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Zveroboy1

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Everything posted by Zveroboy1

  1. necro Did someone map this? The dropbox link is dead.
  2. So I have been testing this mix, it is pretty good but with the subdued tracers, I can't tell who is shooting who lol so I ended up reverting back to Vein's. Otherwise I like it, good job.
  3. Yes it is tagged so other people who make Afghanistan scenarios can use them and of course this way people can just leave the mod in the mod folder without having to swap it in and out all the time. mudhouse, mudwall, poppiesyellow : these are all from the Afghanistan texture pack. trashsoft and rubble are stock tags. I am using the rubble from the squalor mod, but it shouldn't matter. Trashsoft if I recall correctly turns sand into trash and rubble turns heavy rock into rubble. ANA was just a placeholder, thanks for pointing out that it wouldn't work in capital letters. There are no Afghan National Army troops here so it doesn't do anything. I was going to make a thread asking if someone was working on an ANA mod.
  4. I tweaked the Taliban combatants a bit, changed the trousers of the one with the camo jacket, added a new one with a pale blue outfit and then another with black clothes in order to have a slighter darker overall tone when in groups. That's nine in total now, but of course most are just recoloured with only slight variations, but I am more satisfied with the ragtag effect. https://www.dropbox.com/s/62ph1spr4ohsggd/zTalibans.rar?dl=0 Strigoi & co, I haven't forgotten you, stay tuned for the fighters.
  5. Okay strigoi, I understand what you want now. I just did a quick test : yes, it is possible actually with some creative model swapping. Just give me a day or two and I'll try to swap and rename all the required files.
  6. Thanks guys. strigoi I am not sure what you are asking exactly. If you want to know whether they can be reskinned to look like Taliban, yes it is possible, but I doubt it would look great. Actually my first attempt was with uncon fighters because I liked the way ammo pouches looked on them but I quickly switched to combatants. But the ski masks the fighters are wearing look worse than keffiyehs really. Why do you want to use them to portray Taliban? They could probably be modded to look like Daech in Khorasan or ISIL-K or whatever these guys are called though. And with the recent situation in Syria and the Baghouz enclave I wonder if we are not going to see more of these masked fellows in Afghanistan soon.
  7. I am going to give this a try, it looks neat.
  8. I am a bit reluctant to create a separate post for the Taliban combatants, because frankly it is not quite up to the standards of some of other more talented modders on this forum. Because of the model it is based on, they only vaguely resemble real Taliban insurgents but this is the best I could do with my limited modding skill and available time. I have been using them myself to play half a dozen Afghanistan battles though and with a bit of imagination, they work okay I suppose. In any case they're better than the default uncon skins for this setting. This mod replaces the textures of Syrian uncon combatants with Taliban combatants. Issues : Most of the turbans don't really wrap around the back of the head of the models properly. It was just way too complicated for me to fix this and I didn't think it was worth the hassle. At the same time, I felt that I couldn't just make them a plain colour which would have been much easier but make them resemble Taliban even less. I have noticed a weird glitch which happens sometimes indoors if you turn shadows off and shaders on, where keffiyehs of the original textures get applied as a shader on top of the combatants clothes for some weird reason that escapes me. I suspect it is not caused by the mod itself, but rather by a conflict in the file naming structure SF2 uses or remnants of SF1 or orphan files that are present in the original brz. Then again it could be something I did while modding the textures. If someone knows what could cause this issue, please let me know, so I can try to fix it. https://www.dropbox.com/s/62ph1spr4ohsggd/zTalibans.rar?dl=0
  9. Map preview (the full map is roughly 1.6 km X 1.6 km) : Extract from the briefing : In Afghanistan, in the green zone of the Helmand Province, the British forces have established a series of small outposts based on an ink-spot approach. By concentrating on just a handful of population centres that it floods with reconstruction projects before expanding outward, its goal it to draw Afghans into the coalition fold. Toki CheckPoint is one of these outposts. Located in the middle of a remote, insurgent-riddled area, 1 mile south of the Loy Mandeh village. It is just an old farming compound, home to Lima company 42 commando royal marines. The area is so littered with IEDs that the only way in or out is by helicopter. The Green Zone is an area of densely irrigated land, supporting almost 90 % of the local population. Its fertility makes Helmand Afghanistan’s largest producer of opium. A maze of interconnecting irrigation ditches, treelines and open fields, it is unbearably hot (55°C) in the summer and bone-chillingly cold (-20°C) in the winter. It is 7 am, late summer of 2011 during Op Herrick 14. You are tasked with conducting a