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Training mods mission


RussiaGhost

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1

Do the mission as usual.

Put the enemy, etc. There is only one difference between a company player.

Missions should always be called or t01.mis t07.mis

Mission Proporties toggle off.

Create Player Company.

Name player Company only _Company.

Name Platoon _Platoon

Name team default _Alpha, _Bravo, _Charlie this max actors only 3.

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training.toe change.

Owner = "0"/> This create player control actor.

1 Open you mission and find the line the company a player in your mission.

2 Select all rows Player company and paste in training.toe

<TOEFile>

<VersionNumber>2.000000</VersionNumber>

</Company>

<Company IgorId = "340" ScriptId = "167" Name = "_Company " Allied = "1">

<Platoon IgorId = "341" ScriptId = "168" Name = "_Platoon ">

<Team IgorId = "342" ScriptId = "169" Name = "_Alpha">

<Actor IgorId = "343" ScriptId = "170" Name = "Player" File = "us_soldier_ver1.atr" Kit = "demolitions-02.kit" Pos = "34.65;-10.78;22.95;" Facing = "4.71"/>

</Team>

</Platoon>

</Company>

</TOEFile>

Here is an example of a new training.toe

3 Instead Facing = "4.71" insert Owner = "0" This will enable us players.

<Actor IgorId = "343" ScriptId = "170" Name = "Player" File = "us_soldier_ver1.atr" Kit = "demolitions-02.kit" Pos = "34.65;-10.78;22.95;" Owner = "0"/>

4 Save this file.

Owner = "0" This create and mission file.

Here is the result.

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I've done that before, replaced the standard training missions with upgraded ones but I never released it in a mod. A very good idea, lots of things you could do with that.

Yas.

So for example you can trigger plans to give the player as allies.

Not only convenient that every time it is necessary to change a lot of that.

I probyval so include common mission but all the soldiers of the Allied cause, and they can not switch even if the player killed all the soldiers and the mission is over.

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