Freedom Fighters COOP 15 - Printable Version +- Comrades in Arms Discussion Board (http://forum.ciahome.net) +-- Forum: Comrades in Arms Life (http://forum.ciahome.net/forumdisplay.php?fid=3) +--- Forum: Mission Releases (http://forum.ciahome.net/forumdisplay.php?fid=9) +--- Thread: Freedom Fighters COOP 15 (/showthread.php?tid=2939) |
Freedom Fighters COOP 15 - alias - 03-21-2015 This is episode 12. Brief Elements of the newly formed NAR forces called Freedom Fighters have to rescue a NATO SF squad and escape. Features Mission type: Infiltration, Convoy, fire from vehicles Terrain: Afgan Village Required: @CUP, @FATA, @ASDg_JR, @CAF Download: a zip file containing following episodes: 7, 8, 9, 10, 11, 12. All tested fully or partially on dedicated. http://game-comics.com/missions-arma3/ep7-12_ALIAS.zip Re: Freedom Fighters COOP 15 - Variable - 03-22-2015 Why partially tested? Re: Freedom Fighters COOP 15 - alias - 03-23-2015 We died too early Freedom Fighters COOP 15 - Variable - 03-23-2015 Have you fully tested it on a dedicated environment as per Outlawz' guide? Coop nights are not a test bed. Re: Freedom Fighters COOP 15 - Varanon - 03-23-2015 Add cheats to your mission, or test the framework before adding enemies, that will ensure that the mission works at least in principle Re: Freedom Fighters COOP 15 - alias - 03-23-2015 Yup, thanks Varanon, i did those kind of tests Re: Freedom Fighters COOP 15 - Alwarren - 05-08-2015 After playing this mission, I have to say I liked it for the firefights and the rather nerve-wrecking drive to extraction. I would, however, generally recommend to cut back on the special effects and the like in your missions, Alias. It feels like there is (at least for my taste) a bit too much spectacle in them, too many flares, too many earthquakes, etc. For example, I liked that mission of yours (Can't remember the name) were we had to kill the convoy and bug out, but I thought that the meteoroids were just too much, and that is how I generally feel about these special FX. Hundreds of flares falling from the sky, it just feels overloaded. Don't get me wrong, I am not saying the missions are bad, they aren't, and I really enjoyed them. I just would cut down on the spectacle, that's all. Re: Freedom Fighters COOP 15 - alias - 05-08-2015 Copy that AL, thank you for feed-back . I'll rework this mission. Re: Freedom Fighters COOP 15 - alias - 05-08-2015 This is the loadout script i used for BLUFOR units. For some strange reason removes medikit from medic and toolkit from engineer. Can you tell why? Cuz i can't Thank you! { if ((side _x == west) and (!loadp) and (local _x)) then { _isHandled = _x getVariable "loadout"; if (isNil "_isHandled") then { removeAllItems _x; _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; removeHeadgear _x; removeGoggles _x; _x addHeadgear "H_PilotHelmetFighter_B"; _x linkItem "ItemGPS"; _x setVariable ["loadout", 1, true]; }; }; } foreach allunits; Re: Freedom Fighters COOP 15 - Varanon - 05-08-2015 removeAllItems _x; Sure way of removing, well, all items, like medikits, toolkits and FAKs Re: Freedom Fighters COOP 15 - alias - 05-08-2015 Thanks Varanon. Makes perfect sense. In my head items were only the watch, compass, gps... Works fine now. Re: Freedom Fighters COOP 15 - Varanon - 05-08-2015 The command you're looking for, then, is removeAllAssignedItems |