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BornGinger

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Posts posted by BornGinger

  1. On 1/23/2021 at 2:58 AM, MikeyD said:

    I was visiting the U-tube and I see mew CMBS videos are starting to to pop up suddenly. Including two new scenario play-throughs from Usually Hapless.

    So it's time to visit that tube then and watch some new videos. Usually Hapless already had CMBS as he uploaded the Blood In the Snow H2H-bout on the tube some years ago.

  2. On 1/18/2021 at 12:06 PM, Sgt.Squarehead said:

    Highly recommend 'The Road To Montebourg' campaign as a follow-up.....It's really atmospheric and the first mission is immensely intimidating (just as invading a hostile continent should be).

    If I'm not wrong there's a custom made scenario about Omaha Beach. There might actually be two different of them, one for the base game and one which requires the CW-module.

    Any of those could also be a good first scenario after the training in Devon.

    I have now read everything that was written after that which I recited and understand that playing the Omaha Beach scenarios will most likely have to wait until Zloba has played a few smaller scenarios/quick battles.

  3. 17 hours ago, RepsolCBR said:

    And also...If the OCCUPY objectives still remain (as stated in the manual on pg 119 )...why ?

    Vehichles can't reach that either....

    I don't think there are many qb-maps with an occupy objective on an island or piece of land surrounded by deep water or deep bog. And even if there was, the scenario designer of a qb-map is hopefully giving orders to more than one AI-group to reach that objective.

    With quick battles there aren't only the occupy objectives to consider but also to wound and kill the opposing troops. So if the defender keeps most of the objectives but has lost almost all the troops, there might be an even result or maybe a minor defeat depending on the values of each objective and each soldier.

  4. If you have a so called tentative contact of an AT-gun but that one disappears when you click on the tank someone else is having the tentative contact. If it is the tank that has the tentative contact but it disappears because of the vegetation, you can use the Alt + T to remove the vegetation so you can see the tentative contact and aim at a location close to it.

  5. 7 hours ago, Erwin said:

    Folks have opined that it's because one of the riflemen has a "Thermal Imager" attached to his rifle and that is why they spot so well.

    Is that maybe the reason to why the US troops on the ground floor of an eight floor building can spot a Russian scout team in hiding on the eigth floor? Very good thermal equipment to see through seven blocks of concrete with air in between.

    That was in the demo and might have been corrected. I have never used a thermal equipment but doubt that being on the ground floor and see enemies on the eight floor with the help of such gear is possible.

  6. @TJTIf you go to the thread which is linked above you'll find the name of the folder and the info about in which .brz-file you'll find that folder and can take a look yourself. But I'm pretty sure that each pose, or stance, has its own file. So if there are four different ways a pixelsoldier can be dead there should be four different files.

    When you have "exploded", or unpacked, the necessary .brz-file and check in the correct folder you will find the dead pose file (animation) you'd like to try. Copy that file into the Z-folder inside you User Data folder and after that change the name of that dead pose file to be the name of the cowering file. 

    If you did it the correct way the cowering animation will change.

  7. As stated above from @RepsolCBR
    it seems triggers, which actually are terrain object markers but used in another way than terrain objects, don't work in quick battles.

    So I'm afraid you'll have to change those quick battle plans to be the usual "Exit between... and" and make the best of it.

    Hopefully Battlefront will make quick battles last longer than the two hours they are now and also allow us to make quick battles a bit more challenging to play.

  8. It seems I have to explain how I planned this: The AI-group belongs to the AI-Allies and is supposed to rush forward to a position from where they can shoot at the Axis-Player. To make this possible I painted an area as Trigger (Enemy) so that when the Axis-Player's troops enter that area the Trigger (enemy) area-trigger gets activated and the AI-group does its duty. But nothing happens.

    After having checked other quick battle maps, it seems that none of them is using triggers of any kind, no Trigger (enemy) and no Trigger (Friendly), but all of them use only the order "Exit between... and" with movements for ever minute after the previous movement.

    So after Setup it's usually for example: [Order 2] Exit between 02:00 and 03:00, [Order 3] exit between 03:00 and 04:00, [Order 4] exit between 04:00 and 05:00 and so on.

  9. 2 hours ago, RepsolCBR said:

    not a NEW game engine but rather an updated version of the current one

    I know. But Steve called it Engine 5 in the bones thread he posted some weeks ago so that is what I did.

    Quote

    Try 'trigger friendly'....

    I have put the AI-group to be not Normal, not Cautious but Active. So they are trigger friendly alright.

    But if you meant Trigger (Friendly), that won't help as they are supposed to rush forward and deal with the player's opposing troops.

  10. On 6/14/2020 at 6:00 PM, RockinHarry said:

    Hope we could start some "Scripting AIP solution center" sort of thread anytime soon. After the next patch release maybe.

    If you are talking about the patch release which comes with the new Red Thunder DLC, so yes. But now when there apparently is an engine 5 coming in a few years, I think we shouldn't wait that long but start that thread asap so BF could have a thread with collected requests and  changes we'd like to the games which they could go to and see what their fanbase, or whatever we could call ourselves, would like to have as a way to improve the games.

  11. Time to wake this thread up with a question.

    How is it with AI triggers and quick battles? Don't they have any function in quick battles? 

    I'm making a quick battle map and painted an "AI Trigger (enemy)" line and after that did a test in Author Mode with my troops reaching and thus activating that trigger just to see that the AI-group didn't react. I made my troops run over that trigger zone three times without the AI-group reacting.

    If I'm doing this correct the order I give to the AI-group should be to wait for the trigger area to be activated before they move and I should also put a time span (Exit between... and) for movement which is a bit beyond the time when I suspect that the trigger area will be activated. This should give the AI the instruction to move the AI-group forward when the trigger area gets activated. But if the trigger area isn't activated before the time span (Exit between... and), which I have put as a reserve, the AI-group will start moving when that time span is reached.

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