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Everything posted by Mav

  1. Perhaps the lack of videos is due to the fact that the terrain is not distributed yet.......
  2. Brilliant as ever Ssnake....!!!!
  3. Thanks guys - changed the stuff now and it works. Not top notch, but enough for "replayability" Basicaly i just added a very short Route 4 with no conditions in a loopback to the waypoint. In case no conditions are met it picks this one and go for a recheck..... "Drivebycoding"
  4. Hi guys Can you explain how a logic ever can be true if the number is 100. I'm working with routes where the tank can choose one of 3 routes. Route 1 logic: 0<= Random Variable NEW < 45 Route 1 logic: 45<= Random Variable NEW < 90 Route 1 logic: 90<= Random Variable NEW < 100 But then at times Random Variable hits 100, and the logic falls apart as it only pics values under 100. There is a missing = or a way to hit a max value. Any good ideas as i have a LOT of routes to alter to fix this
  5. Hi eSim Can you guys help me with two of my missions that I password protected. I can not for the love of god remember it, and its not in my saved list of passwords..... Attached is the mission files "Irvington Series - Conduct a Hasty Attack" and "Irvington Series - Conduct a Movement to Contact" Best regards Irvington Series-Conduct a Hasty Attack.sce Irvington Series-Conduct a Movement to Contact.sce
  6. Not arguing any decisions you guys make codewise, but perhaps the "Set route pathfinding" setting "Cross-country (vehicles)" could be used to do that - That was what I assumed (wrongfully though) it did
  7. Sometimes you need to alter the formation at all the Waypoints as well. Or the AI will (how ever briefly) fold out when getting to a waypoint. Another thing about column formation - if the AI column pass a road on an angle they will start following that road for a while. Pretty irritating actually...
  8. Thanks Nike-Ajax. PM on the way. 4 eyes are better then 2
  9. wonderful - Thanks Mirzayev - ill pm it to you with a short description
  10. [SOLVED] Im in need of a scenario tester for the third of the Irvington series scenario. Scenario is a platoon sized defense that takes around 25-30 min's. Best regards Mav
  11. Map editor adition The opposite "Wadi" The ability to construct simple blocking berms - just like a wadi
  12. RFI New Waypoint action options Divide Unit Attach To (only valid for units that starts the sim as one joined unit and is later divided pr. waypoint action, thus they get their former wp callsign) That way you can have 1/1 go left around a forrest and 1/2 go right around the forrest and then join them up in a team again after that. Opens up a lot of possibilities with AI's
  13. My problem was before the website came to the point where an address should be entered. It failed right after entering the credit cards data (number, expiredate etc.).
  14. Shop worked for me Monday 4th March 2019
  15. OMG this thread ran off the tracks Anyway a debate is properbly sound. Love the answer though Ssnake. The whole question came up as i'm building a new 73 Eastings scenario, where the three US troops ran across the desert at around 10-15 km/h (target was 15 km/h (Iron Troop slower then Ghost and Echo) from 63 eastings until first contact. Currently im using embark if.. in conjuction with not checking condition for 1.5 min pr. waypoint. It works but it aint pretty. It also creats a LOT of "xxx arrived at yyy" calls....
  16. Ahhh thanks Grenny, thank explains the M1A1. But the Bradleys….. All states same speed? Ahh got it now..... Would be nice if one could punch in a speed/hour for AI to keep on fx. March routes.
  17. Hi When making a scenario, it seems like there is no difference between speeds in fx. sand for Bradlys, and no difference between FAST and TOP SPEED for M1A1's. Attached is an easy .sce to show the issue. SpeedTest73Easting.sce
  18. Update........gheeee Well... so far it looks like I'm going to get this done soon Might say that's about time
    Its a 7z file. a zipped up sce file. You can unpack it with https://www.7-zip.org/ Its a fairly common program format to pack up data. afaik you HAVE to pack .sce files up in either rar or 7z format to upload.
  19. Thanks Grenny. Hope you have fun!
  20. As soon as the file contribution is approved a new scenario is available. Defence in Sector, that is a very re playable scenario with a multitude of different OPFOR strength to choose from.
  21. Version 1.2


    Hi Here is a pretty complex (red) scenario, that challenges your decision making in the field and your ability to read a map for defensive positions. You have control of a reinforced Danish Leopard 1-A5 DK-1 tank platoon. It has been reinforced with 2 more Leopards from B-company and 6 M-113's with 106mm mortar. Appart from that you have a couple of scout GD's and a support attachment. The OPFOR consists of 6 different levels ranging from 1 tank platoon to a brigade size force with support units. Furthermore the OPFOR can be enhanced with M-24 Hind airsupport, Mi-8 Airborne troops and/or a section of MRLS. So all in all a lot of different possibilitys of OPFOR. Blue force is conducting a Defence in Sector, and OPFOR is conducting a Meeting Engagement. Take your time in the planing phase so you don't get stuck with an element in the marsh or misplaced vehicle emplacements. Make sure you know how to get from one side of your sector to the other and have you your artillery priorities planed.
  22. Hi Gibsonm Thanks mate. It works just like i wanted it too. i did thou remove the three embark routes for the inf. Not needed for me. The infantry will stay close to the vehicle and mount it again just fine. I think it was a matter of separating the dismount if.. and mount if.. on two WP's that does it.
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