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The priest returns in one of the endings.
Yeah, you're right, the documents found in the burning building don't add anything new to the story. I just wanted the player to feel that he has got something and then "rise up" against the journalist in the phone call at the end. In fact it's supposed to be useless anyway - there are only names on the list, no hint that leads to Venizelos.
Un-kill-able WOLF 1 in mission 2. Hhmm.... You're right, this is not the best way to do it. But I don't know how to tell the story if the player can kill him right there. As you saw, WOLF 1 returned to "the scene" many times after that which wouldn't be possible if I allowed the player to kill him. Any other idea how to make that better?
MOCAP... Also a valid point... I require MOCAP and only used an animation of it... Damn, you're right - I should expand this and create some situations where MOCAP use is rewarded. Scripting the AI so that it doesn't detect the player right behind it should be somehow possible.
I didn't get what you meant in your last spoiler (Fournos, change objective, etc.). Could you elaborate a bit more on that?
Thanks a lot for this fair and good review, Unluckymonster!
A: Oh okay, haven't played campaign 2nd time yet so that sin off.
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Un-kill-able WOLF 1 in mission 2. Hhmm.... You're right, this is not the best way to do it. Any other idea how to make that better?
A: When player enters to city/ near it you could make Wolf 1 already then leave and player charter would see car from distance futher away and say like "That car left off where my friend lives. Hopefully I'm not too late..."
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I should expand this and create some situations where MOCAP use is rewarded. Scripting the AI so that it doesn't detect the player right behind it should be somehow possible.
A: Usebility of MOCAP in ArmA really is difficult as Ai is scripted to work like normal human, not as stealth-game Ai which is totally blind and deaf of what happens behind his back.
I don't know has anyone even made script that changes ArmA Ai to more suitable for stealth. (If would have I would want to create Deus ArmA-mission right now :p )
So right now I'm afraid there's no better solution than tell MOCAP-controls on briefing and have only once real use to it. It removes the "what I need to click now?"-amusement when MOCAP is required.
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I didn't get what you meant in your last spoiler (Fournos, change objective, etc.). Could you elaborate a bit more on that?
A: I entered to Fourmos area from left side with car, other side of hill where there are not enemy checkpoint. I spotted two guards at the buildings and dock-area but since objective was to go to small island itself I decided to go Fourmos stealthly (as I had got the information stealthy I tought it would still best if we are undetected) and I swimmed to Fourmos-island itself.
Once I got to island my group guys were just "Umm... there's nothing here, let's go check those buildings." And I was like 'Oh c'mon! Why didn't you said that like 5 minutes ago and then I loaded my last save from where left car and went straight to buildings.
On MOCAP: Well, tbh I myself created a stealth 'n kill mission in my Arma 2 campaign "Black Lands". Not with MOCAP but with the Arma 2 animations, which all in all worked quite well.
I'll think about if I can create some MOCAP situations in the next versions.
Anyway, first, your English is absolutely fine.
Secondly, do you have a suggestion what the missions before the car dealer could be about? I'm open for any inspiration though I can't promise if there will be more missions. But I'm looking forward to see what you think.