Your custom mission "Bunker Bashout" is high above my initial expectations. The "How to use" instructions are clear. Description and background info are very interesting. The mission is really hard and full with action in every minute. All triggers works fine.They made the game more complex. A pleasant surprise are "in game" voice, sound and text situation updates also the change of the "in game" music themes. The top was the possibility not only to watch your saved game but to takeover control on it. There is no doubt that "Bunker Bashout" is ready for official announce. And more - now there is no doubt that you can create all campaign as you said before.
I had a problem with the WC3.MNU file that I supplied. The upload has been adjusted so that this problem is remedied. If you've downloaded this mission, I would recommend that you redownload it so this menu file doesn't become a problem.
I know at least one person didn't like the hectic feeling of last mission. This mission, on the other hand, should involve stealth tactics, requiring you to go much more slowly into battle, thinking about how to obtain the objective.
Note again: This is in progress, and I think I already spotted at least one grammar error in this briefing. It'll be fixed for the release, but bonus points to the person who can spot any.
There are four friendly HOKUMs ( green on radar ) fighting on your side against the "red" TIGREs and HIPs in Gold Operations on Sakhalin island - Kingpin series The name of the mission is "Sentry"
Aha, well, that is the feature with which I was going to mess. Thanks. I might as well put up the briefing for mission three soon, since it involves this type of feature, as you know.
Incidentally, my mission two will allow multiple ways to win. Play it properly, rely on stealth, and you win it relatively easily. Play it loud and proud, and suddenly the dynamics change and the requirements to win are much harder. (The harder version might make a fun multiplayer coop map. )
Thanks again to ufolev for testing this mission. Of note, I found a new way to make the hard mode hard, so I did not make all of the changes we had discussed.
Easy mode: Follow briefing and in-flight instructions. Hard mode: Disregard stealth warnings and trip the enemy's alarm system. Then sit back and wait for reinforcements to arrive. Once they do, follow the new instructions that inform you of new targets.
Included with the mission are ways of playing back a demo, one for easy mode and one for hard mode. Before anyone criticizes it, I know that the hard mode video is perhaps not the most impressive, but I had to include a demo. It's epic enough.
Edit: Configured the mission improperly for multiple record files. Fixed now, with different instructions on viewing both versions.
Last edited by DavidC99; 01/03/1108:52 AM. Reason: V2
Keep it up. I just created a big battle real quick to try this. It's easy to create something very challenging.
Most of those trees are ugly, but I'm digging the furs. You have to be careful with putting too many of them. It really messes up enemy tanks' ability to maneuver. But they and walls are useful for creating predictable routes. Hmm... wonder if buildings could also be used like that.
How are you doing the IF-THEN triggers?
Which maps are the largest ones? Some of them are very small.
Any way yet to create custom maps? Comanche 4 has a gazillion different user mods out there. Funny, one review said Comanche 3 Gold was "too complicated" compared to the sequel. Wow. 4 must really suck.
I'd really like to find a way to disable Altitude Hold and Auto Hover in the mission editor/briefing for user-created missions, as if your helo has already sustained some damage or there's been cost-cutting on the block you've been deployed with. They both make some missions a little too easy, while on others it's essential as a strategy to speed up execution of tasks. Spiraling around and up hills/ridges is fun.
Any list compiled yet of the different units, what they are, their sensor range, and weapon capability/range/altitude? A lot of them I don't recognize.
Anyone using my GlovePIE scripts for C3Gold? I get a lot of thrill out of the flight mode law system. For cruising over water with Alt Hold on, the top one on the X52 slider is essential. Smooth.
Last edited by Reticuli; 01/31/1110:54 PM.
The term "necroposting" was invented by a person with no social memory beyond a year. People with a similar hangup are those o.k. with the internet being transient vapor.
Hi Reticuli, I can't really answer any of your queries as I haven't tried this new breed of mission editing techniques but all I know is, it's great to see you in here again!
I've posted a number of examples already in a topic that I created earlier. In essence, you have to unpack the MRF file, edit the MIS file with your own triggers, and then repack it.
Also, I will most likely be releasing a tool shortly that will allow you to place objects in groups, which is where the power of triggers becomes a little more realized.
I see. Units disappeared because I wasn't in the correct tile. Tiles are fixed size. Zoom out, move with arrow keys. Much bigger, though repetitive.
The term "necroposting" was invented by a person with no social memory beyond a year. People with a similar hangup are those o.k. with the internet being transient vapor.
I use only Standart Comanche Gold Mission Editor which is very limited, but DavidC99 has described in his topic: - Comanche Gold Modding Breakthrough -- Triggers many tips how to add triggers in your custom missions Also there is other topic: - Comanche Gold - Easter Egg! about adding of new 3D objects in your custom missions
The most of innovations in Comanche Gold mission editing are created from DavidC99 who is very kind to share them with us.
Thanks for the information and screenshots, ufolev!
I have just played through the 5 new-found missions that ufolev posted the link to. They are all quite well made and are fairly easy to complete with the realistic default weapon loadouts. There is an immersion factor in that your FARP is alive with moving Humvees and helicopters, but no radio chatter as these were made before DC99's experimentation with custom radio chatter and trigger implementation.
One thing of note that did spoil a couple of the missions, there are one or two ZSU-23-4s to look out for that won't be killed with Hellfire or cannon from certain angles. This is a weird bug found in a fair few custom missions, not just with ZSUs but many units. If at first a Hellfire won't kill one, try to evade its fire and shoot at it from another angle. Failing that, an artillery barrage never fails!
Good hunting, Griffon 2-6!
Last edited by Flyboy; 01/17/1212:44 PM. Reason: Missions tested
Nice work! When I next update my CG website I am going to add this mission and all the others you've made to a new 'Missions' page. I think you have made so many missions now that they deserve their own page!
Thanks for the heads-up about this new mission and updated older missions. I have the older ones hosted at my website too, and will update them all when I next get round to updating my website. I have also sent an e-mail to their website to ask if they would possibly keep me updated if/when they release any new missions... and also if it is OK that I host them as well.
The aim of this first mission was for me to try the editor and see how objects interact with each other, depending on the basic parameters that can be given to them, like quick aim, slow fire, and so on. I was also wondering how hard a Comanche mission could be, and how can the player have a real impact on the game while still depending on the action of its wingman and friendly forces. I tried the other custom missions, like "contact" and I now feel i remember how stealth behaviour can be important too, compared to it, this mission mainly rely on how quick you can defend your allies.
I'm maybe a bit close from exploiting some unrealistic situations a pilot wouldn't do, as for instance shooting down a frogfoot with gun while flying just behind him at the same speed or escaping from stingers by flying at 140mph in a orthogonal direction, but I didn't wanted the player/tester to feel any limitations on the gameplay. Enemy SAMs positionning is a bit hard when trying to keep friendly IA alive and still making it difficult for the player to get rid of them, but I'll find my equilibrated balance :-). Frogfoot are a bit shot down like flies the same way (if you have well defended your SAMs till this point), so the enemy effort to take this base with mainly air assault is a bit fool, but that's the reason why they are so numerous !
As a try, you have 3 allies called 2-7 here, and they all interact with you the same way with the wingman functions. However, in this mission, I suggest that they can be much more efficient by being left behind in a "patrol base" behaviour, as they will be covered by the base SAMs.
Edit: added video demo in the spoiler ! Good luck !