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MOS:96B2P

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Everything posted by MOS:96B2P

  1. We only had C rats in basic. It was in basic where I learned to use a P38. I still carry a P38 on my key ring due to a teachable moment that occurred in basic . We had four different MRE meals IIRC. They were a newer thing at the time.
  2. Sure, that's where you saw overhead photos of the place before ............. in CMSF1 ............... .
  3. No problem my friend. That is what this forum is for. For every question you ask there are probably several forum lurkers interested in the same thing. You're asking for them also. Thank you.
  4. It was the MREs.......... Well actually the MREs had a reputation for the opposite effect . AIRBORNE!!!
  5. They retrieve the gear off fallen comrades. It is called buddy aid in the game. If the down troop is dead it is only gear (ammo sometimes weapons, binoculars and radios). If the down troop is wounded and he receives buddy aid he is less likely to become dead. Below is a link for the topic of Buddy Aid.
  6. Not fool proof but I think the Fast movement command will generally make the troops prioritize movement over reloading. Soft factors will also play a role in how strictly, or not, troops follow their orders.
  7. Thanks Mord. I'll continue to test it and see what comes of it. Interesting. I'll give this a try also.
  8. Thanks @MikeyD. I can now disappear the background. I'm not sure how happy I am with the skyline buildings. They're not as sharp as I would like. With all the cool photos of big city skylines that are available I thought it would be easy to find some that could be made to work in the game. But they get blurry during the conversion. I'll continue to work on it. The cool CMSF2 sloped roofs are a mod made by @37mm.
  9. @George MC +3. Nice screenshots. Makes me want to play some Red Thunder.
  10. +1 LMAO. You spend about one hour just testing and come up with a really cool looking mod. Your knowledge and skill with these portraits is truly impressive. Good work as always my friend.
  11. Thanks for the reply Mike. I have paint.net and Pixelformer which I used to do something similar for a building. I didn't understand that's what had to be done for the skyline. So in theory I should be able to do it with these two programs. If not I may end up looking into Photoshop. This one probably .........
  12. @womble once said the bellow which helped me. I'm paraphrasing what he said. Understand that "lots of trees" does not equal "good concealment for the troops". Then recognize that the terrain under the trees is the important thing; it can vary from bare dirt to heavy woods. Heavy woods is rare; most terrain under trees is "Light woods" which gives some concealment, or lesser levels of vegetation which might give almost none to standing/moving soldiers. What matters is not what terrain your troops are standing in, but how much concealment-providing terrain is between your most visible troops and the observer. If your team is in an edge AS of a light woods patch, there's probably only a couple of meters of concealment. Being one row back in the woods will make that more like 10m. The average goes from 4m to 12m. You can sometimes get LOS through deep woods many tiles back due to various circumstances (elevations etc and sometimes for reasons I can't really explain ). But what womble said above is a good general rule. IIRC tall hedges and bocage block line of sight for both infantry and vehicles when they are a few meters away from it (and not near a bocage gap of course). However both can get LOS through bocage if they move up next to it and "peak" through.
  13. I'm having some trouble with modding the skyline. I know its possible because I've downloaded several modded skylines that work and looked at them to see how others have modded the skyline. However I can't get rid of the imported sky, behind the buildings, so only the CM sky is shown. I get the below box looking thing or when I tried to disappear the imported sky behind the buildings I got a brown background behind the buildings. Any adult supervision would be appreciated.
  14. +1 Nice. I was wondering how you would make that happen. The exit arrows even pointed UP!
  15. Well now it makes sense. Yes, I think you might be. The consulate in Coup d'etat and the consulate in Consulate Evacuation. They were both built by the same contractor so had similar floor plans. However the two scenarios are very different.
  16. I think flavor objects can be used in combination with buildings and walls which will result in cover. Example: A ship is made with modular buildings as in the scenario Coup d'etat. See below screenshot. Then a larger flavor object ship is placed over the modular building ship. So the modular building ship now takes on the appearance of the (more realistic) flavor object ship. The modular building ship is hidden inside the flavor object. If you were to shoot at the ship cover is provided by the modular buildings. The flavor object ship is just there for looks. As long as the flavor object is big enough to hide the building, wall, etc. inside of the flavor object there may not be a need to make the building / wall invisible. Example: A wall is placed on the map. A large Hesco barrier flavor object is placed over the wall completely hiding the wall. Troops behind the barrier would look like they were protected from direct fire by the Hesco Barrier Flavor object. However the Tall Wall, hidden inside, would actually provide the protection. So no, the flavor object would never actually take on the cover aspects of other objects. The flavor object is just there to look cool. Modular building ships without a flavor object cover to hide them. Cargo ship skins provided by @37mm.
  17. +1 The below consulate can be a dangerous place....................
  18. Hmmm, if I understand what your talking about..... Tags can also work with flavor objects and swapping files. Example: Swap an AKM for an M16 and tag this swap so it only shows up in the desired scenario. New flavor objects can be tagged to overwrite vanilla flavor objects. So, after all the unused flavor object slots have been filled with new flavor objects then tags can be used (when necessary) to overwrite an existing flavor object. +1. More good information. @LongLeftFlank has a building mod with invisible windows. This invisible window works well for any building window, it just needs to be re-named. I've never tried it with a door. However I recall playing a MOUT training type scenario where all the doors were removed (made invisible). So it's possible. However, as you said using an invisible building may be an over complicated solution for little gain.
  19. The first post you made, on this same topic, was answered by a BFC administrator. It was @BFCElvis who answered you in your other forum thread. In that thread he had a few followup questions as he attempted to help you. Several other people spoke up in that thread and discussed the issues. You never did respond to the last (same) topic thread that you started. Hope you get things sorted out..................
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