20 [Tour] Desert Storm 2035
Posted: Wed Apr 03, 2019 2:19 pm
Mission Name: 20 [Tour] Desert Storm 2035
Current Version: v0.991
Author: Kain_Lowsta
Island: Altis
Mission Description: Defend FOB storm against insurmountable odds.
Scripts Used
20 [Tour] Desert Storm (A2): by _neo_ (Ported by Kain_Lowsta)
Name Recognition: by Deadfast, Mr.Ben, OLO and Kain_Lowsta
Tour Respawn Control: by Mr.Ben (Patched by: Kain_Lowsta)
Tour Functions: by Tour members
Tour Radio: by Outlander
A2S Multitask: by Deadfast and Mr.Ben
AIS Wounding System: by Psychobastard
Changelog
V0.20
- Added: FOB Storm recreated from scratch, as close to 1-1 as possible
- Added: vehicle wrecks surrounding base
- Added: Terrain objects outside base (pipeline)
V0.30
- Added: Ported dust particle effect
- Changed: weather to match view distance limitations from original
V0.40
- Added: Ported & adapted enemy spawn script
- Changed: AI skills Difficulty increased (using setSkill values from A2 made it too easy!)
V0.50
- Added: Primary task (defend base)
- Added: Briefing notes
- Added: Mines are available from the cache
- Added: Playable slots to match original
- Changed: Platoon Commander's 2IC is now a medic not rifleman
V0.60
- Added: Ported & adapted briefing intro with original voice acting
- Added: Further developed FOB to add more detail
- Changed: Rotated FOB to match orientation of original (entrance at west of base)
V0.70
- Added: Respawn control implemented
- Added: AIS Revive implemented
- Changed: AIS Settings - anyone can stabilize. full revive only inside medic building inside FOB Storm
V0.80
- Added: TOUR name recog updated to V4, and implemented
- Added: Initial implementation of satellite radio dialog interface
- Added: Ported Close Air Support FSM
V0.90
- Added: new enemy type - saboteur teams who can breach the perimeter fence using explosives
- Changed: Loading screen image customized for salt lake city
V0.91
- Changed: briefing notes show references to old A2 factions/places
V0.963
- Fixed: description text is not displayed in lobby
- Fixed: base officer is not named correctly
- Fixed: Mission name is not displayed in mission select screen
V0.968
- Fixed: gear boxes around base still have default gear in
- Fixed: respawn control does not force correct uniform on respawn (Patched Tour Respawn Control V7)
- Fixed: respawn control:Scripts were calling for TOUR_core instead of using the Logic passed in params
V0.97
- Fixed: Respawn control spectator cam bug where players are stuck spectating their dead body
- Fixed: trucks with reinforcement troops have too many in squad
- Fixed: enemy APC has too much fire power
- Added: players receive balaclavas/masks
v0.98
- Added: Evac option in satellite radio dialog to abort mission
- Fixed: DLC helmets are given to players even if they do not own DLC
- Fixed: saboteur enemies are too rare
- Fixed: pallets + ammo cans near mortar are floating
- Fixed: tin fences are floating
- Fixed: sandbag was misplaced at top of radio tower
- Fixed: jerry can at transmitter building is clipping ground
- Fixed: mortar is bugged: player gets stuck inside
- Fixed: thick fog takes too long to develop
- Fixed: Too much overcast by end of mission
- Fixed: _neo_ garbage script not removing AI bodies after death in MP
- Fixed: enemies are not difficult enough
* aimingAccuracy increased by: 0.05
* aimingShake increased by: 0.15
* aimingSpeed increased by: 0.1
v0.99
- Added: 'Rescue the pilot' secondary task implemented
- Added: rip mission compatibility
- Added: Ammo cache
- Fixed: bunny rabbits should not be on a salt lake
- Fixed: no side chat radio messages are played when CAS/EVAC is called
- Fixed: sound assets are too quiet
- Fixed: when radio dialog opened, error message is given
- Fixed: fog is still not heavy enough (players see AI too soon)
- Fixed: when mission time is up, HQ does not call sat phone to facilitate mission complete
- Fixed: radiotower can be destroyed, but sandbags stay floating after
- Fixed: rescue pilot task cannot be completed: pilot does not enter AIS incapacitaed state
- Fixed: Player can complete the mission even if base is overun with enemies
- Fixed: first aid time takes too long
- Fixed: mission doesnt end if all players are bleeding out
- Fixed: AIS revive does not hint when a medic bulding must be used to revive fully
- Fixed: AI vehicles have trouble pathfinding around the base
- Fixed: objects around mortar injure players
- Fixed: enemy heli sits away from base and will not attack
- Fixed: static weapons have thermal enabled
- Fixed: static weapons' backpacks dissapear on roofs when dissasembled in a bunker
- Fixed: nametags shows 'error no unit' when incapacitated using AIS revive
- Fixed: Vcom AI compatibility
- Changed: Player loadouts
- Changed: more troops in reinforcement trucks
- Changed: Disabled Tour respawn control scripts in this version
v0.991
- Fixed: repeated error in RPT: fn_hasRadio.sqf ...thanks Vcom
Known Bugs/TODO
- CAS chopper if far less effective than A2 version
- CAS heli crew do not get setCaptive correctly sometimes
- some radio sound clips in the mission files were not coded into the original desert storm!
- satellite radio dialog uses placeholder resources
- BIS_fnc_endMissionServer: does not display correct ending
- the vehicle wrecks around the base are static and not randomly generated as per the original
- saboteur code in enemy_spawn.sqf needs streamlining into functions & optimizing
- there are no leaflets blowing in the wind as in original
- asst MG has binocs in backpack after respawn (not always reproduceable)
- satellite dish should be on top of command bunker
- dust storm pops out of view as particles dissapears
- script error - enemySpawn.sqf line 482. undefined variable in _damagedBag to do with sandbags (not always reproduceable)
- intro briefing by officer - sound does not fade as player moves away
- mortar strike on players?
- mission frame rate drops as mission progresses (likely due to enemies spawning in)
- CAS radio dialog button: active click zone and text misaligned