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-   -   Hesco Infantry Base MoD 1.0 (http://forum.shrapnelgames.com/showthread.php?t=49938)

DRG January 4th, 2014 09:24 AM

Re: Hesco Infantry Base MoD 1.0
 
All the shortcuts are listed in the help file that appears when you are in the editor. In the case of < and > for Obstacle Height and Density , these only perform that function in the custom editor and are clearly marked "CUSTOM MAP EDITOR" in the help file

Don

shahadi January 4th, 2014 04:56 PM

Re: Hesco Infantry Base MoD 1.0
 
"...with the ability to adjust the building code to allow the ground under buildings to be raised up (my emphasis added) so troops in them have the ability to overlook the surrounding terrain." SpMBT Guide Extended CD Features, Game Manual, version 13 March 2013.

I'm looking forward to the 2014 release!

DRG January 4th, 2014 10:15 PM

Re: Hesco Infantry Base MoD 1.0
 
You forgot the important part at the beginning of that sentance--------- "We hope" It might happen, it might not. That depends on a number of factors. I didn't promise anything, I said " We hope"

Don

shahadi February 16th, 2014 10:40 AM

Re: Hesco Infantry Base MoD 1.0
 
Quote:

Originally Posted by DRG (Post 823439)
You forgot the important part at the beginning of that sentance--------- "We hope" It might happen, it might not. That depends on a number of factors. I didn't promise anything, I said " We hope"

Give Hope a chance! So, with the 2014 release will designers have the ability to allow the ground under buildings,"...to be raised up so troops in them have the ability to overlook the surrounding terrain?"

Also, sometime in 2013, I raised the question of planned troop disembarkation from an APC, where a scenario designer can plan a unit to disembark from an APC at the end of a waypoint. If not considered in 2014, how about in 2015? I think it would add tremendous value to the game.

DRG February 16th, 2014 10:50 AM

Re: Hesco Infantry Base MoD 1.0
 
Not going to happen this year. We had hoped it would but as simple as it sounds it affects a fundamental part of the building placement code that has spin off effects we neither have the time or enthusiasm to tackle at this time

Don

scorpio_rocks November 3rd, 2014 03:01 PM

Re: Hesco Infantry Base MoD 1.0
 
Quote:

Originally Posted by shahadi (Post 823404)
Quote:

Originally Posted by Cross (Post 821700)
This mod replaces one multi-hex stone building icon with an infantry platoon sized Hesco base (not for vehicles).

FUTURE HESCO MODS
Ideally, we would have a variety of Hesco bases in different designs and sand colours.
If anyone designs additional Hesco bases - or even has ideas for Hesco base design - and wants help turning them into a mod, please contact me or post here. Cross

My next idea for a "Hesco" design is to model a typical Afghani village compound. The layout would be similar to the current Hesco base, however, replace the tents inside the base with buildings.
All comments/suggestions appreciated.

Just a "quick stab" (mostly cutting and pasting existing stuff) - Would this work? Could / would be a replacement for a multi-hex factory as Cross' Hesco Base above.
This is the "Level 4 zoom" .bmp file (I dont have the ability to create the other zoom levels, sorry)

http://i209.photobucket.com/albums/b...ps85cc127e.png

If someone can create the other zoom levels (Cross?) and add it to the mod I would be gratefull (perhaps as 29 or 31, alongside the hesco base?)

shahadi November 3rd, 2014 08:20 PM

Re: Hesco Infantry Base MoD 1.0
 
I like it! Maybe, a light infantry platoon sized area it appears to me. Really, the project is kinda stalled until we can raise the ground under the buildings.

Paderborn July 5th, 2015 08:22 AM

Re: Hesco Infantry Base MoD 1.0
 
Very nice!:D

scorpio_rocks July 6th, 2015 11:15 AM

Re: Hesco Infantry Base MoD 1.0
 
Is anyone able to "work the magic" necessary to create the different zoom levels for buildings?


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