Variable 322 Posted June 14, 2012 I don't think it should be that way. It should be possible to end the mission even with only one guy alive. I'll check this. I guess I can remove the "Toggle Stealth" option, it had a lot of people confused. I just hated it when playing with AI (well not this mission, since IIRC AI is disabled) that everybody is yelling at the top of their lungs when they are supposed to be stealthy :) I think there's a misunderstanding here, domokun thinks that the "set stealth" action has relevance to how the mission logic works, and had affect over the fact that it ended for him and his friends after only one of them died. I think he misses the point that the "set stealth" option affects only the voice of the leader, and that's it. Share this post Link to post Share on other sites
Alwarren 2767 Posted June 14, 2012 Thanks because we really liked the mission idea and the first 500M ;) Hehe thanks. Actually, the mission is a tie-in to a campaign I was/am working on, the Operation Pandora that is mentioned in the briefing. It was supposed to be a two-parter, with part one being mostly finished minus the cutscenes (which really caused me to not work too much on it). It's even four-player coop or single player. I might release it at one point, but the cutscenes and voiceovers are somewhat of a hurdle. I don't know whether it is a mod that we're running or whether it's one of the recent betas, but for us, all the AI were whispering once I'd set their Combat Stance to Stealth (IIRC it's 7 then 1) It's the 1.60 patch I think that introduced this. Sadly, it only works for AI. Players will retain their status and still shout I think that's a shame. If he gets shot accidentally then that's the player's fault. In fact the risk of shooting would only increase the tension and excitement. Maybe the briefing could include a photo of him and/or a description (middle-aged, often wears overalls as he enjoys brewing schnapps). What would be even better would be the ability for him to call reinforcements and/or flee, e.g. if the situation looks bad (X of his men killed in Y mins) he calls for help but if the help does not arrive soon (within Z mins), he mounts in a car with a couple of his best bodyguards and heads for the safety of a major city, port or airport I'll think about that, sounds like an idea. "Secure Area" is always a bit of a hassle, the trigger either fires too early or it never fires because some AI dork is still trying to clip through a house and you never find him :D That's good to know. Perhaps hint at this in the briefing, i.e. If you fail to locate the suspect, do not stay long as the locals are fiercely loyal and so you risk being quickly overrun and/or collateral damage. Instead head for your EP and get your men out safely. I think there was a radio message when the guy gets shot, and HQ says to proceed to evac anyway. Also there's another aspect, there aren't enough civilians. I don't know if it's difficult within the editor or a limiation of the RV engine, but I find that it's an aspect that's considerably underestimated. After all, in every conflict there are civilians. Lots of civilians. The injury or death of civilians can be the difference between failure, bitter-sweet success and complete success. I might have forgotten ALICE on the map. I'd figure, though, that if there were armed terrorists patrolling my neighborhood, and machine guns in the street, I'd stay at home ;) ---------- Post added at 15:02 ---------- Previous post was at 15:01 ---------- I think there's a misunderstanding here, domokun thinks that the "set stealth" action has relevance to how the mission logic works, and had affect over the fact that it ended for him and his friends after only one of them died.I think he misses the point that the "set stealth" option affects only the voice of the leader, and that's it. Yeah, I really should have mentioned that more clearly in the briefing, or called it differently (like, "Whisper commands"). Share this post Link to post Share on other sites