Removed motorized attackers, HSLD all the way. Defenders are now Syndikat.
Reduced the overall distance between caches.
Will need some playthroughs to see if the randomization needs further tweaking.
fa3_a88_cratesistance_Tanoa
- wolfenswan
- Posts: 1209
- Joined: Wed May 25, 2011 4:59 pm
fa3_a88_cratesistance_Tanoa
Folk ARPS Mission Making Template & FAQ
Helpful tools and guides for mission-makers
Our home-brewn scripting guides, snippets and more
My ARMA3 Missions - to download select a branch and pick "Download ZIP".
Helpful tools and guides for mission-makers
Our home-brewn scripting guides, snippets and more
My ARMA3 Missions - to download select a branch and pick "Download ZIP".
Re: fa3_a88_cratesistance_Tanoa
We played this with HALO and everything immediately went a bit crazy when the attackers dropped in on exactly the spot where Syndikat had just teleported.
The mission notes might need some guidance on slotting? The defenders needing to spread between at least 2 crates, and the attackers' body armour, made the 1:1 slotting a pretty one sided affair.
The mission notes might need some guidance on slotting? The defenders needing to spread between at least 2 crates, and the attackers' body armour, made the 1:1 slotting a pretty one sided affair.
Re: fa3_a88_cratesistance_Tanoa
The HELO stuff was an... let's say glitch. The cache settings need some field testing.
What I found strange was that indfor was supposed to teleport vehicles into a green circle, that was situated entirely inside a rainforest hillside. With the jungle decimating mobility, and almost rendering the terrain moot, I think this one needs a rethink of some sort.
What I found strange was that indfor was supposed to teleport vehicles into a green circle, that was situated entirely inside a rainforest hillside. With the jungle decimating mobility, and almost rendering the terrain moot, I think this one needs a rethink of some sort.
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