Campaign CO@12: Island Thunder 2 (Operation Powderburn) - 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: Campaign CO@12: Island Thunder 2 (Operation Powderburn) (/showthread.php?tid=3314) |
Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-18-2016 thanks for all the feedback! lots of updates made and lots more to make. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Misha - 03-18-2016 Lemme add, awesome missions! Really liked the atmosphere and the setting and then there's something I can't define, but there is something different about these missions that I like very much. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-18-2016 Thanks Misha - makes it all worthwhile when I get positive feedback. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-20-2016 No missions from me this week, im making updates to the core template and general mission updates. Should have 1 or 2 ready next weekend. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-25-2016 4 missions updated and reattached today - having pc issue at the moment so can't pack them into a .rar. should have 2 more ready for your Sunday mission session this week. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Variable - 03-25-2016 Updated! Please provide a one line description for each mission when you upload a new one. It's for the mission list. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-25-2016 Ok. 1. Viper One must seize cargo drops containing suspected contraband. 2. Viper One must raid a remote airfield used by cartel. 3. Viper One must seize a cocaine shipment and destroy a fishing trawler. 4. Viper One is tasked with a search and rescue for downed chopper. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Variable - 03-25-2016 (03-25-2016, 02:16 PM)Lightspeed link Wrote: Ok.Thanks! You can keep this on the OP so it won't get lost inside the thread. I'll update the list with each new entry you add. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-25-2016 will do! Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Variable - 03-27-2016 Mission 5 uploaded. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Variable - 03-27-2016 Just completed mission 5. Suggestions:
Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Brad - 03-27-2016 Nice mission, was hoping for enemy re-enforcements at the end  Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Alwarren - 03-27-2016 (03-27-2016, 09:35 PM)Variable link Wrote: [size=1em]about a scope on an LMG[/size] Note that this isn't about a scope as in a magnifying optic, it was Error creating rhs_XXX with scope=private This USUALLY means that an update of RHS has deprecated the item and moved it into private scope so you cannot access it. Also, please don't use the PIP/3D scopes. They are very much unusable. Enjoyed the mission, well done! Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Lightspeed - 03-28-2016 Thanks for the feedback. Bloody annoying that these AI won't stay in the buildings, they all had Guard waypoints. I will fix up the scopes. And you want to use the boats, so I will fix that too. Maybe I need some militia with nvg? Looks like if I add - unit forcespeed 0; it will prevent the AI from leaving their posts. Re: Campaign CO@12: Island Thunder 2 (Operation Powderburn) - Stagwine - 03-28-2016 Lightspeed, check Variables post earlier in this theead regarding GUARD waypoints. Do not use them if you want AI to stay still. That's not what it is for. Simply use HOLD waypoints if you want AI to remain relatively still. I think AT had also PCML which is vanilla A3 but otherwise loadout was better this time. I wasn't sure what was purpose of demolition specialist but maybe we just weren't imaginative enough. A bit of Comp-C in backpack for just in case is comforting so I'm not complaining. Enemy count was ok. Just put limited number of guards closer to pilots as mentioned above and its fine. I like the fact that for once we aren't engaging entire motor rifle brigade. Idea? Player is casually strolling back to extraction with pilots in tow. What if enemy has found boats? (or tracks in sand) and surprise awaits in the end? |