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Definitely one to play with friends too. I'd be fascinated to see how other people attacked it.
hope u come back and make some more once the new SOG update drops
ty
Very buggy this is
The general idea for this mission is amazing, but this stuff is really bugging me
Thanks for playing. I have not encountered the bug you described before. The wooden lever you found is part of the rope bridge nearby. It simply releases a trap door along part of the rope bridge. Kinda random, but it was part of the model, had to work it in there somehow.
https://youtu.be/xdvLnKx_gEI
Thanks for playing and thanks for your kind feedback here and on the discord! Glad you dig the mission format. The idea started as a LRRP scenario (thanks for reminding me, I need to revisit this). Then I adapted it to the modern OIR setting (release forthcoming). Finally, I found a solid historical account of UDT/SEAL ops in 'nam and it led to this, a third iteration. More to come - there will be a '71 version of this mission w/ different loadouts and supports, and I think a LRRP based mission w/ similar format will have to happen. It's a fairly simple formula once you have the right historical context, units, and AO.
Assuming you are the same author of the boat waypoint script, did you find this scenario could really use it? There aren't many units passing through particularly narrow waterways, almost all AI boat traffic just sticks to the main waterway. If so, I'm happy to give it a spin in a future update, with credit, of course.
The guys a script wizard and has alot of really fun immersion things like units falling out of vehicles etc . Hes the guy that also fixed the faulty AI pathfinding in the SOG ricepaddie map
I like this mission -especially things like you not just telling us where the Mortar is -to have to use practical reasoning and deduction makes missions oh so much more fun -i wish more mission developers thought that way.
Havent gotten that far in it but so far i really like the sense of dynamic world living etc. Only complaint is sometimes i cant read the Dialogue text in time but its minor
Hope you enjoy. I am not familiar with that script, maybe I'll have a look. I did not find many issues with AI pathfinding with the boats when they have waypoints. Occasionally, boats piloted by AI squadmates will do something stupid, but this can be managed by switching briefly to control the unit that is having trouble. Let me know if you run into any major issues.
I am not sure how that would work with this mission, and I am not suggesting that @HeadUp should change his mission, but I wanted you to know a potential option to your question. Sorry, I haven't had time lately to run through the mission.
@gt500svt
My original intent was for the player to be able to play either squad, and they'd be operating autonomously in the same AO. I later added limited High Command [community.bistudio.com] (Left Ctrl + Space is the default to switch to High Command in game) to Stingray Lead - this allows you to issue waypoints to Vega element. It's rather limited in its implementation, and I can't say for sure how the water will affect their ability to follow. I could potentially add an option to merge squads in a future update if enough folks want to be able to manage all 12 units at once.
1. Any suggestions on how to control both squads separately ? I’m new to ARMA3 and PF/SOG game and still learning but seems like a lot of switching back and forth with no AI controlling anything.
2. Is there a way to give a squad a waypoint to move to where they will move and engage as needed….or anyway to have one squad controlled by AI?
3. Can you merge the 2 together and operate as a large squad ?
4. I assume if the player wanted they could leave the one squad at the starting point and just use one squad to complete the mission?
Thanks for any help. Again….great mission from what I’ve played so far.
I enjoyed very much