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Noticed tonight, though, that the civilians are really heavily infested with people that hate freedom. I'd say at least a third, maybe half of the civilians we encountered drew a weapon. We hadn't killed any civilians. (we did end up killing one in each of the missions we played - once on Lingor and once on Chernarus - by the time they were finished.)
I appreciate the mission-ending result if too many civilians are killed... it keeps people who would otherwise just pull up their thermal scope and shoot everything that glows from doing that. :)
I also liked the surprise mission at the end... we had carefully coordinated clearing up some intel and were on our way to do a coordinated theft of two vehicles at the same time and drive off into the sunset... when we got out of the AO, we got the call to go back to take out a Pandur that had just entered the area. Unexpected, but great fun.
Wondering, though, why client-side-only addons aren't working. For instance, I use TAW Viewdistance... and it doesn't even look like it's loaded. We also use a mod I made that gives access to arsenal saved loadouts... it works *before* all players have clicked Ready, but as soon as the mission actually starts, it's gone. We also have a scripted medical element (we run ACE) that I wrote but I can't get it to cooperate - I need to add something to description.ext and to initPlayerLocal.sqf for it. It appears on the ACE menu, but it's like the script (precompiled in description.ext) isn't there.
Any thoughts on how to resolve this, @mbrdmn? I'm happy fiddling with script files or the mission in the editor if you just want to point me in the right direction
If not, how complicated would it be to port the Lingor version to Dingor? Does the mission rely on any island-specific object ID's?
Thanks again for serving the community with great missions!
Threw it back tonight to the mid-late 60's and gave myself a CIA op. Solo mission, night time and no NVGs (thank goodness for the full moon!), outfitted with my M16A1 in all of its old 20-round magazine glory, I got tasked to infiltrate an African Militia hideout and destroy a cache. Actually went quite smoothly getting to the cache, got in and out without having to fire a round. Blew the cache and moved to extract via Littlebird. Continued below (curse this 1000 character limit...)
Decided to play as my usual 3-man Delta team. Got randomly tasked with a night op with the objectives to destroy a vehicle, observe an area, and locate a hostage. Chose a sea insert to get in close undetected. Approached the vehicle and holy crap, it's a BTR. Backed off and called in some CAS from an AH64 since I didn't trust my wimpy shoulder fired rocket to do the trick. A few seconds later the BTR was history so I moved on to the observation. Once there nothing popped up after I completed the objective, so I moved into town to locate the hostage. Continued below...
Wish I had recorded it; it was a really fun mission. Totally didn't expect the African Militia to have that much armor which forced me to improvise on the fly. Great time out there.
Also, had a couple of really small issues. We had to cross a large lake and for some reason the boats were spawned in the middle of it so I had to swim out to get one.
Secondly, at extraction, I ordered my squad to get in the helo, waited for them to get in, then when I got in, my entire squad got out as the helo was taking off. I simply ordered them to get in again and the helo turned around and landed again to pick them up.
Neither issue is a game breaker though and may have just been a one off. I'm about to play it again now, I'll let ya know if it happens again.
Cheers mate!