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Co-14 Extreme Measures - Printable Version

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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 Wink 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.