Co-14 Extreme Measures - 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: Co-14 Extreme Measures (/showthread.php?tid=2999) Pages:
1
2
|
Re: Co-14 Extreme Measures - Alwarren - 05-17-2015 (05-17-2015, 11:54 AM)Watchmen link Wrote:Is it? sorry but it seems to work for me. What is the proper code then {_x setSpeaker "NoVoice";} forEach playableUnits; I wouldn't set it for all units, since being able to hear the AI should out orders is a way to detect their presence. Re: Co-14 Extreme Measures - SPhoenix - 05-17-2015 What is the added benefit? I'm not sure I'm onboard. Re: Co-14 Extreme Measures - Outlawz7 - 05-17-2015 People disliking "X get back to formation" prompts or playable AI reporting stuff that players can't see. Re: Co-14 Extreme Measures - SPhoenix - 05-17-2015 Thanks Outlawz! I don't think I'll be implementing that. Re: Co-14 Extreme Measures - Watchmen - 05-17-2015 I just had a quick go with the mission, it was quite nice though there really is alot of walking for players. Maybe thats why they requested vehicles in your initial 6 player version. My only suggestion is just reduce the walking distances a tad bit because you have quite alot of objectives and walking to each one is very far away. I see you put alot of detail into the loadouts for each individual solider, perhaps a grenadier class would not go amiss? Re: Co-14 Extreme Measures - SPhoenix - 05-17-2015 I will respond after tonight just in case we play it, don't want to spoil anything but basically the mission is designed in such a way that players find vehicles either at or before their first objective. In case they were a little trigger happy I also have a couple of surprises that they could take advantage of to get a vehicle... Re: Co-14 Extreme Measures - SPhoenix - 05-22-2015 Mission updated, see first post for links. Change notes: Fixed loadout due to unexpected Arma 3 init.sqf behavior. Tweaked mortar rounds. Re: Co-14 Extreme Measures - Variable - 05-22-2015 Uploaded! Thanks SPhoenix. Re: Co-14 Extreme Measures - SPhoenix - 05-29-2015 Following yesterday's playthrough (thank you so much btw!), mission updated, see first post for links. Change notes: Fixed mortar ammo count. Added starting markers. Fixed briefing. Fixed tasks. Re: Co-14 Extreme Measures - SPhoenix - 06-20-2016 Mission updated, see first post for links. Change notes: Updated to 3DEN Editor standards. Updated FHQ Task Tracker. Fixed mortar script. |