-the civis don't start with any map, gps, or other components. so in the initial breifing... the leader was able to see the map (he had the equipment) however the one unit that my friend took didn't have any map equipement so he was unable to see the map.
the player needs at minimum his map on his person to allow the briefing to be effective
I would enjoy having to collect minor equipment from various places at the start of a mission.
do you plan to string a story along 3 or 4 missions?Yes!
The team mate ai's were kind of useless. you defintely need to auto equipe the ai. Once you find the ammo you can only take the civi guns like the 550You're right: I think I'll disable AI in the lobby and suppress the "join" command in the mission.
wp for the airport had the dupelicate wp boxes too...I'll check this... (wp= waypoints?)
the civis don't start with any map, gps, or other components. so in the initial breifing... the leader was able to see the map (he had the equipment) however the one unit that my friend took didn't have any map equipement so he was unable to see the map.I think it's logical for civilians not to have a map, a compass, a gps, a radio in their pockets.
We actually found the enemy quite easy to defeat here. and i personally wouldn't change it unless you were doing this mission as a standalone. from a campaign perspective I don't think you want the first mission to be utterly impossibleI've thought the same about the enemy quite easy to defeat...
east setFriend [civilian,0];
civilian setFriend [east,0];
in the init file, so both sides should be totally enemy to each oyther: east forces do shoot civilians and civil cars, even animals at attack start!Just after fixing the cord, artillery (tank rounds?)began falling on Dimitri's homeYou must have been spotted by the late armored platoon you saw in lopatino...
some dialog was needed between Igor and the wife about Dimitri's deathI don't think i'll had these dialogs at the weapon's cache: I will make Dimitri invulnerable in this mission, he could die in a punitive raid in another mission... ;)
The only bit that is troublesome is the difficult Lopatino assault. I'm not suggesting to lower the difficulty yetI like it like this!! :D
I need to get a few more human players to better coordinate the assaultI've tried it alone, to the end: you've got to choose your weapons wether you need long or close ranges fights...
I think that you should hide the respawn button for airport until the town is cleared. Then add another one for the barn because at one point we got pinned down at the warehouse, where we just would respawn and then die continuously. Then you can hide the barn and show the airport once the town is cleared out.As the respawn points are determined in the revive_init script, the markers used for respawn points are set at the beginning of the mission, I'm not sure I can hide or make them appear later in the mission...
Still dunno why we go back to the barn after the first cut scene. Seems silly why don't we just goto the weapons cache?You're right, the barn point was only made for dialogs, it's not important...
after the briefing we had lost our maps.I still think that it's logical as civilians not to have maps at the beginning, but it's sure that it's not very good for starting the mission...
we really found us battleing all the guys near the warehouse. its like all the guys came in from townIt's because of UPS scripts, once ennemies spotted, they're sharing informations and do flanking manoeuvres to shoot you, i'll let at least one squad without ups in the village.
I think you need to add some sounds/ music I haven't really noted any yetthere is some music in the cutscenes in V1.4, i'm waiting for the final english texts to add voices.
I still think that it's logical as civilians not to have maps at the beginning, but it's sure that it's not very good for starting the mission
Its coming along nicely... I still think its a bit on the hard side.
Still think you should auto move the players after the tank cut scene to the warehouse. Often the tanks are shooting the truck we are driving in.That's why the move to the farm was usefull, it permited to avoid the attack...
I think you should add a repair truck to the town. you should add some dialog about getting some better weapons. Encourage taking the ammo truck it really helpsThere is a russian support group of an ammo, a fuel, a repair truck and an ambulance, and as supporting, they can be anywhere...
Consider stashing some ammo in the warehouseI thought once about moving in the warehouse or Lopatino south a rpg7 ammobox present at the weapon cache, it needs some dialogs about it, but as 2 launchers and 8 rockets seems to be a lot for a civilian, I think it's logical to only have it at the weapon cache, and then manage to get better weapons and ammunitions in Lopatino. Some PSO, PKP MG to pick from dead russians, and the hunting riffle is efficient!!
The airstrike in the last version isn't working properly. The mission never ended properly, you might want to use a trigger that doesn't look for every last manI'll check it... It's very important to have air support at the airport, as the objective gets hard to complete without it! I'll add wrecks at the airport and will make a different ending condition.
When you JIP you're with out your guns.
When you JIP you're with out your guns.
I think Flee wants it that way.
The town cleared comes too quickly there are plenty of guys aroundI didn't want players to search the town for the last enemy unit , thats why there's this message: "We almost have control of Lopatino", when the trigger condition is reached to move to the airport (number of enemies - number of players<5, and it's the same for the end condition of mission at the airport)
I still think you should hide the airport respawn until its time. I'm pretty sure its duable even if you need update norrins array mid game.I will ask norrin how to do it, I don't want to ruin the revive again!
a freeze as we approached the airportsI've experienced the same...
Ref to nonnetwork object 1a750000# 1147256: craterlong.p3d
No alive in 10000
I got hundred of craterlong.p3d, don't know what it is... ???Saw some hints that went blablablaSorry about that, it was for testing a player respawn script that permits to still have air support after dying...
Also we didn't get the airsupport option as we went down the long end of the runwayI enlarged the trigger at the airport to cover more space around. Air support is again restricted to Igor, the leader.
Clear town trigger still coming on too soonI wanted to give leader the choice of leaving town with enemies or stay to clean it; yet only the second option seems to work in MP...