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it´s a bit weird if u have to destroy a ammo Box and the Task say to destroy a SAM.°°
But I´ve some probs with this Mod.
First I can´t interact with the Hostage.
Second were I should Extract there is no marker and if I´m running out of the AO nothing happens.
Keep up ur great work!!
Smooth Operators is a lot of fun. I think SM can benefit from some of AoO features, such as:
1) radius of objectives from module position setting
2) additional mission types
3) radius of target from map indicator
What I have also done, is use SO with Ravage to create some really fun missions. Some features to add that would serve well in a survival sandbox:
1) random extraction point option
2) extraction radius setting (smaller to larger)
3) random insertion option (by parachute or helicopter?)
4) objectives at separate location on map (with radius / option setting)
Really great work Drongo. I appreciate all the effort you put in your mods. I have at least three of four.
just being on the grass somewhere would be already great
hill tops and unique landscapes are too obvious
Would you consider a quick win by doing the same with a sniper? I mean, I know nothing about coding but I suppose it would be a module, so that in the editor you synch it with the sniper and then the sniper would spawn on the mission. The quick win mission would be: kill the sniper.
if("Rescue" in soObjectives)then{soRescueTarget allowDamage false};
to prevent the rescue target from taking damage. Run that about 20 seconds after mission start.
As for the Rescue mission it's really ok, just wish that the death of the "cargo" you're supposed to secure wouldn't mean automatical "game over". You could add that as a switch too, I guess?
EDITED: "would NOT", wouldn't. Mistyped.
Sorry for the late reply mate. I'll take a look at each of those points when I work on the next patch.
The Rescue mission spawns a friendly AI that you have to find and escort to the evac point. I never play with it active because nobody likes escort missions :) I was thinking of adding in "recover intel" as well.
Thank you :)
Nice mission generator, thank you.
Please, is there a way to chose mission time? I don't like night missions :)
- Possibility to blacklist player-spawn vincinity for usage in objective spawn * (switch on\off)
- Possibility to blacklist certain Locations \ marker vincinity in objective spawn (ability to list)
- Changing the "Destroy the SAM" to "Destroy enemy assets" **
- Ability to set target vehicles as empty (without crew), ability to use objects \ buildings
- Ability to lower health of some units or for the module to save the parameters of the vehs ***
- More objective types (eliminate HVT, sabotage power, retrieve intel, etc)
**in case one could use weapon cache or some object for destruction - is it possible?
***nobody likes when a IFV eats up 3 RPG's from under 100 meters and it's still active
The last thing happens often with vanilla vehicles, so that'd be handy
"is it possible" as in - "will it break the mission \ module"?
Btw, what's the code for "Rescue" OP?
@Thanos Goblin
I'll probably cap it at 2, I want to keep the system fairly simple. Something more complex is coming soon. Also, I made a campaign version of this (with skill unlocks and looting new guns), but it was a bit rough so I am rewriting it.
@Plandough
No, but that could probably be implemented.
@Gman
I've had some similar issues recently (not consistently though). I think it is related to lag at the start of the mission. I'll try to fix this in the next patch.
Is there a way to define a specific area for the mission to take place?
I would assume so, but you really never know