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Reproduction: launch the mission in single-player with no workshop mods, EF/WS/RF loaded, die and team switch until only one playable unit remains, then run event (may not work, can definitely be a chance based thing)
Thank you so much, Ostap.
You’re an absolute legend for coming back and explaining the bug.
Unfortunately, I couldn’t reproduce the issue, but I’ve reworked and simplified the entire system and hope this resolves the problem.
Thanks again!
I replayed this in much the same way and didn’t experience it again. Likely the issue was just trigger/logic being funny, and we all know how easy that is to happen.
For what it's worth, I'm only commenting and making critiques specifically because I think this mission shows a really high level of missionmaking competence, and a lot of hard work. I wouldn't bother if I didn't think your work was really good.
So, with that in mind, some additional notes:
-When played in singleplayer, in all cases the AI refuses to regroup and move in formation with the player, having to be instructed to move to wp instead. I also was unable to get AI medic to treat player, or Ais, I simply couldn't see the order to give even when forcing AI to declare as wounded.
Likely this is because of the custom playanimations running throughout with the AI being partly not in the group at times, and the player SL having ‘stop’ order at times also.
this means the singleplayer+AI gameplay experience is slightly suboptimal, but I agree and accept with this methodology to give those cool cutscenes – I suspect the majority of enjoyment people would have from this mission is from playing with friends, and only people like me who’re checking it out before playing with my peeps would actually play solo.
-The player SL reports no survivors from the helicopter crash without actually going there. As people that know how base game arma engine works, we know that everyone is dead because the helicopter is a burning wreck, but theoretically and in terms of realism, this point struck me, because you’d probably not declare all dead without reaching the site.
-Somewhat intention dependant, but if this was intended as a singleplayer experience, I’d definitely have expected some remarks on the dead UNA, firing squadded captives, and civilians. from AI squad members/SL. If you intend multiplayer gameplay, it kind of makes sense not to clutter the player experience with these, but checking over that house and other sites in SP seemed kind of flat. The same would go for desecrating that body to destroy munitions
-The player SL requests extraction after moving to LZ, and not before getting there while moving to it after remaining objectives are completed. (the trigger and following actions can still run once getting there)
-The ‘secure the area’ objective floats both where it starts and is repositioned. This isn't necessarily a bug, just a note, because by default the majority are not placed this way.
-If I was making this mission myself, having a fortified position with AA unexpectedly shoot down the extraction helicopter and then later being able to give advanced intelligence about incoming enemies would be a logical inconsistency that I would try to explain.
I’d have to give a voice line or two towards establishing UAV ISR after the shootdown, or intel from a civilian in the area, otherwise it would just seem a little weird to me.
A lot of these are points of personal preference. Just because I like missions a certain way doesn’t mean you should be making this accordingly: plenty of other people will have other opinions and you should make your own judgement.
For example, people I play with prefer smaller ENY numbers, but we play with and against a more intelligent and sophisticated ENY at high difficulty levels. We prefer less of the Hollywood type ‘defend’ stuff and hot extracts, preferring something like having to search around for the HVI and intelligence, talk to living civilians, and go to that as a new objective, over a heli shootdown (which I can’t say I’ve never done myself, but is definitely played out for us)
Again, really appreciate you chose to make and release this, it clearly was a lot of work and you have a lot of knowledge and skill. Respect also to the contributing VAs who gave top class performances. If you ever want to use some stuck-up British miller/lt. James type voices, or some South African, Slavic/Russian speaking voices in any of your future work, get in touch, I’ll do my best to help you out.