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We headed back to the extract sans pilot, and just declared it a win! :-)
Above my pay grade.
(or tell us how to port)
ty
I'm trying to help, but you need to provide your RPT file either as a discussion topic on this page or some other means. Otherwise, there is not much more I can do. Sorry.
If you post your server RPT file on https://gist.github.com/ or post it as a discussion here, I'll take a look. Also, please include the full command line you are using to lunch the server.
Also check Google. I did a quick look and this looks like a symptom people have seen and fixed.
Thank you for reporting the issues. Let me know if you encounter any more problems.
I think one was a mission to transport pellets by helicopter. In any case, there were multiple types of missions with enemies springing up at the few meters near the escape point.
It appears from the void when the players get close to it.
This often creates an unreasonable state of affairs.
At least I've had multiple times where I've had a group of enemies show up at just 10 meters and ruin my mission.
Thay saw the previous helicopter insertion :-). To your point though, a patrol around the LZ, rather than static placement sounds like an improvement and should be easy. I'll give it a try. Thanks.
As for the ammo boxes, I'll look into fewer larger caches.
Another suggession regarding secure LZ task: I think a patrol around the LZ would be more appropriate then the enemy standing still and waiting for you at the exact spot where your LZ is.(how did they know the LZ position?)
Regarding the tasks of finding the ammo boxes and hunting down enemies in buildings. There should always be at least one enemy that contains Intel of the remaning enemy positions. The same in the case of ammo boxes, you can find Intel on a random enemy that reveals their position. This is suppose to prevent having to always hunt down every last unit, while keeping it random. I guess you never found this intel? One thing that will probably help is mention it in the briefing as a hint. Knowing you could find this intel for ammo boxes, would you still prefer fewer larger caches?
Having units flee from hidden locations could work. I'll look into this.
Mission ending extraction or wait for reinforcements is also do-able. I'll look at this as well.
So my suggestions:
Please keep in mind I played your missions only a few times and finished alive much fewer...:)
- destroy cache mission: I think a few big stash would be better then a lot of ammo boxes scattered all over the place.
- clear area: After enemy suffered heavy casualities they should flee from the area. It would be more immersive, also it is a bit frustrating hunting down the last enemy hiding in a random spot somewhere. By the way, this would be good in all scenarios.
- mission ending: I would avoid the immediate ending after main objective succeded. It would be much more immersive if one should leave to an ending waypoint, like wait for extraction or reinforcements...
Thanks,
Ideas and feedback are welcome. Post them here, GitHub, or BI Forum page.
For the ace part: you are right, I did not use the interaction key, my bad.
I will check with ace, if the NLAW it is working (I guess the rpg32 works the same way).
Also I have some small ideas if you are interested.
Keep in mind if you are using ACE the NLAW is disposable with only one shot, but it should be loaded by default. This should be working, give it a try.
Regarding ACE arsenal, double check that you are using the ACE interaction key on the crate. It will not show up automatically when you approach the crate. Let me know if this is still an issue.
If enemy has technicals, my team gets massacred...
Also I didnt get the Arsenal menu with ace running.
Thanks.