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Yes, if I recall correctly when player is spotted the information of player location is spread to close-by enemy team-mates with command _soldierOne reveal [_soldierTwo, 3]; (more info here: https://community.bistudio.com/wiki/reveal ). If I recall correctly when I was making this mission there were many cases where Ai team-mates felt too idiotic even if team-mate was shot right next to them and tried to make Ai more 'smart/ decent opponent' feeling with this command.
As listed in Steam Workshop page Feature section '- Semi randomized enemy-weaponry which aim to replicate same weapons as used in Far Cry 2 game. With this feature two playthroughs will never be exactly same', nerfing/ buffing enemy Ai to fitting state with semi-randomized weaponnery is a tricky task. Though if I would remake the mission now, I would set first encounters of player with less dangerous poll of guns they get armed with and maybe decrease size of enemy squad from 5 to 4 or 3.
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When I made this mission I didn't have knowledge how to make skippable cutscenes (and to be honest I don't know even this day).
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"I made it to the point where the enemy leader declared that I was out of the minefield, and then hit a mine when I shifted to sprinting away from the shooting."
That is unfortunate, if I remember correctly I set enemy AI firing squad accuracy lower in that scene to prevent player getting killed if player figures out how to get through minefield to prevent what you just describe happening. But thankfully you seemed to get it through by trying again.
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Don't worry, I've got too much experience with that myself :' )
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Hi Faestre, thanks for plenty of feedback! Been a long time (2 - 3 years) since I worked on this so my memory might be a little haze.
Missions/ campaigns I've made are NOT made with idea of having ACE mod(s) active, only mods that are listed in Steam Workshop "REQUIRED ITEMS" list. Within Deadly Warlands missions there's 'fps-healing', meaning you are automatically healed after X many seconds depending on your wound level (so that player can stack more ammunition/ weaponry on their inventory).
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I eventually had to skip past them, but that proved difficult due to at least one of them tracking me, so it was mostly a matter of outrunning them towards the objective.
The heavy starting armament of the enemies is a bold decision that requires caution when setting their behavior. Be careful when assigning groups, because vanilla AI is telepathic. My first encounter was in the bombed out town, and I ended up having to run away. It appeared to be one shotgun/rifle, two pistols, and a six-shot grenade launcher. You can imagine how that went.