RMM
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Posts posted by RMM
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On 2/4/2021 at 8:37 PM, umlaut said:
I dont know what a "designer mod" is, so I am not able to answer that.
Regarding my Commercial Buildings mods (or any of my other mod sets) just place the entire main folder in your z folder - with all the subfolders inside. The game will figure it out.
I havent heard of JSGME until now, so I cant comment on it´s use.Tks Umlaut. What U meant by designer mod was something that could only be used for creating a scenario. From the description you gave, your has to have been used in the scenario creation for its effects to be seen, right? In other words, I can't just paste the mod into Z, and then expect to see it change the building depictions otherwise?
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I realise it's been a year since this topic started, but this newbie is just getting started and loading mods. Since I'm used to JSGME, that's what I naturally gravitate to, and while I understand for the old hands, adding mods seems simple enough, the instructions I've seen in various ReadMe's and herein still seem to contradict. I have to say, having tried to read through the instructions for Rez, honestly, JSGME sounds as lot more intuitive and simple.
For instance:
Some ReadMe's talk about putting their 'folder' in the Z folder. So...let's take the Kriegsmarine Uniform mod - should the folder be put in the Z folder or just the files? What about something like the Hedgerow Hell mod that has a multi-level folder tree?
What about the Umlaut's Commercial Buildings mod? Is that just a designer mod? I ask, coz it too has a multi-level folder tree. Do we paste the 100, 101, etc. folders all into the Z file, or do we only paste the actual files inside each of those folders? 1st Polish Insignia is another - is each unit's folder pasted into Z or is each unit folder (eg. 8eme batallion) a separate mod whose files are pasted directly into Z?
When Tags are mentioned (eg. MOS Remove GE helmets), does that mean if we 'paste' those files into Z, they will only be detected by that scenario, so they can just sit in the Z folder without affecting anything else? If that's the case, why do they need to be removed if one wants to use the untagged files, since the file names are different?
To add a final level of complexity, if one uses Juju's UI mods but wants to use some of the options, you have to 'add' the base mod (however one chooses to do so), and then 'overwrite' those files within his UI mod, to add the options (eg. red-cross wounded label). That I've figured out using JSGME. With that it's simple enough; I just make the desired option a separate mod and then replicate the UI-mod folder tree for where that option(s) goes in the UI mod. That way I can swap out the options whenever I want without having to touch the original UI mod.
Maybe I'm overthinking this, but I hope I've communicated how pretzel like the 'simple' mod feature still seems to be. Someone created a dead soldiers animation mod. I've yet to figure out where those files are supposed to go? Just straight into the Z folder, or within their own, separate 'animations' folder within the Z folder?
Any help much appreciated and apologies in advance for any frustration
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5 minutes ago, chuckdyke said:
Whether you mount or dismount it should be done behind a terrain feature away from the enemy.
Sometimes, as I just ruefully found out, there's a LoS that you didn't notice but the enemy did!
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33 minutes ago, chuckdyke said:
How can the vehicle take off? The destination of the 'Truck' is the farming complex where HQ is. That is where he stops, the passengers will go wherever the truck stops. Just make sure the truck is in a secure location. I don't plot a travel waypoint during the turn the passengers are boarding or you can do by pausing the truck. The truck must also stop before the units can debus.
Well, this is the issue in question; hence the feature request. The only way to make sure the pax don't 'miss the bus' is to not issue the xport any orders beyond moving to where the pax will be picked up. Only once pax are onboard, then orders are issued in next order phase, but in the meantime, both sit idly by and quite vulnerable.
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5 hours ago, chuckdyke said:
That's essentially what I do, but as you noted, there is some guess work, and if not guessed correctly, the vehicle can take off before the pax have loaded
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1 minute ago, Sgt.Squarehead said:
I suspect we've all seen our pixeltruppen stare despondently at a receding cloud of dust at some point.....It's when you don't notice and the silly b******s set off after their transport on foot that things really start to go to pot!
Ohh yes. They started to do that! Ironically, that I can relate to in reality! "Come back here you S** of a B***h!!"
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1 minute ago, Sgt.Squarehead said:
Practice makes perfect.
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48 minutes ago, Sgt.Squarehead said:
A PAK-Front type scenario, built around an AT Gun Battery, on a moderate to large map might be an amusing way to find out the answer to your question.
Well, it's actually a very real possibility for the Lonsdale scenario I'm playing now, expect that it's PBEM, so I have to wait, but first I have to get him to (presumably) retrieve the HE ammo from his fallen colleague, xfer that to 'his' gun crew before crawling over to the other one.
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1 minute ago, Sgt.Squarehead said:
You can embark troops while a vehicle is held stationary by the Pause command.....Just need to pause long enough.
Yes but no. Like I wrote; it cab be a bit of a guessing game, and sometimes, one doesn't guess it right. I just had an HMG crew that should have had enough time to get to the jeep, but maybe the tear down took longer than I expected. Regardless, despite my putting a significant pause on it's movement, the jeep took off, just as the crew got it! Reality took a hit
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2 minutes ago, BornGinger said:
Another situation with an unwated result is when one wants the vehicle to stop (pause) for a certain amount of seconds (for example 30) on a spot to drop off infantry and then drive away to another spot. The result is that the infantry never leaves the vehicle, although it wouldn't take them too long, but sit tight in it. I suspect that the game engine is treating the paused vehicle as being on the move and of that reason doesn't allow the infantry to leave it.
