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Do you have a repo for this mission? I modified it a bit, using arma-plugin for IntelliJ. There are several places in the code which are not that clean, for example:
if (missileLaunchIsGo == true) then ...
This works, but you can just write:
if (missileLaunchIsGo) then ...
There are a lot of if(...), I replaced them using case.
Also check FireMissileOfficer.sqf, Line 137. This should be */ for correct commenting out the code above. Not shure, if this code gets executed or not.
I do this to make it more readable and understandable for myself, just to make shure everything works in combination with my modifications.
Please don't take this for smart-ass blabla, mission is great and I highly appreciate your efforts! This is far beyond my scripting skills. ;-)
So if I clean up some places (and maybe find some errors) I could send merge requests if you have a remote-repo.
Once again, big thanks for this mission!
On the start location where you can choose your tasks and gear, use the small grey computer on the middle table (use mouse wheel to choose between vehicle rosters).
Be noted that vehicles are only allowed on those spawnpoints that do not have "no vehicles" text on them.
The computer is next to a paper map. You can use the map on the middle table to choose your spawn location.
Time of day doesn't affect the enemies. Some tasks affect the number of enemies and some don't. In the latest update the enemy QRF type and reaction time randomization was tweaked (more variation). Also some enemy squads had their reaction times was balanced
Does the player's choice of task or all tasks and the time of day affect the number and level of equipment of enemies?
Describe in more detail how you changed the enemy's reaction to the player's actions in the latest expansion.
1) Remove mortars from the arsenal but give artillery support 25 high-explosive, 5 cluster, and 5 guided ones so as not to bother with mortars, this is annoying.
2)Give 3 groups of motorized riflemen in high command after reaching the mission objective or objectives (if the player has selected all objectives) to provide rear cover and retreat.
3) Make Radar and Air Defense a sham so that it’s stupid not to lose drones (it’s stupid when such a long-range complex spends million-dollar missiles on flies) Although I know this is an ARMA problem.