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| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
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#16 (permalink) |
![]() Join Date: Jun 2007
Location: Myrtle Beach, SC
Posts: 59
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Re: TvT SDAD mission test.
That was difficult, and it would be good to add NV goggles to the soldiers when they respawn, or at least put them in the ammo boxes. Otherwise it gets a little hairy at night. Fun mission though.
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#17 (permalink) | |||||
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Join Date: Mar 2007
Posts: 212
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Re: TvT SDAD mission test.
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For this I need the regular forces on the ground and not in the choppers. Again I know it's restrictive, but we have plenty of other missions you can fly into the objective area. I need the choppers to give the SF the time and freedom to try and sabotage a larger force in an unpredictable fashion. Quote:
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#18 (permalink) |
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Join Date: Jun 2005
Location: Bloomington, IL
Age: 26
Posts: 1,146
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Re: TvT SDAD mission test.
Hey Taxi, we played one round of it today! This version is definitely another strong foot forward!
Things I noticed -Both times, I chose Day - Noon for weather, and it become nighttime. (No NVG's in box, even though we could choose them from the briefing screen for the initial loadout) -The capacity/fuel of the American air trans option needs to be increased, and the capacity of the Opfor air trans needs to be decreased. With the Mi-17, they can quickly transport the entire team, bypassing any ambushes (which they did). The BluFor chopper could carry only 1 passenger at a time, and had very little fuel to start. -It still says the opposite team wins ![]() I am still loving the mission concept, and feel it will be a fantastic mission soon! Thanks, and keep up the good work.
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#19 (permalink) | |||||
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Join Date: Mar 2007
Posts: 212
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Re: TvT SDAD mission test.
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EDIT: I searched a bit atm I see two ways of doing it: 1 Make a custom crate which include NVG's 2 Make all players spawn with NVG's AND make people respawn with the load out they spawned with. My preference atm is the 2nd option. EDIT2: added nvgoggles to the crates still working on 2nd option. Quote:
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EDIT3: Not sure what you mean here, I've tried this with both a Blufor and an Opfor win. If Blufor wins it says Opfor is defeated and vice versa, looks ok to me? Quote:
Oh BTW, would a non-respawn version with spectator script be appreciated, or would people need to wait too long? Last edited by Taxi; 08-06-2007 at 02:13 PM. |
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#20 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,251
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Re: TvT SDAD mission test.
Taxi,
I'm sorry I haven't been engaged in helping you much with this mission. I haven't had a chance to play it yet, but it sounds great so far. One suggestion, which I have reluctantly adopted for my TvT mission is to set the RACS to friendly to opfor (same dialog to set mission name in the editor) and then give the opfor the MH6_RACS edition. I'm not sure this "fits" perfectly with what you are accomplishing, but this will allow you to provide similar vehicles to both sides and makes balancing MUCH easier in TvT.
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#21 (permalink) | |
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Join Date: Mar 2007
Posts: 212
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Re: TvT SDAD mission test.
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EDIT: Ok added RACS MH6 and an Opfor pilot. BTW, perhaps it's more appropriate by now to move this over to the missions forum, not sure? Last edited by Taxi; 08-06-2007 at 02:14 PM. |
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#22 (permalink) |
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Join Date: Mar 2007
Posts: 212
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Re: TvT SDAD mission test.
Ok got respawns with original weapon loadout working now. Next version should be done shortly and will include the following changes:
-All infantry spawns with NVG's -All infantry respawns with original weapon load outs (wonder why BI didn't do this anyway) -Blufor now uses MH6 -Opfor now user RACS MH6 (thanks Shiner) -Opfor MH6 and SF placed further away from main force -Slight increase in fuel for the MH6 -Choosing of time and weather "should" work now. |
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#24 (permalink) |
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Join Date: Jun 2005
Location: Bloomington, IL
Age: 26
Posts: 1,146
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Re: TvT SDAD mission test.
Hey there Taxi. Yeah, we played it Saturday afternoon. Went well, only problem was Opfor's vehicles weren't respawning. Their chopper had to bit hit with AT several times before it was finally "dead", and respawned. This is probably just a game bug though. Other than that, it was fantastic!
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#25 (permalink) | |
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Join Date: Mar 2007
Posts: 212
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Re: TvT SDAD mission test.
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Cool, did the mission end triggers work correctly (at least conditionselection works now)? Looking forward to AAR's about yesterdays event. |
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#26 (permalink) |
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Join Date: Jun 2005
Location: Bloomington, IL
Age: 26
Posts: 1,146
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Re: TvT SDAD mission test.
It'd be great if you could have the chopper respawn just once, with the full load of fuel. The vehicles not respawning on Opfor side forced an early conclusion to the battle, as they were stuck back at their base. But yes, the end script did work.
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#27 (permalink) |
![]() Join Date: Jun 2007
Location: Myrtle Beach, SC
Posts: 59
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Re: TvT SDAD mission test.
Respawning just once is cool, but maybe providing a means by which to refuel them would also be helpful. It wouldn't take away from the realism factor especially considering it is based out of an airfield.
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#28 (permalink) | ||
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Join Date: Mar 2007
Posts: 212
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Re: TvT SDAD mission test.
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Were the normal opfor vehicles destroyed or abandoned/damaged? I think the script just makes destroyed vehicles respawn, not abandoned/damaged ones. Quote:
EDIT: I might replace the blufor MH6 with a RACS one as well. That would mean that both sides chopper will not respawn, so simply be careful with your assets. Last edited by Taxi; 08-20-2007 at 03:11 PM. |
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#29 (permalink) |
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Join Date: Jun 2005
Location: Bloomington, IL
Age: 26
Posts: 1,146
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Re: TvT SDAD mission test.
Anyone who played Opfor Saturday want to comment on the vehicles? I was on BluFor, and our side worked perfectly with the vehicles.
Yes, please leave the limited fuel on the first run, maybe even start the Specops/chopper at a separate location. I love the possible ambush angle.
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#30 (permalink) | |
![]() Join Date: Jun 2007
Location: Myrtle Beach, SC
Posts: 59
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Re: TvT SDAD mission test.
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