Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - powerz2

Pages: [1] 2
1
Modding / Re: [WIP] Sauer River Crossing
« on: 18-10-2009, 13:10:17 »
Oops..I'm sorry I can't give the update on time.. For one reason I have spent a lot of time in playing OFP:DR, and another reason is about incoming IELTS examination, it makes me crazy..
Minimap hasn't ready to be shown because Bastendorf and Herrenbourg area are still remaining flat.....


And thank you Oddball for these good materials.

2
Modding / Re: [Model] Pistols
« on: 13-10-2009, 16:10:29 »
I already have Mauser C96 series made by one of my friend, but what a pity it lacks textures..

3
Modding / Re: [Map] Battle of Brest (WIP)
« on: 13-10-2009, 15:10:38 »
Good job! The ingame screenshots vs old realistic photos make it looks much more awesome

4
Modding / Re: [WIP] Battle of Aachen
« on: 13-10-2009, 15:10:01 »
dawn, of course. night isn't suitable for large scale battle

5
Modding / Re: FH2 Mapping Tips: Destroyed by explosion
« on: 13-10-2009, 15:10:54 »
Good tutorial! Thank you!

6
Modding / Re: [WIP] Sauer River Crossing
« on: 13-10-2009, 14:10:03 »
Next update 18/10, minimap included. 
1024x2 push map, 75% of historical accuracy. 
Attacker: 3rd Inf Div. 
Defender: 352nd Volksgren Div. 
5 capturable flags +1 uncapturable, ground battle with few tanks and no air support for both side. 
Americans get 1 Sherman 2 Stuart 4 halftracks and some mortars at the beginning of the round, while Germans have only 1 StuG 4 Sdkfz234(1 stuka zu fuss) in homebase but heavy defences filled with Pak40 and MG42 along the north bank of the Sauer, as well as a artillery battery consists of LeFHs and Nebels in Brandenbourg, where 352VG HQ located in. (In real life Patton drove his men into hell without artillery brushing) 
US troops must push straight north, get control of Ettelbruck&Diekirch and then 2 keypoints, Bastendolf&German outpost(defensive position in woods), in order to storm german division headquarter itself.
After allied secured Diekirch, the first objective of the offensive, krauts get a Panther as reinforcement while a M10 will spawn to deal with. There is a hidden control point coverd by trees just north of Diekirch, which can only captured by US and spawn there to simulate the situation of Diekirch being surrounded by US according to history. 
WIP status: 66.6%

7
Modding / Re: Idea for a Hell's Highway style scenario
« on: 01-10-2009, 15:10:33 »
Good plan, can be done with mass of python scripting.

8
Modding / Re: [WIP] Sauer River Crossing
« on: 01-10-2009, 15:10:57 »
Good idea Ts4EVER, thank you again. I'm going to give it a try about the "snow" undergrowth, and of course everything is created in map!

9
Modding / Re: [WIP] Sauer River Crossing
« on: 01-10-2009, 12:10:29 »

The map looks very nice, although the undergrowth looks a bit weird, usually the grass is sort of hidden under the snow. Now it looks like it has been shock frosted over night.

Perhaps use the undergrowth for stuff like this:



Thanks!


10
Modding / Re: [WIP] Sauer River Crossing
« on: 01-10-2009, 11:10:23 »
I get a virus warning when clicking your link.

other than that: Nice, I didn't know they had winter skins in (or did you skin that Panther?)
I guess the ardennes really are the next scenario  ;)

The link is the National Museum of Military History of Luxembourg, my KAV2009 doesn't report anything on that.

And yes I skinned the Panther, trees, bushes and some buildings to make them look good

12
General Discussion / Re: King Tiger and new Tiger I
« on: 22-09-2009, 13:09:46 »
Yes but you can add it by own, quite easy. Once I got 10 Tiger II in supercharge, worked very well without CTDs.

13
General Discussion / Re: Flip weapon and kill message
« on: 22-09-2009, 10:09:48 »
Any chance you could do a new minimod version with the new guns catered for... I think it was client-side so it wont affect online play will it?
Yes, absolutely, I will... though there's a project working in progress in my hardrive.

14
General Discussion / Re: Flip weapon and kill message
« on: 21-09-2009, 13:09:17 »
BTW rather than 'drop a gun' I prefer the effect that drops a helmet, a hat or something similar because every soldier wear the same. They won't change when being picked up by pressing G key so dropping wearings is much better than dropping a gun IMO.

15
General Discussion / Re: Flip weapon and kill message
« on: 21-09-2009, 12:09:05 »
About the random flipping weapon (or the dropkits) featured in FH2SP I have to say I'm the author of it... :P
There is a critical problem about the dropkits which only drops the weapon you choosed in spawnmenu since the effect of a weapon model popping out from a dead soldier is attached as ArmorEffect to the soldier itself not the kit. That means if you spawn with K98 in hand and pick up a MG34 from another soldier after you spawn, you still drop a K98 not MG34 when being killed.
And of course strict devs isn't happy to see that ..


Pages: [1] 2