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You can tell from the briefing picture where in the car he sits too, so you *could* just fire blindly at that position. Judging from online videos, that's pretty much how real-life South American assassinations work..
- First of all, I tried replaying the mission now, and indeed the AI convoy pathing was wonky to say the least. That's definitely a substantial problem. I didn't have any problems with it at all when I first made the scenario (four years ago), so I'm guessing AI vehicle pathing may have changed in the meantime. There is an automatic save when you get to the roof though, which may help in recovering from it. I'll look into a better solution it if I can find the time.
- Briefing: Yes, I intentionally wrote the briefing in a first person format. They're supposed to be more like diary notes than an OPORD -- remember that you're a cartel hitman, not a SOF operator. (cont.)
- The car drops you off at that position so that a) you get a lay of the land and better get a feeling of where the mansion is relative to the weapons and vantage point and b) for immersion, to make you more inconspicuous by dropping you off at a place where you're less likely to be observed.
- The weather is the way it is for two reasons: First, to make sniping more challenging, effectively making a mansion assault a real possibility. Second, to help you a bit in evasion after the hit. (Also to emphasize that your target is elusive; you can't pick the time and place yourself.)
- There are several things to aid in getting a PID though: The governor's straw hat, as well as the fact that he's in a civilian SUV. You can tell these things by looking at the picture in the briefing -- I don't want to spoon feed the player, but rather encourage active thinking. The other two vehicles in the motorcade are police vehicles with flashing lights. (cont.)
- Getaway car: There aren't many viable options, unfortunately, and yeah, Arma 3 vehicle handling sucks. And indeed there's a chance that the car doesn't spawn. This is hinted at in the briefing, and is meant to reflect the fact that sometimes things don't go as planned, forcing you to improvise and think on your feet. Again, I don't want to spoon feed the player.
- Voice acting: Indeed, but that's an enormous effort and I quite simply didn't have the time to put in that work, nor "voice actors" or recording equipment.
- Zeroing and "no longer see yourself on the map": These things sound like mod issues.
Thank you again for your input.
Work on the AI Convoy so that it goes where it should everytime. Leave in the Briefing what car hes going to be driving? Or at least what the convoy consists of. There was no mention so when his car never came I had no idea who to shoot in those vehicles leading to shooting at them all...
Adding voiced files would add more to the immersion. Maybe even some suspense music optional ofc. If theres a better car to drive as a getaway car that doesnt crash every 50 feet cause the horrible turn response maybe add it. Not that its much help anyway. Over all probably a great mission just has a few things I think you should look at. Especially that convoy. If the main target car never comes then it destroys the missions lore fast. Being a mission maker myself over the years I know this stuff is very tedious I suggest you run a script on the AI Convoy.
My Scope wouldn't Zero page up didn't work I could hear clicking but nothing( could be a mod issue.) The getaway car isnt there sometimes. My first play only the trucks crossed the bridge. I was zoomed and could not positively ID. I never fired the trucks went by but the car never came making me wonder if he was in the trucks. That Chosen getacar drives like complete trash. You also no longer see yourself on the map after you kill him making it seem like you're trying your best to sabotage us. Especially those of us who dont know that map well.
It's been a little while since I've worked on A3 missions, but your input is so valuable that I'll see if I can't fix most of them. The elevator comment should be easy to fix, and I don't think other specific comments should be too hard either. Voice-acting would be great, but it's just so immensely much work that I simply can't find the time to implement it.
Thanks again for your input.
There are only a couple of details to polish. Some of the lines of the player's driver appear too quickly. I also used different building to the comment about using the elevator when the target is already dead should not be there. It would also be nice to have the main character comment on situations like when the getaway car is missing for example. Better FPS would be nice.
Otherwise, tense but enjoyable mission. Voice-acting would be amazing in this to thicken the atmosphere!
@Stuntzy: Thanks!
Got some very intense gameplay out of this, too. I got wounded and lacked a medkit, so I wound up sneaking up right behind two cops and stealing one from their truck, just before another rounded the corner, caught me in the headlights, and I got stuck in a firefight before disappearing back into the dark wilderness.
Can't wait to see more missions like this one!
Regarding coop, I'll keep it in mind for future missions. However, it brings so many added complexities to an already very time-consuming task, not to mention makes it (even) harder to test the mission properly.
would like to see more cartel hits missions and would love to see coop
very good mission lad
https://youtu.be/pxrNuHn2U_I
(Yep, propeller)
Yeah, but 4H should be the absolute maximum, since I went/drove everywhere but didn't find anything useful :D
Yep, I actually know where the civilian plane and the hummingbird spawn, I did a replay before this one and saw both, but I died a lot so I restarted ^^
I checked all hangars to be sure, I just found that unboardable buzzard , that was it.
I could get into the RHIB and start the engine, but the rear end was lifted up because the propeller (right word?) was stuck "on" the sand, but still under water. So frustrating :D
Wow! I guess I should update the playtime range in the description ;)
Seems like you were correspondingly *un*lucky this time. You checked all the hangars for planes/helos, right? The chances of nothing spawning on the airfield is 4 % .
There should always be a possibility to find a vehicle, because: The RHIB near the NATO-island has a 100 % chance of being usable. I'll make sure to fix the RHIB not being usable due to sand right away, though.
Thanks again for you AAR :)
...Well, that took some time :D
I killed the governor in the mansion, then went to the roadkill and snatched the quadbike, drove to the airport and basically killed everyone until I realized that there was no plane or helo :D then drove to all boat locations except Georgetown haven, but one boat had no key and the other was bugged, the RHIB was stuck in the sand of the coast (at the boat position closest to the NATO-controlled island), so I swam to the two small islands east of Tanoa (Sosovu and the other), then south again, past Balavu, over the bridge to Katouka and then southeast to the safe house.
Reminded me of DayZ, lots of running, but totally worth it :D
@Dr.Waste 'em and @[CIS] Private Sebbers: The new update uses another weapon in case the player does not have the Marksman DLC. As I don't think I have a way to test this, please let me know if it works/doesn't work.
But I'll wait until the update. Thanks for the effort!