AZCoder 921 Posted August 23, 2012 That's awesome, tom3kb! Thanks for finding it. This is the code I use: "mrkSite1" setMarkerAlpha 0; "mrkSite2" setMarkerAlpha 0; "mrkSite3" setMarkerAlpha 0; "mrkSite4" setMarkerAlpha 0; It's in the init, but it was late in the script. I moved it up early and now the markers don't show. Also, Turbulence is bugged. I already fixed it earlier this evening, and I was telling nettrucker to use separate stringtables in each mission. What happened is that I combined all of them into one super stringtable (like how BIS does) and when I changed the last objective in that mission, I never updated the campaign version, so it's all wrong in the release, but fixed in the upcoming patch. Well we have super lightning storm, so I'm shutting down the pc ;) Share this post Link to post Share on other sites
AZCoder 921 Posted August 28, 2012 Just an update, I am still working on patch 2.01. I have already made a number of changes and fixes, and found a few others to implement. Some of the changes already made include more variation in how it can end based on player timing and actions, new voice overs, many more weapons added to the briefing and ammo boxes (including optional BAF and ACR weapons), an extended C130 sequence for mission 8 that requires the player to initiate the jump with light and sound added, and much more. I expect to release this by the end of the week. Share this post Link to post Share on other sites
AZCoder 921 Posted September 3, 2012 I am happy to announce the first (and hopefully only) patch for Gambit FDF v2.01. I have updated the first post on page 1 with the new link, the change log, and a video that contains some campaign highlights. Thanks everyone for your help and support! Share this post Link to post Share on other sites
nettrucker 144 Posted September 3, 2012 HI AZCoder gonna check it out this evening when I'm home. Thanks for the new version. cheers Share this post Link to post Share on other sites
Brainbug 10 Posted September 4, 2012 I like it much better with the more extensive weapon selection now, thx! And Frostbite works fine now, although the writhe-in-the-snow injury animation on the enemies is a little annoying (intentional?). Gratitude has a little hiccup though (didn't notice it the first playthrough because I took the chopper, "suicidal" sounded too tempting^^): The russians at the border are hostile towards me, which doesn't make sense in a gameplay perspective, instead of a cheering "привет!", I was greeted with lead. I saw your trick to have the FDF shoot at me and at the same time not start fights at the border, but maybe you should do it the other way around: set independent friendly to bluefor and then subordinate all the russian forces to a 0% bluefor squad leader, except the player. And when you are at it, maybe make a small gate in the border fortifications, Mr Uber-Speznaz really doesn't like to get wet in these freezing conditions^^ Share this post Link to post Share on other sites
Kommiekat 12 Posted September 5, 2012 Mr Uber-Speznaz really doesn't like to get wet in these freezing conditions^^ ^^^ :) :o :D ;) You idea of a small gate at the border seems like a good idea, but I don't recall seeing a road leading up to that point. Share this post Link to post Share on other sites
AZCoder 921 Posted September 5, 2012 Thanks for the replay. No gates, it's a fortified border because the Russians have this little chunk of land on a small island that's a military base, so no trade goes across and they don't want Finnish saboteurs sneaking over. The border guards have no clue who this guy is running around them. Denmark's a Chernarussian national freelancing for the GRU. Having said that, they really shot at you!? I know they point their rifles at you, which is what I want, but I have never been shot by them. That's just crazy. Maybe you have an addon that modifies AI decision making? :cheers: Share this post Link to post Share on other sites
Brainbug 10 Posted September 5, 2012 Ah ok, then you trust the darkness so that they don't shoot because they can't see you. Indeed, I was running the two addons from here: http://forums.bistudio.com/showthread.php?136304-Tpwc-ai-suppression probably the second one is making them a little more trigger-happy ;) Nevermind, I just shot them, after all I'm technically bluefor, so they don't count as friendly fire. Don't need witnesses anyway Share this post Link to post Share on other sites
AZCoder 921 Posted September 5, 2012 (edited) You see? You're getting into character, that's something he would do ;) Oh yeah, Frostbite is the one mission where the enemy is sync'd to the first aid modules, which means they can heal each other, that's why they writhe in the snow just like any member of the player's team. Edited September 6, 2012 by AZCoder Share this post Link to post Share on other sites
Brainbug 10 Posted September 7, 2012 played it through now completely for the second time. Infiltrator is much better, this time I actually saw the secondary objectives^^ I "found" a Hind, did a half-assed repair on it and did all the secondary and half of the primary obj with it, landed again and blew it up. This time I could also play through Turbulence completely and noticed I had missed quite something the first time. By the way, I think enemies tend to sink into structures (the tower and the other smaller building opposite of it in the yard) so that you can't see them anymore at all, maybe that had hindered me the first time. An AI teammate managed to shoot the last guy here, I never saw him however, just got shot from inside a wall somewhere. The end is also more realistic with the chopper now instead of dying as a hero (or is it triggered by killing denmark as some kind of reward?) I'm just wondering, in the outro, shouldn't that flyby be a ? Or did you try and 4 planes in formation didn't work out properly? Actually, I didn't need a funeral at all because noone under my command died :POverall, great campaign! Not really difficult missions, more like an interactive movie. Share this post Link to post Share on other sites
