@Alex: Cheers man! Thanks for the feedback! I was worried that the mission might be boring for alot of players
@McLupo: Ah phew (noch mahl gut gegangen)I thought it might be addon related, glad its not a compatibility problem with ACE.
@Alex: Cheers man! Thanks for the feedback! I was worried that the mission might be boring for alot of players
@McLupo: Ah phew (noch mahl gut gegangen)I thought it might be addon related, glad its not a compatibility problem with ACE.
I have played the a few times but never completed it cos I get shot! LoL
Got my legs shot out from under me and spent five minuets crawling. Anyhow any chance of getting a medic to respond to wounded team members. Maybe the inclusion of a revive script would extend the game play a little.
I love the mission opening, and the variable game play is great, it would be nice if I could live past the first engagement.
PS. Just as soon as you have this as a Coop I'll run it on my dedi server. hint hint...
Haha Cheers PendragonUK
I will look into making a COOP version at some point.
Btw when your legs get shot out there should be an action button that allows you to bandage your legs up so that you can walk again. I only tested it once ingame but it seemed to work. Anyone else confirm this feature working?
I have noticed that medics/leaders sometimes don't respond to hurt/injured calls. I have been unsure as to how to get them to do it but the likely work around seems to be to put an action on the medics to force them to heal you. I will implement this as an option in v0.92.
A word of advisedon't rambo, stick close to your AI squad mates and if possible stay behind them haha. In the beginning you may have to run for the cover of buildings/walls if the enemy objective sectors are: 11,12,13,14 or15.
I am also currently working on a version of martyrdom using the Fallujah Map v 1.2.
The problem with Fallujah is the low number of enterable buildings but there are still large numbers of buildings with rooftops etc. Still running tests and will have to see how the gameplay goes (Will need more attack squads in this one I reckon).
Just finished Hunted and its great mission, nice effects i like the soundtruck, this mission have great atmosfer, now i will play rest of your missions.
Hey Rejenorst, don't you think A New War deserves some primetime in this thread?
The final cutscene freezes my computer completely in CO, but it's still a blast.
this is INTENSE! hiding behind the tank with enemy machine gun laying fire at my position and the behemoth infront of me fired it's cannon... instantly killing the machine gunner on the 1st floor building by blowing the whole damn floor up! INTENSE!
really engaging mission you have there Rejenorst. Hope your Fallujah version comes soon...
@Verde13: Thanks glad that's working!
@Maturin, can you test this out and let me know if there's any crashes?
http://www.rejenorst.com/projects/TC2M1.Chernarus.rar
All lip files should have been replaced. Also replaced that RPG'er at the end who would duck down and hide.
I will probably change the storyline briefing to take place after the events of my Insurgent missions and make it somewhat of a spinoff mission. The coding is sadly not as efficient as it could have been and is one of my older missions. Anyone wanting to stress test their CPU feel free to test. I will release is officially after changing the briefing etc and some minor touchups.
@tom3kb: Cheers manI hope to make another 2-3 insurgent missions for that storyline but they probably won't be as nice as the first.
@Muhahaha: I love it when that happensIts a rare but golden moment. The tank script is experimental in the line of sight code. it doesn't always work but when it does it's nice.
The problem with Fallujah is that the buildings are mostly all ARMA1 buildings... meaning no dynamic destructionWhich means having tanks will be less fun I'd say. Will experiment around with it and see.
Last edited by Rejenorst; Aug 4 2011 at 16:08.
I would love to see some missions in Chernarus beacuse Hunted was so Great![]()
Will try to get another Chernarus mission happening when I have time
Also on a sidenote: I finally encountered two suicide bombers in my mission. Fortunately for me and my squad mates I was to far away from the blast. Both blasts leveled two small huts, which I think absorbed most of the damage. (AI will place a detpack and detonate it if the AI has satchels.)
May have to finetune that script in terms of proximity but I thought it might be interesting for when friendly AI/player enter buildings with suicide bombers.