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Add GDI Covert Operations - Twist of Fate - scg41ea #20818
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Fixed a few posible objective crashes. |
Needs a rebase and difficulty translations added. See changelog #20585 for how. |
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Rebased and translations added. |
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Would it make sense to add periodic reinforcements on easy difficulty? The Mission is quite lengthy
Done. |
Modified sams objective. |
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I noticed all units aren't coloured. They are all of blue color, while structures & harvesters are red. Is this intentional?
The game crashed when I captured the radar.
Attempted to get trait from destroyed object (fact 77 (not in world))
Somehow the chinooks didn't land. They just stood there. I'd suggest just adding an additional reinforcement rather than making the existing one bigger
Also got a crash if I captured the coms sentre after already having killed sams
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This is probably just the default campaign coloring? (See the shared |
Fixed both crashes from comm center capture and only 1 chinook should come now (was because of entering the cell trigger with multiple infantry at the same time). About the colors... i'm with abcdefg30, just imported the map with the utility and added cnc|rules/campaign-palettes.yaml to map.yaml. |
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Now when I capture the coms centre before the objective appears, I don't get the objective to kill sams.
I still managed to get the crash somehowAttempted to get trait from destroyed object (sam 101 (not in world)
It's intended, before the first airstrike it is just a standard comm center, nothing special, i guess. Fixed that crash too, my bad, stupid copy-paste xd. |
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It now crashes when I kill the conyard.
Fatal Lua Error: [string "twist-of-fate.lua"]:83: attempt to index global 'NodAirSupport' (a nil value)
Fixed. |
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LGTM
Done. |
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The mission play well, good job! I find the secondary objective of destroying the SAM Sites a bit odd. I don't see a scenario where a player destroys the SAMs before having most of the main base destroyed already, making it a bit pointless. The briefing mentions that Getting that post back would be a major coup
, so we could make the second objective about capturing the middle Construction Yard instead and always give the player an airstrike when they have a Comm Center. What do you think?
Yes, i thought about this while coding the map... not sure why i didn't do it. |
Basically, but I would leave the Comm Center objective as is. Tying airstrikes to capturing the old Con Yard feels a bit weird. I'd either let the player have airstrikes like in skirmish or disable them entirely for this mission if they are too powerful. |
When it comes to missions, I don't think you can make anything too powerfull |
Looks good to me. 👍 |
Added recover recon post secondary objective. |
Fixed. |
Same from #20743.
Sorry i messed up all. Still need to learn more git.