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papa6

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Everything posted by papa6

  1. As a cold war vet, I'd like to say that missions like border skirmishes like the one in the Berlin 27th and 28th OCT 1961 would be cool. I'm not versed in mission creation. life has kept my busy with family recently as my wife had surgery and I nursed her to health Link: https://www.theguardian.com/world/2011/oct/24/berlin-crisis-standoff-checkpoint-charlie
  2. that's possible with a little longer reload time. I never really liked the TOW actually. After I got out of the Army, 1996, the Army came out sometime after with the javelin. no guide wires. If they could build a javelin into that launcher, it would probably do better. roughly the same size and less combersome. oh yeah there there's also more Cold War era vehicles. I'll list them since I don't see them in any mods M163 VADS M901 ITV the defunct vehicle that was pretty common M1064 Those were the ones I know of and saw personally due to my units TO&E. the Tow M901's were obsolete due to the TOW launchers on every M2 Bradley. @slatts feel free to hit me up man. I'm medically retired(retarded in military speak). I'd love to help where I can
  3. would it be feasible in an update to create an M2 Bradley IFV with a working TOW launcher? even if we have to use the same sight at the Bushmaster 25MM. talk about adding the correct edge to an otherwise beautiful vehicle. perhaps use the "F" key to toggle through the systems to the TOW and use the gun sight to acquire the target? As a former Ms Bradley crewman, I can say with 100% accuracy that, after shooting both TOW's, you have to turn your turret a bit and have someone through the troop hatch insert new rounds. dangerous but using a loader timing like the M1 Abrams main gun reloading could add some realistic aspects to the mission.
  4. M1 Abrams service date The M1 Abrams entered U.S. service in 1980, ultimately replacing the M60 tank.[15] The M1 remains the principal main battle tank of the United States Army and Marine Corps, and the armies of Egypt, Kuwait, Saudi Arabia, Australia and Iraq. so 1983 isn't beyond reason. *** My only issue with the M1's I've used is, they're too weak. I put 5 &-72's late 80's era and they wiped out my M1's in a matter of minutes despite their bad guys not losing any tanks.
  5. Some units had the M1A1ASA MBT's about 1985 or earlier. It was put into service in the early 1980's. on my base, we had 3/8 with M113A2's and listed 5/8 with M2 Bradley's. so you can get away with the mod "as is."
  6. I understand. I just want to help simplify things. But yeah OFP is your source data of course. Should you desire, 3rd Armor Division, 8th Infantry Division, 11th ACR and others in support. But I found a definitive website with History of units involved with the Fulda Gap mission. I was in at the tail end of the Cold war. I was with Charlie Company 3rd Battalion 8th Infantry Division(mechanized) from Jan 1989- Jul 1991. If you want to create a massive multiplayer and singleplayer missions for this event, here's the URL for the website Military History and it is pretty comprehensive about units and area involved. I visited there once in early 1989 and our sergeants took us there by German bus to see our "would be" fighting positions, mine was against a particular tree with a pretty damn good view of the entire area of battle, had it happened. Also, in Aug/Sept 1987, we traded in our M16A1's for the new M16A2's. So 1987 was surely a good point to tinker with ARMAments. We had the M1A1ASA Abrams MBT's and the best Soviet tank was the T72 and then T80's circa 1988/1989 and so on.
  7. Perhaps, if they continue to mod this, they could do according to time periods: Conflict 1985 (since they're busting their humps to make this) Conflict 1944- 1970 (then people can relive actual incidents, Checkpoint charlie, and other incidents) Conflict 1970-1990
  8. I rather enjoy the BI missions. so much so, sometimes I like thinking outside of the box and wonder, what if... what if I put a tank or two, here, here or there? could BI release the original mission files or make we users able to open the file, add/remove things and make derivatives of the missions? We'll add the code for our changes that we make.
  9. thank you, fellas, for the reply. I'm going to get to work on it.
  10. If you need some advice on the equipment of the time, tactics and such, hit me up. I have mechanized infantry skills and we always had a platoon of tanks (4) attached to us when we trained.
  11. I didn't see mention of this but, We in Europe had the M2 Bradley's during the 1980's.
  12. I'm a cold war veteran of the 8th Infantry Division Mechanized. I have a mission if any modder has an inclination to create a Cold War mod of epic proportions hit me up at jacksonchris1968@aol.com and put as the title of your email "mod idea". I was part of a mission of such immense proportions, had it actually happened, the battle was going to be tremendous. a couple of units in the mission were 11th ACR (Armored Cav regiment) and 8th ID Mechanized. let me know. hope to hear from someone soon. -Papa6
  13. papa6

    Cold War MOD Idea

    I was hoping to spur some interest in the Fulda gap in a "what if" scenario. A "what if" the Soviets had attacked the gap? a full MP or even SP experience where one can experience the sheer, utter hell of what could have been a massive conflict. any of the original content from the original game. But create defilade positions and such. I'm not versed in the coding of missions. As such, anyone who does have experience, I could throw some advice since I ended up closing out the cold war with 8TH ID's C 3/8 INF Jan 1989 - Jul 1991 any takers. I'm using the cold war crisis pack part 3 with all the CUPS requirements. So I have the first 3 or 4 of the versions of the M1. A1, A2 and A3.
  14. I'm creating a small campaign to span different islands perhaps. I setup a survivor under enemies and named him "target" then I set a trigger with the following accordingly: !Alive target endmission "end1" now.. in the triggers attributes I set it up as Opfor "end #1" I ran the mission accordingly and killed the general "target" and nothing happened. I've searched around the internet and can't find anything about figuring out the syntaxes of ending a mission successfully by killing the general. any help on the proper way to create an end mission based upon killing a lead target? -papa6
  15. Thanks. check back every so often. This is a campaign in progress
  16. I'm in the midst of creating a SP/MP campaign and my next issue is, is there a resource to adding the screen to show the objectives of the mission?
  17. thank you grumpy old man. I'll hook it up
  18. I appreciate first off, your reply. I'm new to scripting so please forgive my child like ignorance. I'll give it a shot
  19. I'm having an issue. I watched a youtube video inserted an enemy survivor named it "target" created a trigger around "target" opened trigger attributes set to End #1 on activate !alive target next line endMission "End1" clicked ok. tested mission and killed "target" and mission did NOT end? I heard that for a MP versions of missions require a different !alive syntax to get it to function on all players games. Does anyone have the proper syntax for killing a target, "General Octar" and having the mission end with victory? thanks, -Papa6
  20. I'm creating a simple mission just to get a hang of it. issue: I have a small village with a survivor (enemy), that I'm using as a general of the force occupying the village. I'd like to script the mission to end with "success" or "win" if the player(s) kill this general without having to kill all the enemy. I'm thinking along these lines "if general is dead= TRUE, end mission, textbox "mission successful!" The general MUST be killed for my mission to be a success. something along these lines. what is the link or how do I create a win mission trigger when I kill him? -Papa6
  21. If any modder reads this, feel free to PM me at your leisure. I have a real-life mission I was involved in and would make a really cool mission, either singleplayer, Multiplayer or both. I'll fill you in with the details. -Papa6
  22. I like the missions that BI have created I would like to ask if they could be made Editable? Example: Some of the Apex Protocol missions are awesome and I'd like to be able to add vehicles and additional units to the mission to make it a lot more difficult. But upon saving, have it saved with an icon to signify that the mission is an edited version of the original. Example would be Apex protocol mission 1 which would be saved as Apex protocol 1_5, 1_* whatever to show it is edited? thanks, Chris Papa6 / [black6] Actual
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