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DarkAngel

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Everything posted by DarkAngel

  1. Try putting them in the Base map (not Delta) \actors\textures\woodland
  2. Wouldn't it need some inherent behaviour associated though?. otherwise you will end up having to make routes for every grid ^ every other grid?.
  3. You do know there are nations, camouflage and vehicle textures (that someone did!!) for East Germany, Czechoslovakia , China (1970s and modern), USSR, Russia(Contemporary) and Ukraine?
  4. Sorted. Can be marked as resolved.
  5. A better question:- what is used to make the .opc file?
  6. Yes, Thanks Rotar that is what I was trying to say.
  7. In 4.1 the nation list lists the full name of the nation.
  8. Did you use the Chinese 1970 or is that a mod?
  9. NOTE:- For people in Aus who have the stupid daylight savings TGIF is now an hour later!!!
  10. AMPOS:- Another modern Piece of S**T
  11. Love my Warthog! Love my traverse wheels too!.
  12. DF90 ammo isn't in any sort of safe ammo storage. Look behind you, those are the rounds all over the back wall.
  13. Tried to duplicate this but did not see it. Do you have the scenario still?. Can you repeat it?. Had the unit maybe been spotted by another unit?.
  14. No, that is not a good idea. If you want to see why play a sub game like cold waters (plus others I have encountered), in that if the system decides that you haven't detected something it will not be drawn in the 3d world. This means you can be looking right at a potential target and it is not rendered. Then when the system decides something has been detected it will suddenly pop up in your view. We know with SB already that these issues exist, sometimes the AI will spot something that you cannot see, or more commonly that you can see something that the AI has not spotted. If that then stops something from being rendered it is bad.
  15. Also depends on how big of a scenario and what units. Trying to control a bunch of infantry without observer view would suck. I think it could work if everyone just controls a single vehicle and work in close proximity.
  16. if you want to change the map path the destination folder has to contain flat map and default map. That may be the issue.
  17. of course you can then refine the routes by adding nodes to them etc You can do the same thing with "jump to end if" routes and since 4.1x SB now supports chained "jump to end if" routes.
  18. So:- Create Prototype Copy route chain Paste it to units (can only do it one at a time) Change the prototype (you do not have to re copy) Select multiple existing waypoints Paste and end up with a lot of routes. Notice how the changes to the prototype are automatically applied.
  19. you can also make prototypes. Place a "none" type waypoint somewhere on your map, which is not connected to any vehicle (this last bit isn't essential but makes things easier to see). Do a route of any type from that waypoint to another waypoint. From this second waypoint create your multiple and / or conditioned routes. Go to the first route from your first waypoint, right click and select "copy route chain" from the menu. Go to a unit or a waypoint (or select multiple waypoints) and paste. Note the prototype is a true prototype, that is any changes you make to your prototype will be applied to subsequent pasting.
  20. Jartsev already checked them
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