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New missions


Tinker

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The Journey home begins here.

:hmm: "What am I up to now?" i guess you are thinking? :ph34r:

I see a wide open gap for some simple fun missions here, and should not neglect the fact that I can script. I can manage not a lot of time here, nothing special, but will be enough to satisfy those needs!

What are we going to do?

Cross the maps in reverse order, Inserting on the opposite side of course.

Tonight I have set up mission 10 return. If we can understand we should not of gone in the bar, as the enemy are back in town.

Plain and simple stuff, knock out some adat`s, destroy any armour you find. (If they stop trying to drive up the wall, I`ll path them, but until then, all stationary,) recover some Intel and extract.

Not sure about activating the ogr_quarry kits, or trying EP Coop kits, either way, or leave it as plant C4 only? When WS finalizes his mod, I would insist you use that when playing my missions. Great load-out.

Mission 01: Bridges of time

In production, pls stay tuned.

:D

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Ok, so this wouldn't be like a campaign map, but rather a coop map/mission? Pretty cool. It might take me a video card upgrade though to get my system to run wolf's mod properly. I will keep an eye on this for sure though.

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Ok, so this wouldn't be like a campaign map, but rather a coop map/mission? Pretty cool. It might take me a video card upgrade though to get my system to run wolf's mod properly. I will keep an eye on this for sure though.

This will be for 12 man cooperative play.

Also note, all missions will play fine without WS mod, only recommending it for it`s kits and AI tweaks, etc..but will not be dependant on it.

Not far off done too!

:)

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:whistle:

Please note this is just a beta test!

The journey home

Scripted by Wolfsong and Tinker

Maps and Enviroment by BSR_Vhladd

Mission 01 Beta

Bridges of Time

Cycle: Night

Objective 01: Destroy all Armour

2 x Adat`s

3 x Big Tanks

Can plant charges or use RPG.

Objective 02: Extract

Obj X: Eliminate all resistance (Optional)

NOTES:

1: Enemy are light in numbers and should not be too big a challenge at this early stage. Mainly set to a bored attitude.

2: Underground Nuclear bunker is completely empty of enemy for now, save you looking.

3: Extraction is at center of bridge for now. More to follow.

4: Tanks are stationary for now.

5: I have basically scripted on top of Wolfsong`s random firefight script, and added a few more.

Pls post any issues, comments, suggestions, will be working on this again at the weekend.

[Link removed]

:)

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We get this graw2 missions out the way quick. 9 to go. :unsure: Giving up all my own modding time to make this first mission here, hopefully i can document it. It will be a while before i get to push on to mission 02, after finalizing this. Have some big business in Blood Oil for GR1 to attend to.

These missions are simply something new.

:)

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Mission 01 List of fixes to be added tomorrow:

1: AI not patrolling. Needs the AI graph and cover system re-calculating.

2: Stationary tanks. Need to add a timer to activate script.

3: Objective markers to be placed.

4: Underground bunker to fill with enemy.

5: Extraction to move to far end of bridge.

6: Insertion to move to bridge once player activates trigger zone at start of bridge.

7: Final assault to cross bridge towards you as you proceed.

8: Trial of enemy Helicopter to be tested.

Will include any issues if any posted, thnx.

:)

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There are some texture problems with some of the van and tanker placements on the south side of the bridge and on the bridge itself, also graffiti left behind from some of the map layout changes.

It appears on occasion that some (or all) of a team will spawn outside of the map (particularly along SE edge), and sometimes inside of a static.

All armor destroyed, and text message "1 enemy team remaining" displayed, then "We have a Winner" once all are dealt with, yet match does not end and unable to extract (north side of bridge?).

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There are some texture problems with some of the van and tanker placements on the south side of the bridge and on the bridge itself, also graffiti left behind from some of the map layout changes.

It appears on occasion that some (or all) of a team will spawn outside of the map (particularly along SE edge), and sometimes inside of a static.

All armor destroyed, and text message "1 enemy team remaining" displayed, then "We have a Winner" once all are dealt with, yet match does not end and unable to extract (north side of bridge?).

I noticed the textures. Will look for a fix, or simply remove the items.