foot patrol in the area. Our goal is twofold : to conduct searches in suspect compounds known to be used by the Taliban for insurgent activity or weapons caches and baiting the talibans into attacking us so they stay away from the village and the reconstruction effort there. Notes : When designing this scenario, my main goal was to try to create a mission that could be played several times, almost like a sandbox, where the player can try different tactics and approaches. There are therefore 4 AI plans each with a different set up for each enemy group. And within each set up there are several different random positions for the enemies. I hope that combined with the random objectives it gives the mission a fairly high replay value. Due to its randomized nature, each play through can vary greatly and produce very different results. I tried to minimize the odds of this happening, but the map is fairly large for an infantry battle and it is possible that the player might encounter very little opposition in some circumstances. You might just stumble upon an IED and have a sniper take pot shots at you. Or you could head directly into a group of Taliban combatants...or two. It is in any case a counter-insurgency mission and it can be a fairly low intensity affair. I am fully aware that this might not be everyone's cup of tea and I designed mostly this scenario for myself. Just a warning so you know what to expect. I recommend that you download and install the Afghanistan Mod Pack that re-textures buildings, walls and adds opium poppies as well as my Taliban mod. (see post below) Disclaimer : Okay this is my first published scenario, be nice kiddos. I have been working on this Afghanistan pack for almost three months now : the retexturing of buildings, the reskinning of some of the Syrian uncons into Taliban fighters and a scenario to go with it. The scenario could probably do with a bit more testing and polish but to be honest I got a bit burned out about this whole project. So rather than let it remain on my HD forever, I have decided to release it. The victory conditions and force balance in particular are probably a bit off and if you guys give me some feedback, I could perhaps tweak it a little. Also the random objective system fully described in the briefing might be explained poorly. It is actually fairly simple but it requires some dice rolling and an honour system on the player's part in order to work. Basically you need to roll two dice to determine the two objectives assigned to you for this mission. And it is designed in a way so that the two objectives are -fairly- close- and not on two opposite sides of the map. There is probably a more elegant way to do this, but this is what I came up with. And don't worry, you won't need some sort of nerd meister twenty sided dice to do this, just a regular 6 sided die is required. Oh yeah, obviously you need the British module for this. https://www.dropbox.com/s/nblpi035puwdhvu/AFG - Afghan Roulette.rar?dl=0 I am probably forgetting something here and added a bunch of last minute changes that haven't been fully tested, so please let me know if there is anything wrong. Thanks.
  10. I'd love to have the French army in CM but personally I think it would make more sense if it was in SF2.
  11. What are all the codes for the different games? And would flavour object crash it too?
  12. Nice, I'll use the marsh mod. Erwin, what is it you are afraid might not work?
  13. I have looked at hundreds of pics of taliban fighters, it is rare to see a single one without any sort of headgear. Traditional Afghan fashion : But it is not unheard of to have talibs cover their faces even though this is perhaps mostly when being filmed by journalists to be fair. Some of these on the last row above might be ISIL in Afghanistan or foreign fighters and not regular Taliban, not 100% sure. But even though Afghanistan is a pretty conservative society, they don't all look like 80's mujahideens.
  14. I have been playing several of the user-made SF1 scenarios. They play just fine. The main thing you notice is how designers used marsh instead of water tiles that didn't exist back then for rivers and canals. But that's mostly a visual issue.
  15. Yes combatants. I have stopped working on them to focus on the scenario and will try to release both together. At first I used the fighters as a base but then I switched to combatants instead, mostly for visual reasons. I liked having ammo pouches on the fighters but wasn't too fond of the balaclava. I think keffiyehs work slightly better.
  16. Yes that's exactly what is going on. I am pretty sure there is some code at work in the engine that assigns a priority to each square. For infantry it is annoying if you are trying to randomize the setup but at least it semi makes sense, better cover or concealment. For mines though... What you describes is the way it works in most cases but not for mines and streams for some reason. Assuming all the painted squares are streams : - If you deploy the mines in painted streams squares, they get stuck there and don't move to another set of stream squares when you switch to a different AI plan. - And if you deploy them outside of any painted squares, same result, they just remain there and refuse to deploy in a yellow stream square. I tested this yesterday, to be honest just thinking about it makes my head spin a little.
