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Now i would like to finish WW2 scenarios for IFA3. Then I will decide what to do next. Thanks for the advices and ideas. I'm will check them out :-)
Question - too few custom missions like this feature Norwegian maps - any chance you're willing to make one for Kobbvatn and maybe Vidda? (and maybe even Taunus? I know this isn't a Norwegian map but it's a nice one)
Project OPFOR mod? Like USAF vs ISIS or AFRF vs ChDKZ.
Keep up the amazing work.
Fixed script error for "Full spectrum warfare".
Removed transport helicopter combat support.
"Autonomous AI: Enabled, add vehicles" added more vehicle types for spawned vehicles.
Added WARMACHINE Tanoa for RHS mod (USAF vs AFRF)
Added new autonomous AI selection. Now you can choose from 4 variants.
1. Disabled - Only AI units lead by the player join the battle.
2. Enabled, infantry - All AI units join the battle and don't use vehicles.
3. Enabled, use vehicles - AI units start and use vehicles created at the BASE. AI units will board and drive vehicles to targets.
4. Enabled, add vehicles - All AI units join the battle. Manned Vehicles are created at the Sectors and FOB. Recommended, if AI units have problems with driving.
Changed mission generator default settings.
Fixed respawn system. AI units didn't respawn in the vehicles.
Code optimisation.
Mission generator
Added Ticket bleed - Disabled/Enabled. Reduces enemy tickets by holding majority of the sectors and capturing FOB as a attacker.
Added Time limit - Disabled/45 minutes/60 minutes/75 minutes. Maximal duration of the game
Changed finding the position for vehicles and units. Prevent spawning inside the rocks. Less errors when creating the mission.
Area of operation for Infantry mission increased.
Autonomous AI system now affects AI units placed by Zeus as well.
Respawn mechanics improved. Respawn positions at the sector is randomized to prevent spawn killing.
Fortifications can be placed on top of the rocks, upper floors and roofs of the buildings.
Arsenal - Added laser designator for RHS factions.
Thanks fo the inspiration :-)
Added FORTIFICATION system. Squad leader can build fortification
Added LEAVE LEADER POSITION (Actions menu) - To leave the squad leader position.
Modified files:
onplayerrespawn.sqf
initPlayerLocal.sqf
diary.sqf
cfgFunctions.hpp
fn_leaderactions.sqf
fn_fortification.sqf
Hi. If you want larger layout. Select "Create AO manually" in the Mission generator
Try it without the mods. Sometimes mission creation stuck when engine can't find empty place for vehicles (Last message: Vehicle respawn time set). Restart mission and try another location.
Thank you for your feedback and this idea. I will have a look how to make it.