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And nope - no Zeus - just for debugging. We dont like spawning in stuff, 95% of the units are in the mission from beginning - we want no "magical" spawns. Proper scouting should be rewarding
Players can just load ASR AI along with their settings and it works.
We use ASR AI since the beginning until today on our server, since it allows us the control and the freedom we need and still makes the AI way more life like and dynamic. We have mission builders that build missions since Operation Flashpoint - they know whats important. And we r VERY picky and perfectionist when it comes to that. I dont say that to brag - just to make sure to bring the point across - we know what we do! Lambs was ruled out here fore not being suitable for our very detailed and in hundreds of hours edited missions
Anyways - its little, simple missions like this that inspire me to improve them and add many little details to them - so thank you and despite the critic - good job :)
In regards to AI mods - something simple like this works VERY well with a properly adjusted ASR AI.
Makes missions like this way more dynamic and doesnt really break things.
One of the units is an explosive specialist (although I think in the game he's named as "Viper JTAC" because there aren't any vanilla explosive specialist Vipers in-game, so I had to add explosives manually). You are able to switch to him in singleplayer also. While in coop lobbies this role be seen, I can see why it might be difficult to figure out in SP. I'll see if I can update the briefing that will mention this.
The task overlap issue might have been an oversight from my part. I believe I put the player spawn at the east of the objectives to nudge the players to do the HVT objective first, so this might've been the case (I completed this mission months ago, and only now uploaded it so I have forgotten a few key reasons why I did what I did).
Not sure about the criminal on the road to extraction, he shouldn't have any difference than a regular vanilla Syndikat machinegunner. I've tested him multiple times, he works just fine.
The big one in terms of technicalities is the fact that extraction task will be activated just after completion of the "destroy vehicles" task - without the need to eliminate the HVT. I discovered this by doing the mission "backwards": I went to the QRF location first, and after eliminating that threat I moved eastward to actual objectives. I'm not sure if extraction task would in fact complete after just doing the sabotage part, but it's jarring.
After killing the Wyvern (briefing could be somewhat expanded, for example with information about Wyvern's look), on the road to extraction I met one criminal who for some reason needed whole 6.5 mag and two .50 rounds to get killed - not sure what caused this.