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Thread: Co06 Clear The Way

  1. #11
    Bravo on your mission, very well done and very enjoyable.

    Keep em coming.
    It’s almost D&D - someone creating a scenario for their friends to play. Only WAR, not elves.

  2. #12
    Excellent, very replayable scenario, rated it "Very Good" on Armaholic. I've only played it in SP so far and cannot figure out why my M136 will not work against either T-72s or the BMP. Do I need to take something else for AT?

  3. #13
    At least in vanilla, you're supposed to use the mortars to destroy the roadblocks with the T-72s and then a good M136 shot on the BRDM will usually take care of it (you don't have to destroy it but rather just kill the crew). T-72s take at least 2 shots to disable and 3 to destroy most of the time (but again you only need to kill the crew to finish the mission).

    In ACE, it changes with versions, so nothing I can really do about that. If there is enough demand I might make an ACE version once the ACE dust settles (so that I will know what can and can't destroy which armored vehicles and balance accordingly).

  4. #14
    hey galzohar,

    is this mission mp only?

  5. #15
    It should work in SP as well as far as I can remember.

  6. #16
    Good missions die slow! Still one of my group's favourite missions in fact. However there is one main issue in 1.23 I hope could be adressed: Some script or script call in the mission redefines the value of 'nil', thus breaking other stuff in for example CBA and ACE.

    Edit: Appears it was just about every single script call in mission.sqm that was done wrong. Until a new version is released the fixed mission.sqf can be found here: http://www.gamefront.com/files/20131..._fixed-SQM.rar
    Last edited by Inkompetent; Mar 16 2011 at 12:09.

  7. #17
    Hmm, main reason I haven't bothered keeping this mission up to date (and fixing the nil bug which can be found in very very old missions of mine) is because lots of stuff seem to break the BIS arty stuff making it not work as intended for this mission. Feel free to use the fix, though - As said all you need is to replace all nil= with something like hNil= or whatever.

  8. #18
    nice little mission, though shame you don't want to fix the Nil issue

    Would have been nice to have params option with regards the grass being turned off, no grass reminds me of OFP

  9. #19
    Can you guys confirm that neither Zeus AI nor ACE break the artillery part of the mission? If the artillery works as intended I'll fix the rest of the stuff. But if there are still problems with the artillery when used with Zeus AI and/or ACE then that is something I can't fix, so even fixing the other issues won't make this mission what it was supposed to be

  10. #20
    Have mostly played the mission in ordinary ArmA2 since most of my friends don't have A2CO, and thus I've mostly tested it with ACE 1.3, but with that it works like a charm. Just tried it quickly in A2CO with newest ACE release, and it works there as well.

    I don't use ZeusAI though, so can't say how it works with that.

    How is the arty intended to work though? Ordinary arty module barrage with some dispersion, or something special on top of that?

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