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Sorry for the (probably many) errors...
Making it true to the actual battle, this was the part of it where some of the croatian troops went to fight because they did not get the order to retreat on time. Which led to what could be classed as a very one sided ordeal. It was however an important battle as it may have swayed the SAO and JNA command to be slightly more cautious, which led to Vukovar and other catastrophes for the Serbs fighting in Croatia.
Just kinda wish I made November 24th the date rather than the 21st but its a minor issue, I will still update this with maybe a few more MG positions in the future, but for now I would like to see an mp game with this.
- Oher gamemodes have been created by the community, they are on the Easy Red 2 Discord server in the #script-sharing channel. From what I remember it has scripts to make a destroy the vehicle mode, a capture the vehicle gamemode (if i remember right), a team deathmatch gamemode (also if I remember right), a wave defense + survival gamemode, and the beloved conquest gamemode from Battlefield. I've used the conquest script for my 2nd mission but the bot-clumping on points gets even worse and I still need to fix it with those position scripts
- This is one idea I'm going to use for a future mission, a "chase" gamemode: make a line of objectives as usual, then put the attacker spawns on one side, then make the defenders spawn behind them. This will create a much different experience as the attackers now have to run for the point while slowing down the defenders before they are all killed.
Hope this helps fulfill that wish for more gamemodes, at least somewhat.
I would love to play your map but till they haven't added conquest i will not reinstall the game again.
But i wish u good luck for new projects
I'll try the updated mission later, just wanted to tell you this now if you need to fix it.
I changed the radius of the script, I still do not know if it is working as sometimes it seems like it and other times its just kinda weird.
I added a radioman for ZNG and have no clue if it works, do mortars react to HE or smoke barrage calls from the radio?
If you haven't decided already, one battle that I really wanted to cover but had to cut from my plans due to time was the Battle of Šibenik. That may allow for a lot of fun with getting to use coastal batteries against Yugoslav Navy ships while also fending off aircraft.
Also, I've fixed the M48 and Ultimax, they should be far more usable now (I still added some dispersion to the Ultimax as it would've been really overpowered otherwise)
I was thinking of also making a new map but I will see when I start with that, I want it to be well thought out unlike this one where I just kinda winged it
Another crazy idea, one of the improvised armored cars [the.shadock.free.fr] that Croatia made might work to allow the Croatians a way to reliably kill everyone on the point (should it get there), but I'd need some time to model one and I assume you want a quicker solution.
I wish there were ladders that worked
- The SVK still group up at the warehouse point in the 1st phase and I think at the tent point in the last phase. If you did the scripts correctly, I think you might just need to decrease the objradius within the code.
- I think the map would greatly benefit from having some stationary MGs. I have a DShK in my stationary pack but I think there's a better-looking one in the HOT ZONE mod. Besides that, the MG42 and the M2 in the base game also work.
- A couple of stationary anti-tank guns might also be nice to give regular infantry a way to destroy the tank while also not making it too easy to destroy it. (infantry likes to enter them often, even if they're spawned without troops on them. That's why I'd only suggest like 4 or 5 at most).
- the Arkan's Tigers squad leader doesn't have extra ammo for the 59/66.
That's all. Still really fun overall, aside from the warehouse point I mentioned.
- Something needs to be done about the point in the warehouse in the 1st phase. It makes the battle really boring on both sides: It gets really repetitive as the Croatians, and it makes the battle ridiculously easy as the SVK as you can just stay there and fire at anything that comes through the entrance (This would be an even bigger problem in multiplayer). If I was making the mission, I'd correct this in a few ways:
- Use my first suggestion and put some boxes or objects to climb on so that soldiers can hop the wall. I personally like to give multiple ways for players to capture a point or complete the mission, so I understand if you dont want to do this.
- Give the Croatians some artillery to rain down on the warehouse. I have some in a stationary pack in my collection if you don't want to use the mortars in the base game.
Oh, one last thing I forgot, just in case: With the script I linked, when you have the mission open, hover your cursor over wherever you want the "hold position" point to be and press "P" to copy it, then highlight ONLY the "vec3(x,y,z)" part in the script and press Ctrl + V to paste the position you copied. That's all for now.
Also, no problem ;). I've been waiting eagerly for someone else to make missions with this stuff since you all will likely do better than me lol, so I hope you'll continue to make more
I literally just randomly assigned the points and played a match with someone and saw the faults the first version had, I only changed the first area to 3 points and did not even test it because of the headache I got out of nowhere, anyway I will check that script out and be sure to make this better when I can. Thanks for checking it out .
Aside from that, I'll get to work immediately on fixing the Ultimax and the M48's accuracy. Let me know if you need any vehicles or extra weapons or something as I have several (Like some homemade Croatian weapons, a Milicija BRDM-2, a Croatian T-34 skin, etc) sitting on the backburner for now, but I'll get to adding those after I fix the two guns if you tell me.