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Add Counterstrike mission Sarin Gas 2: Down Under #15952
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Rebased |
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I only found a few things that need changing and I had to go out of my way to actually make it crash ingame.
Other than that just two very minor points:
(1) Is it intentional that Tanya may day without any repercussions?
(2) The line on the ground in Tanya's prison doesn't correspond to the range of the flame towers. But I don't know if this is something that needs to be adressed at all.
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Updated. Added IsDead checks for everything but the mammoth 2 cam, which I moved over by a cell and expanded the trigger distance by 1. I'm certain that there's no way to destroy the mammoth without spawning the camera first.
In the original you could lose Tanya and go on, but I guess it makes sense to have an objective for her. I added a free and keep Tanya alive objective. |
It would be great if we could get this merged in time for the playtest. |
One thing that still doesn't work right is the trigger for the scientist entering the demo truck.
This creates the trigger and if the scientist then dies (while on the way to the truck) the truck starts moving. Expected behavior is: Truck doesn't move if the scientist is killed on the way. Perhaps, instead of "OnRemovedFromWorld" you could use "OnPassengerEntered" or a simple proximitytrigger? By the way: did you add an extra dog? I can't free tanya with just the spies from the prison anymore. All the lua-crashed depended on being able to do this somewhat easily. If this is taken care of I think the mission works fine as is. |
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Updated: Moving the IsDead check to the next function worked for me.
Yeah, I thought it made more sense than having two flamers there. In theory, you aren't supposed to be able to use the two spies without breaking them out of prison first. I didn't realize they could get past their own guard dogs. |
Found something else (sorry -.-): |
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Updated |
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I have no more complaints. I think it works well now. |
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Updated. Changed the hard objective message to specify that the player only needs to protect the units under their command. |
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Can we get some testing and reviewing here? |
Updated |
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Looks good to me otherwise.
Updated |
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I have only one complaint about this mission (other than my general grievances about these kind of maps having no place in an RTS): when all your dudes die before Tanya gets freed, the mission does not fail automatically. It would be nice if that could be fixed. Otherwise the mission looks ok.
Updated. I addressed the above comment by making Tanya temporarily German. She will fall under the player's command when the flametowers guarding her are destroyed. |
Hoo boy this one took awhile.
I decided not to get fancy with difficulties here. There's normal mode and don't lose a single soldier mode.