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I also added a parameter that will skip looking for areas with buildings to place the objectives. For maps with very few buildings, I was worried that the mission would place the objectives at the same couple of places each time. If that happens, this option tells the mission to just choose randomly on the map instead (which is what it falls back to when the building/objectives search fails).
I'll add to my list of things to do to add another algorithm for objective finding for small maps with lots of water.
You can get the pbo files from my Skull Collection zip archive listed in the mission description above (or figure out how to get it from the workshop download which is more complicated).
I'm glad to hear you're enjoying the mission :-)
%localappdata%\arma 3
or
c:\users\<yourname>\AppData\Local\Arma 3
In there will be *.rpt files. If you sort by date, you can find the most recent (if you just saw the error). It may show an error that will give a clue. It will also show all the settings you used when running the mission so I can set mine up the same way.
Only once was I able to finish a mission without encountering any of those glitches, and when I did, I enjoyed experiencing a pretty intense battle.
However, we could never damage the enemy no matter how many hit rounds we gave them, and finally found that their damage was nullified on the ZEUS.
For the latter, also on ZEUS, we have seen that from a certain point in time, not a single enemy has spawned on the map.
In any case, I may wait for the Fix and try again.
Also, the AI are Arma AI, so they aren't the best at following orders. If you find it too easy turn up the number of enemy. We've found that a few more enemy can make a nice challenge.
The following glitches were encountered.
- Both friend and foe sometimes seem to be unable to disengage zone protection.
We are helpless in the face of an invincible enemy.
- At least the enemy respawn didn't seem to work correctly; after capturing one or two points, I never once saw the enemy.
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