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Zveroboy1

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Everything posted by Zveroboy1

  1. Makes me wish we had the option to use autumn/winter terrain instead of only spring/summer.
  2. Okay interesting to see what rationale you used. After pondering over the different options, I think I found a solution so the mod can work for both early and late ANA and be backward compatible with old SF1 battles. It is going to be a single mod instead of two versions like I first thought so this will be simpler too. I am going to give airborne units a mix of spec4ce and woodland camo and regular Syrians just woodland. Airborne units will also get a M16 instead of their AK-74 with the weapon swap made by 37mm. This way if the scenario designer wants to represent ANA post 2008-2009, he can use airborne troops. And if you want to have early ANA, you can just pick any unit using the regular camo : mech, republican guards etc and these, since they use AKMS, won't be affected by the weapon swap.
  3. Cool idea but how do they get out of the opfor rooms? They blast a wall?
  4. Okay, I think I figured why it was changing AKM's. You need to delete ak-74.bmp. This is actually the texture for the AKM.... The only issue left now is that the M16 swap messes up the tubular stock of the other AK's but that's a minor issue, barely noticeable. There are perhaps other small fixes needed but this is going to help a lot. I wasn't even going to do any weapon swapping if I had to do this alone. But this looks much better. Maybe I'll do an early and a late ANA version. The early one with only woodland camo and AK's. And the late version with M16's and a mix of woodland and spec4ce forest.
  5. For me, I'd say : -Veins special effects or the remix made by 37mm -Kieme's HD buildings - HQS sound mod
  6. Yes good job 37mm. Don't worry about the leader and the AKS-74U for now. But I think the mod as it is now affects AKM's too. I just had a quick look, maybe I am mistaken. I need to think a bit more about it, because I don't really understand all the intricacies of the Syrian TO&E but I tend to think we should perhaps use airborne for the mod. Someone please correct me if I am wrong here. Normal Infantry uses AKM's which is the same weapon that Taliban use. So we can't swap it for a M16. Mech infantry and Republican guard could work but they use AKMS's and maybe they share some of the textures with AKM's ? So that leaves us with Airborne which use AK-74's ? Special forces also use AK-74's but they have vampires which is clearly not good even if we swap it for a rpg-7 model. It is just too powerful compared to a rpg-7. An important factor is also that rounds match. So that also points toward Airborne perhaps. At first I wanted to use mech infantry because this way the mod could be compatible with some of the old SF1 Afghanistan scenarios. I think Combatintman who designed a couple of them used mech recon to represent ANA, if I am not mistaken. But if we can't use these, that's not the end of the world. Feedback welcome here, because I am really not sure what to pick.
  7. Yeah no rush. I appreciate the help. This is the early stages of the mod. It is nowhere near finished so take your time.
  8. Thanks! Hmm no, no optics I'd say. I don't remember seeing any pic of an ANA soldier with a scoped M16. Not sure which is better really. In reality they have M16A2 from what I understand. Is this the same helmet as Syrian special forces?
  9. These look good Boche. Nice mix of equipment, especially the helmets. These are from Mjkerners? And the two with the rpg and the Ak's are special forces helmets? How do you get both AK's and M4's in the same squad like this? This is what I got so far. I think I got the new spec4ce forest camo more or less okay for a first draft, but the woodland I have is not right. At first I was thinking reserves with their plain khaki uniform could eventually be modded to look like ANP. If I could find a cap for them that I could swap. But really ANP is not a huge priority. edit : I just checked Syrian fighters and combatants use AKM's. Oh you mean in real life?
  10. I am not sure how weapon swapping works. If you swap the AK's the Syrian use for M16's, won't the Taliban also get M16's?