  17. Update : unfortunately even with this method, they refuse to get positioned in tiles with a stream. They now go in mud and even marsh action squares but not streams. So there must be something in the code that prevents it.
  18. Okay thanks. I like your idea of using a mix of infantry and AT mines. This is a good idea. Even though the scenario I am working on is infantry only, this will add some more randomness to it.
  19. Yes you're right it can be done. But only with an equal number of mines and AI set up zones. Try to add say 20 yellow AI setup squares and see how a high proportion of them get clustered toward the centre of the map. And it is quirky the way it then refuses to set up in some terrain tiles. But this is a good workaround your method. Did you paint a map coloured setup zone though? blue/dark blue/teal And where did you deploy the mines in the editor?
  20. Last batch of tests for the day. The method above achieves a good spread but this only works when there are as many painted action spots as there are mines. If you paint more action squares on the map in the AI plan set up screen than there are mines, we're back to square one. Out of 16 mines, I have never seen more than a couple outside of the central square in a dozen tests. And that's another thing : I thought they favoured certain types of terrain over another (well they do because they still refuse to set up in marshes, mud and streams) but I swapped the grass tile in the central square with light forest and 80% of them still deploy in the central area. So they just like being in the centre of the map I suppose. I hesitate to call this a bug, but it is a very strange behaviour.
  21. Okay after more testing, I think you need to have a coloured painted map area otherwise it won't work. The whole map is painted with one set up colour. The mines are deployed in the editor inside the reeds square at the bottom right. plan 1 plan 2 From left to right : Top half : marsh - mud - streams Lower half : dirt - grass - light forest - reeds It can work this way, they alternatively deploy according to plan 1 or plant 2 but only in the lower half of the map. They absolutely refuse to deploy in : marsh, mud and streams. And the remaining mines, (there aren't enough action spots for all the mines in the bottom half) just stay in the reeds. I wonder if this is intentional. I mean yeah okay I am not even sure you can set up mines in mud or marshes in real life. Definitely not IEDs because they use electronic components, that's why they wrap them up in plastic bags. Mines I don't know. Streams though that's more debatable because it is an 8 X 8 m square and the stream doesn't occupy all of it obviously. But really, you can set up mines manually in these types of terrain if you want, so it is a bit weird how the game code refuses to set up mines there. I wanted to simulate some vietnam style booby traps with a grenade and a wire set up across a stream for instance, but it doesn't appear to be possible.
  22. Okay I just ran a series of quick tests and I can't get it to work the way you guys describe. I tried deleting the whole coloured set up zone in the map mode of the editor that covered all the possible minefield action spots : 1/ When I deploy the mines in the editor in painted yellow AI plan action spots, they just stay in the exact spot where I put them. 2/ When I deploy them in a corner outside of any painted yellow AI plan action spot, they stay in that corner. I have four AI plans. But what I did was first do the sprinkling for the mines then copy the plan several times. And this is not a saved game I am using. I re-launch the battle each time.
  23. Thanks for the suggestions. In the actual scenario mines have their own set up colour not shared by anyone else though and the painted areas are not in one big block like in the test map. They are sprinkled all over the map. but in the example below 90% of them would get on the road.
  24. I am trying to create a scenario for SF2 where anti personal mines are placed randomly on the map each time you play. But I am having an issue where they seem to all get clustered in a strange way and don't seem to take into account the areas I have painted on the map. I assign them to an AI group (not group 1), make sure they are inside a valid set up zone in the editor and deployed in an area I have painted on the map. In order to test this further, I created a map divided into squares each with a different terrain type. I play the battle, wait a turn or two then hit cease fire and examine the map. They refuse to go in marsh, mud, light forest. Marsh and mud I can maybe understand but light forest? When I do this, they all migrate to the dirt square at the bottom left. But what's even stranger is when I add a green grass square in the centre of the map. They all stop being placed on the dirt square entirely and all go in the grass square instead. AI plan : set up in the editor : the result after I cease fire : Okay there is one in light forest.... but I ran this test half a dozen times and it doesn't really get much different than this. So is there something I am doing wrong here? And is there a way to trick the game into having a more random placement? I wish the game would simply count the number of painted squares, assign a number to each one of them and use rng to deploy the mines in each action square it rolls. I am probably wrong but it feels like there is some sort of code at work designed for infantry and that prioritizes the most favourable cover and a tight grouping. But that theory doesn't really work regarding light forest tiles. aaa minetest.btt
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