Just a quick one, we've been using these missions for a while and wanted to say thanks, consistently the right level for us. Really enjoy them, so thanks!
Sorry for the thread necromancy, we recently played "Scratch Pad" and were unable to complete the mission. I took the liberty to unpack it and verify that we indeed had all the targets taken out for the "Destroy AA" task, but it still didn't tick. I don't know why that was the case, my only theory is that since some of the targets (most notably the truck-mounted guns) are attachTo'ed, they might not receive enough damage with a single satchel charge.
Loved that mission otherwise. Very good atmosphere. Thanks for sharing it.
I didn't know about this mission pack, 117 missions WOW. Thx Alwarren for necromancy . I will download ASAP.
Thanks for the feedback. The pack is in need of overhaul to take into account changes made with Operation Arrowhead that have influence on a Combined Operations set up. One of the unfortunate results of apparent lack of regression testing by BIS is the fact that the inheritance structure of boats is affected which results in the CRRC not able to store magazines. This makes the spare ammunition in the boats in this particular mission not available to apply the second rule of universal problem solving (*1* any problem in the world can be removed using explosives *2* if use of explosives did not make the problem go away, add more). In case the objective does not tick off it might be that indeed the truck is destroyed, but not the machinegun or AA launcher. In that case putting a magazine or two into the attached static weapon might do the trick.
The 117 includes duplicates, as the pack was intended for use with the addons I made right after release of A2. There were near identical default versions added for use with vanilla A2.
At some point in the future an update will be released as the missions are slowly reworked to incorporate lessons learned in the intervening years (eg bullet proof briefings that do not result into duplication of briefings for players on respawn) and to counter the effects of changes in AI (making helicopter extractions more dependable as assignAsCargo statements at some point were no longer sufficient to make AI mount up, but absolutely required an orderGetIn statement to make them actually board the chopper).