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i might try to integrate ace captives so that you get large rewards for sending prisoners back to military intelligence on special helos, even larger rewards for rescued POWs.
and dont be sorry you helped me out a lot. now i know what i need to focus on.
the f4s crashing is just unsung support module and the steep terrain. they go into a dive to drop a bomb they cant pull out of because of a valley/hill etc. sometimes its good to take this into account when calling in a strike.
currently tracker teams are garrisoned around the map in villages and converge to hunt you once radioed. they might not be catching up to you either because you're moving too far too fast for them to track, nobody was able to radio them or the idiot ai pathfinding messed up and they got stuck on a tree or fell off a cliff. i'll definitely re-do that system in the future or simply use the one thats already in sog. the current iteration was just a stop-gap for beta testing if this mission was entertaining enough to put more effort into.
My final score was + 400 and it gave me a “Mission Failed” after I left the PZ on my way out. If you make it so we can select our team size and gear then we could of course outfit our guys as we like and take mines and satchel charges better suited for the vehicles or daisy chain for larger troop movements.
I did have a few other small quirks that might be more on ARMA. If I used an air strike that involves F4s, most of the time the first aircraft crashed into the drop zone. I had a graveyard of F4 fuselages. Also, my claymores usually knocked guys off bikes and I had to shoot them after….maybe I was to far off but I felt they were really close enough to kill them. I also never got a Tracker team chasing me, not sure how those are implemented to run.
I know ACE has the ability to take prisoners, not sure if your mission will or can take advantage of this. I might say the distance from insert to objective is pretty far with minimal enemy contact….maybe a few more patrols to keep ya on yours toes…..unless I got lucky. I ran one mission from the SOUTH side of the river paralleling along the trail and took strategic location to call in arty and air. I made it from the area near the POW camp all the way to the east side of the map without firing one shot.
Again, great mission and I’m sorry as I didn’t mean to turn your comment section into a trouble shooting for my ignorance !!!
also when you left the AO did it actually show a "Mission Failed" screen instead of a "Mission Completed" screen? do you remember what your end score was, if it was positive or negative?
in response to the issues you stated:
1. ace medical shouldn't be required and shouldn't even be run because it'll break the mission. i'll look at the required addons and see if somehow it got added in accidentally.
2. it was originally supposed to be 12 (an extra indig) because supposedly thats how these teams were formed in real life. i had to cut it down because no helicopter in the mod can hold more than 11 people. for now if you run it in multiplayer you can just remove the ai in the slots you dont want - it wont break anything. i'll add an intro location like an armory where you can choose your equipment and your team, sort of like dynamic recon ops but more immersive.
3. ill either get rid of ace explosives (if anything so that claymores arent such a pain to use) or make it optional.
1. Great location…the first part of the mission has some of the best jungle foliage I’ve seen
2. Plenty of action with vehicle, bike , and foot traffic.
3. Very historical feel and replay ability.
Some issues I have is…
1. Ha to launch with ACE , ACE medical and SOG Compat or it won’t launch.
2. My team is 11 members…3 US and 8 Indigs…..too large. I think it is only supposed to be 8
3. Hate ACE medical and ACE explosives 😀
4. Choosing weapons and explosives to take with me would be great. My current load out isn’t the best for this mission.
Again fantastic job on a fun mission!!! Keep them coming!
theoretically you could probably run this particular mission with only cba, ace, s&s and lambs, but it would probably throw up errors now and again when a script references something from a mod thats not loaded.
one of the main reasons parts of ace (like ace_captives) are always a requirement is because this and other missions use a script that allows ai to drop their guns and surrender, then check their handcuff state and adjust their behavior based on how the player is treating them. it uses functions from ace to do this that arent in the vanilla game and otherwise would have to be custom made from scratch.
- Enhanced Map Ace Version
- BloodLust
- Blastcore Edited (standalone version)
- Bullet Casings
- Enhanced Movement
- Enhanced Movement Rework
- Enhanced Soundscape
- JSRS SOUNDMOD
- JSRS SOUNDMOD - Reloading Sounds
- GGE: Core
- GGE: Captive Animations
- Improved Melee System
- Reduced Haze Mod v3.1
- DUI - Squad Radar
- Project Infinite - Inspect Weapons
- Magazine Simulation A3
- Anims for PiR NoIdle
- Animated Recoil Efficiency changer
- WebKnights Footsteps
- Unit Voiceovers Camlaonam SP
- Anims for PiR ACE
- S.O.G. Melee CBA Keybind