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Full Version: Campaign CO@12: Island Thunder 2 (Operation Powderburn)
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thanks for all the feedback! lots of updates made and lots more to make.
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.
Thanks Misha - makes it all worthwhile when I get positive feedback. Smile
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.
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.
Updated!
Please provide a one line description for each mission when you upload a new one. It's for the mission list.
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.
(03-25-2016, 02:16 PM)Lightspeed link Wrote: [ -> ]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.
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.
will do!
Mission 5 uploaded.
Just completed mission 5.

Suggestions:
  • [size=1em]The buildings can really, really, use guards. There's a way to make them stay put, they left the pilots and moved on to engage us. The buildings were completely empty except for the pilots. There were some guys in buildings, which is great, but not the ones with the pilots. It will also boost the challenge since these guys are no match in the dark for NVG equipped specops in the open...[/size]
  • [size=1em]Lose the PIP sights for the RHS rifles, they are affecting client performance.[/size]
  • [size=1em]The boats can be used, and it would add to the mission. Suggest to put them a bit more into the water so they won't get stuck on land.[/size]
  • [size=1em]Two error messages were displayed on mission selection, one about a scope on an LMG, the other was probably RHS related (nothing you can do about that). We had to select the mission twice to make it work, on the first attempt we were thrown out to the mission selection screen.[/size]
Nice mission, was hoping for enemy re-enforcements at the end Smile 
(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!
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.
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?
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