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And year i run into 2 traps and i orded my AI to stay out of the town cause i don't know if there are any other traps and the Ai often doesn't notice them xD
Did you run into any traps?
I'm glad you think it's short; early play testing made me scared it involved too much walking, until I realized it was because everyone was ignoring the glut of cars I placed specifically because the last objective is so far away
But you know what scenario IS, which does include a useful squad of fellow officers? Echo Echo Zeta
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=756444082
And "The Plane" and "The Great Escape" are both Syndikat missions
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=754718797
I'll work on a Tanoa PD addition today, since you're so excited
But I will come back and make more Syndikat v TPD scenarios.
Thanks for reporting the bug
Did all of the dialogue work? If all of the tasks worked (Investigation, the burning house, the town, and the Syndikat base), then all the scripts were present and working correctly. I can't imagine what would cause win.sqf not to work, unless I have an extraneous trigger and I changed how the win gets executed.
Can you describe exactly how the scenario ended (or if it ended)? It would help me narrow down what's broken.
Also, if you enjoyed this mission, yesterday I quickly threw together something similar (but shorter). I don't know how to get to its page without accidentally closing this text box, but it's in the same collection as this scenario.
How do you feel about its use of music?
2: I have considered making it COOP (I make almost all of my missions COOP). The problem is that it calls for a lot of execVM for the dialogue and taking care of game logic to complete the objectives. I don't know what the multiplayer-friendly version of the necessary code is. So as it is, I don't think the scenario would work.
3: I didn't place that house manually; it's part of the map. I didn't place any buildings in the scenario, just the furniture and explosives in some of them.
4: When I finish up the scenario I'm working on now, I'll add some auto saves.
I save manually and constantly. I had assumed other people were the same way.
Where would you recommend I place them? Right before the first encounter? Right after? On the way "Up the road" ?
Do you have any idea how I can make the house actually look like it's on fire? I tried putting the fire effect module on the roof (didn't work), and making the fire 10 times larger (no change).
I appreciate the kind words and I'm glad you enjoyed the mission. Did you run afoul any of the traps at the end?