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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. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Problem Saving Smoke Bombs in scenerio.
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Don |
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:D)), anyway, i think this can be edited in the oobs. ;)
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Re: Additional weapons not in list.
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Yes I'm slacking in a big way on my campaign mainly because I'm to slow at making the maps. |
Re: Additional weapons not in list.
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Bob out |
Re: Additional weapons not in list.
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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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