sic-disaster 311 Posted June 8, 2016 In this mission you are tasked with finding two weapons caches hidden in the jungle on central Tanoa. The mission has now been updated to include Apex units, voice-overs and has various other fixes: - All enemies changed to Syndikat forces. - CSAT units changed to Pacific versions. - Behaviourial change to some enemies upon contact. - Changed all references of FIA to Syndikat troops. - Locked all Syndikat vehicles. - Removed redundant message from HQ. - Made friendly squad kneel at the tripwire while holding. - No longer requires CBA. - Added voice-acting. - Added ambient goat and chicken sound. - Added music from the Tropico Soundtrack. - Updated briefing with credits for voice-acting and music. - Added some combat-interruptible ambient animations to Syndikat troops. - Some syndikat troops in the first encampment will crouch when they see an enemy, rather than the default prone reaction. - Changed loadscreen/workshop image to reflect new CSAT units. http://steamcommunity.com/sharedfiles/filedetails/?id=700046351 7 Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted June 10, 2016 A pleasant nice mission. The vehicule didn't start so I had to do the mission alone. Thx again for sharing ! Share this post Link to post Share on other sites
lexx 1363 Posted June 11, 2016 A few things: - you should use chinese faces. We already know CSAT will be of asian origin on Tanoa. - Please don't call the enemy "FIA" - we aren't on Altis. :> - At the end of the mission, the BLUFOR infantry marker is shown. Should be the OPFOR marker instead. Share this post Link to post Share on other sites
general_motors 21 Posted June 12, 2016 Interesting locations you've found there, ideal shacks to construct rebel hideout around them in 3den. Nice walk through the jungle too. Thanks for the content. Share this post Link to post Share on other sites
Wiki 1558 Posted June 12, 2016 It looks nice!Are you using some filters or visual enhancement? Or is it purely vanilla? Also, I think you should hide the waypoints (make them "never visible") :) Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 12, 2016 Just played through and had a good time on this... Thanks for sharing! Share this post Link to post Share on other sites
froggyluv 2136 Posted June 13, 2016 Exactly why I dont explore new islands -save the immersion for a fresh mission experience. I like the pacing rather than running everywhere but godDayum this Island is AMAZING! PS: You gotta play with Bloodlust. Exploding cache sends bodyparts of dead enemies literally hundreds of yards across jungle Share this post Link to post Share on other sites
sic-disaster 311 Posted June 14, 2016 A few things: - you should use chinese faces. We already know CSAT will be of asian origin on Tanoa. - Please don't call the enemy "FIA" - we aren't on Altis. :> - At the end of the mission, the BLUFOR infantry marker is shown. Should be the OPFOR marker instead. - something I plan to do when the expansion units arrive. No need to manually mess around with assigning faces and such just yet. I'll give them setting-appropriate clothing and all that. - again something I plan to change a bit later. But for now the FIA is exactly what they are. - That's definitely something I want to do but didn't find the reference for the OPFOR marker. Also, the issue with the car not driving is strange. I've never experienced it myself, and no special scripts are being run. It's simply the AI following a move-waypoint, nothing special going on. Maybe an AI mod is conflicting here somehow? The video isn't mine but was made by Jeza. Share this post Link to post Share on other sites
lexx 1363 Posted June 14, 2016 The units arrived already. :P Everything is on the dev-branch. "b_inf" should be the BLUFOR marker, then "o_inf" is the OPFOR marker. Share this post Link to post Share on other sites
sic-disaster 311 Posted June 15, 2016 Aye, I just saw :P I was away on a long weekend. I've been working on an update for the mission, but before I put it out there I'm awaiting some voice-acting to be done. But here's the changelist so far: - All enemies changed to Syndikat forces. - CSAT units changed to Pacific versions. - Behaviourial change to some enemies upon contact. - Changed all references of FIA to Syndikat troops. - Locked all Syndikat vehicles. - Removed redundant message from HQ. - Made friendly squad kneel at the tripwire while holding. - No longer requires CBA. - Changed faction icon on mission finish to the CSAT one. Once I get voice-overs for HQ and the Squad Leader, I'm pushing it out onto the Workshop. In case any one sees this and wants to help, here's the lines I need: HQ: Ok, listen up Armadillo. It is no secret the enemy hides in the jungle. Today we have received intel of two possible weapons cache locations. The Syndikat move them around all the time, and you are the nearest squad. That's why you are going in alone. This area has been quiet for quite some time now, and history has shown that the Syndikat disperses in quiet times. Hence why we suspect these caches to have a skeleton crew guarding them. Though we suspect resistance will be light, stay aware of possible boobytraps. Good luck Armadillo. HQ out. Squad leader: "Ok, file formation. Stay close, and keep a lookout." "And deadly. Keep your eyes open, damn you." "Ok, Diamond formation! Get set for contact!" "Whoah, hold up! There's a tripmine ahead! Gabur, go and disable it!" "Those sneaky motherfuckers! Ok, let's move around these rocks for now." "Well done, private!" "Ok, let's prevent any more surprises and cut through the jungle here." "Shut up Private." "Ok, well done. Let's go home."; Share this post Link to post Share on other sites
