Jump to content

homewrecker

Members
  • Posts

    84
  • Joined

  • Last visited

Posts posted by homewrecker

  1. There is a solution I have foils that works.  Roll back and driver to 23.4.2 from 4/20/2023 and that seems to remove the flashing.  It worked on a mini pc that I have that runs an integrated AMD apu.  Saw reports it worked on 6000 series cards as well. 

  2. Had something similar last week $160 buck of postmates food delivery in 4 different cities.  3 in California and 1 in Ohio.  Did get my money back but I have wondered like Steve with his ATM fraud, how do their systems allow different accounts to process payments with a card number tied to a different account in very different geographic areas.  Then again no matter what changes are made, criminals will be criminals and adapt to beat it until the next obsticle comes along.  Rinse and repeat.

  3. 2 hours ago, mjkerner said:

    Yeah, that's lizard camo used by the Rhodesians.   (I need to shrink it a bit and move the camo template around a bit so those brown areas aren't so large and dominant.)  White faces are no problem, just rename one of the NATO forces skins (but I suspect you knew that, lol).  It's the weapons that are the problem.  That's why I wish I knew how to utilize sbobovyc's utility for 3D model making.  I have a looooong list of 70's-90's weapons for SADF, Rhodesians, IDF, etc. 

    Since model swapping weapons from CMA is a possiblitity as demonstrated by @MikeyD, wasn't there an FAL and various other weapons that might fit that period in that title? 

    Edit, just realized i was Late to the party and he posted just that, a picture of an FAL in game haha

  4. This is a scenario I have been updating from SF1 to SF2.  Added water to the map, a few proper stone bridges and some flavor objects to bring the map into the back story of the original scenario.   You have command of a platoon of US Marine Engineers, and a scout/sniper platoon to fend of a Syrian Mechanized Company assault on your newly repaired bridges that are to be used to resume offensive operations.  The Syrians are backed by some armor in the form of BMP-1's from their battalion recon platoon, and a single T-72M1.    Scenario time is 30 minutes, hope you enjoy.

    qN-XxNouo9Z7q8UDQ6hPV1Uwqzy2XnTXQU9ZsAAt

    TDUsAmBHXxPbe98nR82aWADKx4lQaaoaPQn08_7K

    Download Link Below

    Small Gain SF2

     

     

     

  5. 11 hours ago, Combatintman said:

    Still here for you if you want help with that other stuff mate.

    Thanks man, sorry I've been quiet.  Still working on the campaign, almost got my plans/research put together.  Had a lot going on personally as well.  I know you've got a lot on your own plate right now with your own projects.  Working on updating an SF1 scenario while improving my skills using the exit between times I was having trouble grasping.  But I'm getting it now and it will come in handy with the campaign.  I'll send ya an update in a few days

  6. 20 minutes ago, Thewood1 said:

    Look under "infantry only".  There is a formation called mech airborne infantry battalion.  It also shows up under vehicles.

    Yeah I'm still not seeing it there, not under infantry, not under mech, and special forces isn't an option in QB.  So a bit confused.  I guess I just have the same issue as the OP.

    Screenshot (89).png

  7. 6 hours ago, Sakai007 said:

    Yes you are correct. The tabs in the bottom left of the unit purchase screen are where you get to them now. I have all the modules so should be able to access them, but they're blacked out in QBs and available in the full editor.

     

     

    You are right, looked at this a few minutes ago.  Syrian Airborne Mech is missing from the QB TO&E.  I don't see the BMP-3 listed in the single vehicles list either.  Guess its a bug.

  8. 4 hours ago, sburke said:

    what would be nice is if you could have a forced reload command.  Probably not likely, but what kills me is when I know the GL is down to a round but it won't reload until it fires that one round and of course will do so in front of the enemy after firing off that one round.  :P  

    Yes!  Cant count how many time this has happened in a firefight after there was a perfectly good lull in the action for a reload to take place.  Could the tacAI handle tactical reloads in future updates?  Or if it would be easier to add a reload command......

  9. On 9/27/2018 at 6:26 PM, 37mm said:

    For anybody interested I have many hundreds of scenarios & campaigns (apparently all will be playable in CMSF2).

