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Everything posted by MOS:96B2P
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Combat Mission AAR: Consulate Crisis
MOS:96B2P replied to IICptMillerII's topic in Combat Mission Shock Force 2
+1. Very cool. -
Flavor Object Random Change
MOS:96B2P replied to MOS:96B2P's topic in Combat Mission - General Discussion
This was also my first concern. However, the flavor objects in question, the garbage can & dumpster, have not been modified or used as a replacement or base item for a replacement. Also they randomly change to almost any other flavor object (again not flavor objects that have been changed/replaced/modified). I checked a different map with just flavor objects arranged in their groups etc as they appear in the editor. This is just a useful reference map of flavor objects. Everything on this reference map appears as expected. I know what you're referring to here. I learned about this the hard way a few years ago and did some tests (see below). But the short answer is, I haven't increased the map size for several months. Test results: When the south or west edge of the map is lengthened or shortened units on the map will move the same amount of action spots and in the same direction. When the north or east edge of the map is lengthened or shortened units on the map will remain in their original location. Flavor objects are not moved by map expansion. -
I have a fairly big city map (1072 x 1920 meters) with lots of Flavor Objects. Over the past week or so I have noticed the appearance of flavor objects in strange locations where they were not placed (a bench in the middle of an alley etc.) At first I thought I had incorrectly clicked on the map while working in the editor. However today I observed dozens of misplaced flavor objects. I realized they are flavor objects that I originally placed but they have now randomly changed to a different flavor object. Below is a screenshot of an alley with the yellow garbage can flavor object (inside the red square) by each garage. Several of these garbage cans have changed to other flavor objects (in the yellow circles). This seems to have happened on an older part of the map where the flavor objects were placed a few months ago. In newer areas of the same map the flavor objects look as they should. Anybody experience this before? Is this the games way of telling a scenario designer there are to many flavor objects on a map?
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Rome to Victory Pre-orders are now open
MOS:96B2P replied to BFCElvis's topic in Combat Mission Fortress Italy
Okay. The MREs were just starting when I was in, 1983 to 1987. Had C-rats in basic and MREs in permanent party. I vaguely remember having Lurps a few times also (I think it was LRPs?). It's all good when you're really hungry. -
Rome to Victory Pre-orders are now open
MOS:96B2P replied to BFCElvis's topic in Combat Mission Fortress Italy
Meal Ready to Eat. They replaced the C ration. https://en.wikipedia.org/wiki/Meal,_Ready-to-Eat -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
+1 Very, very cool. Thank you. -
Heaven & Earth: Project discussion thread
MOS:96B2P replied to 37mm's topic in CM Shock Force 2 Maps and Mods
Sounds good. In totality the mods are like another CM game. Combat Mission Southeast Asia (CMSA). -
Heaven & Earth: Project discussion thread
MOS:96B2P replied to 37mm's topic in CM Shock Force 2 Maps and Mods
+1. Nice. The Asian voices really add to the immersion. -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
This is interesting and might solve a problem in the game. In counter insurgency operations a probable mission for BluFor is to locate and destroy RedFor insurgent supply caches. There is a lot of potential for many COIN missions to at least start with this basic tasking. However this is only possible with some less than satisfactory workarounds in the game. In CMBS RedFor ammo dumps are invisible to BluFor except in Hot Seat mode. Today I re-tested this in CMBS v2.12 Engine 4 and RedFor ammo dumps are still invisible to BluFor. Below is a link to a thread discussing this: http://community.battlefront.com/topic/126343-cmbs-russian-ammo-dump-problem/ And in CMSF2 there are no ammo dumps at all. So a workaround in both titles has been to use the flavor objects pallets & crates. These flavor objects are "hidden" and placed on a touch objective. A BluFor patrol finds the flavor object, hits the touch objective and is then generally notified & awarded VPs for finding OpFor supplies. The problem with this workaround is that flavor objects do not have Fog of War so they are always visible. As a player navigates around the map placing waypoints etc. (or just conducting OCOKA METT-TC) he will observe the stack of pallets/crates/boxes. It sounds like the above method can give flavor objects the Fog of War? If so this would be very useful to have the pallets & crates truly hidden until a patrol has line of sight to them. Taking this one step further, using the vehicle example in the above quote, , would it be possible that the flavor objects would have Fog of War and also be able to be destroyed? And maybe the flavor object could be a unit objective and reinforcement since it is actually an invisible vehicle that looks like supplies? If so this could be used in many cool ways including in the campaign H&E @Sgt.Squarehead @37mm. @sburke I think you and Hitman Two Actual might have some interest in this also. Example: A BluFor patrol makes a sweep through a village at 1300hrs and comes up empty. At 1330hrs a group of pallets/crates (supplies) show up as reinforcements behind one of the huts. The supplies are unit destroy objectives worth 100VPs. At 1400hrs a BluFor patrol makes a second sweep of the village and finds the pallets/crates (supplies). The patrol rolls up a .50 caliber mounted on a vehicle (or whatever is appropriate) fires into the supplies destroying them and causing them to burst into flames and admit a satisfying pillar of smoke. The BluFor is awarded 100VPs for destroying the supplies without having to use up a touch objective. So ......... is any of the above possible? Even just the first part would be an improvement. -
Combat Mission AAR: Consulate Crisis
MOS:96B2P replied to IICptMillerII's topic in Combat Mission Shock Force 2
+1. Very cool. I'm really looking forward to seeing how the amphibious plan plays out. Also I've never played CMANO so to learn a little bit about it will be interesting. Thanks for taking the time to put this together. -
Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
+1 During the debriefing they advised they didn't want to hit the backup unit that was travelling westbound on Dekker Ave (see 2nd screenshot). It did end in a gunfight just short of the bad guys exit zone.......... -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Thanks for all the information on how to use Blender @Aquila-CM. This is really cool stuff. When I get caught up on plugging stuff into a WIP campaign I'm going to try Blender. I'm in need of lots of cars for all the streets, parking lots and garages in Chiraq. -
Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
Foot chase, northbound, crossing Dekker Avenue. -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
A burglary in progress call results in officers Andy Renko and Bobby Hill in a foot chase past billboard number five. -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
+1 You got it!! I was wondering who might remember. In the editor the two paramedics are named Roy Desoto and John Gage. Below is a screenshot of Fire House 51. The basic campaign is built around the Hill Street Blues TV show but several other shows are also represented. The Dante Projects are from Hill Street Blues. The mayor on the sign, Clarence Royce, is from HBO's The Wire. There is another neighborhood Hamsterdam from HBOs' The Wire. -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
+1 Excellent!! I've been to busy playing around with the mods to try Blender yet but it is on my list. -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
They are ground level only right now. However with the "Blender" I suspect they could be made taller so they appear at the second floor level. A second floor billboard could maybe be positioned so they are above a road and cars drive under them.............. That would be kind of cool to place a sign above the gate to a FOB........... -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
These billboards are very useful and user friendly. -
Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
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Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
National Guard Armory, 933rd MP Company. -
Shock Force 2 Unofficial Screenshot And Video Thread
MOS:96B2P replied to Mord's topic in Combat Mission Shock Force 2
The National Guard Armory. -
A bit tedious but getting closer with the skyline.
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Custom 3D Models and Mods Compilation
MOS:96B2P replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Just experimenting around.