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lightspeed_aust

Ghost Recon - Island Thunder campaign

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I have just completed placing AI on mission 3 and it's playing really well.

Also, tested mission 4 for objectives and extractions checks and it is all running perfectly so tomorrow i place AI.

---------- Post added at 12:07 AM ---------- Previous post was at 12:06 AM ----------

can beta testers put their hands up please so I can pm you shortly.

thanx

Lighty.

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:cc:

I can help. Just updated Lingor via SIX updater.

So I don't have to read back what is required for mods?

Edited by pchaxor

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.....

Edited by Andre
revive script usage

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I think GR installation folder is full of immersive wav sounds for ghosts reports.

It should not be too difficult to make them OGG files to add them into your campaign.

already done mate ;)

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Mission 4 running beautifully at present - AI performing well and the remake of the original Swamp Airfield is just groovy.

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soon mate - i want to tidy up a few things and then i will send off the first 4 missions for testing.

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after much screwing around i have finally got mission 5 working properly - little things can cause such big issues in the end but at least its fixed now.

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You might want to try push at least one mission out for testing. That way if you have a fundamental issue in it that you couldn't notice/find, you'll find out about it before you might make additional missions with the same issue.

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yep good idea - i was just going back over a couple of missions to make sure they are looking good to pack up for testing

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You might want to try push at least one mission out for testing.

Yeah man, what he said up there^^^^

You're teasing us with this campainge of yours, it's like watching Porno trailers.:D

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Well be sure to include me in on the testing. I have a dedi I will drop it on.

I am EST but would be cool if we all hopped on one and made a go of it.

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as discussed in origianl thread, for those of you who play SP i am implementing Hybrid High Command which allows you to split groups off and give waypoints on the map and adjust awareness state of the units, then regroup them if you want to. only problem is if the leader dies then you lose control of all the units which were split off - with revive HHC continues to work, however, once leader has run out of revives you have a problem. you could still teamswitch but not have control of the split off units.

so i think for now i will place a trigger in the mission that will end the mission if the leader dies but give him 1 or 2 revives - i figure if you can't get yourself (as leader) through the mission without getting hit then you should have to retry the mission.

yes irl, the squad would go on and complete the mission or extract but you would be dead so you wouldn't know anything about the rest of the mission at least not as a person in the flesh.

thoughts?

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I think a better idea would be to just not use high command. You could automatically assign some default fireteams though (setting colors for units means that it's easier to select them together, forgot the key combination for it though, see assignTeam).

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ok very cool - i got a scripting buddy of mine 'shk' (a scripting guru on the BIS forums) to see if he could assist with some code.

his first attempt = win!!

i have it set now so that you have your HHC working but if the team leader is knocked down 3 times then the mission will end - this is the work around bcoz HHC breaks if the leader is dead - the other units cannot take over command of the team.

i will test whether without HHC but still using revives - if another unit can take over the mission if team leader is dead. if they can, then this may be a better option then using HHC.

getting closer to releasing beta - just want to make sure these basic features run properly.

hate to say it too - but i think i found a better place for mission 1 on the new island in 1.1 - would be easy to transfer mission to this location and keep the original mission 1 for another GR mission.

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Mostly a new leader will be assigned once the leader is dead. If units have ranks then it'll go by rank, if not then by their order in the group. Keep in mind though that if a unit respawns (not sure if reviving counts as respawn in that aspect) and the second in command is of the same rank, then when the unit comes back to life the second in command might keep command.

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it does not appear that a respawn counts as a revive - never realised that but found it in testing today.

ok tested some more for SP -

HHC works perfectly plus you can still switch player, however, if you as Team Leader get 'killed' twice then on the 3rd attempt at revive the mission will end.

this will provide a good challenge for you as Team Leader and a more realistic experience imo.

Edited by Lightspeed_aust

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Our group would be interested in testing MP. we have a small group - 3-6 per session and I have a dedicated server. Please PM me when you are ready for MP testing.

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i will be releasing 1 mission this weekend for testing - prolly tomorrow.

that will allow ppl to beta test things for me and also give a taste of whats to come.

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thx for this first goodie of your project !

runnning with lingor 1.1 (all "official" needed additional mods included) in the first run I got error of missing "Snakes and Adders" -> http://www.armaholic.com/page.php?id=10430

and missing hemp plants (mb_hemp) -> http://www.armaholic.com/page.php?id=4272

after also adding all pbo's from these 2 packages it runs fine now and so I did my first steps, kills and deaths with the Arma-Ghosts :)

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yes sorry - i was just coming back to edit the post - you need mike barts hemp - you wont need snakes n adders next release - they dint work too well (kept getting stuck)

may also ask for croc addon - this will also be removed from future releases.

Edited by Lightspeed_aust

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