  11. And can anyone tell me what kind of flak vests these dudes are wearing?
  12. I am tempted to work on a Afghan National Army mod to finish my Afghanistan pet project, but really if someone is already busy working on one, I'd rather spend less time in the editor and in photoshop and just play instead. That's why I am asking the community. Now I am not even sure if I am going to take on this project or even if I can pull it off, it is just something I am pondering. But let's say someone was to do it, what would make the most sense to use for the conversion? My first idea was to use Syrians for the job. But then I remembered that Blimey made an ANA mod for SF1 using Dutch infantry and I can see why. The Dutch use the C7 which is similar to the M16A2 that the Afghan Army transitioned to around the year 2009. The biggest difference being that the C7 has a full automatic fire mode and also optics. On the other hand, Syrians field rpg-7's (it feels weird to have ANA soldiers with a panzerfaust), rpk's, have worse optics (I haven't seen too many pictures of ANA soldiers with an M-16 equipped with a scope), worse C2 gear etc. What do you guys think? And if you go with Syrians, what's better? Reserve infantry? Regular mechanized?
  13. I think if you want random placement of units you need to have : a painted setup zone (blue or red) the units must be deployed inside the zone the painted yellow area or squares must be within the red or blue setup zone
  14. Yes and Dshk and recoilless rifles. Taliban field these heavy weapons.
  15. Taliban Heart of Darkness fix for Combat Mission Shock Force 2 - No Mod Tags - Okay you're going to need this one actually if you want to play the Heart of Darkness campaign or a QB. https://www.dropbox.com/s/77q1fx08phh0k5j/zTaliban HeartofDarkness fix - No Tags.rar?dl=0
  16. How does it work for a campaign? Do you have to add tags to each individual battle?
  17. Hmm how does it work for mod tags and campaigns? Do you have to tag each scenario individually?
  18. Taliban Heart of Darkness fix for Combat Mission Shock Force 2 As requested by strigoi. Description : This mod swaps the models of Syrian uncon fighters with Syrian uncon combatants and reskins them as Taliban using the same textures as my Taliban mod. This mod was made in order to play old SF1 scenarios which used Syrian fighters to represent Taliban. The Heart of Darkness campaign by dragonwynn in particular. While it is named Heart of Darkness fix, it will work for old SF1 and new SF2 scenarios whenever Syrian fighters are used as Taliban. If used together with my Taliban mod, both Syrian fighters and combatants will all have the same appearance, the only visual difference being that fighters wear ammo pouches. Issue : They share the same issues as my Taliban combatants mod plus this minor one : There are two types of Syrian uncon fighters in SF2, some wearing sneakers and some wearing boots. The second type share their boots with regular Syrian soldiers. If you are playing a battle featuring both Taliban and the Afghan National Army, which in most cases will be represented by regular Syrian soldiers, some of the boots will look wrong. The file below fixes the boots of Taliban fighters and turns them into sneakers to match the shoes worn by combatants because I have swapped the models. If you keep it, regular Syrian soldiers will have boots that are not properly textured. If you choose to delete or rename it, then Taliban fighters will have poorly textured shoes. smod_syrian_boots-soldier [taliban].bmp (Really it is just simpler to just leave it alone, since it is tagged, it won't affect your normal game. Just realise that Syrian soldiers will have bad looking boots.) Download : https://www.dropbox.com/s/ba6l9sye2ccxzmw/zTaliban HeartofDarkness fix.rar?dl=0 Link to dragonwynn's campaign :
  19. Nice, glad I could help. At one point I thought maybe I was just tripping and imagining things.. This is going to give me a little sanity boost.
  20. Yes so many interesting engagements in this general Panjawai area.
  21. Okay I have no idea if calling them v4 is the right nomenclature, but they do have green, orange, red and white tracers. I forgot where I found them, don't think it was on CMMOS but in a thread somewhere. But when you said in your previous post "for all intents & purposes, are Veins tracers updated to work with engine 4 games". Do you mean updated by Veins? In that case this is what I am using. Or updated by you? I'll send you a dropbox link. (To clarify, the rar file has v4 in the name, but I am pretty sure it was me who added that in order not to overwrite the older tracers I had in the same directory.)
  22. Weird. I have Vein's v4 tracers installed and I have your mix on top of it, loading after, because it is in a folder named CMBS Special Effects and yours is ME. That's the way it works right? I checked and Vein's has all the different colours, not just two so it is v4 for sure. I could have sworn I saw a difference when I removed the tracers. Go figure. Anyway it is not important.
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