its been 2 long since dis got a test, specialy since u beta 4 every1 so heres da resaults 4 latest version
Well thanks very much! Really appreciate the effort. (I know I'm tired of playing this mission! hehe)
Intro
1) i still think u shud have da civie standin w/ hands on his head instead of layin on da ground
Indeed. I don't know why I didn't think to do that... in the first intro to this mission I had the SLA officer put his hands on his head. I guess "civilians can do that too" didn't transfer into my brain. On that note, civilians are a MOFO to control. I can't keep the guy standing. And in the new mission I'm working on, they do anything possible to defy me. Enraging.
briefing
1) da notes part looks more like a diary now... mebe a date at da top of da page ?
2) i think u shud add a 2 more laws 2 da weapon selection (so i can have 3 laws 4 each launcher)
1) Date at top sounds like a good idea.
2) I was trying to think what would "semi-realistically" fit into a couple of HMMWVs.... since that is all the squad has, and well, technically.. there are no M136 "magazines"... they're single use tubes... fire and toss them. But, I figured a launcher and two "magazines" each would fit without being "unrealistic" (notice the overuse of quotation marks, lol.) I suppose since I've already strayed a bit from the realistic side of things, 2 more couldn't hurt.
Any other beta testers have an opinion on this?
mision
1) da talk @ da start... (nice idea ) da 1st man 2 talk is da srg... nd he bets its not important... so u may wanna switch da person who talks 2 som1 else nd have da srg say da line hushin da 2 soldiers
Oh yeah! Crap, I rearanged some things and forgot to change it back to having #3 and #4 talking, then #2 piping up. Good catch!
2) it seems da tanks take even more time now 2 arrive 2 da city
Really?? Well hell, I actually moved them closer since 1.03, no idea why that is. I had to remove the BMP since he has a very high probability of flipping over before he can make it to the town... and checks like !(canMove) won't work either, since he's not damaged at all.
3) da 3rd tank (tank comin from da west) just stays outside da town and waits till i shot him... it used 2 come into da city nd engage...
Hmm. Buggy AI problems again? If any of the tanks get a hint of a BLUFOR, they go crazy running through the streets after them usually. It's all really random how these guys react.
4) btw did u put less US troops in da city ? cuz da city seemed 2 get empty really fast... mebe have more pl arrivin 4 a constant feel of chaos
I moved them out a bit to set a more realistic perimeter, but I agree it does detract from the experience... I'll probably move them back.
6) da second squad in da checkpoint (da suport) react really bad... mostly runnin near da gate while i stay outside nd take em off.. i think da gate is a lil prob 2 em, u may wanna search 4 a workaround
Yeah, I may end up knocking those fences down in an init-like file, I don't like them. That's gonna be some work though.
7) i hate da part w/ da arty pit... its realy hard nd it seems da arty can hit me w/ amazin skill
This is really the only part of the mission that takes any form of tact. I like it.
The arty pit is already adjusted dynamically in-game. i.e. If you have lost even 1 man by the time you get there, the shilka is removed. If you've lost 2 men, a machinegun is take out, 3 men, the other machinegun is gone. This is right on the "front-line," and a good defense should be expected (And actually, the arty shouldn't even be that close. I didn't want to make the player go a realistic distance to get to them. (An arty piece will actually shoot further than the entire length of the Sahrani island in reality.)
Maybe in the readme... or even a new file called hints.txt, I can put in some strategies for doing things.
mebe lock da offroad trucks ? cuz i just got into 1 of em nd drove 2 da pit nd da arty ignored me
Well, I've gotta say the offroads should be taken out. They serve no purpose.
9) u may wanna script da arty soldiers 2 get outta arty if da west side is 2 close... after i parked near him w/ da offroad truck he just shot his own sandbags nd died
Yeah, I still want to do this. Such that if any one of a three man crew is killed, the other two will get out and attack.
11) i think u shud add a closer ammo dump 2 da arty pit... going back 2 da enterance of da militart facility (da checkpoint) is 2 far
There is an SLA crate right there in the pit.
It's got the camo netting "shed" over it. Can't miss it.
12) after we discover dat da scud is not dere u shud add a retreat WPs 4 da abrams as now dey r just waitin dere
Good idea, escaped my thoughts.
13) is dere suposed 2 b a chase 2 da exfil point ? cuz it didnt do dat 4 me
Yes, an "overwhelming force" does come. A Kamov will clean up any friendly armor, and there a plenty of T72s to give chase. Why they didn't? I have no idea. Will look into it.
14) da last part (were da A10 bombs a tank) still shows only smoke nd no explosions
All I can say is that this has to be part of the whole "pre-1.06/post-1.06" phenomenon that I'm looking into. I hope some people who had no other ArmA version prior to 1.06 from Atari can get in on this and try to duplicate. As it is now, on both of my computers, I always see an explosion. Tested this nearly 50 times I must say.
overall
da mision is more or less ready... but stil some small fixes can b nice
Thanks LCD. Fixes will be made. Much appreciated!!