sic-disaster 311 Posted June 15, 2016 The update to the mission is now live! Funnily enough, "o_inf" doesn't seem to work for the mission ending icon. It stays blue. - All enemies changed to Syndikat forces. - CSAT units changed to Pacific versions. - Behaviourial change to some enemies upon contact. - Changed all references of FIA to Syndikat troops. - Locked all Syndikat vehicles. - Removed redundant message from HQ. - Made friendly squad kneel at the tripwire while holding. - No longer requires CBA. - Added voice-acting. - Added ambient goat and chicken sound. - Added music from the Tropico Soundtrack. - Updated briefing with credits for voice-acting and music. - Added some combat-interruptible ambient animations to Syndikat troops. - Some syndikat troops in the first encampment will crouch when they see an enemy, rather than the default prone reaction. - Changed loadscreen/workshop image to reflect new CSAT units. 1 Share this post Link to post Share on other sites
lexx 1363 Posted June 16, 2016 The update to the mission is now live! Funnily enough, "o_inf" doesn't seem to work for the mission ending icon. It stays blue. You probably have to adjust the icon color as well. This should do the trick: pictureColor[] = {0.5,0.0,0.0,1}; Share this post Link to post Share on other sites
jeza 5416 Posted June 16, 2016 Mission video updated to latest release. Share this post Link to post Share on other sites
Wiki 1558 Posted June 17, 2016 hi Jeza. Thx for the new video. Same question as before:Are you using some filters or visual enhancement (like reshade or sweetfx)? Or is it purely vanilla? Share this post Link to post Share on other sites
jeza 5416 Posted June 17, 2016 Hey Sorry forgot to reply before. I'm using Reshade 6.2 with V5 LuT. Share this post Link to post Share on other sites
beppe_goodoldrebel 367 Posted June 20, 2016 This is a very nice mission! It has simple tasks but I like the overall feeling. Just a question , it seems you have a good "control" of AI movements , something I found very frustrating during mission making for SP scenarios. Have you used something particular during mission making? Scripts or just more waypoints? Share this post Link to post Share on other sites
sic-disaster 311 Posted June 21, 2016 Thanks, I'm glad you liked it! Mostly I just used waypoints, though on occasion I've used some simple scripts. For example, at the tripwire I made sure to stop the team dead in their tracks by putting in ' s1 disableAI "MOVE" ', and re-enabling it later. At the same time, another trigger goes off about a second later telling the AI to kneel with ' s1 setUnitPos "MIDDLE" ' etc. I've done similar with some of the enemy soldiers. For example, in the first encampment, the two soldiers at the campfire would always lie down, which is horribly annoying to deal with. So I made sure that if they see an enemy soldier in a certain trigger radius, they are forced into the crouch position. They cannot take any other stance, but in this scenario it makes sense because they have good cover/concealment that they can fire over in a crouched position without exposing a lot of their body. It's a realistic response to that situation, which going prone and just staying there is not. Other than that, it's mostly just regular waypoints, no scripts running on the background. Just some triggers force them into temporary things like not being able to move, forcing them into a particular stance etc. The only other thing I used was waypoints calling for 'triggerActivated trigger1', which the first camp is a good example of as well. The team will move beyond the camp to get out of the radius of the satchel charge, but hold there until the cache has been blown up by use of that condition. Also noticed I haven't mentioned it in here, but I have a Facebook page now where you can easily follow any and all news updates on existing or future missions, sneak peaks behind the scenes etc. That page is here: https://www.facebook.com/SiCMissionsAndMods/ Share this post Link to post Share on other sites
beppe_goodoldrebel 367 Posted June 22, 2016 Thanks, I'm glad you liked it! Mostly I just used waypoints, though on occasion I've used some simple scripts. For example, at the tripwire I made sure to stop the team dead in their tracks by putting in ' s1 disableAI "MOVE" ', and re-enabling it later. At the same time, another trigger goes off about a second later telling the AI to kneel with ' s1 setUnitPos "MIDDLE" ' etc. I've done similar with some of the enemy soldiers. For example, in the first encampment, the two soldiers at the campfire would always lie down, which is horribly annoying to deal with. So I made sure that if they see an enemy soldier in a certain trigger radius, they are forced into the crouch position. They cannot take any other stance, but in this scenario it makes sense because they have good cover/concealment that they can fire over in a crouched position without exposing a lot of their body. It's a realistic response to that situation, which going prone and just staying there is not. Other than that, it's mostly just regular waypoints, no scripts running on the background. Just some triggers force them into temporary things like not being able to move, forcing them into a particular stance etc. The only other thing I used was waypoints calling for 'triggerActivated trigger1', which the first camp is a good example of as well. The team will move beyond the camp to get out of the radius of the satchel charge, but hold there until the cache has been blown up by use of that condition. Thank you for sharing! I'm trying to have a similar feel in a scenario i'm making, I even hope to control hand signal from ACE if is it possible. That would be even great! Share this post Link to post Share on other sites
sic-disaster 311 Posted June 23, 2016 You're welcome! I hope it works out! I'm getting close to finishing another mission myself. Vastly bigger and more complicated than this last one, but with the same or bigger attention to details hehe. 2 Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 6, 2016 Nice clean mission bro. Everything worked perfectly. 1 Share this post Link to post Share on other sites
sic-disaster 311 Posted July 7, 2016 Glad you liked it! Share this post Link to post Share on other sites
sic-disaster 311 Posted July 10, 2016 Funny thing: after one of the updates for ArmA 3 I noticed a new tendency for the driver to get off the road and cut through the jungle. Don't know what changed there, and he kept getting stuck. So I pushed a small update to the mission adding an extra waypoint so that shouldn't happen anymore. Share this post Link to post Share on other sites