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Posts posted by Apocalypse 31
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On 3/21/2019 at 2:22 PM, Rotareneg said:
You can can merge two roads of the same type, just select both by holding the ctrl key and then use the M key to merge the nearest ends. To cut a road, select the road you want to cut then hold alt and click where you want it cut at (doesn't need to be at a vertex.)
Thanks!
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Thanks
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Follow up question:
Do more roads = higher performance demand or file size of map?
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Is there a way to combine roads on the map editor?
I'm working with a generated map that has several roadways that are split into about five dozen smaller roads - but in actuality, they are part of the same road.
I can select multiple roads when I hold CONTROL and select, but just wondering if there is a way to combine them.
Thank you
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On 3/9/2019 at 12:37 AM, Red2112 said:
Ready or Not...
rEd
Looks exactly like SWAT 4...and there's nothing wrong with that!
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Task Force Commander, please
Broadsword 6
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One of the better PVE FPS out there. I ordered this pre-order but refunded when it looked like their release was pre-mature. Seriously considering picking this up. Had a blast with the last one
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8 hours ago, Gibsonm said:
"The East Wind 08 AUG 2035 by Apocalypse"
Will all these platforms still be in service in 2035 (or a typo prerhaps).
It's based on the story line from ArmA III's East Wind campaign.
Most of the vehicles featured in the ArmA III factions are unplayable or unavailable in SB, so we are using proxy. For example, the NATO faction uses the Merkava Mk IV as their MBT in ArmA III as well as the Patria AMV 40mm (also not in SB), while the AAF use the Leopard 2G, Warrior, Fennek, Weasel, and Pandur II CZ.
But the task organization / order of battles are accurate and so are the objectives.
Edit: A lot of people scoff at ArmA III, and honestly, the plot is a little hard to swallow, but the operational art and design of the NATO campaign is awesome; NATO forces conduct two near-simultaneous amphibious landings as well as an air assault to seize key terrain and infrastructure. The developers did a good job in that aspect.
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Quote
Bifkin Juice
Always nice to see that Soldiers, no matter where, are always be the same.
I actually had to look that one up.
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3 hours ago, Gibsonm said:
They are embedded in the file, a bit like custom maps currently.
However, be prepared for your scenario file size to increase.
Thanks.
I'm limiting the .wav files to 22khz, mono which keeps the files very low in size and quality - not an issue, as they are radio transmissions.
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3 minutes ago, TSe419E said:
I have heard media files play in a TGIF scenario without loading them myself.
Sounds good, thanks.
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Question about media files.
Do all players of the MP session need the media files for a multiplayer scenario? Or are the .wav files packaged with the .sce file?
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1. Would also be nice to have an option to turn off stamina. Would be good for situations where you want enemy forces to route. I find that even Elite-level sprites still get tired too quickly.
2. Would love to see the stamina system overhauled; I am by no means an elite athlete or part of an elite military organization, but I can jog at least three times further than our sprites with my kit and weapon. I generally find that stamina is not something takes a long time to 'regenerate' rather, you get quick bursts of energy and small rests to help you.
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@MahzelI could use a gunner
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5 hours ago, Nike-Ajax said:
It was a good defensive terrain. And I used whatever skill I have in exploiting it.
You gave us a good fight and made us think.
Mission accomplished as OPFOR.
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On 1/28/2019 at 12:57 PM, Grenny said:
Thanks for playing everyone.
I know, that plan was shit. The tough was that I may be able to suprize OPFOR a bit by moving in from an unexpeted direction. I hoped this would outweight the risk by seperating the force and needed more coordination the get "barrels at the enemy".
The moment E1 asked for support, and I realized, all units are commited in a way that I can't give any support...well, bugger
I don't think it was a bad plan, just poorly executed. Rather, we failed to mass forces or control tempo (manage tactical pauses)
I think there was a missed opportunity with E-1 being as engaged as it was, early in the scenario. E-1 drove directly into an enemy engagement area and paid the price with no other friendly attackers to carry the assault forward. We didn't use artillery against likely/suspected positions and our demise could've been anticipated by even the most junior LT that knows how to conduct a terrain analysis.
Perhaps we would've had more success if we attacked simultaneously along multiple axis, with E-2 and E-3 in the east while E-1 got beat up. At least we would've been able to penetrate with E-2 and cause the enemy to think about more than 1 problem at a time.
We did the same thing for the second attack, in which remnants of E-1 and E-4 attacked along a single axis while E-2 and E-3 resupplied.
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3 hours ago, Gibsonm said:
Thanks Apocalypse, for taking my suggested "improves" on board.
Thanks for the feedback - its very important to me.
I normally sit through the AAR with two copies of SB running - one copy of the actual AAR and one copy with the mission editor running so i can make changes as people suggest them.
Made a bunch of recommended changes, will post the sce to the page shortly.
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5 minutes ago, Nike-Ajax said:
… Who do you think controlled the RPG gunner that got you three times last Sunday
That engagement ended with a broken track and a dead RPG team.
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6 hours ago, Grenny said:
I can do E66 I think,
Bu I want one of the E4 Cents to shoot at stuff later in the game
You can have a whole platoon of them when they show up.
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5 hours ago, Gibsonm said:
OK.
After the UAS and AH-64 are shot out of the sky I can focus on the CSS.
Hopefully not.
The ZSU-39 ranges are marked on the map, are static, and we all know @Nike-Ajax can't shoot for a damn.
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ETA on terrain patch?
in General Discussion
Posted
OMG he just asked for an update !!!!
@Gibsonm get the pitchforks!!!
How dare you ask about an update!