AZCoder 921 Posted September 8, 2012 No, this F18 is just flying by. I don't know that any are actually based in the Puget Sound, but it was probably visiting McChord AFB on that day. You just can't trust buildings, can you? Eating hapless AI. The ending is based on timing. There are multiple ways it can go down, if you run too long you won't get a chopper, and it won't wait around all day for you to show up. Denmark is just bonus points if you manage to get him. I would be curious to know how many people get him, because I've only done it twice and I have inside information. I am currently working on a standalone "bridge" mission that links one of the plots in this campaign to the next campaign. I expect it to be addon free at this time, and relatively low tech, it will reveal a bit more about what happened after the ChDKZ party cutscene in Gambit Royale. Share this post Link to post Share on other sites
tom3kb 15 Posted September 8, 2012 I dont get Denmark, wenn i was attacking his hideout i have info that he escped. Like in good movie ;) bad guy escaped and we can have 2nd part of movie. Share this post Link to post Share on other sites
Kommiekat 12 Posted September 24, 2012 (edited) Do you have some sort of EasterEgg going in this CAMP of yours? I saw this is a few missions, and a guy like you would not make mistakes like this: You've got a transport truck, the blue one native to OA stuck or placed either on the side of buildings or on the roof top. I'm I right on this? Your signature or something? I can't recall which missions. Edited September 24, 2012 by Kommiekat Share this post Link to post Share on other sites
tom3kb 15 Posted September 24, 2012 I remember that in first Gambit Royale AZCoder add in cutscenes dancing units as easteregg. You can see them for very short time in some cutcenes. Share this post Link to post Share on other sites
AZCoder 921 Posted September 25, 2012 What, like this? That was my previous avatar here on the forum for a long time. I can't take credit, the Silvie module likes to spawn them like that. I don't know why. There is dancing in this version of the campaign as well, but not as much. Check the roof tops in the intro to mission 7. Share this post Link to post Share on other sites
AZCoder 921 Posted January 29, 2013 A brief update. I will be releasing version 2.5 in a week or two. While developing Hoc Est Bellum and Dark Times, I decided to update the missions with some new techniques and functions that I've written recently. The biggest changes: - AI Reactive and Responsive scripts that I developed for HEB were added to certain missions to make the enemy quicker to respond and not stand around like fools when being shot at - An all brand new bonus intro mission set during Operation Desert Storm (1991), it's not terribly long, just some good straight up action - Quesh-Kibrul replaces all of the Takistan maps On the last one, I actually developed the entire campaign with Quesh Kibrul as of last May, but due to a couple weird problems and other reasons, I decided to use Takistan at the last minute. Version 2.5 restores the original QK missions, the original QK storyline, and yeah, I fixed the weird problems. There are many other changes which I will announce at release time. I don't have a Dark Tides thread yet, but I've spent a lot of effort developing the opening cut scenes, and I'm really excited about them. The first two missions are developed and the rest of it will pick up pace. Share this post Link to post Share on other sites
Variable 322 Posted January 29, 2013 Glad you are still improving it! Looking forward to the new version. Share this post Link to post Share on other sites
nettrucker 144 Posted January 29, 2013 Yeah me too. Love your missions mate. Share this post Link to post Share on other sites
h34dup 148 Posted January 30, 2013 I just came across this and have been playing through it, now that I have some time to enjoy other peoples' Campaigns -- absolutely fantastic! Looking forward to the upcoming update and sequel Camp as well. The missions are challenging but not impossible, nor too easy. Love the selection of weapons and the varied perspectives of different soldiers. The intros/outros manage to keep the story clear, and the story is interesting, immersive and so far a lot of fun to experience. Very inspiring! Share this post Link to post Share on other sites
AZCoder 921 Posted February 1, 2013 Thanks, much appreciated guys. @h34dup: I also tossed in some radio sound effects since they worked so well in your campaign, by harvesting some youtube vids :cool: Share this post Link to post Share on other sites
AZCoder 921 Posted February 18, 2013 I have updated the first post with the release of v2.50 of Gambit Royale (the Director's Cut). Please see the change log for details. Here are some notes about the missions: M00 - the new intro mission (set in 1991) is intended to be relatively short, as is the ending itself. Also this mission ties into a comment made in the final mission of the campaign. M02 - the Podagorsk mission uses my AI reactive script developed for Hoc Est Bellum, and I personally find it brutally difficult, but I'm a poor tactician. Let me know if it is too hard to survive, but I know some of you will think it's a walk in the park.... M09 - FDF on Quesh-Kibrul, I recommend to take your time on this, the AI team members can get confused about what path to take and get shot up real bad M10 - careful use of the AC130 can make this mission much easier than otherwise, plus for those who like to explore, there is an abandoned tank that can be acquired from the enemy, but is in no way needed to complete the mission M11 - this is much darker than the Zargabad final mission in v2.00 Enjoy! Share this post Link to post Share on other sites
tom3kb 15 Posted February 18, 2013 Thx for new version :). Share this post Link to post Share on other sites
spotter001 82 Posted February 18, 2013 This campaign is epic! Outstanding work,i didnt play previous versions. Share this post Link to post Share on other sites
Variable 322 Posted February 19, 2013 Great news, I've been looking forward to this update. AZcoder, have you fixed the bug I encounter with the prisoner fleeing in mission 1 (now 2)? Share this post Link to post Share on other sites
AZCoder 921 Posted February 19, 2013 It should be. Normally the pow is in an animation loop, but somehow he broke out of it when you played it. Now he is simulation disabled until you get near him, then he's in the animation, so he should definitely be there. One thing worth noting is that the pow can and will walk through the castle wall, and that is tactically bad if any enemy are around. Thanks everyone! Share this post Link to post Share on other sites