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Found 13 results

  1. I don't play QBs that often but every time I do I usually end up with "so that's what I got" after purchasing my units and the battle starts. I have a fair understanding, but the composition of squads, equipment, weapons, amount of ammo etc is impossible to keep in mind. When making scenarios in the editor there is the "deploy units" feature which basically is putting the purchased units where you want them on the map. The unit purchase for scenario making and QBs is identical as far as I can tell. In QBs there is the "preview map" feature. Would it be possible to port over the "deploy un
  2. Hi everyone, I was reading a thread in the forums today with regards to AI plans for use in CM missions. That got me to thinking about the literally endless possibilities the Arma3 mission makers can utilize through the use of script commands. List of commands here: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 I'm guessing the current engine precludes the introduction of such a system, but perhaps if/when Battlefront begins work on "Engine 4", a similar system might be looked upon as perhaps having some merit. Perhaps someone in the forums f
  3. If possible it would be really helpful to have the four-way wall/fence intersection included in the CMSF2 editor. For MOUT scenarios especially since so many of the buildings in that part of the world have walls around them. In CMSF1 scenario designers end up making some strange looking wall layouts as a work around to not having this tile. The other tiles would also be nice but the four-way wall intersection would make urban design much easier & realistic. If not now maybe in a future pack................
  4. Below are the results of some experimenting with Unit Spot Objectives. The experimenting was done in CMBS v2.1 Engine 4. Hot seat. CM Engine Manual v4.0 page 88. Observations: Individual troops within a team are counted for spot VPs. When dismounted a driver is counted separately from a vehicle for spot VPs. The editor will allow you to assign fortifications as unit objectives however fortifications will not be counted as unit spot objectives in the game. Units that are spot objectives are not required to use exit zones but they may. A unit cannot be bot
  5. There is a new version of CMUU at https://www.dropbox.com/sh/ibiai1l1j5ssvo6/AAANU6X88kL7ANVuJslM0tTCa?dl=0 These are the major changes: Combat Mission Universal Utility Help You use this tool at your own responsibility. To prevent irreversible lost of data save all game files befor use! With the help of CMUU you can modify the campaign files, change the scenario sequence, add and delete scenarios (battles) and change some scenario preferences. Further features will be installed later. The scenario files (.btt) cannto be edited by the tool at the moment because there ar
  6. Hello! I just made a scenario really quick and it opened fine ingame, but when I try to open it in the editor again it crashes... I tried to set compatability mode to windows service pack 2 and also open as administrator.. Anyone knows what the problem is ? (I installed the expansions in separate directories, not inside the maingame folder, not sure if that's how it should be done) I tried to create a new scenario and switch it back from counters mode to sprites and then open the scenario again, but then I got this, and after that message a cmd window appeared togheter wi
  7. I'm trying to build a firing range for more TTP videos, and I want to place a bunch of empty vehicles as targets. I purchase a bunch of vehicles, but if I set vehicle status to 'Dismounted' I receive no vehicles. If I set them to 'Immobilized' they are deployable, but they shoot at anything trying to shoot them. If I set them to 'Destroyed', they exist, but units refuse to target and shoot them. Is there a way to place non-destroyed empty vehicles as static targets? Or is there some other method to place vehicles as static targets?
  8. Hi All, Just uploaded a new mod, minimalist version of the editor. http://cmmodsiii.greenasjade.net/?p=2770 Its pretty clean and clear; I'm very happy with it. Primary intention was to strip away a lot of the unnecessary decoration and bordering. Buttons are now very clean and clear, with a simple grey/white/blue/red colour cheme. Almost all functional buttons have been adjusted; now onto the massive task of updating all the individual mapping buttons...ugh. Enjoy. Comments etc welcome. KP
  9. Make your own authentic milestone signs for maps – no more random signs! Package can be downloaded over at CMMODs III http://cmmodsiii.greenasjade.net/?p=2624
  10. Update on my progress with a personal revamp of the CM:BS UI, into a much more modern, minimalist style. Editor UI is almost finished - still need to mod the terrain/unit/building icons and the Force icons for US/UKR/RUS. Game UI is finished, except for the vehicle/weapon profile pics. ------------------------------------------------------------------------ I've always felt the current Ui was terribly cluttered, with far too many borders, curves and generally unnecessary decoration. I know that many people like a UI with character or overt style - I personally don't. I don't care about extrude
  11. Hi all, I'm in the process of adapting/updating the CMBS UI, primarily to satisfy my own OCD daemons... The purpose is to bring a more modern, flat and clean, google/windows 10 style to the UI. Here is my personal revamp, Stage 1, of the Editor UI. This is only a visual mod, no functionality changes of any kind. Stage 2 will: - Tidy up the borders, - Harmonise text background in menus (which for the life of me I cannot nail down yet), - Harmonise the map buttons with the main editor UI - Redo the help text to clarify various processes. DROPBOX LINK </P> </P>
  12. Is there any demand for some unique files, that replace the dirt road clones in the 2D map editor? Have some at ready, in case these have not been replaced by anybody else. At least I haven´t found anything at GAJ´s yet.
  13. Hi all, I can't seem to get "Can Trigger" orders to work, specifically the following example: AI Group 2 is supposed to exit its setup zone and secure a farm complex, then wait to advance until AI Group 3 appears on map as reinforcements and begin their advance on a different farm complex. Group 3's second order is set to "Can Trigger," and Group 2's second order has the Group 3, Order 2 trigger listed as "Wait For," and then they have order three, like so: Group 2: Setup (exit between 0:00 and 0:30), Order 2 (wait for Group 3, Order 2, exit between X and Y), Order 3, Order 4, etc.
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