Not sure if you can prevent the seat switching either.
Ok, will do, no big deal.
Best solution here is to kick the units out of the helo. I don't think 'looks' in this case out weighs the ability to make sure all the units are out where they should be.
Not only 'looks' it also doesnt 'work' well.
The withdrawal of the insertion chopper depends exclusively on ejecting all units but detect this (in the script) seems to touch some veeery "unstable" game mechanics I think.
Although currently a pretty plain and well working code provides a solid unit/vehicle check you can corrupt it easily with very quick stacked disembark commands and getting out yourself. Doing this the helo lifts off instantly while almost all units are still on board.
The same applied for me using "auto kick out". 3 of 5 times the chopper lifted off too early because something seems unreliable in the vehicle/unit detection especially in MP environement.
And generally, I'd muchly prefer to let have the player the feeling of playing a sim that provides a maximum of freedom of choice rather than a game that robs him of most of his freedom of choice just to ensure that he doesnt do something that screws up his own enjoyment.
If the player jumps out of the helo in the wrong altutude (too low for the chute, too high for a "light wound") that WILL be the end of the game/live of that guy because he just made a wrong decision in the wrong moment (actually there IS a countermeasure to this but thats another point as it deals for the AI).
I'd really like to let it this way and concentrate on other pressing issues than spend another hours and days of coding countermeasures to ensure the player cant do things he should have learned not to do or, if he hasn't already, should be able to learn it in that particular moment.
The line in the radio never appeared fully until we had got the case and downloaded the info. It was just a 1. _____________ and thats it.
Basically WAD (working as designed), besides that the "1." shouldnt be visible at all. Never noticed that.
The radio doesnt work for some reasons until you fetched the code, but that should be self-evident after reading the briefing.
You could just have everyone join the same team once they officially join the group.
Assigning them as 'red' is simply a service for the player (read: for myself in that case as I often use them just for guarding and redeploying the truck in the back).
But that is of no influence of the cammandability of the units of that team afaik.
I can remove the color/team assignment but that wont change anything to the issue you reported I'm afraid.
edit:It was just a 1. _____________ and thats it.
Oh ic, you mean the line in the GUI menu. I think it cant be hidden completely, just the text and the functionality.
edit:new version 1.36 uploaded
contains also a fix that doesnt allow team switching until insertion is finished