![]() ![]() This town will involve urban warfare where sending your tanks just rolling in will prove a tragic mistake. But, first, we must go through the town next door and deploy a bridge to head north. Our base must quickly mobilize and stop it. As we speak, the National Army is holding the line but, their defenses of the capital are about to collapse. The insurgent army has made a first-strike surprise attack to take the capitol. ![]() Just deploy the bridge that's already on point and cross over. Finally, as promised you get to start at the north of Aladari with your units ready to cross. ***If you are tired of going through the motor pool or roll out and then the town of Aladari every time you want to jump into the objectives then, this download is for you. I want to give full credit and appreciation for his kind work that has enhanced this scenario so much. ![]() * First off, I want to thank TACBAT for his excellent work in making 'Angel's Bluff' for this scenario through his elevation map for this scenario. This is a fairly complex scenario (any more complex and should just write a. * I tested this scenario by test-playing it. * I am still refining it but, its getting better and better. * Gave you better time to set up for the defense of capitol city. * I fixed a few bugs with HAMMER gunship strike. In an ideal world the units would do this automatically, I agree, but we have to work with how it is right now.UPDATE - OPERATION SOVEREIGN SHIELD (U.S. So, one way to avoid trouble is to have a waypoint some 50m in front of a sharp turn, then make the turn with a slow route and narrow spacing, and resume normal speed and distances a while later. We've been working on a number of improvements in the 4.3 branch, so coming June a scenario that might not work too well right now for this reason alone might actually behave better (but hard to say without looking at the specific case). They won't slow down if moving at high speed before it's too late and are therefore alsmot guaranteed to overshoot a turn. In version 4.1/4.2 units still don't have a way to anticipate sharp turns on a road. ![]() The prerequisite is that the unit is in column formation (duh). So it is quite possible to use both Navmesh intelligence in combination with road-bound movement, but unfortunately you'd have to forego the convenience of holding the Shift key for long distance routes between waypoints (a practice that I have never recommended to begin with). Generally, whenever a platoon is in column formation and the direction to the next route vertex does not deviate more than +/-30° from the direction of the road, the platoon will stay on the road anyway. Quote from: Ssnake No - but to be honest, I don't think this would be necessary or make a difference to begin with. ![]()
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