fa3_c52_UneasyPartners_v5

Help make Party-approved missions harder
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Lynche
Posts: 24
Joined: Thu Jan 23, 2014 8:32 pm

fa3_c52_UneasyPartners_v5

Post by Lynche »

My first co-op to see the light of day.
I noticed that some things didn't do exactly what the were meant to (e.g Alpha being attacked by several vehicles). Someone in slotting/dead suggested switching off thermals in the vehicles, could someone give me pointers as to how that's done?

Next version shouldn't be so merciless, at least during the initial approach.

Anyone got any comments, suggestions, criticisms?

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wolfenswan
Posts: 1209
Joined: Wed May 25, 2011 4:59 pm

Re: fa3_c52_UneasyPartners_v4

Post by wolfenswan »

To disable thermal imaging:

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if (local this) then {this disableTIEquipment true;};
in the vehicle init.

It also seemed that the officers decided to run off on their own and engage alpha head-on. Your best bet to avoid this to happen is to give them a HOLD waypoint and also add this to their init:

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if (local this) then {doStop this;};
Oh and one more thing: I think you had some patrols set to "CARELESS", which causes them to react to any incoming fire. With "SAFE" they'll move in a similar pattern initially but change to combat mode when under fire.

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