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About Rhyfel

  • Birthday 03/21/1981

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  • Location
    Stamford, CT
  • Occupation
    Former Armor Officer

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  1. Thank you Gibsonm, I think it's probably the sight I was looking to use.
  2. Tracking the auto-save. Fives minutes can be a long time given the possible complexities.
  3. "undue" and "redo" buttons in the mission editor. Sometimes I hit Control Z thinking something is going to happen...
  4. Thanks Rotarneg, I'll give it another shot.
  5. Any other thoughts on this topic?
  6. We end of using the repair region with a time limit as we only have a certain time window we can all commit to. Usually the LSA is placed far back enough that it still takes dedicated maneuvering and security of support units. Also adds the aspect of reconsolidation and re-organization to the mix. Are vics just piecemealed back into the fight or does the CO take some time to make a tactical pause and think where to re-apply his combat power? We'll stick with the region repairs, though I loath the extra scripting. Also do the same for re-arming at FARPs though this is usually set to a longer, more realistic time.
  7. Is there anyway to speed up the repairs similar to setting the speed for digging battle positions? Right now we've been setting it as a condition where the commander chooses one of the pre-plotted LSA regions created during the mission through a trigger, and then the Log Trains unit must be in the selected LSA. We then set the repair all to 5-10 minutes depending on the mission. thank you for the help Rhyfel.
  8. Thank you Gibsonm, but unfortunately the bridge just moved at slow speed along a breach route instead of deploying the bridge. Any examples would help. Much appreciated, Rhyfel.
  9. Hi, Is it possible to script the AI to deploy a mobile bridge? If so, what is the best method to deploy and then get subsequent AI formations across? Thank you! Rhyfel
  10. Great idea. Thank you Ssnake I'll give it a shot and see how it pans out.
  11. Awesome, thank you. Another question if you please, is there a way to either penalize a final score or cause an event not to happen if artillery falls into a certain area? I'm having an air assault trigger to bring in troops and some light vehicles. If the runway sustains damage then I want to make them unavailable.
  12. Just to clarify, when you say regular on-map artillery, you mean placed units on the map like 2S3s that are available under the artillery/units menu? thank you!
  13. Quick question on artillery. Can the AI use on-map artillery or are they limited to off map resources? I believe I read in one of the release notes that the AI can only use off map. Thank you!
  14. Thank you. That seems to do the trick. Also, x2 ICM strikes on top of each other works as well.
  15. Thank you sir, very helpful. Worked like a charm.
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