    I got rid of a bunch of duplicates/older versions & renamed a lot of them so they're easier to sort out...

    https://www.dropbox.com/sh/s67v5pnem3x0kp8/AAAhJTwMwh6kJHWaz1qFDZjGa?dl=0

    https://www.dropbox.com/sh/1mu30n0qsjw3sk0/AABb-_fnlr21dLxGVv6a7VAVa?dl=0

    ... I estimate there's about 800 scenarios if you include the campaigns.

    Thanks for uploading these, its cool to see some old favorites in the updated engine and to play around with them in the editor.  Great learning tools.  

  10. 3 hours ago, Oleksandr said:

    This is not working for rar files and zip files it saying something like, "this type of file is blocked for security measures" - I've tried both zip and rar files last night. 

    Have tried uploading to your media library?  You can then add a box for a file on your uploads page with the option of choosing something from there.

    Took me a while to figure this out too, was having the same issue.

  11.  

    16 hours ago, Combatintman said:

    @homewrecker - just played this (badly) but got a tactical victory and it was fun. I'll do some notes up in the next 24 hours or so and if I have time I'll crack it open in the editor to see what you've done in there.

    First impressions - apart from the fun bit:

    1. There are some buildings on different elevations which could cause pathing issues.
    2. The US player could probably do with some more breach teams.
    3. 45 minutes is fairly tight.

    I've got a couple of others that sit in the spoiler category so I'll PM those at some point.

    Overall - good job mate - looks like you've mastered the editor already.

     

    I uploaded the correct fixed version today.  Was using the wrong save format in the title and I think my changes were saving to an old version.  Its up now.

  12. 32 minutes ago, Sgt.Squarehead said:

    I haven't had chance to play this yet (although I do have a 'Concord - Setup' save).....If there's an updated version I'd rather play that and give you feedback on the update.

    10/10 for your approach to this fella.....Reckon I might be coming to you for advice on Triggers before too long.   ;)

    There is, i just uploaded.  I was using a the wrong save format, and I wasn't getting my changes correctly.  I uploaded v.06 today, with all the actual changes that were supposed to be in the .05 file, plus a lot more building connection/elevation fixes.  This should all be correct now.  Hope you enjoy and thank you for having a look at it.

  13. 1 hour ago, Combatintman said:

    @homewrecker - just played this (badly) but got a tactical victory and it was fun. I'll do some notes up in the next 24 hours or so and if I have time I'll crack it open in the editor to see what you've done in there.

    First impressions - apart from the fun bit:

    1. There are some buildings on different elevations which could cause pathing issues.
    2. The US player could probably do with some more breach teams.
    3. 45 minutes is fairly tight.

    I've got a couple of others that sit in the spoiler category so I'll PM those at some point.

    Overall - good job mate - looks like you've mastered the editor already.

    Had started fixing some of the more egregious errors you mentioned.  Don't know how these weren't apparent to me before, but they just occurred to me when i stopped to think about it a bit ago.  Started fixing when i got home from work.  Am uploading an updated version with change log to the proving grounds as we speak.  I will add one more breach team to the platoon that didn't receive one.  Increasing time to one hour, it was kind of tight.

    Changelog .05
    -Fixed some pretty egregious building connection errors and elevation mismatches that resulted in AI troops being slaughtered due to pathfinding.
    -Changed initial deployment positions of some of the Red recon units due to sight line issues for an MG team, they didn't engage anything.
    -Adjusted a few of the redfor trigger objectives, enlarged 2 of them.
    -Adjusted some of the AI's support targets to make them make more sense, and avoid friendly fire for red AI.
    -Adjusted AI group 6 and 7 orders, they were moving forward to waypoints too slowly to be relevant to the fight in a timely manner.  Movement speed for first order changed from advance to quick.

    -Increased scenario time to one hour.
    -Added breach team to bluefor for 3rd platoon.

    Thanks for playing and the feedback sir!

    Chris

    EDIT:  Uploaded correct file to TPG, had saved the updated version under the old name, and uploaded incorrect file.

×
×
  • Create New...