class Intro- alternatively, change the type of unit the "Player" is
{
addOns[]=
{
"EditorUpdate102"
};
hotel sideChat "COMANDO HOTEL A PAPA OSO. ME OYEN... PAPA OSO, ESTAMOS SIENDO FUERTEMENTE ATACADOS POR LOS DE LA FTR. REPITO LOS DE LA FTR NOS ATACAN LA BASE DE EVERON."hotel sideChat localize "STR_M10_DIALOG_1"STR_M10_DIALOG_1, "HOTEL COMMAND TO PAPA BEAR. DO YOU HEAR ME... PAPA BEAR, WE ARE UNDER HEAVY ATTACK BY THE FTR. I REPEAT THE FTR ARE ATTACKING OUR EVERON BASE." , "COMANDO HOTEL A PAPA OSO. ME OYEN... PAPA OSO, ESTAMOS SIENDO FUERTEMENTE ATACADOS POR LOS DE LA FTR. REPITO LOS DE LA FTR NOS ATACAN LA BASE DE EVERON."STR_M10_INTRO_1, "Halt! Out of the trucks. Now!" , "¡Alto!... Bajansen de los camiones. ¡Ahora!"
STR_M10_TEXT, "Capt. Miren... There are the bad guys. Attack!" , "Cap: Miren... Son esos malditos. ¡Ataquen!"titletext [ localize "STR_M10_INTRO_1" , "plain down"]class CfgIdentities
{
class Omar
{
...
};
class Diaz
{
...
};
class Diego
{
...
};
class Ramirez
{
...
};
}; <---
leader palyer sideChat localize ""STR_Rad05""
STR_V03, "General. We have captured the American trucks, as you commanded. \n Returning to base."
STRM_10b, "Fuel depot, La Pessagne"
titlecut ["MISION CUMPLIDA" , "BLACK OUT" , 7]
squad Yankee should have a plain, Russian-camo T80. At the moment it is a T80 (Resistance) with a green stripe.
but i would add the to an outro(win)
i still don't understand the message at the beggining in wich you say "HOTEL NO RESPONDE, HEMOS PERDIDO UNA BASE EN EVERON.",
i´m still waiting for those reinforcements i told you before.
gran trabajo
ofp_f3d3
The resistance has taken NATO fuel trucks and it's our duty to bring them back without a scratch
The bloody guerrilla were not happy with the destruction that we delivered to one of their encampments yesterday. So they ambushed a NATO fuel truck convoy and stole the trucks to slow our offensive. Without fuel, our equipment is useless so we're initiating a plan to retake them. But what they don't know is that we're using T55's that we've captured from them in previous engagements to attack them with.<BR><BR>Leaving the issue, the command relieved we contacted the base, you could hear quiet and happy, and hopefully make things safe.
Yesterday Three truckloads of fuel were shipped from La Pessagne to Chapoi.
The guerrillas were smart and knew that they were to fill our tanks, so they decided to take them and kill the drivers. We need those fuel trucks to supply the helicopters and tanks and it's now our duty to bring them back without a scratch. The objective of this mission is to rescue the fuel trucks from La Riviere from the rebels that are guarding them.<BR><BR>We'll start the mission here next to your command.
Take control of <a href="marker:town3"> La Riviere </a>
Make sure the fuel trucks suffer no damage.
Good Work. The fuel trucks are safe and we have control of La Riviere.
STR_Rad03, "ALPHA ONE TO PAPA BEAR. THE ENEMY HAS BEEN CLEARED OUT OF LA RIVIERE, AWAITING ORDERS. OVER"Mission
STR_Rad05, "PAPA BEAR THERE'S A PROBLEM, THE FUEL TANKERS ARE DAMAGED. WHAT ARE YOUR ORDERS, OVER"
STR_Rad06, "THERE'S NOT MUCH YOU CAN DO, JUST HELP ANY PEOPLE OUT THAT YOU CAN, OUT
STR_V01, "Capt. Look... There THEY ARE, Attack!"
STR_Ouvo01, "Congratulations Soldier. Thanks to you and your team, the rebels have been kicked out of La Riviere."
STR_Ouvo03, "So you've been promoted to Sergeant. Go to your group."
setUnitPos "UP" unknown operator
I get a strange error message in the beginning:Code: [Select]setUnitPos "UP" unknown operator
Instead of "Yankee" put something like "Rebel Camp" or "Enemy Camp" Why you say that?
I see your are using custom texts.(titleRsc things)
why not use them in displaying objective status? Instead of those old and boring hints.
