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RMM

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Everything posted by RMM

  1. Nah, not really. It's not really all that absurd to suggest that a set of weapons be singled out given how they are/were most certainly operated accordingly in RL.
  2. Seems like there's a real need to be able to better restrict LATW units from using their LATW's, while still allowing them complete freedom with their regular small-arms. Currently, the armoured covered arc restricts all attacks, and while I see the ambush value in that, having the current, all-or-nothing choice doesn't seem particularly realistic. As it currently stands, it seems like we can set an armoured covered arc, in which case they'll never fire at anything else unless the enemy is, literally in the same room...and even then(!), or we don't, in which case they fire off all their limited and precious LATW ammo at the first thing, usually infantry, that pops its head up. Consequently, when actual AFV's show up, they've got nothing left Granted, it may be hard to model for the AI, and certainly morale state should play a role in this (the more upset they are, the more likely they are to just fire off whatever is to hand!), but in general terms, could there not be a way to set a general, armoured-targets restriction while still leaving them free to normally engage with small arms? Maybe be able to set both armoured and normal target arcs? Either that, or please loosen up the present, seemingly overly strict limits on their firing at non-AFV targets. Maybe a 10 or 15mtr range, or make that a variable, allowing the player to set their small-arms engagement range, assuming they're in good order of course?
  3. So the only thing with this is that one still has to 'export as' to make it a .bmp, and that seems to be where the hang up continues - Now I'm getting a black box in the game instead of a black-n-white mortar triangle for SS
  4. Soo, unfortunately, after I switched the colours around for SS (Black n white iso the grey and black, I now just get a black box in the game for the icon Will keep experimenting and also check out @bill_sp 's suggestion too, but if you have any further insight...?
  5. Sweet. Nice work and thank you. Good insight. Time to start editing again!
  6. Here ya go. It's from Juju's icon mod icon german red mortar 1.bmp
  7. Done. It's a little rough, but I just opened the original icon file, filled in the mortar image and the gray background around it. At this point, any exporting creates a black square in the game rather than retaining the original triangle shape. icon german red mortar 1.xcf
  8. Ahh yes. Ok, I did check, and the exterior of the icon was, indeed completely black. Not really surprising, since all I'd done was open the original icon file and change the colours. So yeh, I think it's GIMP issue.
  9. Interesting, I will definitely check that. When I selected 'transparent' in GIMP for that area, it showed in GIMP as transparent, but that may not be true once it's converted into bmp for the game. As you, it has to be true black. Tks
  10. No offense taken; I appreciate your taking the time to reply. I did quite a bit of Photoshop in the day, but that was a long time ago. I did figure out the off-centre issue which was in the export settings. Under 'Compatibility Options', I had to select 'Do not write color space info', and that got the image centred. I wasn't able however, to recreate the transparent masks, such as Juju did for his triangle mortar icons. Thoughts? I tried creating an Alpha channel for transparency on the outside, black area, but that just turned the entire icon black in the game. Gave up at that point. Since you use GIMP, how would you go about editing say, just the colours and border transparency for these icons then? I thought it would be a simply enough issue of using the bucket to fill the imported image and/or the background and then, just export the result as a bmp; however, that turned out to not be the case. Must say the nice thing about GIMP is that it is pretty easy to start learning and very easy to do internet searched for any questions or issues, plus a really good, community-forum support.
  11. Since this is a 'wishlist' after all... Changes to 3D models for destroyed pillboxes and bunkers in particular as well as vehicles. Someone did a mod a while back to mod certain, wrecked PzIV's and Sherman II's, but that's been it to date, as far as I know. From a practical standpoint, would help to see what's destroyed v's abandoned, but would also, greatly add to the visual effects.
  12. I could see that, if it just a random thing, but I'm not so sure. Am finding other limits on buddy-aid that make me wonder. Like I wrote to Erwin, when it come to specialist teams like that, any surviving members should absolutely be expected to pick up the reason for the team's existance and carry on the mission, particularly given that would have all trained together.
  13. Back then though, that would have been a court-martial offense, at the very a 'least lack of moral fibre' charge that would have plagued you for the rest of your life. Not only that, but it doesn't jive with some others actions by the AI, such as if a halftrack gunner gets cut down, another takes his place and so n so forth until, potentially the entire vehicle's occupants are all lying in a pool of each other's remains. No, specialist-team buddy aid absolutely should involve acquiring the reason for the team's existance.
  14. Hi all, Problems with GIMP: Spent much of this afternoon trying to edit some floating icons in BfN the way I'd like them, and thought I was making great progress doing the edits in GIMP (free Photoshop(ish) program) until I opened the game. While GIMP had made the edits, when it exported back to a bmp file, it somehow shifted the image slightly to the left, so that the very left side of the icon image was on the right of the square (like how a TV picture can appear if you've got it off centre). Insight anyone? What have other mod editors used, since it's obviously doable given how many floating icon mods are out there. Rather not think about spending a sum on Photoshop. Mod Tags: Also finished up sorting through DKC's enormous and comprehensive BfN/MG/CM... mod and gleefully jumped into Lonsdale's Block to see the changes to the Airborne Jeep graphics only to just see the stock US jeep . DKC's UK vehicles mod contained two tagged, jeep mods for 1 para and 3 para, both tags of which are on the .btt file. Is that the problem - the game doesn't know which one to pick, since both are applicable?
  15. A quick aside to the previous post about buddy aiding, I also just had an FT team where the actual flamethower operator was cut down, but when his team-mate buddy-aided him, he did not pick the FT!
  16. Agreed, and how does one 'breach' a pillbox/bunker or otherwise use the charges against said fortifications?
  17. So I've now confirmed that ammo sharing does not happen between different, non-affiliated units; ie. not from the same section or squad. While one can make the arguement that people might want to hang on to the ammo they have, particularly if everyone is getting low, I have a howitzer ammo-bearer from a different section next to another section's howitzer, and they're NOT allowing the howitzer's crew access to their ammo. This is surely dumb, particularly when the bearer's original gun has been lost. I also have a spotter unit that picked up some mortar ammo during a previous buddy aid, but will not allow a mortar section that's adjacent to it access to that ammo, even though, obviously, it has absolutely no use for the ammo itself! On a more general unit, I've seem units with a pile of 9mm ammo (for example) stacked with a unit that's run out, and yet not allow that other unit to share said pile. This really should be fixed please.
  18. I saw in a previous thread, someone mentioned that one can trace a blast command horizontally to the surface you wish to blast, but Pillboxes and bunkers usually aren't lareg enough to trace a path like that; ie. they're usually only one 'hex' wide.
  19. Interesting, and how close do they have to be to toss it? Adjacent?
  20. So, since one's truppen can't enter such fortifications as long as they're occupied by enemy, suggestions on how to use the blast command in this situation? I'm experimenting with just using the target command from adjacent 'hex', but I hope my troops won't just blow themselves up too!
  21. Ahhhh, ok. That explains why I couldn't figure it out; although I have the P, so not so much excuse there! Thanks @StieliAlpha
  22. As much as I hate to, I'm just have to admit to being utterly dumb here! What do 'TWC' and 'VP' stand for in some of these scenario titles?
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