Righto, since people seem to still be interested (well... Sol Fire still is ;D Thanks mate), I'm going to post a link to the 'revised final beta' version.
Only one change really, I took the counter-attack waypoints off sync, and made them all time dependant. I'm happy to say this makes the mission much, much
more reliable, and due to the spacing, much, much
So if you feel like you were a bit hard done by playing before (due to tanks running over mines that were already defused, or due to the counter-attack being far too nasty, or whatever), and you can be bothered sitting through all the beginning cutscenes again, try this version out.
I'm finally prepared to say that I'm happy with this version, as in all the times I've tested it, I've never found a critical bug. The counterattack always works, the tanks never run over mines (as the mines are now moved). The only problem is, the Lieutenant doesn't seem to want to go into his building any more... ahh well ;D
Oh, one more thing I did change. The medic in your platoon is now on a support waypoint, so he will respond to "Medic! Position..." calls. The really classy thing is he jumps in his jeep to go to them
No scripting required, he does it automatically as part of the support waypoint...
So anyway, if anyone is interested in a version that actually completely works, grab it here
Thanks again for your help everybody... you're all the reason this mission is now working, instead of buggering up every 10 times it's run