Interesting. Not sure I've come across that, but thinking about it, I may not have used pause like that. Good tip to know
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46 minutes ago, Warts 'n' all said:
Personally I think that anyone who misuses "pax" deserves the axe.
Aviation speak
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Embarking pax:
Since mounted personnel won't leave a vehicle while it's moving, would it also be possible to have a vehicle wait for assigned personnel to mount up before moving unless it's more order would bring the two closer together? At the mo, one has to order a vehicle to a building and order the inf. to embark. However, beyond that, further orders to the vehicle usually have to wait for the following order phase, because if one doesn't time enough pauses correctly, the vehicle can take off without its pax! The other outcome is that both sit for the better part of a minute, at the spot the pax were picked up, utterly vulnerable before new move orders are issued.
Perhaps just a whole new order available for vehicles to the effect of 'Wait for passengers (pax)'?
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I'm also having issues with the ammo carriers transferring to their assigned gun! One of the team got taken out, and the other ran off with 7 HE rounds! Well...it says the team still has 7 HE rounds on them. Having finally coaxed the one healthy guy back to the gun (who are, by now out of HE ), there's no xfer of the HE ammo taking place. I've now issued an order to the healthy guy top crawl over to his fallen teammate, and perhaps, once he's 'buddy healed' that guy, he'll have the ammo and can xfer to the gun crew?
I've yet to see, if he can crawl over to other gun position and retrieve their ammo through buddy healing too. Further thoughts anyone? Any of the game developers on here willing to take on a future patch under consideration for this issue?
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9 hours ago, George MC said:
How far apart? Are the dead guns ammo guys (not crew) dead? Do you have ammo guys for your surviving gun?
Very close, maybe 50ft apart. Hmm...ammo guys. I only remember seeing one team between the two gun crews, but I'll need to check on that. Good call.
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13 minutes ago, George MC said:
Short answer - no. Once they abandon the gun they cannot redrew it or another.
You can share tho if there is an ammo store close by e.g. they’re towing vehicle or ammo stash.Unfortunately, it's just the two AT guns near to each other, but the crew of one got blasted, leaving all their ammo just lying around, while the other crew are still firing away but running out
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If an ATG crew runs out of ammo on their own gun, can they abandon it and possess another abandoned AT (exactly the same type from another crew of the same team) that still has ammo?
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33 minutes ago, SimpleSimon said:
Most certainly not. The strap is just for carrying. The rest is a spade for firing from the ground.
Makes sense, thanks. Good to know it can, nonetheless be fired from inside a building though
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2 minutes ago, Warts 'n' all said:
Yes, that's right. And I think that it looks great.
I will be zooming in to take a look next time, I'm in the scenario!
So what actual weapon is this based on then? I'm familiar with the 2in mortar, but shoulder-fired?
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8 hours ago, Warts 'n' all said:
Just a quick follow up. It shows how long it is since I played "Lonsdale's Block", I had forgotten that it is actually modelled being fired from the shoulder. And that smoke can be fired from inside a building. Also, the mortarman carries a Sten which comes in handy when the close combat kicks off.
Ah hah. Now that is good info indeed! Thanks
When you say 'modelled', you're referring to if one were to zoom in on the actual soldier?
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Just now, Warts 'n' all said:
The airborne had their own version of the 2inch mortar specifically for the purpose of firing smoke or flare rounds, I assume for indicating their position to follow up waves. It had a fabric strap attached so that it could be worn around the body.
I don't know how it is modelled in game but would suspect that it appears the same as the standard mortar. I also think that glider borne troops such as the South Staffordshires would have been equipped with the basic infantry mortar, rather than the parachute version.
Ahh ok. I do see said units can target smoke, like any other To-Hit weapon. Alright, that explains it then. Tks guys
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Just now, mjkerner said:
It’s a pretty common 2in mortar, with a little better range than a rifle grenade. Standard issue for British HQs, and maybe others?.
Granted in that I see the 2in(51mm) mortars along with all attendant ammo, including HE in separate sections, which was common, but why only the smoke ammo when part of a larger section? Ok, so it is another 2in mortar then.
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Am playing Lonsdale Force scenario, and am seeing a mortar round depicted in the weapons field for most of the British Airborne Sections, and in the ammo section, I see approx 8 x 51mm Smoke rounds. What is this? A 51mm mortar with just some smoke rounds? Never heard of such a thing in the airborne arsenal. If a mortar, then I would presume said individual would have to be outside to fire it, right?
JSGME (Jonesoft Generic Mod Enabler) will it work with CM??
in CM2 Scenario and Mod Tips
Posted
OvGME? Haven't heard of it. Sounds, from what your saying like an improvement on JSGME? Yeh, I first came across JSGME in Silent Hunter days, but have always appreciated its simplicity and flexibility since.