THH149 Posted December 7, 2021 Share Posted December 7, 2021 (edited) These are listed at the end of each games manual. Do they need to go into a mod file (which I dont know how to use) or somewhere else? The rubble mod tag is very useful for a BS scenario I've created based on Stalingrad. For instance these are at the end of BS: Stock Mod Tags [lawn] - Turns Ground Dirt Red into a mowed lawn. [trash] - Turns Ground Hard into a pile of trash. [softtrash] - Turns Ground Sand into a pile of trash. [rubble] - Turns Ground Heavy Rocks into urban rubble. [night] - Adds camouflage face paint to soldier faces. [brown] - Used for US soldiers. Replaces camo pattern on gear with solid coyote brown. [digital] - Used for Ukrainian soldiers. Replaces older uniform with new digital uniform. [ukraine] - Used for Ukrainian vehicles. Vehicle models in both Russian and Ukrainian service use this mod tag to differentiate between Ukrainian and Russian vehicle textures. THH Edited December 7, 2021 by THH149 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted December 7, 2021 Share Posted December 7, 2021 (edited) For stock mod tags, the textures used are already included in the game and so nothing needs to go into a mod folder. However this does mean the tag can only be activated in the editor. The final option in the mission part of the editor is the mod tag tab. Selecting this allows you to upload into the scenario a simple .txt document. This only needs to list the tags you wish to activate, so for example if you want to activate the mowed lawn and camouflage face paint you would just list lawn night Activated tags show at the top of the mod tag screen once added. HTH as its easier to do than describe P Edited December 7, 2021 by Pete Wenman 2 Quote Link to comment Share on other sites More sharing options...
THH149 Posted December 7, 2021 Author Share Posted December 7, 2021 That is very useful, thankyou! 0 Quote Link to comment Share on other sites More sharing options...
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