mode that was to be included. When playing CMSF2 with my buddy we are able to play H2H but cannot find the coop option. Any help would be appreciated.
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I heard you were looking for a beat down in the snow!
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Hey Stag, How can you say you are getting a contract for a game you are building in your spare time and then link RHS? According to their documentation you are a core member of the dev group but so is Ardy and all he did was create the OpsCore and ACH helmets. http://doc.rhsmods.org/index.php/Credits I don't see how a huge MP lobby would benefit the game that much, while there are those that prefer Real Time H2H without needing to forward ports and search IPs, the majority of players I have been around prefer PBEM. It is almost like how old men played chess with the newspaper back in the day. Play at your own pace, and I think this has a huge appeal to many of the people that enjoy this series. As for the AI, a system comparable to Steel Beasts Pro PE would fit the CM style very well. Conditions and Event based actions and reactions with triggers to spice things up. They have a very easy to use UI to make this an easy process and you can build them into every waypoint and route. I know that Steel Beasts has some military contracts so they might of had a larger budget for AI development, but it is a remarkable system that would seem to fit in with the CM engine. Everyone talks about ArmA's graphics but it is a pain in the *** to get the level of editing power achieved through an easy to use UI in Steel Beasts.
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Idea for uniform modder to pursue...
TheDudeAbides421 replied to kohlenklau's topic in CM Red Thunder Maps and Mods
Try adding a layer of fabric texture over the camo, also once you figure out where the seasm are you can break the camo down into the actual fabric sections. Also instead of adding the splotches for the camo onto the base layer try building a swatch of the camo pattern and then clone stamping it to the UV map. Then you really need to play with color balance and other elements to bring out some depth. This can be difficult but start by adjusting your gray scale and then maybe add a cavity map to help with the shading -
US Weapons Platoon C2
TheDudeAbides421 replied to LukeFF's topic in Combat Mission Battle for Normandy
Is there a way to attach weapons company mg teams into line platoons, so they fall under the line platoons C2? -
2 Probable Bugs I've addressed before..
TheDudeAbides421 replied to Sublime's topic in Combat Mission Battle for Normandy
Why do incoming mortars not whistle. It depends on the angle of flight and the relationship you are to its course. My COP got mortared almost every day in Iraq, sometimes 2 or 3 times a day. The ones that don't make noise are very close to you. The round that impacts 25 - 100 meters away makes a sort of whistling sound, more like the air tearing than anything -
CM:BN Screenshot Thread #2
TheDudeAbides421 replied to Battlefront.com's topic in Combat Mission Battle for Normandy
Nice bazooka shot on a German halftrack that was putting some flanking fire into my main effort -
August 1979 So 33 for you non calculating fools out there. I feel much older though after 2 combat deployments to Iraq (thank God for the VA)
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CM:BN Screenshot Thread #2
TheDudeAbides421 replied to Battlefront.com's topic in Combat Mission Battle for Normandy
Nice screenshots there -
Who plays iron difficulty?
TheDudeAbides421 replied to Paul T's topic in Combat Mission Battle for Normandy
I use warrior for the realistic call for fire times. Wasn't sure of what microAI adjustments take place on the different levels though. Could anyone explain that? -
Track Damage when CRUSHING .... orchards??
TheDudeAbides421 replied to thejetset's topic in Combat Mission Fortress Italy
As a old Bradley gunner, I messed with tracks some. I would imagine it being pretty easy to throw track in that ground cause you are pivot steering in more fertile loose ground. I could also see those stumps breaking the track as well, which is alot of work and not much fun, and that was only 7 years ago when I had to do it. -
I saw someone mention 'Nam in a post earlier. I was thinking awhile back that this series would be great for a Vietnam game. The engine is capable of letting people patrol through a map without the direct mission being combat related and also is the optimal engine for any sort of direct action, especially since company level seems to be the general size most people like. Probably would bring a whole new set of players with all the Platoon, Full Metal Jacket and Hamburger Hill freaks out there (me too, grew up watching them). Maybe some thing to think about for CMx3
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I think having some dead soldiers and destroyed vehicles for static objects would be quite nice. Sort of show a previously failed attack, etc...
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Must Have Mods
TheDudeAbides421 replied to TheDudeAbides421's topic in CM Fortress Italy Maps and Mods
Thanks guys, I will check these out. -
I was wondering if someone could help me identify some of the nicer mods out there. I come from the Arma community and know that this is alot of personnel preferences but I would like to figure out what is compatible from CMBN to CMFI. So if anyone could help me out with helping me get the most out of this amazing game it would be greatly appreciated.
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Hey Fuser, this is my first post here as I am just getting into the CM scene. Are you planning on doing any kind of tracers or explosion mod? I am using all your mods and just wanted to say, very good job and thanks for the quality work.