THANKS!!!!
Most problem caused by MONSADA's patrol script: the too quick body remove and the errors.
BUT this script is amazing in combat: the enemy react more realistic: flank, reallocate static weapons, lay mines, use smokes, hold building... etc. So I don't want remove it...
I have an own bodyremove script and it check the removable body's location and if it's close to the player, leave it alone and check it later... But it's a good idea to set up MONSADA script to NOT delete the bodies and leave it to my own funeral script.
1st mission: "clear village" didn't successed?
But it's not a "not present" trigger... If the non-surrended enemy are less then 5, the trigger is activated, but when they are less then 10, the last loons start a suicide attack against the player to he can kill them easily... So I really don1t understand how it happened. I'll check it again!
2nd mission: the BTR was not spawn, so it's on the map from the begining...
I don't know how it is possible. I'll check it. Bot now - when you mentioned - I also saw enemy near a peacefull Bradley, but I thought it1s because of Bradley's limited visual recon in near area, so I defend it myself.
Maybe it's a bug in monsada's script? It's set captive the enemy, but not surrended graphically (hands up)?
My other problem - what could be the same - in some missions when I order my medic to heal someone from menu: 6-1... (it's usually heal the most wonded friendly and not always in my squad, but friendly) and this order ordered him to heal a wounded ENEMY!
It's strange... When I found this, I thought it's a OA bug.
(I have to recheck the mission file, because I created the basic things in the first four missions in the early press release of OA.)
Thank you for bug reports and very usefull advice to the costum scenes!
EDIT:
I checked the mission.sqm and all BTR are in side east. I dont know what happened...
This is the trigger in the village what never triggered in your game. Its an opfor not presented, but in the condition: this or (( {not (captive _x) and (alive _x)} count villagedefs) < 2)
Is it possible, the defenders fleed and never killed, because they are far. I will substract in the count, who are far. I inserted into the count section - after the (alive _x) - this: (_x distance spawn < 150)
Spawn is a gamelogic in the middle of the village.
EDIT2: SaOK, thanks for your advices. I did a lot of minor changes...
1st mission: I fixed the village trigger and it works fine! And i add a little scene in the hamlets and only a small group guard (moving), but when the player is near, the others (hidden) start to move too.
2nd mission: I added a little small new scene when you are arrived the termic, you have to check the hangars... And the airports guards are much active now...
(the BTR was on enemy side when i tested...)
3rd mission: There was a trigger, if the all six tanks are destroyed... start the second part of the mission. But sometimes, he last tanks (errr... shilka) runaway like a chicken... So I added an alternate trigger to solve it.
And I'll add more scenery to the checkpoint soon.
5th mission: I did a lot of small changes to improve this mission. This is a very complicated mission and very much spot where could be bugs or showstoppers. Fortunately my friends didn't find showstoppers, but there are part, what didn't happened pertfecly.. so I tried fix these.