Thanks chaps! I will:
- Reduce the volume of the Briefing music.
- Put the ammo barn guard outside. He's never shot me, but then I know he's there. I was hoping he'd get somebody by surprise but its quite clear that he hasn't. Actually I might just delete him.
- Find the missing savegame. (Edit: I just checked and it worked fine for me. It's number 1 on the radio menu.)
- Check the placement radii of the enemy groups at the start, they shouldn't be mixed in with your squad. They are meant to start pretty close sometimes though. Retrying the start is intended to be a feature of the mission. Occasionally you get no attacks at all (the attacking groups are all on probabilities) and it sounds like this may have happened to you at the base. However, you tend to pay for such statistical bounties later in the mission. (Edit: checked and they seem to be OK. AnarCHy, can you remember which start position it was? Choices hidden below so as not to spoil. Highlight to read.
- inside base
- edge of village
- old scud position, tucked under hill
- tree junction with lorry
- main junction with ammo and jeeps
- bikes under trees
- bmp ambulance
- ammo dump, bikes and abrams
- extra line to confuse people
- ditto[/size]
- Continue to have no GPS in the mission. ;D I've tried to make everything as hard as possible: navigation, the ground you have to cover, (Planck was killed twice by the mountain itself), time of day and so on. The fear of being lost is part of the experience. I'm used to navigating on real mountains in real fog and this is surprisingly similar. If you don't keep a clear head you do start to panic.
There are two groups of blackops I think, and five lots of ammo crates around the hill including the secret stash, so finding HK mags shouldn't be a problem. The ammo crate in the barn has a couple of bizons, and there are a couple more at the dead spetz natz camp.
Congratulations on stealing the chopper. :thumbsup: After I did that I added lots and lots of AA loons. ;D (No vulcans. There were some but I took them out to help reduce lag by having fewer vehicle types.) The secret is to use it quickly to zap just a couple of tanks and then dump it. You never get away with being greedy in this mission because there are so many enemy on guard waypoints. Reviving the pilot would be "cheating" by the mission designer according to my self imposed rules for this thing, but thanks for the thought - yes it is true that every time somebody does something I add a twist to stop them doing it again.
The chopper does chew you up occasionally, and once it gets a fix on you it just keeps coming back. The good news is that I've seen it do the same thing to an enemy squad.
I haven't fixed the 4x fence hopping trick. Not sure how to really - it didn't even work for me. Anyway its not a big deal: if you want to take the risk of staying in once place for a while on 4x that's up to you. ;D
The groups stand around because of the fog. They are on guard waypoints and have been called in to help. However, because of the fog, they can be 30 yards away and not detect you if you're quiet. So they just stand there until you are detected again. I could script them to do something more interesting, but I want to keep this on simple triggers and waypoints as much as possible. Plus it would add yet more lag.
The differences between 0-60 and 0-61 are small: if you have a good savegame on 0-60 play on from that. 0-62, the version on my hard drive, will be up later this week. Only changes will be a few more minor tweaks and the outro.
I'm not bothered about game time, its not a race. Somebody will eventually do it in less than 26 hours. I've changed the flag in less than 10 minutes, admittedly in an easier previous version.
Changing the flag is of course the easy bit.
HateR_Kint, you gotta finish one. It is really hard, all the polishing up crap like making outros is tedious, but you just have to be determined.
Latest version is still
0-61.[/b]