Insertion is to be moved to inside the main launch complex.

"1 enemy team remaining" displayed, then "We have a Winner" to be completely removed.

Extraction to be fixed.

Thnx a lot for the feedback, hoping to release a alpha version over the weekend.

:thumbsup:

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Go get 'um Tinker :thumbsup:

____

M02 will be a challenge to re-route...perhaps a "defend" mission to hold the quarry? Re-scripting the US Marines to be useable in this one might come in handy.

Just spotted this. :shifty:

Mission 02 quarry will now be mission 09.

;)

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Am I the only one--couldn't attach c4 to tanks--worked fine on adats though. On the street by the second tank, across from Mercado building, some enemy spawn behind wood/metal fence(by the dumpster where building front looks lighter than surrounding buildings). In little cinderblock building area where you have an adats and some enemy in prone position(just before getting to alt route onto bridge over debris pile), I had 2 enemies half in a cinderblock wall. Mission looks very promising once ai graph gets put in.

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Tanks have been fixed.

All enemy equipped with flashlights.

:thumbsup:

Now you see me:

seeme-01.jpg

Now you don`t:

seeme-02.jpg

Flashlight does not give off much, but it does give off enough to give them away oki.

Have yet to test apache attack trigger.

:ph34r:

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[beta removed, new link at the weekend]

If you have the last version, just drop this in custom_levels folder and yes to overwrite.

Most fixes applied, underground bunker left empty at this stage. If we get this all working fine first, we should be good. Remember this is just a beta, and any feedback is much appreciated.

Spawn should move to start of bridge once you reach that area.

:)

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When i reach the helo and shoot at it

Crash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(-1): cant find member: player_data in type <Unit>

Renderer: threaded

Physics : threaded

Real sry about that :( But that is beta testing for you. :shifty: Not even managed to get onto the bridge myself yet, not tested heli.

Thnx for feedback, will look into this.

:thumbsup:

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You don't have to destroy the tanks in order to complete the mission...I was able to finish the level (and extract) with demo'ing the ADATS and bypassing the M1s'.

The 3 man teams that spawn on the bridge w/the Havok trigger do not respond to fire...they're just sitting ducks, facing north.

Also, it might help to change up some of the badguys loadouts - to include a couple of RPG equipped teams that you can scrounge from, if need be.

No CTDs' or glitches...the cosmetic problems remain. :thumbsup:

(XP-Pro) v1.05 Stock -Return01NewBeta-no other mods.

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When i reach the helo and shoot at it

Crash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(-1): cant find member: player_data in type <Unit>

Renderer: threaded

Physics : threaded

Real sry about that :( But that is beta testing for you. :shifty: Not even managed to get onto the bridge myself yet, not tested heli.

Thnx for feedback, will look into this.

:thumbsup:

It looks like the single shot crash log..if is, it is not a map problems..this is a copy of the single shot crash log:

Crash in application version: 30899.3048

data\lib\units\extensions\inventory.dsf(-1): cant find member: player_data in type <Unit>

Renderer: normal

Physics : threaded

this is the crash log I get since 1.05 came out with any coop maps after dying many times and selecting 'Z' or the key for single shot..

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Thnx a lot for the info.

Alterations to be added:

1: No Extraction until all 5 Armour units down.

2: Zues to be placed around first bridge crossing. (2nd spawn point) (Note: RPG is available in kits)

3: Looking into some brighter street-lights all round for the map.

Problems:

1: Unable to get the AI to move. At least 12 patrols have nice paths to follow, I have added the original AI grid, added more nodes to it and re-calculated it plus the cover points (ctrl+k) (ctrl+f) But nothing is happening here. Really need to fix this, as the mission is pretty boring with them all stationary. I also believe this is the cause of the 3man patrols on bridge not reacting to fire.

2: Rate of fire bug crashing game. Sry out of my hands.

:)

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Still not figured out what is wrong with the AI grid path and so no enemy are patrolling. <_< Anyone can help there, feel free to post.

Mission 02:

Looks like we have a large compound to defend, a bridge to cross, and a compound to clear out.

:thumbsup:

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