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Still loving the feature though! Well done.
Thanks for the feedback. I agree it could possible be increased a bit. I'm thinking somewhere between 7.5 and 10m.
If you open the editor and place the entity called "meter h" on the map. It is basically a 10m measuring stick. This willl give you a visual reference to the distances in question. 5 meters is pretty close, i know.
I should have time before the weekend to play with distances and mabye even add the mission to another map or two for variety... as I've made this one very easy to add to existing maps.
Capture can now be triggered from 10m. Previouse value was 5m.
Enemy are now vulnerable to be caputured if the player has more, or an equal number of units to the enemy.
eg. if you have captured 4 enemy in the previouse rounds and have a total of 5 units under your control. It willl be possible to capture the last 5 enemy of the next round, and so on and so forth.
If you move more than 15m away from an enemy unit that has been catured (standing with thier hands above their heads), but, not "educated"(submited to your control), then they will return to being hostile.
Thanks again Peanut NL
I believe I've found the cause, and worked out a solution. It appears to be caused by my music script "function". I discovered this while revamping an older mission, adding the music script to it. When this save issue suddenly appeared.
I'm pretty sure I can work out a method to perform a working autosave at the end of each round.
I've had success in my testing so far.
This will enable you to continue from the last successful round if you wish to try again without having to start again.
If you would for example pick a wave number (15 / 25 for example) and start implementing vehicles that would change things up a lot. I would recommend starting with light PKM technicals, and progressing to lighter BTR's etc. The AT weapons you would need to combat these vehicles is already in the game (in the form of the contractor squad leaders which are carrying rockets), and as a addition you could perhaps add a RPG / AT-4 variant to the supply boxes, which would add a buyable AT option.
Ofcourse these are just some ideas, and I know it takes a lot of work (so I wont be complaining if you decide not to go this route). Anyway, thats my current view of things.
Keep up the good work!
There a lot of good mappers out there who don't know how to make missions. I want to make a series of small easy to imlpement missions for mappers to add to their creations.
I do like the idea of vehicles in the mix, and as you know, I like to experiment. I'm thinking this one is almost complete as a little arcade quick fix type mission.
I would certainly consider making something similar, from the ground up, with a focus on vehicles. I always find it easier to build things from the ground up, repurposing existing tried and tested scripts, Rather than trying to add new elements to an existing mission concept.
This is why I have about a dozen mods in CTA in just over 12 months. But don't worry, I'm not going anywhere, and each mission/mod increases my scripting and practical implementing knowleadge. This is the time to experiment, while the game is still being heavily updated.
I really do appreciate your interest and feedback and look forward to game updates settling down. Then we can make some serious missions.
Good luck my man, im enjoying your work!