That's great news. Thanks for fixing that.
That's great news. Thanks for fixing that.
Do you like music?
Originally Posted by walker
Took out myself and two other squad mates bouncing a grenade off a wall.
Originally Posted by CarlGustaffa
Bah, I've done that since OFP I can't hit a barn when I'm trying to. But with nades, I can hit a barn when I'm not trying to
Just finished this campaign, great work AZCoder: nice cutscens and good music. Very good missions, maybe sometimes to short . Great story.
1 bug? In mission Turbulence before task Reinforce Usmc position there is no text massage wenn we hear radio massage.
1 suggestion for Infiltrator-add small patrols 3-4 men to all AA sites, becose now AA batterys dont have any protection only gunner in AAgun
Yes indeed, great campaign, I'd give it an oscar if it were a movie
If you still want to tweak a few things, I'd suggest to empty the vehicles you give to the player. It is quite annoying to empty out all the useless handgrenades (read nettrucker's signature quote^^), wrong magazines, Mk16 etc. so that you can put other stuff in it instead of throwing it behind the vehicle on the ground because it is full already *sigh*. And also I suggest to put all of the weapons (including the optional ones from RDF, RH etc.) in the briefing screen "ammo stash" (enough of each to equip every team member with the same one if the player likes to), so that people can take all the time they want to choose their favorite loadout and still don't lose time in the mission. At the moment there is not enough cool stuff in it (somehow I hate the BIS SCARs), and the RK 95 SD has no ammo (the RK mags don't work, RK SD mags are missing).
And yes, Infiltrator is too easy, you can just drive around unarmed and put a satchel under the igla guys, no danger at all. At least some defense would be suitable.
In Turbulence, the mission didn't end, I cleared out all enemies in and around the tower compound and also went up the tower, but I had to give up eventually and type ENDMISSION. Or do I have to clear the whole town? Maybe you could check the trigger again.
@tom3kb - thanks for spotting the missing text for the radio message. What happened is that I was using kbTell which displays it on the screen automatically, but I switched to playSound because I can't hear what anyone says over the radio with kbTell in any mission, including those from BIS. I just now added sideChat for those lines.
@All - Infiltrator was fixed the other day. The main problem is that I had set East friendly to West, when I meant to set them friendly to CIV. Thus they don't shoot at you. Horrible bug I know. There were several additions to that mission as well.
@Brainbug - I cannot include RH weapons in the briefing because there is no mechanism to verify optional addons in Description.ext, and I don't want to make it required to play. In fact, that is the only reason I put crates into the missions.
I *will* look into missing ammo and get back to you on that. I put a limited number of rifles because I felt it was better to diversify, but the more I think of it, might as well let the player choose to diversify or not, so I will make sure to put 5 of each type in there. I will also see what other weapons can be added to Description.ext (aka the briefing).
On Turbulence, I think you are referring to Clear the Plaza? There are only 3 buildings in the plaza to clear, however there is a building in the courtyard west of it, it's possible a Taki was hiding in there (I assume you cleared the 3 obvious buildings ). I am shrinking the trigger to not overlap the next courtyard, going from ellipse to rectangle. This is not the final objective, btw.
Also, as far as equipping from crates at the start of a mission, I think the main issue was with mission 6 and that was fixed as I noted previously. You can spend hours picking out gear now. There is only one mission where the action intentionally starts right away (the final mission), and it was not like that originally. After playing the first objective 50 times (seriously), it seemed better to let the main force go ahead first while the player "gears up". However, I am going to remove the ammo crates at the start, because for the 2nd half of the mission there are more crates, and you don't really need them for the first objective.
Thanks all for your input. The patch will be released "in days".
2 more things:
In mission Sleet in briefing before you start mission you see 4 red markers Site1-4, wenn you start mission there are hidden and you have to go to gas station for info where you should go(4 sites show on map).
I dont know if you use setmarkersize [0,0] or something like this to hide markers but you should add it to init.sqf/or sqs to hide markers even in briefing before mission.
---------- Post added at 06:51 AM ---------- Previous post was at 06:42 AM ----------
In Turbulance when we have last task Reinforce Usmc Position there is no task position on map (no yellow circle where we should go). First i wanted to go to south part of city where is one of Usmc (attack direction) markers on map but i choose to go south-west to crossroad and there after few shots task was completed and mission ended. Its not a bug but maybe you should add more info where to go.
That's awesome, tom3kb! Thanks for finding it. This is the code I use:
It's in the init, but it was late in the script. I moved it up early and now the markers don't show.Code:"mrkSite1" setMarkerAlpha 0; "mrkSite2" setMarkerAlpha 0; "mrkSite3" setMarkerAlpha 0; "mrkSite4" setMarkerAlpha 0;
Also, Turbulence is bugged. I already fixed it earlier this evening, and I was telling nettrucker to use separate stringtables in each mission. What happened is that I combined all of them into one super stringtable (like how BIS does) and when I changed the last objective in that mission, I never updated the campaign version, so it's all wrong in the release, but fixed in the upcoming patch.
Well we have super lightning storm, so I'm shutting down the pc
Just an update, I am still working on patch 2.01. I have already made a number of changes and fixes, and found a few others to implement. Some of the changes already made include more variation in how it can end based on player timing and actions, new voice overs, many more weapons added to the briefing and ammo boxes (including optional BAF and ACR weapons), an extended C130 sequence for mission 8 that requires the player to initiate the jump with light and sound added, and much more. I expect to release this by the end of the week.
I am happy to announce the first (and hopefully only) patch for Gambit FDF v2.01. I have updated the first post on page 1 with the new link, the change log, and a video that contains some campaign highlights. Thanks everyone for your help and support!
gonna check it out this evening when I'm home.
Thanks for the new version.
I like it much better with the more extensive weapon selection now, thx! And Frostbite works fine now, although the writhe-in-the-snow injury animation on the enemies is a little annoying (intentional?). Gratitude has a little hiccup though (didn't notice it the first playthrough because I took the chopper, "suicidal" sounded too tempting^^): The russians at the border are hostile towards me, which doesn't make sense in a gameplay perspective, instead of a cheering "привет!", I was greeted with lead. I saw your trick to have the FDF shoot at me and at the same time not start fights at the border, but maybe you should do it the other way around: set independent friendly to bluefor and then subordinate all the russian forces to a 0% bluefor squad leader, except the player. And when you are at it, maybe make a small gate in the border fortifications, Mr Uber-Speznaz really doesn't like to get wet in these freezing conditions^^