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Bart.Jan

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Posts posted by Bart.Jan


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ Nov. 12 2002,18:19)</td></tr><tr><td id="QUOTE">you've all to understand that battle fatigue and psychological troubles caused by war situation can lead to desertion, and it's often that the soldier didn't think enough about how to get out of the place he is in actually

    i'm am sub-officer in charge of a squad , my role is to understand my men , and during my long military and paramilitary career , i've seen many different cases including a few desertions

    most of the deserters just weren't good enough to support military life , it's just like when someone is strangling you , you tend not to ask kindly that person to remove her hands from your neck and to struggle a bit , i think that in most of the times , desertion is better than having a psychologically or/and physically weak man under your orders

    i think that if a man is well trained , physically and mentally , he doesn't desert , but there are always a few black sheeps , and death is a too harsh sentance for them , if they get caught , i'm ok with a prison penalty or something approaching , but not death penalty , including in war time<span id='postcolor'>

    As squad leader you have great responsibility for your men, their training, so it's your job to mark and send away weak that can jeopard your sqad -if they can not be properly trained.

    About imprisoning war deserters: What can you do if the whole sqad or a platoon decided to go to prison instead of figt ? What can stop another soldiers from following their example ?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">just stay back and look for every movements of your men , if one looks like he wants to leave the expedition , ask him gently to leave all his heavy weapons and to give you all his additional cargo of ammo , and it's also the role of the sub-officer in war time to observe the moral and mentality of his men , to discuss with them , and if ever they show signs of weakness , it's up to the sub officer in charge of that man to ask him to give the special weaponary to somebody more fiable<span id='postcolor'>

    You are talking about men you know. But there will be new members of your squad - replacement because of casualites. They will have different training (especially newbies).

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">it's my personnal opinion about the sub officer's role , i don't wanna shoot men with who i've lived during months , but i'll try to do my best to make him do it via the official way . and if it's not possible then ..... , he gives me his ammo and his rifle and all is possibly interresting gear

    -edit-: i forgot : i would take him his rank and regimental insignas

    the role of a sub officer is to listen and to examinate his men's thoughts and to take decisions according his men's moral and physical and psychological status <span id='postcolor'>

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">i'm kinda sadistic <span id='postcolor'>

    Yes, you are soooo mean ! wink.gif  What will any patrol do if they spot someone with uniform but without ranks and insignia ? I think they will be shoot first and then they'll check what kind of uniform that man weared and if he had some hidden weapon. I think man in that (non)uniform should be considered as spy on sight by all fighting sides.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

    i simply can't shooot somebody who wears the same colors and insignas as me<span id='postcolor'>But you may be ordered to do it.  confused.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">i know my men , the last thing they want is to deceive their leader and their comrades

    i don't understand your so deep hate against deserters ... <span id='postcolor'>Problem is, as i wrote above, you may be commander of new soldiers or you may be moved to another unit and there will be no time to become friend with them. Your commander will simply need good sergant that can handle his men.

    Hate - I consider deserter as traitor who leaved his companions in mess. He must pay for it. Maybe it's barbaric but his act is much worse, in my opinion.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">gives him an option tho ....<span id='postcolor'>He can use his weapon against you. sad.gif

    I think you are great peace-time leader but I don't know how you can handle war-time dury. Plese don't be offended.:) I'm serving 6th year and mostly not as leader. Without war-experience.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Winters @ Nov. 12 2002,19:54)</td></tr><tr><td id="QUOTE">I just wish i spoke the language they use on that site  wink.gif<span id='postcolor'>

    There is translated version of Leon's script. It should be easier to learn something from it .

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _text = ["M","o","n","d","a","y"," ","1","6","t","h"," ","A","u","g","u","s","t"," "," ","8",":","2","5","/n","/n","g","e","o","l","o","g","i","c","a","l"," ","s","u","r","v","e","y"," ","s","t","a","t","i","o","n",",","S","o","u","t","h"," ","E","v","e","r","o","n"]

    _counter = 0

    _caption = ""

    #write

    _char = _text select _counter

    _caption = _caption + _char

    Titletext [format ["%1", _caption], "PLAIN", 0.1]

    _counter = _counter + 1

    ;put your typing sound here

    ~0.15

    ? _char != "" : goto "write"

    exit

    <span id='postcolor'>


  3. Here is "upgraded" version of typing script made by Leon from flashpoint.tiscali.cz. (wihout typing sound)

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _text = ["P","o","n","d","?","l","í"," ","1","6","."," ","s","r","p","n","a",", ","8",":","2","5","\n","\n","P","r","?","z","k","u","m","n","á"," ","g","e","o","l","o","g","i","c","k","á"," ","s","t","a","n","i","c","e",","," ","j","i","ž","n","í"," ","E","v","e","r","o","n"]

    _counter = 0

    _napis = ""