I'm waiting for your next version.
class mission_title
{
name = "Operation Spark";
duration = 5;
idd = -1;
movingEnable = false;
controls[]={name1};
//sub-class(es)
class name1 : subText
{
text = "Operation";
[b]colorText[/b][] = CL_ORANGE;
x = 0.005; y = 0.4; w = 0.9; h = 0.1;
size = 1;
};
};#define CL_RED {1, 0, 0, 1}
#define CL_DARK_RED {0.6,0,0,1}
#define CL_TRED {1, 0, 0, 0.6}
#define CL_LIGHT_BLUE {0, 1, 0, 1}
#define CL_GREEN {0,1,0,1}
#define CL_DARK_GREEN {0,0.6,0,1}
#define CL_BLUE {0, 0, 1, 1}
#define CL_DARK_BLUE {0,0,0.6,1}
#define CL_LIGHT_BLUE {0.1, 0.1, 0.5, 1}
#define CL_SKY_BLUE {0, 0.3, 0.8, 1}
#define CL_YELLOW {1, 1,0, 1}
#define CL_DARK_YELLOW {0.6,0.6,0,1}
#define CL_BROWN {0.8, 0.5, 0.3, 1}
#define CL_DARK_BROWN {0.6, 0.3, 0.1, 1}
#define CL_CYAN {0, 1, 1, 1}
#define CL_DARK_CYAN {0,0.6,0.6,1}
#define CL_PINK {1, 0, 1, 1}
#define CL_WHITE {1,1,1,1}
#define CL_LIGHT_GREY {0.75,0.75,0.75,1}
#define CL_GREY {0.6,0.6,0.6,1}
#define CL_DARK_GREY {0.5,0.5,0.5,1}
#define CL_BLACK {0,0,0,1}
#define CL_ORANGE {0.95,0.4000,0.03,1}
#define CL_DARK_ORANGE {0.85,0.3,0,1}style = ST_LEFT; style = ST_CENTER;style = ST_CENTER + ST_SHADOWS + ST_HUD;he mission is still blah. By that I mean, you may as well set the player solo against the entire army.
I would keep the resistance near the town. As it is now, they meet the Americans out in the open(beyond the graveyard) and since the Americans have no cover in the open fields, they are slaughtered.
keep in mind that the AI will not respond until enemy are identified. If you have the AI running flat out toward a single waypoint in the city, they may get too busy running to identify targets. Place more waypoints in between.
Put more LAW soldiers in there. Keep the Armor from smashing that damn graveyard because it ruins the medic tent. Or just relocate the tent somewhere.
It may level the playing field if you were to have armor retreat when the other sides armor has been destroyed.
Mission accomplished is spelled with one "S"
The mission is still blahI was tired. I had been testing for a while already. The mission was same as before. The balance was so off that it became a solo mission with me against infantry, and tanks. I don't mind that at all but out in the open is rather difficult to overcome.
Bad weather makes sometimes hard to understand which units are on you side and which ones are not. I think I killed at least two US soldiers while testing the mission, lol
Also you did a good work by placing objects between La Riviere and the inserition point, they add atmosphere and provide good shelter.
he mission became a little harder since the first version, but it still can be done in a few minutes. Maybe you could add secondary objectives? Like counterattacks or make the player drive the trucks back to the base.
I liked the custom resources as well. You could move the "mission accomplished" text to the center of the screen.
version=11;
class Mission
{
addOns[]=
{
"Hunter",
"BIS_WeaponPack",
"bis_resistance",
"EditorUpdate102",
"MM1",
"G36a",
"bas_soarpilots",
"jam_magazines",
"bas_soar185",
"BAS_MAH60",
"lsr_uswp"
};
version=11;
class Mission
{
addOns[]=
{
"Hunter",
"BIS_WeaponPack",
"bis_resistance",
"EditorUpdate102",
"MM1",
"G36a",
"bas_soarpilots",
"jam_magazines",
"bas_soar185",
"BAS_MAH60"
};
This mission has all the fancy trimmings eg. outro, intro, overview, briefing. But the radio dialect doesnt feel like military orders. overall I got the message and understood the orders
entendido las órdenes
My problem was the blackhawk mini-gun movement is restricted to less than 180 degrees and the pilot did not manuever enough for (me) the gunner to be able to return fire upon those PK gunners that killed me. I thought it may have been pilot error so I made several attempts and the same thing happened over and over
1. You could try giving the pilots flight-path a wider birth, with more altitude so the gunner can target more area.
- You are not a grenadier but you are a law launcher
Well, nothing offense here.
You translator seemed to have some sense of humour.
Got a LOL after reading your changeLog and after I saw this line :
If there's some grammar error, please let me know.