File description.ext, line 24: '.respawnvehicle': Missing ';' at the end of line
File description.ext, line 25: '.respawnVehicleDelay': Missing ';' at the end of line
File description.ext, line 26: '.respawndelay': Missing ';' at the end of line
File description.ext, line 27: '.disabledAI': Missing ';' at the end of line
In the weapons pool the mk12spr doesn't autoload its bulletsI searched the right ammo for the mk12spr, but find... it was a 20 bullets magazine that was fitting it... the gun works well with the classic 30 bullets M16 magazine... it's now up to you to change from 20 to 30 bullets magazines! ;)
Second spawn point has east ammo where there's a US flagthere's an us flag when the respawn point changes, but you're in an east base!
if you had them on partols just outside of town they'd be more effectivethat's what I've done, moving the marker where they are created out of the "base" of the town, but sometimes they take short cuts!! :dunno:
What about the bmps which are created? are they supposed to be on patrol once they are created?Yes... they are created, then the crew is created, assigned to that bmp, then the bmp goes on patrol... that's what I see when I play it...
So I think there are too many AI playersI will disable again AIs in next version, I enabled them just to help me finishing the mission quicker ,for testing!
The BMP's though still piled up behind town and we really only saw 2 or 3 who were active.It's normal you only had 3 bmps if you ended the mission in 30 mn, it takes 10mn to have one created.
you have a US flag there now with east ammo. I think you should double up on the full loaded ammo box here. additional choices of weapons in the weaponspool would be nice.I understand your wishes... and I do remember Clint Eastwood's reply as a marine instructor: "We improvise, we adapt, we overcome!" ;)
there'a another objective after the sabotage... Did you have it?YEs the radio tower and we did that one objective as well.
It's normal you only had 3 bmps if you ended the mission in 30 mn, it takes 10mn to have one created.But there were 4 or more bmps in behind the town doing nothing. we blew them up for fun.
But there were 4 or more bmps in behind the townThe first one appears after 5mn, then the others every ten minutes... ???
Error in expression <telecdead=true; publicVariable telecdead; "5" objStatus >
Error position: <publicVariable telecdead; "5" objStatus >
The respawn with east weapons always results with you having a tonne of smoke grenades. Not sure why it seems silly.i don't understand why...
Ammo was a big problem through the mission.you'll have 2 arms boxes on the beach, following you at the first respawn point...
The drive back to the other end of the island seemed long and we eventually just gave up.Did you see the paratroops after releasing the last prisoner? it makes sense to the far evacuation point if it's more than a walk... Evacuation is possible only if the zone of evac is secured.
we never saw the paratroopsYou should have seen 6 squads of 12 men after the last prisoner release... :dunno:
the weapons pool has no ammo for the g36k and therefore several of us started with no weaponsI've not seen your ammo problem of G36, seems ok at home. Idem for the "no weapon on start" problem... There's a script for weapons respawn, perhaps the problem is there... Now ammo and guns crates are disembarked on the beach and follow you up to the second respawn point.
the long walk to the first respawn point I think is a bit unnecessary.It permits to have more random positions of patrols by the time you meet them, but if you want sooner action, you can take the south coast and find action near the little pear and huts, then get to the MG on the hill...
remove the text about it being good music.isn't it good music? ;) I saw them live in 84!! (I'm getting old!!)
Starting out in the boat proved to be disastrousI've never had that prob, anyway I'm adding an "assignascargo" in every unit's init field...
JIP respawn point isn't being updated properlyI'm adding "onplayerconnected' a "publicvariable "respawnpos"" in the init file, and hope it'll be ok!
You have a DKsmoke effects addon requirement but its not needed so make sure you remove it from the sqmI didn't find that addon requirement in the mission sqm file...
The other objectives weren't appearing any ways just the first 2.You can have the next objective in 3 ways (factory must be destroyed of course):
By the time you get to that bmp factory we are ready for a change of scenery and switch to a different mission.I don't understand what you mean exactly...
I've never had that prob, anyway I'm adding an "assignascargo" in every unit's init field...
I didn't find that addon requirement in the mission sqm file...Weird we keep getting that error...
QuoteBy the time you get to that bmp factory we are ready for a change of scenery and switch to a different mission.I don't understand what you mean exactly...
You have a DKsmoke effects addon requirementDo you think it can come from that line in the smoke script of the factory? (i erased of course the parameters)
_particleSource setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d"
You have lots of great ideas and have created very well done battles but I think you need to limit the timing.Thanks and perhaps you're right for the timing, but the work to go back and supress the second part of the mission makes me afraid...
Thanks and perhaps you're right for the timing, but the work to go back and supress the second part of the mission makes me afraid...
Anyway, I promised: next time, I'll do a shorter one!
The respawn after the tower is too far, and probably not needed. what might be nice to have is a respawn half way between the 2nd and the tower. maybe off the to the left.Let's be clear: there are 4 respawn points in the Version 3 you played:
The battle once you get to the tower, I think the west respawn needs some more coverI'm moving the respawn near the factory in a more protected area...
many east guys had no guns, this is a sign they spent sometime in the water.it's because they can't surf with a gun in their hands!
We killed the prisoner again, hes in a bad spot, the objective didn't change any when we killed him.The prisoner near the factory is'nt important, he's just there to give you the info to get the second prisoner, i'm calling "the adviser"...