sic-disaster 311 Posted August 26, 2013 Hey guys, figured I'd let you know that I have made a scenario on Altis, hoping to give new players something to do on the new terrain! It is a combined arms assault featuring APC's, a helicopter, an artillery barrage and several squads of infantry duking it out. It also includes voice-overs done by myself and a friend. I've made it available on Steam Workshop, and you can find it here: Single player version: http://steamcommunity.com/sharedfiles/filedetails/?id=173128889&searchtext= 8-player co-op version: http://steamcommunity.com/sharedfiles/filedetails/?id=173130169 I've got more missions as well, which you can see here: http://steamcommunity.com/profiles/76561197980995502/myworkshopfiles/?appid=107410 Share this post Link to post Share on other sites
ProfTournesol 956 Posted August 26, 2013 That was fast :) DL SP ASAP. Share this post Link to post Share on other sites
Antorugby 2 Posted August 26, 2013 Wow, this is one of the best mission that I have ever played. Just one bug, if I save, when I revert that save the ammunition are not the same of the moment of the save, but less. Share this post Link to post Share on other sites
simon1279 52 Posted August 26, 2013 Thumbs up and thank you very much for release, and also... i love classicals Share this post Link to post Share on other sites
kavoriken 1 Posted August 26, 2013 Just played it. Good fun, a little on the easy side maybe with all those friendlies. The voiceovers are well done, gives it a polished feeling. The mission itself felt kinda basic (classic town sweep), but 6 hours after Altis release i can totally live with it. Good way to introduce you to the feeling that is Altis urban combat. Share this post Link to post Share on other sites
down8 30 Posted August 26, 2013 Nice quick mission. A great way to premiere Altis. Share this post Link to post Share on other sites
zatoichi 10 Posted August 27, 2013 Great first mission for Altis. Thanks a lot! Share this post Link to post Share on other sites
boneboys 0 Posted August 27, 2013 Well done SiC. Downloaded and finished, a little too easy but I believe thats down to the AI (enemy). I will pass the word. Thanks. Share this post Link to post Share on other sites
sic-disaster 311 Posted August 28, 2013 I'm glad you guys like it :) It seems to be doing quite well on Steam :D Share this post Link to post Share on other sites
sic-disaster 311 Posted August 29, 2013 Hey guys, I would like to do an update for this mission so that the player doesn't have to hunt around for the last tango for too much. I was thinking to do that by adding a trigger inside the town with a timer so that after a while the mission finishes, even if there is still a soldier left. How long would you say that the fighting INSIDE of the town lasts for you on average? I would hate for the mission to finish in a heated firefight :p Share this post Link to post Share on other sites
dale0404 5 Posted August 29, 2013 would be easier to do a trigger with less than <insert amount> of enemy. Share this post Link to post Share on other sites
ebarstad 18 Posted August 29, 2013 Hey guys, I would like to do an update for this mission so that the player doesn't have to hunt around for the last tango for too much. I was thinking to do that by adding a trigger inside the town with a timer so that after a while the mission finishes, even if there is still a soldier left. How long would you say that the fighting INSIDE of the town lasts for you on average? I would hate for the mission to finish in a heated firefight :p It might be better to make a trigger count down when there is only 1-3 Opfor left rather than starting the countdown at mission start. Edit: Ninja'd by Dale. Share this post Link to post Share on other sites
sic-disaster 311 Posted August 29, 2013 Interesting, I didn't know that was possible. That's awesome. What would that trigger look like exactly? Share this post Link to post Share on other sites
ebarstad 18 Posted August 30, 2013 I don't know if this is correct, but something like: (east countside thislist) <= 3 in the trigger's condition field, with activation set to OPFOR Present might do the trick. Then you could set the countdown min/mid/max to whatever you want. You could also have two triggers covering the same area -- one that triggers when there are only a couple enemies left (with a timer) and one that triggers when none are left (probably like it is now). The only other suggestion I might make re: the mission itself would be to maybe try out UPSMON on the OPFOR just to randomize the movements and location of the enemies a bit. It seems a shame to have the infantry and vehicles always starting in the same positions, especially the APCs. That said, I very much enjoy the mission as is -- it's one I'll play again and again. Share this post Link to post Share on other sites
sic-disaster 311 Posted August 30, 2013 That didn't quite work but I found this: (east countside thislist) < 4 which did the trick. The mission is now updated :) There is a trigger with a timer and a regular trigger to see if the enemy is all dead. I will look into randomizing some locations a bit but I am out of time now. Share this post Link to post Share on other sites
soapsurfer 12 Posted August 30, 2013 The mission was indeed very nice to play. The voiceover was nice and gave the mission the mission some more professionalism. Very nice. What about changing the ending a bit? Seeing OpFors really flee and not ending the mission so abrupt? Share this post Link to post Share on other sites
sic-disaster 311 Posted August 30, 2013 Opfor sometimes does flee, I have seen them about 4 to 500 metres away from the town (which is why I had Callsign Hammer stationed there, to cut them down as they move out). Sometimes you'll see it happen, sometimes you won't. The problem with sandbox games is that it is hard to predict what will happen (which is ofcourse also the best thing about sandbox games, just sometimes hellish if you want to do something specific like that I think). Share this post Link to post Share on other sites