    #pis

    _pismeno = _text select _counter

    _napis = _napis + _pismeno

    Titletext [format ["%1", _napis], "PLAIN", 0.1]

    _counter = _counter + 1

    ~0.15

    ? _pismeno != "" : goto "pis"

    exit

    <span id='postcolor'>


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BaronVonRed @ Nov. 12 2002,16:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Nov. 12 2002,16:17)</td></tr><tr><td id="QUOTE">Try this way.<span id='postcolor'>

    That way would allow ALL of the civilians in the general area cause the damage. A MUCH better way to do it than what I posted wow.gif<span id='postcolor'>

    Your way is not much effective when you want to use large amout of radiated people (or previously unknown amount), but for it works properly for several people. Better way is to use example from another topic (with some changes) or to make simple script with array of radiated people where you can add newly radiated persons and remove dead or cleaned one.


  5. wow.gif9--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ Nov. 12 2002,15wow.gif9)</td></tr><tr><td id="QUOTE">That's a bad attitude there.  I wouldn't go as far as to say that deserters should be executed.  In time of war human emotions are stretched to their boundaries.  Tons of soldiers lose their mind and one cannot be blamed for running away.  Call him a wuss, a sissy if you will, but to execute him will prove you are on a lower level of intellect than he is.

    What a disappointing stance you hold.<span id='postcolor'>

    I think there are two situations during war time :

    1) Desertion during or right before attack/defence. I think only way (for officer) how to solve this is to shoot deserter immediately. It should be very bad for morale to see - "If I run from fight I'll be only arrested and everithing will be fine." Other soldier must see that desertion is betrayal of teammates. Every soldier has his poisition in formation and his presence/absence can determine result of fight.

    2) Desertion not from combat but before combat e.g. from troop movement. Deserter should be arrested and convicted of desertion (not shoot on sight). I think public execution (after military tribunal) is, again, good example for others.

    Desertion must not be a good way how to stop away from fight.

    Every officer is responsible for his soldiers and he must fulfil his orders. He can not let his men to flee from fight at any cost.


  6. There is info On Czech game server BonusWeb that there will be expanded version of MGS2 named Metal Gear Solid 2 : Substance with 350VR missions, 150 alternative missions, 5 new sidequests (Snake Tales), new game modes and one secret playable character. PC version will be released on begining of 2003 together with PS2 version.


  7. needed :

    name of all three groups : grp1,grp2,grp3(backup)

                                 helis : hel1,hel2,hel3

               base helipads (H): h1,h2,h3

    script #1:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    hel3 setBehaviour "careless"

    hel3 setSpeedMode "normal"

    @((count units grp1)<5 or (count units grp2)<5)

    ?((count units grp1)<5):hel3 move getPos leader grp1

    ?((count units grp2)<5):hel3 move getPos leader grp2

    @((unitready hel3) or !(alive hel3))

    hel3 setSpeedMode "full"

    hel3 move getPos h3

    ~2

    ?alive hel3:[parameters] exec "eject.sqs"

    @((unitReady hel3) or !(alive hel3))

    hel3 land "land"

    <span id='postcolor'>


  8. I think it doesn't matter if gun has magazine disconnect or any other kind of safety. "Never point with gun to yourself or your friend even the gun is unloaded !" -> I saw similar moto written in many ammunition depots. You can never know if gun has some defect. 1mil times is everything all right but for 1mil and 1 you kill somebody and nobody will listen that this gun has magazine disconnect so it's not possible to shoot.


  9. name of your jeep driver is always : driver jeep  smile.gif

    I think there is no possibility to change names of units in game, so you must name them manually in editor.

    You can detect array of units in cargo by :

    _cargo=crew vehicle - [driver vehicle,gunner vehicle]

    and that array use in script for ejecting.


  10. And if you want inaccurate position change Lt_Damage's script  :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    _inac=10

    #loop

    "gubamarker" setMarkerPos [(getpos general select 0)-_inac+(random (2*_inac)), (getpos general select 1)-_inac+(random (2*_inac))]

    ~10

    goto "loop"

    <span id='postcolor'>


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JOEHADENUF~MOH~ @ Oct. 28 2002,08:04)</td></tr><tr><td id="QUOTE">hmmm.... I’m still having  problems....    I've gotten  close....  

    I got his script to work on a captive solder but it wont work on a solder with an m16 and a number of hand nades....

    removeallweapons this; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addweapon "Beretta";  

    I what I really want to do is just have one of my solders to  have a normal load out

    but with a pistol like the  Beretta (wile keeping it‘s original load out.....  whenever I use  removeallweapons this;  in the initialization of a solder other than a captive I wind up with nothing... makes since, but why does it work on the captive and no one else?

    there's probably a simple solution for this but I’m just not very experienced in scripting ...

    sad.gif<span id='postcolor'>

    so don't use removeallweapons this

    normal soldier has always space for sidearm

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