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Do you own this game? Write a review and let others know how you like it.
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July 11th, 2008, 08:35 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Placement of players core units in user campaigns
Is there a way to make the player start each campaign scenario like a regular scenario? Meaning that the player won't be able to deploy at all.
Guess not.
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July 30th, 2008, 03:36 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
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Re: Problem Saving Smoke Bombs in scenerio.
Quote:
Skirmisher said:
The guerilla infantry squad unit type must also not allow smoke ammo,they will not accept anything. No real problem as the player gets an 82mm mortar they can throw smoke around with.
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guerilla infantry is one of the classes not allowed smoke
Don
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September 5th, 2008, 10:07 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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Re: Additional weapons not in list.
if wvery weapon taht exists gets in the oobs, there'll be no place, and, generical weapons make it all easier, like there aren't hundreds of statistics about a weapon, this makes the game more fun(ok, but m14 LMG, m16a2 lmg, m16 lmg doesn't sounds so Generic(i thought the m14 was a rifle )), anyway, i think this can be edited in the oobs.
Last edited by iCaMpWiThAWP; September 5th, 2008 at 10:09 PM..
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September 22nd, 2008, 07:20 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: Additional weapons not in list.
Quote:
Originally Posted by iCaMpWiThAWP
anyway, i think this can be edited in the oobs.
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Sure anything can be edited in the OOB's but I prefer not to do that because alot of people don't know about that aspect of the game. While some folks enjoy endlessly striving for the ultimate in Realism, I prefer to use the stock OOB's so more people can enjoy the scenerio or campaign.
Yes I'm slacking in a big way on my campaign mainly because I'm to slow at making the maps.
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September 22nd, 2008, 07:49 PM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
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Re: Additional weapons not in list.
Quote:
Originally Posted by Skirmisher
Yes I'm slacking in a big way on my campaign mainly because I'm to slow at making the maps.
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Not so!! good maps take time.
Bob out
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September 26th, 2008, 05:32 PM
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Sergeant
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Join Date: Sep 2008
Posts: 385
Thanks: 1
Thanked 76 Times in 67 Posts
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Re: Additional weapons not in list.
Quote:
Originally Posted by iCaMpWiThAWP
i(ok, but m14 LMG, m16a2 lmg, m16 lmg doesn't sounds so Generic(i thought the m14 was a rifle )),
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Yes, basic M14 was a semi-automatic rifle.
However, there was also a fully-automatic version (which AFAIK also came with a bipod). Every fire team was supposed to have three men with a semi-automatic rifle and one auto-rifleman with the fully automatic version. This was a direct follow up of the US marines late WWII fireteam organisation (which had 3 Garands and 1 BAR per fireteam).
I have understood that when the M14 was replaced with M16 (which had full automatic capability) the same structure was still kept, so the auto-rifleman got a slightly different set-up (AFAIK bipod for his rifle and 30 round clips instead of 20 round clips), this is what the game M16 SAW in the game is supposed to present. Presumably the idea was that the auto-rifleman would provide suppressive automatic fire, with the rest of the fireteam using semi-automatic fire.
Later the fully automatic M16 was replaced with a model with semi-automatic and three round burst capability, and the fireteam auto-rifleman got a fully automatic M249 SAW to give him some actual firepower.
Griefbringer
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