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Thanks for the help. The mission was great by the way!
Should I just completely destroy the tanks and that's it?
The mission was extremely fun nonetheless, would play again.
Oh, and waypoints noted. I'll see what I can do :)
Nice stuff, will retry the mission next time I fire my aa3.
- VAS added
- Adjusted waypoints at bridge
- Surviving outpost personel will immediately die as to not interrupt convoy at bridge
- New tasks added (hunting down every last soldier in Zaros isn't required)
- Re-adjusted the last task location (as to not confuse the player)
- Last task finish when either vehicles destroyed or heavy damage (>= 0.5)
- Friendly AI waypoints re-adjusted
- AI soldiers independant from APC's
I also intend to make a coop version of this mission, as to several requests. As always, if any more bugs and/or any of these fixes proves to be problamatic, inform me. Enjoy!
Im gonna guess they are not meant to disembark at that point. Proberly a straggler I missed was spotted by the group so they bailed.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=253289942
You may need to adjust the waypoints to go around it...
And why would a hunter lead the attack and the tanks to follow?
Enemy AI stand still and wait to be killed :)
*Enemy crew continue to attack after they have lost their vehicle. They should retreat.
*Mission failed to complete after defeating all approaching enemies. Player was required to advance 700m to the "Defend" waypoint, and attempt to defeat many enemy troops. Would be better if the mission ended when the attack was repulsed rather than defeated outright, especially as I had lost all of my subordinate AI by this point. Vehicles should not be required to be destroyed, just disabled.
*Very linear, no suprises. The player should be told that he needs to go and defend a point during the mission, not in the mission briefing. This would make the situation seem more dynamic.
Here are a few things I noticed that could be improved:
*Clearing outpost (first task) trigger activated while I was hundreds of meters away. It would make sense that the trigger won't fire until the player's group get close to the outpost and can see that it is clear.
*Performance dropped quite badly as I approached Zaros. It recovered quite soon afterwards however.
*Bodies disappeared from the battlefield very quickly and noticably.
*Friendly AI units stopped moving/searching Zaros before it was clear, and enemy AI held their position. This leaves the player's group with a large town to search and clear. Either make the friendly AI more active, or make enemy AI retreat when heavily outnumbered.
And from what appears to be a pretty high demand for VAS, I'll get to work this weekend with an update to add it for those who want to use it, though naturally you can ignore it if you want. I'll also add a coop version of this mission as soon as possible (maybe on the weekend too).
Good mission!